Shevezz City

Shevezz City is the capital and, in fact, most of the geographical spread of the Queendom of Shevezz. Due to this, the Queendom is usually called a "City State", where its territory is the city and vice versa. For this purpose, however, the mountain range to the East is also Shevezzi territory, and the Queendom does have structures further East as well as certain areas carefully excavated under them.  

Nearby Territory

The map provided here shows the Modern Era (AFD) where the Queendom borders Qal'ath, a line which runs West to East at the Table of Accord. Qal'ath's most Southern settlement is Usàs Nakàsz.   In the past, which some refer to as "Ancient Shevezz", the Queendom bordered on Shanvér (Greenfield) Woods, which in turn ran next to Aevyormii territory, known as the The Nectar Glen. Shanvér was neutral territory and largely left to nature, those who liked dark, dense forests, and hunting groups. The War of the First Destruction saw Shanvér reduced to a few mostly-dead trees, Qal'ath claim the area and its name changed to the Shan da San (Field of Blood).  

Rega Centra

The building known as the Rega Centra is both correctly and incorrectly named. While it translates as "Regent's Centre", it is not where the Queen (or occasional King) rules. The City was planned for buildings of import to be constructed below ground, and few folks in the Queendom know which level the palace complex actually is. This is due to a strict blindfold and silent ushering system, even for - and one might argue, especially for - visiting diplomats or emissaries.   But it is also correctly named in that it is a point of contact for the citizens to speak with the department governors, or to arrange audiences with higher ranking officials. It is not possible to simply arrange a meeting with the ruler of Shevezz, but it could be the start of the process that leads to one.  

The High Council

Most matters in Shevezz are undertaken with a heavy dose of serious and studious attitudes. Yet it appears that the original planners of Shevezz had more of a sense of humour than might be expected.   In a similar vein to Rega Centra not actually being inhabited by the ruler, the High Council did not house any important decision-making body. It was definitely a council, but the only reason it was "high" was because it existed at the ground level, the highest level of the city.   The High Council was used for citizen's advice, governor-to-specialist group audiences - such as workers' rights - and housed practical assistance for the citizens - financial advice, form submissions for funding or education access, building repair work and additional water supply requests.   Any law-making, political discourse and the like took place on level three and below. While sounding secretive, in reality the decisions to be made, how a debate unfolded and advanced warning of changes of policy were well documented and publicised. Official citizens were given access to truthfully, but carefully-worded details in Level 2 libraries, and summary documents could be found in Rega Centra, accessible to visitors.  

The City's Construction

It is surrounded by high dark stone walls, with the buildings within its borders being similarly constructed. Despite its imposing appearance, Shevezz has an open-gate policy, so long as visitors register with an entrance clerk upon their arrival.   While the exact date of its commencement has never been made known to outsiders, Shevezz City is always being constructed or reconstructed. This is due to some unique aspects.  

Built Downwards

The native Shevezzii, represented by the current Queen, have always hungered more for knowledge than possessions. As such, the need of other realms to control as much land as possible is not one they share. Instead of outwards, their expansion has been down into the ground, with few knowing how deep the city truly goes, nor how much "underground territory" is utilised by them.  

Dark, Yet Reflective

It can be easy to jump to conclusions about a place by its appearance. Shevezz City was built from black stone out of necessity, rather than choice. Initially taken from the mountains around the nearby peaks, with further materials being sourced from their expansion, the nation grew and became known for its near obsidian-black stonework.  
Limitations
But a city as far South as Shevezz has to endure high temperatures, especially in the Summer, and dark materials tend to absorb heat. Wishing to keep their natural look yet also ensure the above-ground buildings remained as cool as possible, the authorities contracted the Alchemists' Guild. The Guild invented a formula that reflected a large proportion of heat away from buildings, while absorbing some light so as not to dazzle onlookers. While the buildings cooled, it had the foreseen effect of making the streets much warmer during the hottest portion of the day.  
Reapplication
It is also true that the heat-reflecting lacquer, as high quality as it was, still needed reapplying. Even at 553AFD, this reapplication was part of the Shevezzi maintenance cycle, though the formula has changed over the years, along with other newer developments in metalworks, sun absorption and Mirroring.  

Lighting

Being as close to the desert as it is, Shevezz City citizens enjoy and need the cool of the night to help the heat escape from the streets. As such, what is thought to be early in the Queendom's existence, an alternative to flaming torches for illumination was researched. The result was the Crystal Lamp and more details about its development may be found there.   At the ground level, Crystal Lamps were usually crafted to give the appearance that they were free-standing, while at the same time being held securely to inner walls. For many families, the lighting of the lamps had been part of their daily routines, the comfort of warmth in the cold of the night. While Crystal Lamps did not emit the same deep yellow hue, fitting them to the old iron street lamps had been welcomed as an "appropriately-managed change".   Below the ground, Crystal Lamps were almost all fixed to walls to make their replacement easier. Only in certain locations could you find any hanging from the ceiling. The two medical wings and the current expansion dig were such places.  

