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Mazur, the Subterranean City

Mazur – Capital of the Aj'Snaga Kingdom

 

History of the City

Mazur, now the capital of the powerful Aj'Snaga Kingdom, has origins that predate the First Molt of the Old Kindreds. According to the oldest chronicles, it was not founded as a city, but rather as a nest-pond, a place where the first Aj'Snaga clans had incubate their eggs. They discovered, deep within the D'Hroha Peninsula (called the Peninsula of the Old Serpents by humans), a complex of natural caves heated by geothermal veins.   These caves, fed by a junction of underground hot springs, provided a constant climate, protected from the cold outside and the excessive humidity of the coast. The Aj'Snaga quickly understood their value: a perfect refuge for incubation and to protect the young during the early, vulnerable stages of growth. The descendants of this ancient group are among the kingdom's political, economic, and religious elite.   The original name of the place was Heskran-Dor, "Nest of a Thousand Steams," but with the progressive conquest of the peninsula and the expansion of power, the urban center was renamed Mazur, a term from the ancient reptilian language meaning "Scaly Heart."   During the War of the Three Tails (circa -1240 Old Era), Mazur became a fortified port: the initial tunnels dug near the sea were expanded to house naval arsenals and warehouses. Over the centuries, the city developed underground rather than aboveground, a labyrinth of corridors, halls, and large subterranean plazas, illuminated by the warm, milky light of the luminescent crystals of D'Hroha, created by the same volcanic veins that heated the subsoil.   In 621 NE, under the reign of the Serpent Queen Dauresk, Mazur was consecrated as the political and religious capital of the entire kingdom, home to the Imperial Council and the cult of the Ancestral Heritage. The Queen's Palace, built then, remains the ultimate symbol of the Aj'Snaga's power to this day.   One of the most dramatic events in its recent history was the Coup d'état of 869 NE: a conspiracy of generals and minor nobles, incited by foreign influences (the Almighty Empire), attempted to depose the queen. The Mystikì, the secret body charged with maintaining internal stability, responded with ruthless repression: thousands of citizens were executed or disappeared into dungeons without trial, for even the slightest contact with foreigners.  

Current Situation (1314 N.E.)

Today, Mazur is experiencing a period of turmoil and tension. Queen Arafdalia, known for her charisma and strategic ruthlessness, is assembling a massive army for a campaign of expansion. This means the barracks are overflowing with recruits, the markets are bustling with arms dealers and suppliers, and the tunnels reverberate with the incessant hammering of armorers.   But this military mobilization comes at a price:  
  • Rise in crime: Gangs of thieves and smugglers are taking advantage of the chaos and distraction of the Mystikì.
  • Widespread corruption: Officials and guards are enriching themselves through bribes and illicit trafficking, especially in the slave trade and gladiatorial betting.
  • Popular discontent: Rising taxes, conscription, and the scarcity of certain goods are eroding the queen's support, fueling whispers of rebellion.
  • Meanwhile, in the shadows of the underground streets, some merchants and members of the lesser nobility are plotting secret plans, recalling that in Mazur's history, reversals of power have always been sudden and bloody.  

    Important Characters

  • Queen Arafdalia – Current ruler, a woman with a sharp mind and an iron will. Her authority is unquestioned, but her ambition threatens to lead the kingdom into wars of attrition.
  • Queen Mother Fridia – An austere and traditional figure, guardian of the ancient Aj'Snaga laws. Despite her age, she maintains influence over the elderly advisors.
  • Lady Voluptia – An enigmatic noble, known for her beauty and skill at political manipulation. Alleged ally of the queen, but there are rumors that she works for her own interests.
  • Dikomenos – Wealthy slave trader, pragmatic and cruel. He controls much of the Aporoi market and decides which gladiators will go to the various Doulos Machia schools, often altering the outcome of the games.
  • Makysis – Master of the gladiatorial games (Hoplomachos), known for his corruption. He collaborates with Dikomenos to organize fixed matches and secret bets.
  • Architect Nymbrass – Responsible for the maintenance of the underground tunnels and the air-docking tower. A respected but mysterious figure, he is said to know secret passages inaccessible to the rest of the population.
  • Locations and Resources

