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Map of Zuracio
ZURACIO & THE FROZEN SEA - HISTORY
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A THUMBNAIL HISTORY
Dwarven history on Drak consists of parallel and independent development of major societies in Carka, at the northern tip of Gaiavio, and on Zuracio. Of the two, Zuracio is somewhat more uniquely dwarven in culture and development, as it's roots go back considerably farthur as a separate society. Carka, on the other hand, has integrated with other societies on their large continent, and is united more by religious and political similarities.
To outsiders, the underground world of Zuracio seems busier, and far more "industrial" than the other generally pre-industrial civilizations encountered on Drak. Making use of the natural steam power that is available on their thermally active continent, and the mineral deposits that exist throughout their mountains, life in the mountain cities of Zuracio has been said to resemble life in large underground factories. Yet, on the surface of the continent, the high mountains and pristine lakes seem minimally populated. Rather rural-appearing settlements exist in the high mountain valleys, but these are seldom visible from below.
EARLY SETTLEMENTS
The earliest known evidences of Zuracian habitation are ruins dated to about 17000 PA on the Badekar Plain near Kar Zurith. This may, however, be somewhat misleading, as these early settlements were not dwarven, but mainly human and feline, and show evidence of a seagoing culture. Due to the relatively crowded nature of underground life, undisturbed archaeological sites are seldom if ever found. Most that are found are due to early avalanches and cave-ins that cut off access to underground spaces. When such are reopened, they are normally converted to living areas or other practical use.
The dwarven culture in Zuracio also militaties against emphasis on the past. Very much the opposite of the Carkan dwarves, Zuracio has had little or no use for religion throughout its history. This has not been due to any antagonism toward the concept, but to its basic irrelevance in the very practical nature of the Zuracian dwarven culture. Art is also a basically foreign concept in this society. Because it was not required for religious or literary reasons, literacy is a somewhat later development, and the preserving of "history" has been relegated to oral storytellers whose tales tend to change over time depending on the purpose of the telling. The result of this is that history is quite radically different from one locality to another.
INTERCONNECTION OF CITIES
Until about 50000 PA, the Zuracian cities were relatively isolated from each other. Most were totally self-reliant, and consisted of underground centers and "villages" at the end of tunnels fanning out no more than 10-15 miles from the center. High mountain valleys were utilized for food production and husbandry. The extremely plentiful number of edible species of fungus and other vegetable matter available in Drak's underground environment, as well as a large number of animals who have adapted to subterrainean life, food was not scarce in the mountain cities even with limited trade. The coastal cities, usually the outgrowth of underground cities accessed from caves at their bases, participate in a brisk trade, particularly in metal goods, including weapons.
It was in that period that long distance tunneling seems to have begun. The first interconnection between cities seems to have been initiated by Volir when they constructed a 65 mile tunnel to connect with Mt. Thyra, a particularly rich iron mining source. The success of that venture was duplicated some years later by the connection between Fenris and Mt. Thorli in the south. By as early as 52000 PA, the major tunnel systems were built between relatively nearby cities. Tunnels connecting the mountain regions to each other are still being built today, and it is not unusual for the constructors to find small unrecorded cities as tunnels are extended through areas where natural tunnels did not form as commonly.
These interconnections are not considered a high priority. The culture of Zuracio tends to favor living within a short distance of ones birth, at least in the mountain cities. The youth of the coastal cities tend toward more of a wanderlust, but not as strongly as other cultures. One of the main problems is a dislike for the power of the sea. One of the most serious dangers in subterrainean life is the sudden flooding of populated areas as underground rivers break through into dry tunnels. Almost as many dwarves die by drowning as they do in avalanches and cave-ins. Drak is a very wet planet. As a result, few dwarves from underground cultures seek adventure on the high seas. This is especially true of Zuracians.
TODAY'S ZURACIO
Government in Zuracio tends to be local, communal, and not particularly dogmatic. Cooperation seldom needs to be enforced, as everyone's life truly depends on cooperation. Attitudes are conservative, with strong family ties, pride in personal accomplishment, and loyalty to family and neighbors. Loose confederations, mostly for sharing ideas and technology, exist in the interconnected mountain regions. In 741 PK, the Dwarven Empire of Zuracio was founded in Kar Zurith, initially to interconnect the independent cities on the Badekar Plain and along the southern coast. Because of its strong ties with the world outside Zuracio, it has remained the official voice of the continent since that time, however it's powers are virtually non-existant north of Lake Badekar.