Water and Sanitation

The Queendom's primary source of water is the Grànousii-an-Ormàszil Ocean, which is both high in salt and dense with other minerals and natural dyes that give it the azure shades inferred by its name. It is not water which could be safely consumed, though it has always had its uses, especially in the medical wings. There, small-scale distillation systems are in place for rehydrating patients. All other drinking water has to be imported from outside their border, which means whoever holds the territory to the North of the City.  
Sources of Water
There are three key moments in history that have irrevocably altered Shevezz's course on water and sanitation:  
  1. 350BFD: Until this date, fresh water was provided through a workable arrangement with the Aevyormii. When it was discovered that their territory had been taken, the Queendom of Shevezz had to enter into new, more difficult terms with the newly-established Qal'ath.

  2. 0BFD: Having their army taken to the brink of ruin, but weathering the storm far better than Qal'ath, the trading arrangements for water were relaxed, though Shevezz was no less reliant on Qal'ath.

  3. ~550AFD: Up to this year, attempts to clean and reuse seawater as freshwater had seen few successes, beyond the occasional glass goblet's worth. At a date not made available to non-Shevezzii, Queendom scientists at Hex-Alc found the breakthrough they needed. Bringing word to the Queen, everything was placed under the Secrecy Act while the systems required were designed and built, so as to reverse the power balance with Qal'ath.
 
Drinking Water
Drinking water and that for other uses such as cooking came almost entirely from imports, which were usually delivered daily. Some scientist types, or those who could afford to trial early prototype devices, had their own home distillation system, allowing them use seawater instead of the imported types. But deep into the AFD time period, even the distillation systems in governmental offices left a sharp taste to drinks, though teas and cooked dishes often reduced this to small amounts through additional herbs or spices.  
Bathing
While Shevezz imported water, it was never enough to allow for large volumes required for bathing. As the Ormàszil Ocean is so salty, public bathing sessions of no more than ten minutes per person were required at least once every three days, but no more than every other day. The ten minute rule existed to ensure users were not overly dehydrated nor inadvertently dyed blue, an unfortunate reaction of skin to the natural hues of that particular sea. A household's allowance of fresh water would permit self-cleansing without submersion, but did little for refreshment.   In some locations, so called Salt Showers were integrated. A literal bath was suspended from the ceiling and filled with pure Ormàszil water. Its base was made of two layers - one to hold the water and another to allow water to gradually drip out, and a pull-cord operated the two layers. They were built to ensure a shower lasted between nine to ten minutes. What was washed away was directed into the sewer system for Alchemic treatment before, ultimately, making its way back to the ocean.   Post-Bath Refreshment   Both ocean-bathing and salt-showers were dehydrating, although the minerals in the water often soothed injuries and relaxed tired muscles. However, in both cases, fruit was provided to rehydrate the body post-bath or post-shower. Some fruit such as Starfruit and oranges were grown at places in or near Shevezz City. Others, such as coconut milk were purchased, usually from Béjaiber'ghas or the Parrtrof Teeg clan of Kyadii in Sablesand.  
Sewerage
One of the vital aspects of Shevezzi life and, indeed, its cleanliness was in utilising the Ormàszil Ocean water in its sewer system. All dirt and waste products were funnelled from special, self-contained cubicles, into stone slopes and tunnels. At various points, it passed through treatment provided by the Alchemists' Guild so that, by the time it reached the sea it was as safe and clean as they could make it.   This was powered by water wheels that drew seawater into the system at a higher level than the cleaned water exited, harnessing the land's natural pull to their advantage.  

Flow Control

Knowing who is in the city and why is of the utmost importance to the authorities of the Queendom. On the one hand, this is to mitigate any threats to the city or its people. On the other, it is to ensure all visitors and citizens are supported as well as possible. Thus "Flow Control" was introduced, a record-keeping system on who enters and leaves the Queendom.   As such, there is always at least one Registration Clerk at the northern entrance gate, and often there are two. Citizens are either mostly known to the Clerks, or can provide authorised identification to prove their legitimacy. Visitors must register their name, current accommodation and the primary reason for their visit. While this sounds strict, "sight-seeing" or "curiosity" often passed for valid reasons. Such folks were issued with a badge and sealed letter of authorisation, both of which they had to keep on their person at all times.   New arrivals rarely originated from Sablesand in the South, though the occasional Kyadii merchant did pass through that way. Merchants required higher-level authorisation so rarely needed to be re-registered. The quality of their goods was also examined by the Alchemists Guild and the examination wing of the Shevezzi Archives. Their arrival and departure was, however, still recorded, which was a duty of the southern Watch-guards.  

