Zuaanian Region



Territories

Kingdom of Pab'Zuaan

A coastal region full of diversity and life. Famous for its fertile land, seafood, and rich salt deposits. The region is governed by a constitutional monarchy and is mostly peaceful, aside from the fair share of monster threats.

Pab’Zuaan is incredibly culturally mixed. It was created by Swa, the South Cardinal, and it became a sanctuary for many. Swa was a very tolerant god and this rubbed off on their followers.

HISTORY

The kingdom of Pab'Zuaan was established long after Sequ'Manko, Chaveri, and Tucruitora. Not as late as Wyndgale, but in the late E.D era. Swa was known for being the unsettled Cardinal for a long time, although they had kin in the South to rule over, the architect just never stuck to their own place. Often in Sequ'Manko helping their fellow Cardinal, Cymer, or being in Chaveri to speak with Edenlline for long spans of time. Their kin were self-sufficient, loyal, and Swa would always return in the face of danger or confusion to assist them in their lives.

One day the South Cardinal grew weary of forever flying across the world. They had seen the many lifestyles, kingdoms, and rules their brethren had created and had made their own opinions on the matter. They wanted a kingdom to rule and reside in; a territory of kin to watch over without having to travel elsewhere. A home, they wanted a home.

Swa Veduro erected a grand fishing town on the most beautiful area of the southwest coastline, where the sea rippled and the isle of Psollo was within the foggy distance. Life was peaceful, the Cardinal is said to have lived in a home similar to a grand hall, an area they shared with their kin constantly for communion and discussion. As the town grew more detailed, more kin of the South that were once scattered about slowly merged into the settlement. At the time this place had no name, in texts it is called "Veduro's kingdom".

As time went on, Swa expanded Their kingdom into the crisp teal waters of the Chaarm Bay. Creating homes, plazas, and settlements underwater using large pockets of air and aura beneath the surface. The waves protected Their kin, and They continued on with the kingdom into the sea, eventually the name Pab'Zuaan appeared in the history texts to cover the location of both the coastal and underwater cities. Due to this transition and reliance on water, many of the creatures who lived in Pab'Zuaan evolved some advantages that aided them in the sea, however no kin ever became purely aquatic, Swa Veduro assured such.

It is written in the ancient texts that the great Cardinal of the South watched their kin through the eyes of a chosen Ptithian. This Swavvel kin was known as the Oracle, able to listen to the words of Swa Veduro whenever they filtered their vision through their eyes. The first Oracle was Aodora, one of the most trusted kin of Swa, it is said that this chosen title granted her family the pathway into what would eventually become the royal lineage of Pab'Zuaan. For as the kingdom grew and Swa continued to fix all issues on Their own, the Oracle served as a gateway for those unable to speak directly to Swa to give their opinions and oppositions.

Unfortunately, this is when the slow disappearance of the Cardinals would begin. The current texts tell no proven story for how and why the South Cardinal vanished. Some books say They fell into the ocean, consumed by the world for some evil deed They committed long before Their kin were created, some stories tell of a betrayal, one of the other architects had killed him and swiped the history books clean to hide their act. It is here the Vedlun variation of the South Affiliation came into play, as the Vedluns believe Swa is still out there, whereas the Swavvels see to it that the grief should be moved on from, their beloved god is gone and will be praised in Their absence.

The kin with most connection to Swa was put in charge; Aodora, the once-Oracle. Aodora was a good ruler, she followed all that Swa taught her and continued the royal family as time went on. However, those who believed that Swa was still out there found this disgusting, to see someone take over the kingdom their Cardinal worked so hard on without a second thought. These many Vedluns left Pab'Zuaan and went to the foggy land in the distance. They left to Psollo so they would not have to deal with this new Zuaanian royalty.

Pab'Zuaan grew after that, many more buildings made in both the coastal and underwater cities. The cavern town of Hailing Cover was settled and so was Ulharshore- a large town amidst the bubbly forest rather than the beach. This was a step towards power in the market, Pab'Zuaan showed they could handle food and safety when there were no rippling waves overhead to protect them.

