Zamarrid Settlement in The Zamarrid Adventures | World Anvil
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Zamarrid ((Za-ma-rid))

An Overview of the City

  Zamarrid is a city located on the northeast corner of the Desert Peninsula located against the the deserts northern barrier the Red Ridge Mountains and the sparkling Prosperity Bay to the east . The city is wrapped in colorful tapestries, made of a number of unusual materials from both magical desert creatures and the lands in which they trade most of he buildings are either made of reclaimed wood, or sandstone mined from nearby quarries. There are several special exceptions to this rule like the Red Palace and Twin Temples of Samak, being the most prominent but other smaller ones can be easily found. The city is rules are created by the five member council in The Carousal made up of factions around the city it handles governance of all city actions but will yield to rules placed down by The Magus who has been almost entirely absent for the last 25 years. The Magus right arm is the Magus's Order who's priority is to maintain fair use of The Three Rings, the only successful Teleportation circles in the world which connect to the Elven Islands, Southern Dwarven Kingdom and Tengu of the Qilin Peaks these portals have become the center of Zamarrid and have build the largest market in the world around known as The Grand Bazaar. The city maintain an adversarial relationship with the Imperial Empire across the bay, trade still flows through the city but with The Magus missing who was the biggest deterrent to outright aggression from the Imperials tension continue to rise. The city also lays host to a sizable number of Members of the Recorded Truth who explore into the desert to find relics from Sahagin ruins    

Important Locations

 

The Red Palace

The Red Palace is The Home of the Magus, built just above a talas made from the Red Ridge Mountains looking down over the rest of Zamarrid, the palace itself domes and tall pillars are carved into a relief as the residence resides inside the mountain, where greenery is hung from the upper floor balconies and ledges and in the courtyard on the cliff sits a stone fountain of a dragon. its the walls etched with the history of city events, for example its founding, the water wars and the imperial invasion that is just now being carved. The Magus only allows members of the Magus Order into the Palace and his most loyal servants all of whom live in the palace with him. The Magus founded and defended the city with an ancient artifact that he recovered from an adventure into an unknown tomb in the desert peninsula.

The Three Rings

The Three Rings are a trio of magical glowing circles that pulse purple light into the sky every time they are used, which is nearly all day and night every fifteen or so minutes, and will instantly teleport the use to either the newly discovered Elven Islands, The Southern Dwarven Kingdom, or the Tengu of the Qilin Peaks. The portals are strictly regulated and taxed by the Magus Order and along with their pairs are the only ones that can be found in all of Alyah. The Mages Order also act as the voice of the Magus and are involved in his official delegations while they do not maintain any official position on the carousel council they are often provide funding to project it deems for things they find for the city good through portal taxes while also maintain their own research and education projects approved by the Magus.  

The Grand Bazaar

The Grand Bazaar is located around the Three Rings and makes up for a quarter of the entire city made of temporary buildings and large tents the merchants stands are made of sandstone and driftwood and covered by brightly colored tapestries. The Grand Bazaar's sprawling nature leads almost all traffic to funnel thought it at some point, while there is few official restrictions on posting a position in the Grand Bazaar the Trade Triads have taken it upon themselves to implement a guild identification "rule" so everyone in the city displays their guild emblem at someplace on their stand. While there are countless guilds in the city most pay some sort of dues to at least one of the Trade Triads in order to maintain their spots in the Bazaar.

Zamarrid Docks

Located along the east side of the city, significantly less prosperous that the bright colors of the Bazaar the docks are filled with the grays of old wood and smell of fish, while the occasional tapestry will signify a nicer restaurant. The only other consistent color is sporadic bright red imperial banner being displayed by particularly bold sailors, mercenaries or the imperial envoy's entourage. The dock are known for a wide variety of less favorable services as well as consistent cheap work so idle grouping of would be sailors or tradespersons can be found settling in groups. The Docks are also the only part of the city that still suffers from the Imps infestation that remain from the compounded cursed Foci incident several years back that have yet to be cleaned out.  

Twin Temple of Samak

The Temple of Samak, is dedicated to the Goddess of the Oceans Samak. The second largest building in the city it also stands out like a gray needle, built against the western wall special permission was given by the dwarven miners and stoneworkers from the southern kingdoms vast quantities of Greystone were used in its construction, it long buttress follow along the length of the building and lead to a particularly impressive set of two spires, It's also particularly decorative series of windows tale of Samak loss of her son over the course of 11 stain glass windows make it the largest place of worship for the goddess outside of the Eternal Forest.  

The Consulate

While there remain no official building in the city, a particularly wealthy imperial supporter in received a gift from the empire of a sizable donation oak wood and funds for which to build his home. This oak building looms large in the city and has several dozen rooms and circular balconies and dinning halls for which like minded individuals gather converse and dine on quality food and beverage. Its not uncommon for small concerts to be held in its walls as well. Its well known that this is an establishment for imperial supporters, captains, and merchants of like minds on the growth of the imperial empire in the city. An such anyone from Zamarrid with reason knows to stay away.  

Menagerie Way

Is a district closest to the mountain and there out of the sun's gaze most of the day, the most wealth merchants live here so the entire district is littered with intricately woven tapestries, small gardens and fountains. It even has its own dedicated merchant army made of a mix of the trade triads enforcers. While the city provides blue light lanterns for the rest of the city include The Grand Bazaar that allow it to operate into the night, Menagerie way has removed them and in place their white light own and a central orb to light most of the district at night, those inside say that it almost feels like their is a second moon but steps away from them at night. Menagerie is also known for is extraordinary animal collection availed for public display made entirely from donations of patrons of the district it said to be the most complete collection of creatures in all of Alyah.

The Carousal

The Carousal is the city's governmental hub, all laws in the city run through the carousel. It also acts as a center for neutral negotiations and contract signing for agreed upon goods service and coin. A sandstone domed structure with many windows on to its upper and middle floors at its highest point of the dome sits a spire with a dragon wrapped around it. The lowest level consists of many desks and quiet cubical in which many Tengu run contract scribing business as well as mediation, but even the Carousel isn't Triad free as many of the scribes are members of the porcelain feather one of the Three Trade Triads. The Middle layers consists of court rooms and judges offices when a trial must occur it happens here, these layers are often quite busy with Tengu lawyers and scribes and a number of other people including accused and guardsmen. In the highest levels most heavily guarded is the council chambers which is made of five members out the most influential parts of the city, with a sixth and seventh seat for the head of the Mages order and The Magus himself. The Council Chamber is private and only allowed entry by its members all guardsman must wait outside which is why there are seven entrances to the round room.
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