War is almost unknown on Zuracio, even though they make some of the finest edged weapons on Drak. Because of the ample availability of land and subterrainean space, relatively sparse population, valuable mineral deposits, ample food, and communal attitudes, fighting between cities and regions simply does not happen. The external world presents little threat, as attacks by outsiders in the subterrainean world would be suicidal. Only on the Badekar Plain is there a need for organized military activity, that under the control of the so-called Dwarven Empire.
THE ISLANDS
The islands to the east and west of Zuracio, as well as those in the Frozen Sea to the north, are mostly self-governing, but have close ties both historically and for purposes of trade. They are all quite different.
VAATMUS ISLAND. Located about 200 miles east of the city of Volir, Vaatmus Island has for many centuries been a destination for vespers wishing to escape the theocratic rule of Vesperio. Prior to the civil war on that continent, a lucrative shipping trade provided passage between the city of Yee-So, and Vaatmus. This trade continues, but it is much reduced now, as most refugees prefer to live on Vesperio fearing vesper discrimination elsewhere on Drak. Like Vesperio, the island is often shrouded in heavy mists and fogs, and is considered by superstitious Zuracians as "the island of death". The island was named for a particularly large species of rat that can swim quite well, and often scrambles aboard passing ships. These "Wet Mice" are actually a food source for the islanders who are primarily vespers. Most vespers wishing to immigrate to lands outside of Vesperio usually do so through the port of Freedom Be.
ASYL ISLAND. West of the northern tip of Zuracio, Asyl Island is an international sanctuary for anyone of any race or nation seeking asylum for any reason whatsoever. Rules for living on Asyl are somewhat strict, although there are a number of options when it comes to lifestyle. The capital city of Ekkel is somewhat primitive, but surprisingly comfortable as an urban environment. There is much to do and opportunities for hard working newcomers are many.
At the south end of the island, the city of Godstown was founded by a combination of religious refugees. It is maintained as a place of refuge for devotees of any religion who wish to live their lives strictly according to their beliefs, as long as they do no harm to others. Many cults have sprung up here, and behaviors can be seen as strange to visitors and newcomers.
Tilfred and Welcome are two smaller port cities on the northern coast that serve as points of entry for many seeking asylum. Both cities have well-established infrastructures for handling newcomers, and a number of shipping entrepreneurs who make money transporting people to the island maintain their headquarters in these ports.
A large wooded area, called simply "The Woods", covers half the island. It is populated with small villages and individual houses. Larger towns and cities are prohibited by laws that protect the trees and encourage solitude. The intent is to provide this alternative lifestyle for those who prefer it. The city of Woods End serves as a trading center for persons who live in The Woods.
When refugees are accepted for asylum on Asyl, good behavior is assumed. The island has a well-trained and fully armed police force who strictly enforce island laws. Persons who commit crimes are generally sent to live in the isolated east coast town of VanStaamp's Village, named for the island's first police commander. For "Stompers", as the residents are known throughout the island, this is the last chance before being exiled from the island permanently. Life for "stompers" is very structured, with enforced labor, intense psychological and life skill training. If a "stomper" reforms, he or she can, after a number of years, be allowed to return to another place on the island. If, however, he or she commits further crime or threatens any other person, the offending "stomper" is given a "writ of exile". The person has 100 days (one season) to arrange transport off the island, and is barred from ever returning. If, at the end of that time, they can find no transport, or no other country will accept them, they will be executed without appeal. Throughout the 100 days, the option of suicide is theirs if they wish to do so.
NENIE ISLAND. Located south of Asyl Island between Zuracio and Tigoland, Nenie is a small, heavily forested island with a mysterious reputation. The residents speak an archaic language related to the original Drakatoj language. Many Zuracians attribute magic powers to the residents, and this appears to have some basis in fact. Astra's Keep is a strange little city, very ancient in appearance, built around a castle, still used as the island's capitol. Rhena's Keep is built in the shadow of the ruins of a similar castle. They are thought to be the centers of ancient warring tribes. Solstico, a port city on the southern tip of the island, is known for its many Solstic temples that promote mystic rites that concern sun, moon and stars. Finally, there is Sorcho, a small town built in the oldest part of the Nenie forests. The town as an unusual look, as it is illegal to cut down or damage any trees in the immediate area. Lumber for building must be brought from 10 miles away. The people who live here remain generally mute, although they can speak. It is believed that they are descended from an ancient Embinic cult.
