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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys
above. She called her Provider's name, and all could feel the power she commanded.
[name3] summoned his wards, but all that watched knew his efforts were in vain.
The next name she offered was his, and the misery of [name3] was legend."
translated from Dekàlan fragment found in ruins of Ilduùn
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Zyrr
Capital: City of Morn
Population: 630,600 (Uren 83%, Dwürden 5%, Ortor 3%,
Gnorm 2%, Werrid 2%, Chaosborn 1%, Elve 1%, other 3%)
Cities: Dis (47,260), Morn (18,400), Shallath (13,330), Erzynul
(12,000), Nulm (10,230)
Government: Theocratical Magocracy (The Shroud)
Ruler: High Lord Zyrr, The Shroud
Religions: Zyrr
Imports: Livestock, paper, produce, slaves, spices, textiles
Exports: Armor, glass, gold, iron, raw minerals, silver,
weapons
Alignment: LN, LE, NE
Nor Kalas Zyrr
lies beyond the Snaking Pass
at the headwaters of the Run Nethyzan.
Here stirs a dark place enclosed between forbidding mountain walls.
Pale villages dot the colorless landscape. The ghostly inhabitants
don't seem to wave so much as motion for you to return from whence you
came.
The Land of Zyrr is unique among its siblings as it is
not centered around any one city or temple. The people of this region
worship their High Lord as a god; and by the tenets of the Council, the
High Lord is ranked within the ancient pantheon. High Lord Zyrr
commands this unwelcoming region from the city of Morn,
within the Nuléun Vale. Each
of the towns within Zyrr are built around a circle where one of the High
Lord's thrones stand; threatening that the Lord will come again.
Zyrrn priests are known as the Shroud,
after their bleak and featureless vestments. The priests exist in
all corners of the land, carrying out the edicts and delivering the will
of the High Lord Zyrr. In more recent times the Shroud acts as a
ruling body (i.e. magocracy), and is believed to carry out the wishes
and intent of the elusive High Lord. The Shroud's operations are
based in Dis, Zyrr's largest city. The Citadel of the High Lord
however, stands in Morn, Zyrr's oldest city.
Since the fifth century, Zyrr has attracted students and
scholars alike as a repository for arcane lore. The libraries of
Dis and Erzynul are among the finest in Terèthor, second only to
the Halls of Panath and the Iron Library of Oth (which although extensive
is not devoted to the lore of the arcane). Unlike the others, the
Zyrrn libraries are relatively open to all those who wish to study the
Chaos. With the destruction of the Great Circle of Ildûn
in 1246 HK, the libraries of Zyrr are more important than they once were.
Dekàlan History
History of Zyrr
|
103 HK
|
4/1712 ER
|
(Zyr) Zyrr becomes territory
of the Old Empire |
184
|
4/1793
|
(Zyr) Zyrr returns from Lyrast |
207
|
|
(Zyr) Zyrr is released from
prison with influence from Council of Ildûn |
The Succession Wars, 220-370 HK
|
220
|
|
(Zyr) Skrimish embroiled
region seeks independence, but uprsings repeatedly quashed by Dekàlan
forces |
372
|
|
(Zyr) Lord Zyrr sends first
emissaries to Lanàdus petitioning statehood |
376
|
4/1985
|
(Zyr) Lord Zyrr travels to
Lanàdus; Zyrr becomes city-state of Dekàlas |
423
|
4/2032
|
(Zyr/Lan) Shroud approaches
Council of Lanàdus, Zyrr elected to pantheon |
1246
|
4/2855
|
(Ild) Kyrm Orydraun and the
Great Circle are destroyed |
564 DR
|
4/3419
|
(Zyr) Appearance of Nalthazam |
Zyrr became a city-state of the Old Empire in 376 HK. Before
that time, the region had been held as a territory of Dekàlas following
its conquering by Ruun in the first century. The area was held in
limbo from 103 HK until its admittance as a state because both Ummon and
Kandal laid claim to the region. It wasn't until 184 HK when a descendant
of the region's fallen rulers returned from studies in Lyrast arrived
that the region began to form its own identity within the scope of the
Old Empire. The man was arrested and taken to Kandal where he was
imprisoned for over twenty years. In 207 HK, the man was released
by order of the Council of Ildûn who recognized him as a fellow
"scholar" and convinced the authorities that he would be no
further threat.
