Bo'Rau'hl
The largest of the Githzerai landscapes encompasses a massive lake that boasts a city built on the shoreline. In the center lies the grandest of the Galk trees, infusing the lake with natural magic causing those who peer into the lake reflections to see their future. Individuals who ingest the magic-infused waters are granted great visages of the city's future, allowing the Zerths to erect prophecies regarding the city. This has led to many zealots and shamans to indulge in the lake magics in search of clues or signs of Zerthimon's return.
Demographics
The inhabitants of the overgrown city remained relatively diverse in comparison to its tightly restricted sister cities. While the influence of Zerthimon was still heavily felt, it was dampened by the mysterious magics that surrounded the city. A kind of magic that seeped into the ground underfoot. Phisks made up the primary caste occupying the city with a number of Ck'hass and Zerths accompanying them in pursuit of investigating and unearthing the Galk's influence on the city. The Phisks lead meager lives in service to the thriving floral environment of Bau'Rau'hl with the most honored among them being the Tulak'Ha'Cha, a sect of hive-like gardeners that tend to the Galk tree and its enchanted forest. Here on Bau'Rau'hl the Tulak'Ha'Cha saw the greatest influence and the utmost respect among all castes as the forest tended to were often avenues for spiritual enlightenment by Zerthimons disciples. In the fray of Gith were a modest count of Gormeel that served as guardians over the city and garden forest and the Lillend a tolerated foreigner that was drawn to the illustrious forest and the Galk's magic as the Gith were. In tandem, the Lillend and Gith seek the truth of the Galk's divine nature, the Gith believing it to be a boon of Zerthimon, while the Lillend believes it to be something more.
Government
Considered the loosest of the Zerai cities for its untamed nature and lack of absolute law, it was governed in the traditional Zerai fashion, but with less religious impact. The undeniable natural influence of the Galk tree overwhelmed the Zerai's authority over the land. The city once flourished in unity with its sisters during the Pangea effect of the cradle but upon the uncoupling of the three cities, the Galk tree withered away before sprouting once more within the center of the fabricated lake. From the lake it grew ten-fold its initial size, constructing a large forest to surround and protect its infancy. During its resurrection, the Tulak'Ha'Cha were called by the lake to adventure into the forest, where they began to tend to the Galk sprout. Eventually, the magic of the tree emanated so true the waters of the lake began to produce magical effects that drew the attention of the formerly neglectful Zerths and Q'teth. Soon their curiosity grew and the disciples of Zerthimon began to venture into the forests to discover the origins of such a bizarre and uncontrolled event. The Anarch Hkk'Neehr stood convinced that such an event occurring outside of effort must have been an act of Zerthimon himself, yet he was uncertain as to whether it was a boon for pleasing their god or a bane bestowed by his displeasure. In an effort to restore some semblance of the cradle to the isle, the northern monastery manufactured a grand spire that funneled the magical energies from the lake into it to allow for the energies of the Galk to collide with its counterparts during the reformation of the cradle. The government while remaining as one was split in influence as the higher castes remained in their monasteries and laboratories along the outskirts of Bo'Rau'hl while a majority of the Phisk and Tulak'Ha'Cha were driven to the forest in pursuit of guidance and care for the garden. This disconnection caused many Phisk and Tualk'Ha'Cha to adapt and form a sub-culture on Bo'Rau'hl that saw them drift further from the beliefs of Zerthimon and instead become more akin to nature, worshipping the mighty Galk sapling. This divide while not encouraged was tolerated by the Zerai and the sub-culture remained civil and cooperative with the main sect of Zerai on the outskirts of the city as long as no threats were made to the tree.
Defences
The remote isle of Bo'Rau'hl is a beacon of chaos in the otherwise lawful Zerai society. This chaos has frightened many of the higher castes away from the massive city, leaving primarily the Phisk and a small bounty of Ck'hass left to maintain the island. Not completely abandoned, the Anarch and a small legion of Ht'Chaka forces remained in the Northern Monastery as guardians over the religious epicenter of Bo'Rau'hl. Gormeel guardians and Ck'hass served as defenders for many of the smaller sectors, including the Wooded West and Lower Foundries. Much of the lower territories were built upon elevation protecting it from unwanted guests and excessive overgrowth. The primary threat lies in the less docile fauna that the forest spawns, mostly affecting the overgrown constructs in the Wooded West and Whispering Forest. The Eastern front lay mostly desolate and lacked any consistent occupants, likely some of the drier species hatched from the forests may have navigated to the east in search of more arid soil. The unpredictable landscape and lack of immediate threat make the city difficult to defend by traditional means. Fortunately, few threats rear their head at the floating isle. The threats within are easily maintained by the skilled natives.
