Zecria
Zecria is a land of mages obsessed with power, where respect is earned not by birth but by one’s mastery of the arcane. Though its citizens act like nobles, there is no true aristocracy, only a hierarchy of spellcasters. Humans often look down on other races, but magical prowess overrides such prejudice, earning anyone status if they can cast effectively. The god Bothos, god of Magic & Stars, whom Zecrians consider the supreme being, has warped the land with his displays of cosmic magic, leaving it barren save for the enchanted capital of Kudsall. With Grand Arcanist Solaris Divir leading for the past two decades, Zecria thrives as Nineveh’s richest magical hub despite its ruined countryside.
Structure
Zecria is ruled by the Grand Arcanist, currently Sol Divir, whose authority is absolute and sanctioned by Bothos, god of Magic & Stars. Beneath him, a council of Archmages oversees the magical and economic affairs of Kudsall, while minor officials govern the sparse outer settlements. Arcane mastery is the only path to influence, making spellcasting ability a direct measure of social standing.
Culture
Kudsall’s residents live lives of extravagant wealth, luxury, and magical indulgence, while rural Zecrians work hard to study magic and survive off what little nature remains. Criticism of Bothos or the gods is considered taboo, with those who defy this belief often shunned or worse. Magic, research, and displays of arcane talent are woven into every tradition, from festivals to duels.
Public Agenda
Zecria’s goal is to remain the foremost magical powerhouse in Nineveh, accumulating wealth through magical exports and maintaining Bothos’ favor. It prioritizes uncovering lost magical knowledge, expanding its tome collections, and safeguarding its capital as the continent’s arcane center.
Assets
- Kudsalll, a magically powered and heavily warded capital.
- The Core Tome Collection, a legendary library worth millions in rare magic.
- An economy built on magical weapons, tomes, and enchanted artifacts.
- A near-unlimited arcane energy supply siphoned directly from Bothos.
- A population of talented spellcasters with no reliance on traditional armies.
History
Zecria was once a lush, thriving land of forests, rivers, and wildlife until Bothos, god of Magic & Stars devastated it with his cosmic magic, reshaping it into a barren, star-scorched wasteland. Drawn by the overwhelming magical energy, arcane users from across Nineveh flocked to Zecria, building Kudsall atop leylines infused with Bothos’ power. Over the centuries, Zecria grew into Nineveh’s wealthiest magical center, with power concentrated in its capital while its countryside remains scarred and sparsely inhabited.
Demography and Population
Zecria’s population is roughly 137,000, with 90% residing in Kudsall. Humans make up the majority, though races skilled in magic, such as elves, gnomes, and tieflings, hold prominent positions. Outer settlements are populated by hardworking, magic-seeking commoners who aspire to rise in rank by proving their spellcasting skills.
Territories
Zecria’s land is mostly a magical wasteland, its flora and fauna obliterated by Bothos’ destructive demonstrations. Kudsall stands as a shimmering beacon of life, its wards and magic sustaining its lush gardens and fountains while the rest of Zecria is left barren and unstable.
Military
Zecria has no conventional army, relying entirely on Bothos, the Grand Arcanist, and the legions of powerful mages within Kudsall. Magical constructs and flying vehicles also serve as defensive measures, rendering a standing army unnecessary.
Technological Level
Zecria is almost entirely reliant on magic, surpassing technological nations through arcane innovation rather than machines. Flying vehicles, magically powered constructs, and enchantments make Kudsall the most magically advanced city in Nineveh.
Foreign Relations
Laws
- Only licensed mages may hold positions of authority.
- Speaking ill of Bothos is punishable by exile or imprisonment.
- All arcane discoveries must be catalogued with Kudsall’s council.
- Spell duels are legal but must be sanctioned by an Archmage.
- Rural settlements must tithe magical components to Kudsall.
Agriculture & Industry
Natural agriculture is nearly nonexistent, forcing Zecria to import most of its food. Its industries revolve entirely around crafting, enchanting, and exporting magical items, which fuels its staggering wealth.
Trade & Transport
Trade revolves around enchanted weapons, scrolls, and tomes, with airships and flying constructs providing swift transport to trading partners. Overland roads are sparse, as most trade and travel rely on magic or flying craft.
Education
Magical education is mandatory for all citizens, with Kudsall’s academies providing advanced training for those who can afford it. Rural communities focus on apprenticeships and basic spellcraft, though most aspire to study in the capital’s prestigious institutions. The Scrolls Bound Academy and Institute of Warlocks are where all the magical students attend.
Infrastructure
Kudsalll boasts magically sustained roads, floating lights, self-repairing structures, and arcane-powered utilities, while the rest of Zecria remains simple and undeveloped. Only the capital enjoys advanced comforts, leaving rural Zecria with modest, functional settlements.
Granted Divine Powers
The Grand Arcanist is blessed by Bothos with divine powers and amplified versions of thier own spells.

"All Power Through the Arcane."
Founding Date
955 years ago
Type
Geopolitical, Country
Capital
Alternative Names
Land of the arcane, The Star-Touched Lands, The Arcane Domain
Demonym
Zecrian
Leader
Leader Title
Head of Government
Government System
Monarchy, Absolute
Power Structure
Autonomous area
Economic System
Command/Planned economy
Major Exports
- Magical weapons and tomes
- Enchanted tools and artifacts
- Arcane constructs and energy-infused items
Major Imports
- Livestock
- Wheat and grain
- Raw natural materials (wood, leather, plants)
Deities
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