City of Zakhiir Settlement in Oerren | World Anvil
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City of Zakhiir

Zakhiir was an independent city state that relied upon the lucrative trade between the adjacent empires of Pheloria, Augoria and the Sarevian Leagues. Located near the Golden Sea, the city had a rich culture and a colorful and spicy local cuisine that attracted visitors from around the world. It was also home to many rivalling factions and religious orders that squabbled over trades, favors and people within the confines of the city state.

Government

Zakhiir was a protectorate of the Phelorian Empire, like the rest of the city states in Lymia, but it enjoyed quite a great deal of freedom in its affairs. The government were considered a plutocracy, as it was ruled by those who could afford the privilege. Pheloria allowed a local council of Caliphs to run the day-by-day operations of the city state, and only interfered when decisions involving government or military were concerned. This council of Zakhiiran rulers consisted of seven Caliphs, and those that did not possess the title craved it greatly.

Noteworthy Laws

These were some of the greatest offenses of relevance to upcoming adventurers.   Stealing. The concept of taking something without permission was an affront to Zakhiiran culture, where every man and woman was supposed to be hospitable and helpful - meaning that there should be no such need. Stealing was punished in a variety of ways, ranging from enforced free labor, to brutal dismemberment of fingers, hands or wings in the case of Avariels. Factors such as the social status of the involved parties, the age of the offender, and the circumstances involved played a role in the final judgement.   Citizenship. The rights of being a citizen in Zakhiir was not automatically bestowed upon inhabitants there. Citizens gained the favor of the residing government, granting them access to official buildings, the court system, free passage to the City of the Dead (the local graveyard), basic schooling at the local academy, and the right to own land. This status had to be renewed once every five years, serving as a sort of tax for permanent residents. Upon gaining such a citizenship, government officials would use specialized henna kits to inscribe a special glyph in the palm of the citizens left hand, that would be invisible until it came into contact with a Zakhiiran Glyphstone, after which it would light up and confirm the citizens status. Those that did not have a citizenship were excluded from the justice system (unless they were the offender, in which case they would have an extremely difficult time), they generally received worse deals from contacts and vendors, and they had to rent space in order to live in the city. The current price for a five year citizenship was 300 gp.   Unsanctioned Magic. Spellcasters would do well to gain a permit for spellcasting within the confines of the city or risk paying hefty fines. There were several degrees of permits, ranging from being allowed to use minor spells, to being allowed to use a full variety of powerful spell effects. In the case of the latter, it could usually not be obtained unless you were a citizen of the city, or if you had reached high levels of trust and renown with the city rulers. Students of the Crystal Spire Academy gained such permits more easily, though they too had to prove themselves before being allowed to use powerful spells. Citizens could report worrisome individuals to representatives from the Crystal Spire Academy, who would then investigate the occurrence in detail. A few patrolling spell guards also made sure to keep watch for unsanctioned use of magic.

Defences

Phelorian soldiers oversaw the defenses of the city, and they generally got along well with the locals. Certain parts of the town were built upon mesas and connected by bridges. These areas were more easily defended against the dangers of the surrounding desert.   The Bak'thra. This old fortress functioned as the headquarters for the guards that oversee the law and order in the city, also called the Bak'shahir (helmed warriors). The fortress itself stood out from its surroundings with the red stone walls that had bronze details. In modern days, it was also the headquarters for the Phelorian soldiers that resided here.   The Lockhouse. This sparsely decorated building functioned as the jail of the city. It was operated by a regiment of Bak'shahir and lead by a retired Naut called Forkhas Glinthammer.

Industry & Trade

Zakhiir thrived on the trade of goods brought to its markets by foreign lands more than anything else. Besides these profitable operations, Zakhiir also housed a lucrative trade with the avari crystals that were used to power the airships that floated above the city.