Unfortunately, the lack of formal defenses around the city leaves the city open to foreign assaults, and while the resources are invaluable to the Zerai as a whole, the untamed chaos steers the attention of the Zerai hierarchy away from further integration into Bo'Rau'hl. Many Zerths, Q'teth, and Hkk'neehr himself seek to unearth the foreign magic of the Galk sapling, potentially regaining control over its magics and using them to restore order unto Bo'Rau'hl.
Industry & Trade
Infused with the natural magic form the Galk sapling harbored in the Whispering Forest, the land has begun to flourish with immense flora and fauna that has taken over the once beautiful Zerai architecture that stood refined hundreds of years ago. The new green tone to the city has brought with it a plethora of elaborate resources such as rare plants, fibers, and fruits. In tandem with the illustrious fauna providing dozens of unique hides, ornaments, and crafting components, the Zerai of Bo'Rau'hl has learned to be self-sufficient. These materials are often bartered in the foundries where they are designed and fashioned into elegant and ostentatious baubles or items of necessity that are then bartered to the sister cities.
The prime commodity of Bo'Rau'hl is its seemingly limitless supply of fresh water. While the water is magically infused, the Sal'neez'ie are a group of Hydro Masters that purify the water for drinking unfettered by magical property in the Northern Monastery and Lower Foundries. The magic of the isle is often embraced to its fullest among the western and eastern fronts of the isle. Each of the sectors of the city felt incredibly divergent from one another and unique despite all being weaved together, this difference in culture often posed misgivings that would sometimes see boycotts in trade between one another. This was most often seen between the Western and Northern sectors as their opinions often proved the most stark in contrast. With the innate magic festering in the soil and natural resources in hand, Bo'Rau'hl was a trading hub that drew attention from across the plane, seeing a number of distinct species pass through and inhabit the city.
Infrastructure
The great Bo'Rau'hl appears as a massive isle encompassed by a grandiose lake. This lake is surrounded by a ring known as the "Outskirts." The outskirts refer to the city's primary infrastructure, from homes, vendors, monasteries, and recreation areas, to mills, refineries, and production facilities. In the heart of the lake lies the enchanted Galk forest, a dense vibrant treescape that surrounds the ever-growing Galk sapling and its devoted caretakers the Tulak'Ha'Cha. The Tulak'Ha'Cha have learned to survive in the forest minimizing their need to venture to the city. In localizing themselves in the forest, they learned to tame and even befriend the magical fauna the forest mysteriously births.
The Outskirts: Dense urban streets that once glistened with the refined architecture of the proud Zerai ancients, are now aged and decrepit, invaded by thick vines and vibrant flora that speckles and bedazzled the ancient architecture. Over the last few centuries, the native Zerai have adapted to the overgrowth in the city and have begun to build with it rather than around it. This new approach to infrastructure leaves much of the outskirts uneven and elevated built into the trees and mountains. The only truly preserved structures are the Northern Monastery, Plo'tuu'n, and the area residing along its flanks. This monastery is enriched with power directly from the Galk sapling that infuses the Spire of Galk.
The Whispering Forests: Mystical & unmapped, the dense forests sport a plethora of mythical beasts, both friend and foe. It is said the forest calls to those around it, calling for help. The area in the forest is luminous with magic, the reasons for this surge are uncertain, but the Galk sapling is undoubtedly the culprit. Guided to the forest is the Tulak'Ha'Cha, arguably the most potent of the three sects. These Tulak'Ha'Cha have assumed a druidic lifestyle in service to the Galk sapling. They tend to maintain the Galk sapling nourishing its health and therefore its magical output. While the Tulak'Ha'Cha inevitably serves their people, their beliefs have diverged from that of Zerthimon and have instead steered toward the service of the Galk. They care little for actually aiding their Zerai brethren, but instead do so as a consequence of serving the sapling.
