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Kingdom of Mazur

 

History of the Nation

The Kingdom of Mazur extends primarily across a vast arctic region, an inhospitable place where snow and ice blanket the land for much of the year. It is an ancient kingdom, populated since ancient times by the Aj'Snaga, a half-human, reptilian people tied to the land, volcanic heat, and ancestral powers. Beneath the frozen plains lie caves, geothermal vents, and vast underground lake systems: here, the Aj'Snaga civilization developed, sheltered from the harsh winds and arctic beasts.   Over the millennia, the Aj'Snaga have faced countless conflicts with neighboring peoples, but it was only five hundred years ago that Mazur definitively asserted its dominance, defeating the refined Sindran elves of the Darkwood Kingdom and conquering the isthmus connecting it to the rest of the continent.   In 869 New Era, a failed coup, orchestrated by undercover agents of the Almighty Empire, was a pivotal moment in Mazur's history. The ensuing repression led to the creation of the Mystikì, the secret police charged with monitoring internal loyalties and isolating the kingdom from foreign influence. From then on, the borders were sealed, and all external contact was strictly regulated.   In 1069 New Era, Mazur launched a bold naval offensive against the Federation of Geld, conquering its western part and its rich mithril mines. This sparked an ongoing conflict, marked by sabotage, ambushes, and raids by the Geld's Mithral Clan, who never accepted the loss of their ancestral lands.  

Government Structure

Mazur is a matrilineal absolute monarchy. Power is structured across three generations of rulers; The throne passes from mother to daughter, and the Queen reigns until the Queen Mother's death, at which point she cedes the throne to one of her daughters. The Queen Mother's position is to be the head of the Mystikì's political police; this role cannot remain uncovered, and in the event of problems with lineal succession, the family tree is used. The Queen's advisors form a small council, all appointed directly by her and subject to dismissal at her pleasure. With the installation of a new queen, all advisors also change.   The nobility is composed of Aj'Snaga houses bound by blood oaths, each with its own local domains and private militias. However, each house is closely monitored and infiltrated by Mystikì agents, whose purpose is to prevent rebellions and maintain the Kingdom's structure.  

Political Parties and Organizations

There are no political parties in the kingdom, but various factions and alliances plot to influence politics and the positions of the various houses within the kingdom.   Mystikì: Secret police and instrument of terror and control. They intercept communications, make nighttime arrests, monitor suspicious families, and manage informants in every city. They have unlimited access to documents and facilities. They are currently led by Queen Mother Fridia.   Eleftherìa: Clandestine opposition movement. They advocate for open borders, personal freedom, and the end of the oppressive regime. They operate through secret cells, help dissidents escape, and promote a more tolerant vision of the Kingdom.   Izlafeth's Army: Made up of escaped slaves, former gladiators, and rebels. They hide in the swamps of Cothussiph and have sworn vengeance against their oppressors. Izlafeth, their leader, is a former slave from the Dwarven Wars with a charismatic and inspiring personality. His right-hand man is the elf Sindran Taeris, a slave ex-gladiator who leads the rebel army.   Yellow Sails and Khedrim Raiders: Criminal merchant groups specializing in slave trafficking. They work under the cover of the nobility and transport new slaves to the Kingdom's slave markets.  

Current Situation (1314 NE)

Queen Arafdalia, young and powerful, has reigned for only a few years. Bearing the gift (or curse) of the Medusa's Gaze, she possesses the power to petrify with her gaze when her emotions are out of control. The queen is highly ambitious and wishes to be remembered as a conqueror. For this reason, she is investing her influence to the various houses to push them to increase their military spending, while simultaneously recruiting and training many new troops from her own house.   Queen Mother Fridia leads the Mystikì, consolidating internal repression and keeping dissent at bay. Fridia is not enthusiastic about her daughter's militaristic stance, as it allows the other houses to strengthen and potentially create the conditions for a coup. Fridia is currently tightening controls on the noble houses and, inevitably, loosening controls on the actions of rebels.   General Myklos, commander of the armies and the queen's secret lover, is training new troops for an invasion southward. His goal is to conquer the Holy See of Galarba, exploiting the supposed political fragility of that territory, and simultaneously strike at the rebel Sindran still hiding in Mazur territory.   The northeastern borders remain unstable, thanks to Clan Mithral's constant attacks in the mountainous areas and disputed mines continue to be a thorn in the side, requiring large amounts of troops, supplies, and money.   Social tension within the kingdom is growing: inequality, omnipresent surveillance, and the growing pressure from taxes for the new army are increasingly pushing the Aj'Snaga to sympathize with Eleftheria.  