Shops of Interest

These were the best places to shop.   The Grand Bazaar. The go-to marketplace in town, the grand bazaar always had a wide variety of people and goods, eagerly exchanging favors under the colorful covers from the blazing sun. A scent of exotic spices dominated the bazaar, and the sounds of foreign languages gave it a rich and exciting atmosphere. The Grand Bazaar offered a wide range of goods, but the food stalls were particularly excellent.   Al'Kadim's Emporium. The emporium was the largest shop in town, and the old Ishkari fortress had been expanded upon time and time again through the ages, until it became a permanent shop that was mostly frequented by the locals. Al'Kadim had taken over the shop after his father, and he was a large and bombastic man that always had issues with street rats trying to pelt him of his treasured goods.   Mahir's Marvelous Mirages. This festive operation was run by a dry and retired wizard called Mahir, who occasionally let out a chuckle when a magical mishap occurred in his shop. The shop was full of party paraphernalia including but not limited to, party favors, entertainment, fireworks, color-changing drinks and other minor magical trinkets.

Inns and Taverns

These were the most famous inns and taverns.   The Dusty Sandal. An inn largely sponsored by the government officials, offering cheap accommodations to those that serve in the military or the guard.   The Lazy Camel. An inn that is famous for its hearty meals and homegrown tobacco for water pipes.   The Golden Dome. An expensive inn that occupies an entire isle in the central lake, known for its golden silhouette that reflects sunlight.   The Desert Rose. A fairly expensive inn that often arrange philosophical debates, attracting intellectuals and other interesting people.

Anti-magic Measures

The city of Zakhiir was known for its many visitors and the presence of magic that could put vendors at a severe disadvantage when trading goods and services. For this reason, most merchants with a name to themselves were in possession of minor trinkets that would protect them from charms and illusions. These were often produced by the trade guilds of the city and distributed to the merchants with the best profiles. Some of the higher profiled vendors in the city also had wards against transmutation magic. When these countermeasures failed, they would hire spellguards to protect themselves and retrieve their stolen goods from thieves.    Finally, merchants operating under a guild would often gain the protection of these organizations. The guild would quickly learn of any wrongdoings against its members, and seek out justice either by the court system, or more often, directly by use of their own "justice system".    This deterred theft to a wide extent, but desperation still inspired thieves to attempt to outsmart the greedy salesmen.

Infrastructure

Standing in defiance of the sandy region, Zakhiir housed a number of marvelous works of engineering.   Bridge of the Lion. This large stone bridge connected the northern quarter of Zakhiir with the central quarter. It was often lined up with food stalls, and offered the best sights of the sunset in the city. It was said to be built by the lonely Caliph Jazim Ge'hir as a way for his wife to more easily reach him. The bridge also began the tradition of naming bridges after animals in the city, with the later construction of the Bridge of the Gazette, the Bridge of the Scorpion and the Bridge of the Camel.

Guilds and Factions

There were many factions and guilds in Zakhiir, but these were the most famous and influential.   The Crystal Spire Academy. The loremasters of this Avariel magical institution frequently sponsored expeditions to recover lost artifacts and secrets from beneath the sands or abroad. A wide range of subjects are taught to the students, ranging from etiquette, to martial mastery, and even the art of magic and bardic pursuits.   The Desert Lily. Freedom fighters first and foremost, this underground network attracts the best and worst of operatives working in the shadows of society to bring low those in power. It is a thorn in the side of the established elite, an organization of spirited people that cannot be tamed by the lure of gold.   The Winged Corsairs. Often associated with piracy and a spotted reputation, these loosely allied sky captains offer their services for highest bidder, while staying true to their internal code of honor. The many privately operated airships challenge the airship moguls that operate under federal law, frequently causing conflicts and clashes.   The Sandsea Venture Company. When the rich and useless require the services of adventuring specialists, their go-to option is the local adventuring guild. The best gigs go to the best rated teams, so the organized adventurers do their best to stay on friendly terms with their sponsors.   The Oracle. The world is moving fast, and the Oracle moves with it, as the most prominent and trustworthy newspaper in Zakhiir. Among enchanted quills and steam-powered printing presses, the employees of this busy workplace is as much reporters as they are adventurers. Of particular notion is the focus on the major deals and trade transactions taking place in the public space, and their critical approach to how these things are handled honorably.