Districts
The city of creation boasts five distinct districts, each serving a separate purpose and harboring a differing demographic.
These districts are known as the Northern Monastery, Arid East, Western Tundra, Lower Foundries, and the heart; The Whispering Forest.
- Northern Monastery: Known as Plo'tuu'n monastery is the epicenter of religion and the disciples of Zerthimon. As such, it vaunts the most prestigious of architecture and is the best-preserved region of the city. A number of Phisk servants and Gormeel guardians are present in the Monastery and its surrounding compounds, but the majority of space is reserved for the true disciples; Chk'hass, Zerth, and Q'teth. Within the Monastery resides the Anarch and governmental leader Hkk'neehr, a wizened believer that is disturbed by the lack of control he can exert over the Whispering Forest. This anomaly has led him to believe his god, Zerthimon, is interfering with the realm. His paranoia in age harbors his uncertainty as to whether it is a consequence of action or inaction on the Zerai's part.
- Arid East: The eastern front of the outskirts rapidly decays into arid sands dotted with tenacious flora, and the beach-like environs are dotted by oases of flora and fauna that have ventured from the Whispering forest. Few Zerai live in the eastern front of the city. It was rumored to have been the first settlement on the isle, once withholding the Galk tree, but upon the breaking of Zerthimon's cradle, the Galk tree withered, and the vitality of east withered with it. This left little more than course sands and distraught ruins dotting the east.
- Wooded West: The Wild West has been consumed entirely by the Galk tree's magic, the city entombed in grand canopies and virtuous plant growth that flavors the land with exuberant colors and delectable fruits. The Western Tundra harbors the Phisk caste accompanied by a plethora of fauna from the forests, Gormeel, and Lillend that coexist to pursue their individual needs. The Houk Shamans are a cult of Lillend shamans that exude great interest in the magical properties of the waters. The Zerai work with the Sheezip to unearth truths about Zerthimon, seeking his return, and revealing new prophecies.
- Lower Foundries: Also known as the Industrial sector, this region heads productions, such as farming, fertilizing, importing/exporting, and water purification. Few other than Phisk are found in this sector unless they are bound by personal means. The fauna and flora are less rampant here as the foundries have been forged upon the peaks of grandiose hills and summits that protect it te region from the Galk's magical reach.
- Whispering Forest: The heart of the isle. A grand Galk sapling bursts through the center of the lake boisterously exposing its vibrant leaves high above the monumental forest. The forest is home to the Tulak'Ha'Cha and other forms of fauna spawned by the forest magic itself. The forest serves as the protector and shield for the Galk and a home for those who inhabit and nurture the sapling. The source and motive of such power is unknown, but the Galk's influence over the isle cannot be deliberated. It breathes life into Bo'Rau'hl and while it may be perceived as chaotic and uncontrollable, it is uncertain if the inhabitants could survive without the sapling intact. Many scholars, adventurers, and keen minds seek out the sapling in pursuit of understanding it power and the extend of its regulation over the land. One thing is for sure, if the sapling were to fail, even Hkk'Neehr, the grand Anarch would not be able to control the desolation that would unfold.
Assets
The diverse plains of the garden city provide the locals countless assets regarding, trade, self-sustainability, and attraction. With the majority of the populace being low-born countless forms of occupancy can be found in Bo'Rau'hl. Traders, such as Chef Hannesh, Smith Picah, and Hydro Master Deez'rah. Most rare is Sheeila's Arcane Parlor, opened in the Wooded West by the Lillend Sheeila. The locals begrudgingly tolerate her exaggerated wares due to the potential for their use as tools in discovering more of the local magics. Many travelers pass through the Wooded West to rest on from their adventures in Limbo, others, such as the Lillend linger in hopes of trade or further investigation of the Whispering Woods. The lands hold a depth of history for those who are willing to observe and learn. Much of the local fauna can be dangerous causing the wilds to be fretful travel, other creatures prove to have been vital in the thriving economy, providing rare materials, hides, silks, and meats, that are prime for trade across the sister cities. Some creatures are even tameable and have proven useful tools in agriculture, industry, and even town defense.