Important Characters

Queen Arafdalia: Young, cunning, and powerful. Her Medusian power makes her feared even among her allies. She seeks to strengthen the kingdom, but without revealing weaknesses that her political enemies might exploit.   Queen Mother Fridia: Ruthless and manipulative. She weaves a web of control through the Mystikì. She represents the continuation of the old Mazur, implacable and closed. In her youth, she earned the nickname "Exterminator" when, in response to an assassination attempt on the then-young Arafdalia, she attacked and exterminated House Doukas and more than five thousand of their followers.   Lord Epareos: An extremely wealthy merchant, he controls the luxury goods trade. A possible covert financier of illegal trafficking and secretly a financier of Eleftheria.   Lady Voluptia: Matriarch of a landed dynasty, she owns thousands of slaves. Behind her mask of refinement, she hides her ambition to ascend to the throne. She has some agents from the Mystikì as her informants and its suspected having connections with the Yellow Sails and the slave trade.   General Myklos: Strategist and lover of the queen. He is a supporter of war and Aj'Snaga cultural purity. He has personally suppressed dozens of slave revolts and, as a hobby, competes as a gladiator in the arenas.   Izlafeth: A philosopher and strategist, he leads the slave rebellion. He possesses extraordinary charisma, and his figure is becoming symbolic among all the slaves in the kingdom. Many escaped slaves seek to join his ranks and fight alongside him.   Taeris: Izlafeth's right-hand man, a former slave gladiator and commander of an elven regiment during the war. His experience on the battlefield earned him the appointment as commander-in-chief of the rebel slaves. Aware of the forces at his disposal and the resources available, he wages a guerrilla war to advance the rebellion.  

Locations and Resources

Cothussiph: A western port and center of maritime trade. Izlafeth's rebels hide near its swamps. The queen has strengthened the garrison to the point of making a rebel attack very difficult.   Mazur, the Subterranean City: Capital of the Kingdom of Mazur. Built on a geothermal crossroads, its interior halls are illuminated by volcanic crystals and hot steam. Home to the royal court and the temples of ancestral heritage.   Mithril Mines: Located in the territories disputed with Geld. Heavily militarized, but a constant target of sabotage and attacks by the Mithral Clan.   Arnakk Craters: An unstable volcanic region, rich in rare minerals and geysers. A sacred area for many Aj'Snaga, but also a dangerous place for pilgrims and scholars.   Thermal Oases: In the middle of the frozen steppe lie wetlands heated by underground springs. They are home to small human communities and military camps. Some are used for rare crops.   Slave Markets: Accessible only to authorized strangers and strictly regulated. Located in urban areas separated by high walls and guards.  

Folklore and Details

Spirit Cult: The Aj'Snaga have no actual cult, but worship the Ancestors and the spirits that represent them. Not many are strongly religious, and others are strongly atheistic. The cult's shamans, called Coibantes, are also healers and judges, and temples often serve as civic and military centers.   Sacred Animals: Serpents, giant lizards, and swamp dragons are seen as reincarnations of ancestors. Some clans breed special war reptiles, known as Krassili.   Ancestral Heritage Ceremony: Every young Aj'Snaga undergoes a rite of passage by entering a Bòtros (a sacred volcanic crypt) within a Témenos (a temple or rivina from very ancient times) to receive their hereditary mutation: additional arms, serpentine hair, iridescent skin, or claws.   The Shedding: Every year, the Aj'Snaga shed their skins. This is a ritual moment when they purify themselves and gather into clans. In some areas, ancient skins are burned as an offering to the spirits.   The Aj'Snaga Phalanxes: Military formations composed of warriors with long lances, enormous shields and iron discipline. Trained from a young age, they face monsters and battles in close formation.
Type
Geopolitical, Kingdom
Alternative Names
Snakeland
Demonym
Mazurian
Leader Title
Related Ethnicities

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Articles under Kingdom of Mazur


Character flag image: by Alberto Zanini

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