    The city is completely paved with the black volcanic basalt that characterizes the city. The buildings, however, are constructed of light stone and often include domes, some of which are large. The facades of the buildings appear unadorned to human eyes, as the Aj'Snaga, possessing eyes sensitive to infravision, prefer to conceal their magnificence from lesser races by using colors invisible to human eyes.  
    Queen's Palace
    A massive complex of light stone and imposing domes. It is the center of political and military power, with internal courtyards, throne rooms, and private chambers for the royal family.  
    Tower of Dockings
    A colossal pillar that pierces the ceiling of the caverns, rising above the icy wastes. The spires are equipped with docking platforms for flying ships, a base for trade and expeditions.  
    Trade Port
    In the city's harbor, the docks jut out into the Gulf of the "Shining Scales". Its warehouses and infrastructure for drydocking and shipbuilding are located in the same caverns that encircle the city.  
    Palace of the Mystikì
    A pitch-black building, home to the secret organization responsible for espionage, counterespionage, and internal repression.  
    Temenos
    A sacred quarter dedicated to the cult of the Ancestral Legacy. Here are the Botròs, volcanic crypts where young Aj'Snaga undergo their first moult.  
    Foreigners' Quarter
    On the outer edge of the city, above ground, are the slave market and the foreigners' quarter. Here, slaves brought to the city by the Yellow Sails are housed, as well as rare visitors from the outside world, who conduct their business with the kingdom under careful surveillance.  
    Scale Phalanx
    Not far from the imperial palace is the barracks of the most glorious regiment, the "Scale Phalanx". Only the sons of noble families are admitted to the regiment. After a rigorous initial selection process and arduous training (which can last years and even lead to the death of candidates), they are admitted.  
    Sanctuary of the Pure Bloodline
    In the darkest, coldest, and most unadorned part of the city lies the "Sanctuary of the Pure Bloodline," a dark and gloomy temple where all newborns are brought for the "Pure Gods" test, where priests (called Kathartai) examine the newborn and decree its purity. The impure are thrown into the nearby "Crevace of Breath" (representing the last breath of life of those thrown there).  
    Krataion
    As a form of entertainment, the Aj'Snaga favor blood sports that assert their superiority over other races, among which the favorite is combat between slaves (Aporoi) trained at fighting schools called Doulos Machia. The fights take place inside the Krataion, a stadium capable of holding 50,000 spectators. The fighting slaves are provided with better and regular meals and certain comforts that allow them to fight to their fullest in the arena and thus entertain the onlookers.
    Resources
    The city bases its economy on the mining of luminous crystals, mushroom cultivation, and fishing in the gulf, which is particularly abundant.
  • Luminous Crystals of D'Hroha: Minerals that emit natural light, essential for the city's illumination, are mined by slaves in the caves outside the city proper and sold throughout the kingdom.
  • Ivoryheads Ivory: Off the coast of the Gulf of the "Bright Scales" lies an important breeding ground for "ivoryheads" (enormous fish with armored heads, from which a highly sought-after ivory is extracted), which are hunted with special boats for food, fat, and ivory.
  • Delphis: The presence in the waters of the Gulf of the Tritons of another highly sought-after fish, the Delphis, is particularly sought-after because it produces a highly flammable oily substance that can be used as an alchemical preparation for warfare and also, thanks to its very particular aroma, as a key component in some of the most sought-after perfumes. The oil obtained from these fish, called Ambranera, is worth more than its weight in gold.
  • Cultivation of underground mushrooms and edible algae.
  • Folklore and Details

    The Aj'Snaga of Mazur are proud and wary of outsiders. Their architecture, stark to the naked eye, conceals a wealth of detail visible only in infravision. Legends say that beneath the tunnels lies an Old Royal Nest, now sealed, where the unhatched eggs of the First Queen lie.   Popular sports are bloody and serve to reaffirm the supremacy of the Aj'Snaga lineage: the most famous is the Doulos Machia, a combat between gladiatorial slaves. The training schools are veritable academies of preparation for brutal combat.   Every year, during the Night of a Thousand Scales, citizens gather at the underground port to witness the ritual fishing of the first Delphis of the season: the fisherman who catches it receives honors and gifts, while the banquet that follows lasts until dawn.
    Type
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