While the presence of Zerthimon's disciples are limited on Bo'Rau'hl, its primary structure is maintained by the governing Anarch, Hkk'Neehr. An Anarch that has taken personal grievances with the presence of the overshadowing magics of the Galk sapling. Nevertheless, the sapling provides a unique opportunity for agriculture, fresh water, fauna, and self-sustainability. The consequence of such diversity is the chaos that ensues within the city which spites the Zerai's need for absolute control. Many Zerai have taken this chaos as a sign from their god Zerthimon, others believe it may be something more, possibly a sign of Limbo's rebellion against their grasp for control.
Within the confines of the Whispering Forest, a sub-culture of druidic Tulak'Ha'Cha has formed to define and nurture the Galk sapling. These druids have immense understanding and ability presumably granted by the nature magic reading in the forest. This has led them to assume an uncontested reign over the forest that has somewhat isolated them from the rest of the Zerai people.
Guilds and Factions
The dense city ring ran fluently across the outskirts, encompassing the entire outer layer of the isle. Large erect buildings sprouted across every rim and biome present on the isle with such sharp differences in biomes an inevitable shift in certain sectors of the city has manifested. With these changes, an abundance of organizations and guilds have formed to adapt to the distinguished environs of Bo'Rau'hl.
- Tulak'Ha'Cha: The Tulak'Ha'Cha while present in each of the sister cities has an ever-lasting residence on Bo'Rau'hl. As guardians and caretakers for the Galk sapling, they allow for the magic of the tree to nourish the land. This nourishment provides distinguished effects that allows the isle to flourish both in Zerai society and on its own. All in Zerai society recognize the importance of the Tulak'Ha'Cha, but none more than Bo'Rau'hl. Within the city walls, the Tulak are never seen, but beyond they thrive isolated in the forest of whispers, focused on their sole objective, the Galk. This isolation has led them to develop a more individualistic hive mind that has embraced the magic gifted to them by the sapling. This magic has granted them impossible manipulation over the forest and has allowed them to defend against and domesticate the creatures of the woods. Their relationship with the Zerai people remains civil and cooperative, however, the Tulak'Ha'Cha act in the best interests of the forest rather than the Zerai.
- Ht'Chaka: Army of Zerai monks that are highly zealous and loyal to the wills of Menyar-Ag and Zerthimon. These soldiers are often of the Ck'hass and Phisk castes and are honored for their duty to maintain law. Ht'Chaka are deployed in all three sister cities but remain most prevalent in Shra'kt'lor. Only a small legion marches the streets of Bo'Rau'hl, primarily in defense of the Northern Monastery.
- Houk Shamans: An order of Lillend shamans that have been annexed into the society and culture of the Wooded West. These shamans ventured from across Ysgard and Limbo, lured by the arcane whispers of the forest. Upon arriving, they uncovered and obsessed over the mysterious properties of the water. With their great wisdom and a keener understanding of such magics, the Zerai allowed them to remain in return for the knowledge they could provide. Many other enthusiasts and higher caste members utilized the shaman's understanding of the visions to bring new prophecies to light and search for clues about Zerthimon. Many of the more cynical Ck'hass and Phisk believed that the Houk were only manipulating the Zerai to gain access to their magics and serve an ulterior goal. What this goal may have been, one could only speculate.
- Mass'sash'si: Deemed Hydro Masters due to their savviness in understanding the natural magic and separating it from the water. Most Zerai did not wish to experience the violent visions of the future that were presented from ingestion of the magical water each time they took a sip. As these magical abilities were significantly cherished and were not abused, unpurified water was only ingested during rituals or ceremony. With this in mind, the Mass'sash'si worked relentlessly to purify the unending pool of enchanted water.
History
Upon the uncoupling of Zerhimon's cradle, the three sister cities departed from one another, splitting the mighty Galk tree into three halves. Each of the halves showed great tenacity, formulating three smaller trees. However, this only lasted so long as the tree of Bo'Rau'hl quickly began to decay, withering away. The Anarch, Hkk'neehr mustered all of his energy to preserve the tree, but the strain of upholding the isle in tandem grew to become too much. The tree had been reduced to ash. The citizens of Bo'Rau'hl fell into shock as the realization that they would never be able to rejoin the cradle again sank in, their failures cast them into exile. Soon the true consequences became clear, the soil harboring the Galk began to fade as the tree did itself. The rich fertile soils of the east began to crack and erode, diminishing over a century into an arid wasteland. The foundation for the once central Monastery had fermented beyond habitability. The entirety of the eastern city was forced to migrate farther north and west as a means of survival.