After sometime in Ildûn, the man returned to the
disputed territory. Over the years, interest in the region waned
and the forceful Dekàlan presence could not be maintained. Neither
Kandal or Ummon wished to spend resources on a territory they could not
claim and reap the rewards from. During this period, from about
220-370 HK, the region grew and garnered the reputation as a "free"
land. The region attracted runaways and outcasts. On several
occasions, Dekàlan armies were marched into the land to quell uprisings
and to reassert control, but still no final decisions were made. Part
of the indecisiveness on the part of the High King was probably due to
the fact that the regions resources and taxes flowed directly to Lanàdus,
offering an excess of money and goods for the island city-state, and empire.
During this time, the people of the region became increasingly
aware and in awe of a figure living in the City of Morn. Stories
circulated that the man was extremely long-lived and a descendant of the
ruling families, now conquered almost 250 years ago. Though not
a political figure (as far as Dekàlas was concerned) the man held
great power within the region and was not crossed by any of the competing
factions, ever. In the Summer of 372 HK the man sent emissaries
to Lanàdus pleading the case for a new city-state before the High
King. The emissaries further offered that he who called himself
Zyrr would humbly accept the honor of becoming the city-state's first
High Lord. All but one of the messengers was executed. So
every year, from 373 until 375 another dispatch of messengers was sent
with the same offering. In 376 HK, Zyrr himself made the trip alone
to Lanàdus (via Ildûn) and gained audience with the High
King. The royal ledgers are sketchy on the content of their meeting
but after a short time they adjourned to private chambers to discuss the
matter at length. After days of conference, the High King decreed
(to the dismay of the Council) that a new city-state would be formed between
the city-states of Ummon and Kandal, and it would be named Zyrr, for the
man who would be its first High Lord.
The Zyrrn Decree was met with surprise and suspicion in
every city and state that it reached. Even among the High King's
counselors there was talk that the mysterious Zyrr must have employed
powerful magics to bring about this development. Raising suspicions
to a higher level, the Council of Ildûn met for their first emergency
council so that they could vote their approval and support of the High
King's most wise decision. The Council of Lanàdus immediately
saw this as an encroachment on their powers, as all city-states (except
Zyrr) were jointly ruled by a Temple. Whatever had transpired, the
High King's word was law and the new city-state was formed. Zyrr
returned to the land that now bore his name and prepared for his next
miracle, convincing the Council of Lanàdus that he should be admitted
into the Dekàlan pantheon thus securing himself within the chain
of royalty, the sirkùli sorsèreul, and the Council of Lanàdus.
In 419 HK, the High Lord's plans began to unfold. The
Shroud, a group of magician-priests formed by decree shortly following
the High Lord's return to his city-state (circa 379 HK), had swiftly grown
in number within each city and town of Zyrr. They served as magistrates,
priests, and teachers throughout Zyrr. About 419 HK, the Shroud
began a set of daily rituals of homage to their High Lord, which Dekàlan
priests traveling through the region reported as heretically close to
prayer. Messengers sent to Zyrr concerning the practice returned
without answers to their questions. By 422 HK, the Council of Lanàdus
organized a holy crusade to see an end to the practice and to bring the
High Lord (who some claimed to be the same man crowned 46 years earlier)
before the Council for High Judgment (as was their right in matters of
a religious nature). The crusaders pushed north and west through
the Snaking Pass in the Winter of 422 HK. Instead of being met with
an army as they were prepared, they were met by a single man wandering
through along the snowy shores of the Run Nethyzan. The man was
brought before the commander because the soldiers could not understand
his words. When presented, the man introduced himself as the God
Zyrr.