Things were going well, that is, until one of the soothsayers foretold a massive decimation of Chaarm Bay. A storm of the millennia was approaching, a hurricane driven wall of thunder, rain, hail, and damage. It spiraled onward from the depths of the southern sea, eventually encroaching on Pab'Zuaan and the edge of Wurunwa. Zuaans called for Swa and the royals to save them and their families, but the storm was merciless to their cries. It destroyed the land settlements, the coastal zone, Ulharshore, the Cove, and so on were all wiped down to crumbling houses and splintering piers. The wind and flooding swept the young out to sea and the seatechs finished the job. The underwater part of the kingdom was near untouched save for some wave damage, so as the land-dwellers had to regroup and rebuild, the Zuaanians below thrived on their own. In time the land and coastal cities and towns saved themselves, but things were not the same as they once were. The underwater zone had claimed the capital title of the kingdom, for they now were the biggest and strongest within Pab'Zuaan.

They took that name, Pab'Zuaan Capital, and left the coastal zone alone. Bivnix, it was eventually called, recollected itself and became what it is today. Ulharshore became much more independent and mixed, and Hailing Cove was decimated beyond civilian desire. It became a ghost town overtaken by criminals and stragglers.

As of present-day, Pab'Zuaan is a powerful kingdom, but only for self-defense. Those in charge get along with the other kingdoms so that their people may lead happy, safe, and healthy lives with all the market sourcing and imported goods available. The Swavvels believe the kingdom had its ups and downs but in the end it became something Swa Veduro would be proud of.

Flag

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INFO

  • CARDINAL Swa Veduro
  • ERA Early C.E. to Present
  • LANGUAGE Common/Swaun
  • CLIMATE Temperate and Wet
  • RELIGION Swavvel
  • Demonym Zuaanian

Demographics

Species [ Dragon: high, Gryphon: avg, Lefika: avg, Rubasyn: avg, Taroot: avg ] Native Cultures [ Mankian: high, Noxian: low, Zuaanian: high, Sollian: avg, Torian: avg, Galian: low, Woariian: avg ] Religions [ Sagekin: avg, Tucruit: avg, Olamel: low, Swavvel: high, Vedlun: high, Sequn: avg, Architectism: avg, Unaffiliate: low ]

Power Structure
Queen > Heirs > General > Soothsayer > Noble > High Priests > Lieutenants > Royal Guards > Priests > Soldiers > Civilians

Foundation

The region was first settled by two wyverns directed by Swa. The south god instructed them to begin settling and bringing the others in while Swa traveled to Psollo. Their names were Adoroa and Sumu, their settlements became a small fishing town of refuge, fueled by the healing magic of their powerful and peaceful Architect. Pab’Zuaan began because Swa had grown tired of working with Edenlline and wanted to set up a kingdom of their own.

Economy

Pab’Zuaan has an open and thriving market. Primarily capitalistic, they use currency and bartering, but trading is less common within the capital and Bivnix because of the vast array of niche artisans. Most Zuaanians are middle-class and the rarer high-class are only long lineage merchants and Aodorian nobles. They export a lot of agriculture, textiles, simple technology, salt, and spices.

Religion

Pab'Zuaan is heavily South Affiliated because of the intact interaction between the South Cardinal and the kingdom’s foundation. Despite the disappearance of Swā long before the other Cardinals, Pab'Zuaan people continued on their Cardinal's values without second thought. Something kept people together unlike the other kingdoms, converting others to be South Affiliates is much easier than other Affiliations, yet no one understands why. Despite the high concentration of Swavvels, all Affiliations are welcome in Pab'Zuaan due to the accepting nature Swā instilled in his kin.

Government

  • TYPE Constitutional Monarchy
  • FOCUS Economy and Citizen Safety

Royalty

Royals and Leaders List

Originally, Pab’Zuaan’s royalty were the Oracles, who were powerful soothsayers that Swa appointed every few centuries. The Oracle was the technical monarch, but more as a theocracy. When Swa disappeared, new Oracles could not be appointed, so a merchant family took over and greatly removed the religious aspect of the monarchy. This change in government split Zuaanians into Swavvels and Vedluns, where Vedluns thought this change was like spitting in Swa’s face.

Eventually, the Mellomora died out, a generation with no living children, so the lineage was forgoed and a new one was chosen by the populace. A Wylld was appointed as the start of the new royalty. Journey was a soothsayer from Bivnix, her abilities likely why she was chosen; to reinstate the oracle legacy.