Anarch Hkk'Neehr grew utterly befuddled by his lack of control over the emaciating environment, the decay grew far past his ability to prevent leaving him feeling powerless to aid his people. Ultimately he deemed the greater good of the isle a more noble goal, he sought to strip the rot from the isle and begin anew. Much to his dismay he could not banish the parched domain, the rot continued to spread across the eastern city, leaving little more than desolation in its wake. After several failed attempts to outcast the eastern city, he formed a convention with the wisest of the Q'teth, coming to the conclusion that if it began with the tree, it must end with the tree. The Anarch disposed of his most valiant Ht'Chaka to brave the harsh wasteland in search of restoring the tree. Their success or failure where never confirmed or denied.
Merely a year later the rot ceased, spreading no further among the land. A sudden migration of Phisks and Tulak'Ha'Cha struck the streets marching toward the Elder Lake as if mesmerized, the participants seemingly walked over the water as if it were solid matter prior to a large array of sticks emerging from the center of the lake. Thus the sticks mutated in the massive trees that formed the Whispering Forest. At that very moment, thick vines and formerly barked trees erected from every crevice in the ground surrounding and enveloping the entire city in a vibrant overgrowth that scarred the Zerai architecture.
The Zerai people scampered to understand the cause and effect of such an event. Hkk'neehr believed it to be a reminder for Zerthimon, a belief that the populace grew to accept over the next few centuries as they adapted to the new environment and the chaos that ensued from constantly evolving revelations of change. Hkk'neehr came to the understanding that he could no longer manipulate and maintain the Elder Lake or Whispering Forest. Removing the strain of focusing on them. This allowed him to divert his energies more inward. He took this loss of power personally, uncertain as to what Zerthimon was trying to tell him; had he failed Zerthimon and this was his consequence, or was he destined for something far greater, perhaps this was a boon to alleviate Hkk'neehr, allowing him to lead Bo'Rau'hl into the golden age. The Zerai people looked to him as their spiritual leader for guidance. He took this as a sign from Zerthimon, he assumed a leadership position in their government in an attempt to control the damage caused by the occurring Chaos. Here he worked to reorganize the Zerai people, which proved to be more challenging as time moved onward and the Zerai adapted to their new environs. On a personal quest, Hkk'neehr sends Zerths and Q'teth to discover and explore more of this unknown magic and the source of its occurrence.
One of Hkk'Neehr's first administrations was establishing contact and familiarity with the Tulak'Ha'Cha and Phisk involved in the erection of the Whispering Forests. Over time, the Zerai learned to live with the changes, utilizing the newfound resources provided, and cohabitating with curious travelers and the fauna of the woods. Even after several centuries, Hkk'Neehr still seeks answers and truths to the forest. He believes that it is Zerthimons will that he learn this power and use it to open the gates to a new era.
With the aid of the Lillend and Gormeel, the Zerai expanded their knowledge enough to understand that the Galk had somehow been supplanted into the lake, causing this massive shift. Soon the Galk sapling outgrew the forest line, sprouting its luminous pink leaves like a beacon canopying the Whispering Forest. While never confronted in person the visage from afar was clear. The Zerai had sought to rekindle Zerthimon's cradle but knew that the Galk's relocation made this impossible. Instead, they designed a spire in the Northern Monastery that would funnel the magical energies of the Galk and bind the remaining two halves of the trees. Upon a daring success, the Zerai have figured out that the magic can be manipulated, but at what cost?
Points of interest
The Great Bo'Rau'hl sports a significantly more diverse set of biomes than its sister cities. This sports an intriguing array of interesting points. Each region has a plethora of notable locations.
Northern Monastery: Likely the best-preserved region of the city, it sports illustrious buildings capped with the signature dome and triangular shapes of the Githzerai. The building retains its rich brown hue and vibrant city-scape colors in conjunction with the floral overgrowth that served to decorate the city with vibrancy rather than overtake it. The natural light serves to illuminate the Monastery and its streets. The glimmer of the lack can seen from almost every angle of the city.