BYMLI ISLAND Actually an island cluster that, like nearby Snakkeberg, was only released from the northern icecap in 1708 PK when the volcano on Bymli's Oven erupted in response to continued global warming. Bymli Island is separated from Bymli's Oven by a sea known as Bymli's Bathtub, which contains a massive whirlpool known as The Devil's Maelstrom, and four small islands. Two small islands sit south of Bymli's Oven, and one additional island is north of Bymli. All the islands have small populations.
Bymli itself is a popular resort island where wealthy people from all nations come to "take the cure". The city of Badstue, where there are many inns and many healers in residence, is the center of the sulphur spring spa trade. The island has 5 other cities, including its capital and main port, Bymli. North of Bymli sits Snosmykke Island, which gets little benefit from the heat of Bymli's Oven, but is marginally warmed by thermal springs, and supports a tiny population.
Bymli's Oven has two cities on its far southern coast, Askfalle, the capitol and main port, and Varmskitt, an agricultural city and port which serves as the center of the gnosk fur trade. The gnosk is a small aquatic mammal prized for the softness of its blue-tinged fur. It is native to Gryte and Krykk islands to the south.
Trolldom Island, one of the four islands in Bymli's Bathtub, has a reputation for strange and sometimes dangerous magic. It is believed that Magemeloj clerics hold sway here. Nearby Jern Island has extensive and very rich iron deposits. Pussig and Hvallross Islands are rather nondescript fishing ports.
SNAKKEBERG ISLAND. The northern half of this island is known as Mt. Snakkeberg, and is the most massive active volcano on Drak. The center of the southern half is glaciated, with three tiny fishing villages clinging to the coasts of the thermally warmed waters. Snakkeberg was encased in the northern icecap until 1701 PK when it erupted with no warning, melting thousands of square miles of the rapidly shrinking icecap in a matter of 10 years. A archipeligo of tiny islands stretches southeast from Snakkeberg toward the glacial islands of Snow and Ice. Only the 4 islands nearest the volcano are populated, also by families of fishing fleets. The remaining islands are glaciated. Lava Pit, the northernmost town on Stakkeberg Island, and closest to the volcano, is the northernmost inhabited place on Drak.
GOVERNMENTS & RULERS
OTHER FACTS AND STORIES
DWARVEN MOUNTAIN CITIES: Dwarven Mountain cities tend to be invisible to even nearby places. They are built within mountains, taking advantage of Drak's natural honeycombed geological formations.
Generally, the cities have one or more entry points at ground level in the base of the city's mountain. Most larger cities have "external" villages surrounding the entries for the convenience of dealing with outsiders. The most popular living spaces tend to be in the upper levels, fairly near the surface, where those residents who can tolerate more sunlight actually have external access and maintain land on the slopes or at the top of the mountain, rather like a varandah or penthouse, where some farming occurs. Many of these valleys have resident non-dwarven populations that do the farming. Orcs are often employed for this purpose, and some have lived in these valleys for thousands of years. Vespers and Phantoms are also fairly common here.
Lower, deeper areas of the city tend to be used for industrial, mining, and commercial purposes. Most mountain city areas tend to be within a half mile of the surface, spiraling around the deeper core of the mountain which is usually considered potential mining territory frequented by independent prospectors seeking their fortunes.
One technological development that has aided life and mining within the mountain cities has been a form of steam-assisted, highly levered system of "elevators", actually more related to "dumbwaiters", for goods, ore, and people. They are limited to 3-5 levels, but procedures for efficiently transferring loads between interrelated lifts are well developed. The "engineers" who develop and operate these lifts have a very high status in the community, and are well compensated.
Within the cities, pathways can be as confusing as traversing narrow, meandering rural roads elsewhere on Drak. Adding to the confusion is the dwarven preference for dimmer light, which gives the aura of living continuously in twilight.
Underground tunnels, some hundreds of miles long, connect such cities. These tunnels usually follow natural formations that only require excavation to connect existing tunnels. Mountain villages naturally develop where large chambers and spacious areas intersect the tunnels.
Drak's geology, caused by a great deal of free and bound oxygen in the deep rocks that created many "bubbles" within the mantle during its formation, also makes underground living relatively more pleasant than on earth. The air underground is as fresh as the air outside, and somewhat oxygen enriched. The downside of this is that fire and explosion is fairly common. Much of Drak is also thermally active, and hot water underground lakes and streams provide both heat and ways of cooking most food. Drak's actual geological processes are not well understood, although the tragedy of the ondegoj has spurred much study of geology in the last 500 years.