Military

[Ocean Brigade]
Pab’Zuaan has a strong land and aquatic military. The brigade is led by a general and their right hands, who handle soldiers, guards, patrollers, and mercenaries. Seavelle and chislier cavalry are common. The brigade also employs a group of loyal soothsayers that work to predict catastrophes, especially natural disasters and oceanic threats. The royal family has royal guards.

Relations

Sequ’Manko - Ally, Cooperative
Nox - Ally
Braeyc - Neutral
Tucruitora - Ally
Psollo - Ally, Cooperative
Wyndgale - Ally
Woarii - Neutral


Culture

Zuaanian

Architecture

Click here to see photo examples

Colorful, Greek, Romantic, Coastal
Inspired by the inner city Tucruitorian architecture, the rich use of paints and stained glass was brought down to a common level and percolates every facet of Zuaanian architecture. Buildings are soft-looking, with natural curves and drooping from the heavy use of clay-laden materials. Spider-eye windows and paneled roofs are common farther from the sea, buildings become a bit more sturdy closer to the waters and are propped up on stilts or platform docks. Anything is fair-game to paint with beautiful colors inspired by the ocean and ulhar caesin that surrounds the residents, and any window not covered in stained glass is essentially unfinished.

Apparel

Zuaanian apparel is flowy, just like the weather and waves. Loose jewelry, designed for cool temperatures and lightweight, typically slightly translucent fabrics with intricate designs. It has a resemblance to Mankian apparel.

Relationships

Zuaanians are known for having no specific customs towards relationships, like Galians, it is simply; love who you want to love. Zuaanian culture is often viewed as the most romantic culture, simply from its appearance and mannerisms. Or perhaps it is because their founding Cardinal, Swa, was attributed to love and fertility.

Religion

The central Affiliation of the region is Swavvel. The region was once home to Swa's people, whom they were very actively involved with, which made the culture very connected to their religion. Vedluns who never migrated south are also common, alongside Sequns who come from ancestors who seeked refuge during The Great Fire. All other Affiliations can also be found and are accepted.


Locations

Chaarm Bay

Filtering into the mainland's southwest corner is a large bay with crisp teal waters. This bay used to be a massive lake before the sands were washed away and the freshwater mixed with the southern ocean. The bay is full of sea life, underwater caves, underwater geysers, and of course protects the underwater portion of the kingdom; the main city itself. Waves are never too rough here, and the ancient colossal who once served Swa still resides, swimming peacefully among the unmoving waters.

Ulhar Caesin

Bright, tall, bubble-topped blue trees extend across the landscape below the slopes that the Unity River separates. The Ulhar Caesin translates from ancient Draconic to blue forest, which is certainly true. The Ulhar is known for being mostly safe to live and explore, with the only common predator lurking being the lazy boslodons. Lots of bioluminescent mosses and ferns grow on the ground and the plants that seep nutrients from the trees resemble coral that has evolved to live on land. The forest often has a fog littered throughout the spring, creating the effect of appearing underwater when one roams through.

Swali Shores

The calm beaches of the southwest. Swali Shores is a large inlet of sand that circles Chaarm Bay, along with many small islands encompassing the turquoise sea. These shores are home to many beachside towns and boat docks, farms, gorgeous Chaarm architecture buildings, and in the distance the edge of Psolla peaks can be seen through the clear skies. Storms of waves and wind hit the coast during the spring, but during the summer and autumn the towns are a wonderful place to live.

Wurunwa Forest

Sometimes called the Wurunwa Evergreens, this massive forest is remarkable for just how many incidents and missing-person reports arise from those who travel to it. It is a place full of unstable aura, likely the cause of the towering trees, and anomalous properties run wild. But the most concerning piece is what roams these woods. Wurunwa is a dedicated soyo-grave, a place where misformed lindosts, called "soyowas" are sent to wander. These monsters are extremely dangerous and unpredictable. Despite this, there are rumors of a community living within Wurunwa, and it isn't the outer werebeast camp.

Kandle Bog

Mucky, wet, and full of mangrove swamps. Kandle Bog is covered in a misty shroud but is bustling with life and the soft glow of thousands of foes. It is a peaceful place, a place that will never attract the rich or dainty, leaving its residents with a simple life that has remained the same for centuries. Many ancient Ola'mel family groups call this bog home.