Wooded West: Contrary to the Monastery, the plant life has completely overthrown the city, making much of it unrecognizable. Greens, reds, and yellows jade the masterful brown stonework of the Zerai as they spread across every potential surface. Creatures, large and small roam the tree lines and city streets amongst the Zerai. Massive canopies block out the light leaving the lower city in a shadowy cascade. Many of the Zerai have adapted to constructing their homes around the flora in the region, erected huge treehouse villages that span overhead of the ancient ruins and overgrown designs.
Arid East: The Eastern front is almost entirely absent of life, save for the few dryland plants and beasts. The shoreline of the East is much like an expansive beach that harbors a semblance of some floral life. Venturing deeper, it quickly fades away, replaced by cracked soil and sandy roads. The windswept city is inhospitable as a radiant heat uncomfortably bears down upon the bleak stone constructs, rushing all moisture away. There is little to see for those uninquisitive of the past.
Lower Foundries: The Lower Foundries boast a deceiving name as they are hosted upon the highest elevation. Nearly untouched by the overgrowth, the Lower Foundries rest upon the peaks of great mountains that scale down toward Elder Lake. The Mountains harbor water purification facilities, agriculture, and artisan production facilities which design items for trade. Upon the southern face of the Mountains lie the docks where boats ship out goods to their sister cities. These boats often drift the elemental chaos and are navigated by Lillend.
Whispering Forest: Much of the Forest is uncharted and unknown. Many have ventured into the forest, those that return seem to recall little of their adventures, others cease to return at all. The trees are gargantuan monuments that emit an overwhelming magical sensation that acts as guardians to the Galk. From the lush and untamed forest floor creatures spawned in organic leave-like sacks prowl and lurk. These creatures seem to lack any trends and instead form at random, adding unpredictability to an encounter in the forest. These organic sacks tend to grow from the branches of these monumental trees. Fruits and fibers disperse freely across the forest nourishing all that exist there. When in the forest encounters with the Tulak'Ha'Cha are not particularly uncommon, but their presence is quite unnatural. They have been reported to have the ability to walk through a tree and step out of another somewhere else in the forest. Undoubtedly secrets are withheld within the confines of the wooded walls, whether it be political conspiracy or an act of god, none may know without risking their demise.
Tourism
Countless adventurers across Limbo stop by Bo'Rau'hl some evening claiming to be lured by the forest itself. Few are allowed to remain. The Lillend and Gormeel are the two exceptions that have been made in Bo'Rau'hl. The Zerai remain fairly cynical and are made even more in Bo'Rau'hl by their impending doom. Without the security of law and stability, Zerai tend to become less hospitable, and their insecurity breathes contempt for others. Many, particularly in the West have grow to be more accepting of others, but the majority still seek conflict with those that pose a threat.
Architecture
The architecture of Bo'Rau'hl is complex and difficult to describe. The once-stone city erected as the outskirts is now decorated by a mass of luminous flora and vines that have since become pillars and foundations for new constructions and homes for the Zerai.
Geography
The geography of Bo'Rau'hl has developed drastically from its initial intention. The isle is a central asset in the massive Elder Lake that harbors the Whispering Forest at its center. The outskirts are made up of a dense urban ring that circles the outside of the central Elder Lake, the regions of the city are divided into sectors that have been manipulated by the effects of the Galk's magic. To the north are the open glades that part into hills and rocky canyons providing minor elevation that has preserved much of the city. The east is a derelict desert marking the end of the old ways. To the west massive trees canopy the city and flora and fauna reign supreme. The south marks the great mountains that have similarly protected the city from extensive growth.
Climate
The climate varies from moderate and humid to scorching dry heat the further east you venture.
Natural Resources
Bo'Rau'hl's chaotic nature and ever-changing environment allow for it to see a plethora of shifting resources that are always ready to be harvested and traded. Limitless flora and fauna provide distinct and unique hides, silks, meats, fibers, and crafting materials that can be utilized and traded. Additionally, the eternal water source allows for the ecology to thrive and reproduce.
Founders
Alternative Name(s)
The City of Creation
Type
Citadel
Population
874,097
Location under
Owner/Ruler
Additional Rulers/Owners
Ruling/Owning Rank
Owning Organization
Characters in Location
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