The crusaders arrested the High Lord and turned back toward
the Snaking Pass. The God-man did not resist but did tell the commander
that he was unable to leave the region. The High Lord explained
that no-one enters or leaves the Nuléun Vale without his knowledge or
wishes. The story continues that as the commander looked up he saw
his vanguard soldiers and horses erupt into ghostly white fire as they
entered the pass. The crusader priests tried to weave sendings,
but all attempts were blocked. The Chaos was not responding to their
prayers. The commander, filled with the fear of Iráen his God and
the just and unquestionable cause to thwart this corrupting hubris, plunged
his holy sword into the High Lord's abdomen. Both stood still for
sometime, staring at one another. Slowly fear crept across the paladin's
face and as Zyrr pulled the unbloodied blade from his gut, the commander
dropped to his knees and wept. All that stood around then watched
as the God-man Zyrr pulled the man to his feet with one hand and kissed
him saying, "You have done more for me with this one act, then I
have been able to do in centuries." Stepping away from the
paladin, Zyrr stopped and turned again adding, "But, for looking
me in the eye, you may not be suffered to live." With that
pronouncement the paladin erupted in the unholy ghost fire. The
remaining crusaders dropped to the ground, their eyes averted. The
High Lord commanded them to return to Lanàdus and instruct the
Council that priests would arrive there in the coming year. They
were to be met as honored priests, and one would be chosen to sit upon
the Council. No further excuses, insults or obstruction would be
tolerated. "A God walks among the men of the Empire."
This moment, referred to as Zyrr's Annunciation, is the last reported
appearance of the God though many believe that high ranking members of
the Shroud meet with the High Lord.
In 423 HK a contingent of Shroud priests arrived at Lanàdus.
By the Summer of that year one was placed on the Council of Lanàdus.
The others returned home.
The dynamics that existed between Zyrr and the rest of
the Old Empire are not clear. It is believed for instance, that
Zyrr cannot leave the region of his rule, so he could never be crowned
High King (and never has). The "priests" that sit upon
the Council of Lanàdus are by all accounts wizards, not clerics,
though they are labeled as such. Spellcasting priests that visited
Zyrr have all reported the same phenomena of inaccessibility to divine
magics while in the Nuléun Vale. This phenomena has never been reported
across the World of Teréth End in another region so large (though
it is not unheard of that divine magics are blocked in holy places devoted
to other gods).
Post-Dekàlan History
Following the collapse of the Old Empire, Zyrr has continued
to exist without much change. With the exception of the encroachment
of Nalthazam
to the east, the Zyrr live as they have for centuries. There are
those that speculate that the High Lord was involved with the appearance
of the Black City. Whether this is true or not is unknown. What
is known is that people and soldiers from Ummon wishing to continue through
the Snaking Pass must now do so with Shroud escort, for the darkness there
cannot be penetrated by torches or lanterns. For this reason, the
Shroud have begun appearing outside Zyrr. In Horkoral, Shroud escorts
may be hired to guide adventurers, caravans and ships along the Run Valan.
While passing through Zyrr, the escorts have the added duty of leading
travelers in the daily rituals of prayer to the High Lord.
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Places
Dis
Erzynul
Morn
Nulm
Shallath
Dekàlan Lands
Azàlari
(of Zalan)
Candal (of Kandlan)
Jadth (of Sudul)
Ildûn (of Draun)
Lanàdus (of Iráen)
Oth (or Roth)
Panath (of Path)
Taldàna (of Amra)
Ummon
(of Irul)
Viríllis (...)
Zyrr (of Zyrr)
Terèthori Lands
Arduwu
The Central Vale
Dekàlas
Endrul
The Fiery Isthmus
The Grey Wastes
Juduth
Kirydis
Muluk
Naskara
Nulura
The Shar
Sul-Terèthor
The Wild Coast
Geography
Teréth End is a Dekàlan name meaning
"Whole of the Land". This terrestrial world consists of five
continents,
Emer (The
Lost Isle)
Lyrast (Ancient Land)
Tasserus (Wild Land)
Terèthor (Uncharted Land)
Vulmura (Center Land)
nine seas,
Acentran
(Inner Sea)
Dekàlan (Western Sea)
Endless (Last Sea)
Great South (Inhuman Sea)
Kirydian (Emperor's Sea)
Odimis (Northern Sea)
Path (Sea of Eels)
Vulmuran (Forbidden Sea)
Zaloo (Eastern Sea)
and three moons.
Mamra (Green Lady)
Woad (Blue Moon)
Nuléun (Elfin Moon)
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