Trust, But Observe

To the one seeking to infiltrate the city, providing an inaccurate reason may seem appealing. But the Queendom thrives on the principle of Trust, But Observe. New faces are closely watched by the casually-dressed military, and the Silent Shields of Shevezz. Many potential crimes have been thwarted through this method, but the one with innocent intents can relax, for they are as much protected by Trust, but Observe as all citizens.   The Queendom does not wish to deter visitors, potential future citizens or bright minds from entering the city. It means even on the first day, a poorer new arrival could find some level of unglamorous work. But manual labour paid well enough for basic, shared accommodation inside the city. In this way, Shevezz provides Trust and Work, while receiving Evidence of Trust Deserved.  

The Skarrka Bykla Mountains

The reason Shevezz City is constructed of such dark stone is due to the materials originating from the Skarrka Bykla mountains. While largely untamed due to the natural, sharp inclines, Skarrka Bykla boasts one official mine, two research camps and is the backdrop to The Ward of the Queen, the East-Guard.  

Rykinoraz

If the Queendom had a place for a third symbol in its symbology, it would be the peak of Rykinoraz, which seems to extend to double the height of every other mountain in the Skarrka Bykla. Although Shevezz is known for its logical, rational approach to life, Rykinoraz is often looked towards as a symbol of strength and sky-high possibilities. Even in the most central sector of the ground floor of Shevezz City, citizens can see the peak.   The Authorities can sometimes have a difficult task of being proud of their geographical location with ensuring the populace does not look to the mountains for their stength and thus risk building a religion.  

Settlements

Despite its seemingly barren and inhospitable land, there are two small camp-sites-come-hamlets. Frai-Kyn is known to be home to various people from different backgrounds and is often the choice of immigrant mine-workers. Elel Kàsénii, by contrast is a small village made up mostly of Elelupii, thought to be moderately well-off and choosing to spend their lives in the relatively secluded mountain range.   While record checks are not as stringent here as into Shevezz City, the Ward of the Queen (both a physical location and the name of the military unit guarding the location) at the Pymat Zentos share information with the City Authorities and do their best to know the regulars and question the undocumented arrivals. The Elelupii here are wary of outsiders, so are often the first to report possibly-suspicious folk. While these are often unfounded, the ones deserving of suspicions make the false-positives an acceptable part of the system.  

Hex-Alc

Hex-Alc is a jetty into the Grànousii-an-Ormàszil Ocean, with a large hexagonal platform, or work area, at the end, hence the name. It was constructed well before the founding of Qal'ath and has been rebuilt several times due to ocean storms. By AFD550, Hex-Alc was made of low-rust metals and impermeable stone, meaning that storms now generally cause minor damage that needs repair, rather than repeated reconstruction.   Hex-Alc, while usually making space for researchers and Alchemists, had a dedicated team that was focussed solely on bringing Fresh Water from Seawater. Having seen the destruction of the The Nectar Glen, it was set into law as an unchangeable Shevezzi principle not to take land which belongs to others, especially where they are reliant on its resources for their survival.   It took the Queendom over 800 years to master the method, with many generations of families believing it would be theirs to "crack that pearl-shell". But when it was achieved, a special memorial was raised at the public ground level, with the names and years of all citizens who had spent at least some of their life working on that momentous task.  

Port Cantus

Also jutting northwards is Port Cantus, the only sea-route into the city. There, ships were examined for poor quality or illegal goods, before having their seaworthiness checked. Even captains barred from entry due to the contents of their holds were afforded an outgoing seaworthiness examination to ensure the port authorities were not unwittingly sending people to their doom.   Ships drew up at a jetty that ran parallel to Hex-Alc and passengers and goods were disembarked at Homus Amalgam. Later, when Bezélan opened Risehope Docks, the design along with it eventually leading to The Mingling, many believed it had been inspired by the Shevezzi approach.  
Queendom of Shevezz
This is the "zoomed out" map, showing the area covered by the Queendom of Shevezz, including Shevezz "City", Skarrka Bykla mountain range and Port Cantus.

Section Menu
Borders On
  • Sablesand Dunes
  • Qalathii Territory
  • Bruhaii Aunàn
Entrances
North Gate, Sable/South Gate, The Ward of the Queen
Founders
Type
Capital
Inhabitant Demonym
Shevezzi
Owner/Ruler
Ruling/Owning Rank
Owning Organization

Early Sketch Recovered
by FJ Brodie
An early sketch recovered and carefully blanched, shows a very early North Gate of Shevezz, probably before the founding of Qal'ath. The curved windows, archways and the sculptures look modern even now. Back then, had they desired outward approval, they would have been praised for their elegance and ingenuity.
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The Cleansing of Zykyrn Pilkarrz

 

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Fallen Down of Nectar Glen

Skirmishes and Schisms

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Cover image: by FJ Brodie

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