Zuaan Capital

Chaarm Bay

The capital city is located on the west side of Chaarm Bay. Half of it is below the waters and half of it is on the coast. The deepest, most protected section of the city is beneath the seafloor. The inside of buildings is filled with air (enchanted), so any species can live there, but it certainly takes some bravery. Its architecture varies as you travel from the Greece-like coastal city and into more of an Atlantis round-top style underwater. The buildings smoothly transition between land and sea through air corridors. Zuaan capital is a highly advanced city with a lot of culture and traditions still standing strong.

Bivnix

Swali Shores

Bivnix is built around the edges of the bay, with docks to pull supplies in. Architecture is oddly bulbous, based on the forest, and the primary material used is the dark woods cut from the abundant trees and clay from the seabed. Extremely colorful villas and beautiful stained glass, the people here are very diverse. Bivnix is controlled by the Zuaan of the territory, but with the slight distance, the community has more so established their own way of life aside from trade control and central laws remaining by force. Bivnix is known for being one of the most open and fun places to live in Ptitheros, as so many cultures and holidays are hosted in one place with an easy-going monarch watching over.

Hailing Cove

Chaarm Bay

Towards the southwest cliffside zone of the bay are many water-carved caverns, some massive enough to house multiple karkadann herds. One of these caverns has been settled as a nice seaside town for more fishing, only to be overcome by the ancient storms of the past. The black market took over the town, protecting it from the rest of Pab'Zuaan so their people could conduct their business and live in peace. It is a dangerous place, however those who show moxxy and a desire to live in the quiet, nice town are granted permission and safety from those in charge.

Ulharshore

Ulhar Caesin

A large town settled among the depths of the Ulhar Caesin. This settlement is quiet, independent, and is full of families who have been there through generations. Bubble trees surround the area and a calming teal fog covers the town both day and night, however during midday it is thin enough to see a decent distance. The buildings are typical Zuaanian, colorful architecture.

The Refuge

Ulhar Caesin

Nestled in the dense forest between Pab’Zuaan and Sequ’Manko is a broad campsite originally founded right after The Raining Fire to house Mankians escaping the violence. Nowadays, the Refuge retains its purpose for helping those with nowhere to go. Funded by both donations in Sequ’Manko and loans from Zuaanian royalty, those who work there care for adults and children alike who need to regain their footing.

Bittermaul Village

Wurunwa Forest

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Oracle Palace

Chaarm Bay

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Henry the Island

Chaarm Bay

Herundiin is the only known living colossal from ages long past. They do not speak, they merely wander. Their shell is always above water, an island and ecosystem formed upon it. The moving island is lush and protected by law, with the only building on their shell being a small, beautiful palace where important gatherings are held by the Zuaanian government.

Drvascun Ridge

Chaarm Bay

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Pirate Dock Cave

Chaarm Bay

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Southern Storm Wall

Chaarm Bay

In the past, a terrible tropical storm attacked the bay, destroying many homes and lives. In an attempt to salvage things when the kingdom was warned by the shamans about the oncoming storm, Zuaanians constructed a shielding wall from whatever they could find. Constructed to shield the coastal side of Bivnix, it failed miserably and has since remained near the shore as a crumbled shambles of its former self.

Ancient Fishing Town

Chaarm Bay

Veduro’s original temple was a large mansion in the plaza of the original fishing town they created for their first followers. This town is extremely run-down and uninhabited, much of it washed away by the ocean. What remains of the mansion is protected by sandbags and spells. It is in-tact, but unsafe to wander within. Most of Veduro’s items and journals have been removed and placed in safe storage or museums.

The Distortion

Wurunwa Forest

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Wildbeast Glow Caverns

Wurunwa Forest

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Clan Nightcrawler

Wurunwa Forest

Wurunwa Forest, a mysterious place full of mysterious creatures. Even werebeasts cannot challenge the forest, but they have chosen to inhabit its outer edges. Settled on the edge of the Wurun Waterway where it sprawls out into the ocean is a settlement built into the tall trees of the forest. Trunks are hollowed out and homes are connected by strong bridges, some places even reside in the expansive roots of the trees. These clan members tend to be anxious, simply because of the forest's influence, and live mostly in their natural form. They are constantly dealing with soyowas attacks.

Code by AviCode