Religious Orders

Of the religious orders, these are the most famous. Religious orders are not beyond the need for financial support, but they tend to be supported more by donations than by trade or craft. Such donations can come from the citizens, or it can come from one or few donators with money to spend on such spiritual pursuits.   The Path of the Iron Sands. A militant order devoted to the restoration of Fallen Ishkar and the crushing of rebellion and general disorder in the region.   The Shattered Crown. A righteous order devoted to fair dealings, upholding of honor, and the unwavering pursuit of terrible justice.   The Hallowed Heart. A secretive order of templars dutied with keeping dark lands and lore hidden from entrepreneurial opportunists. The Hallowed Heart operates across the Homelands, but they have a particular interest in the mysteries of Fallen Ishkar.   The Radiant Soul. An order of defenders of the downtrodden that devote their lives to nurture and protect all that is beautiful in the world. In Lymia, these "white knights" are most often associated with the churches of Ak'ate and Gahim. The order operated from its headquarters, the House of the Radiant Soul, that was also known for its frequent art sales and patronage of sculptors and painters.

Points of interest

These were some of the interesting locations in Zakhiir.   Zekir Palace. This large blue palace were said to be built by djinnis in the past, and it displayed some of the most beautiful mosaics to be found in the city. The palace housed the offices of the ruling council and their supporters, and it was generally not possible for the public to enter into its domain.   The Oracle Newspaper Station. This busy newspaper contracted several reporters to keep the affairs of the state and the surrounding regions in the public domain. It was a fantastical workshop, with migically animated quills and steam-powered printing presses operating at all hours of the day.   Philosopher's Rise. This beautiful park was built around a central hill used as a speakers corner for philosophers. The park was sometimes used during celebration of holidays where it offered displays of traditional dances and the reading of poetry from hopeful upcoming poets.   The Brazen Court. This brass-adorned building with beautiful gardens oversaw justice in the city. One of its special features was floor mosaics, magically enhanced to make it impossible to tell a lie while standing on them.   City of the Dead. This graveyard could only be reached by boat, and the only boat available was operated by an old and surly man that preferred the silence of the crypts over the noisy and disrespectful visitors.   House of Water. This expensive bathhouse was often visited by rich merchants and other influential figures. It kept alive the old traditions of bathing in the heated pools that naturally appeared in the surrounding regions.   The Caravansory. A refuge for travelers that were just quickly moving through town, or those looking for some good mounts, the Caravansory was a busy place that also attracted many youngsters who wanted to see and clap the exotic mounts here.   The Skyport. The Skyport was a large building with a glass ceiling, filled with palm trees, that housed sky captains and their ships. Those with enough coin could spend an evening here in the presence of the exotic sky captains, or they could buy a seat on one of the airships to travel to Astrolos in the Riverlands, or Iris in Pheloria.

Architecture

The central wards of the old city consisted of older buildings in the traditional Ishkari style, with large dark turquoise domes adorned with beautiful golden details, and sand colored thick stone walls that had been chalked to reflect the heat of the sunlight. Following the Phelorian Wars, large shanty towns had sprouted up in the outer wards far from the splendor of the town center, where refugees lived in humble dwellings of stone and wood.

Geography

Growing up around one of the few habitable zones in the vast desert lands, Zakhiir had grown to its large size around a group of hot and cold springs. These springs provided readily available fresh water for the inhabitants, and a bit of lush green palm wood to get a relief from the burning sun. The fairly low position in the small valley also provided a bit of shelter from sandstorms in the surrounding areas.

Natural Resources

Zakhiir was built around a constellation of oasis and pools, making it one of the few hospitable places in the sandy region. Besides the access to water, the surrounding highlands were also rich in mineral deposits, copper and iron veins, and wildlife such as lions and gazelles.
Travel distances and prices
See Travel in the Region of Zakhiir.
Alternative Name(s)
Zal'kahiir
Type
Large town
Population
21.250
Inhabitant Demonym
Zakhiiri
Ruling/Owning Rank
Zakhiir City Map

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