Federation of Zarazuko (Zar-ruh-Zoo-Koe)
Zarazuko is the realm of the Northern Zesheko, an isolated tropical realm unknown to most of the world. Only two of its ports are open to outsiders; its people are only allowed to leave as mercenaries, who contract through groups known as "Masked Companies" to venture into foreign lands. For centuries, the rest of the world has only known it for its mercenaries and its mystery, but to those few allowed inside, this federation is a vibrant - if troubled- collection of kingdoms.
The two main ports are known to outsiders as Knifepoint (aka Norima) and Ratmarsh (aka Zikoda). These are what you'll find on your typical world map, sometimes marked as two different kingdoms (as they belong to the Kingdoms of Norima and Zikoda respectively). Knifepoint is known as the military base for the Northern Zeshem fleets, and as the place the Masked Companies operate out of. It is the most accepting of foreigners, the most rowdy, and the most commercial point in all of Zarazuko. Ratmarsh, meanwhile, is much more suspicious and closed off; this is the gate to the sacred river and the ceremonial seat of the Zesheko temple here. The city also has a lot of capybaras - its namesake.
Further in, up the river, is a city known as Nimok - the center of the world, and largest city in Zarazuko. This is the cultural capital of the realm, associated with ancient kingdoms and traditional culture, and this is where the Federation meets to make political decisions.
Two other larger settlements lie inland: Zindomo, the Northern prism hub and largest mountain settlement in Zarazuko, and Copper Mountain, a massive mining settlement used to extract and smelt copper for export. Copper Mountain used to have another name, but that was erased when it tried to rebel a century ago - it is now a center of religious policing and labor exploitation.
Structure
The Federation of Zarazuko is run by a council of sixteen emissaries, each representing the sixteen kingdoms of the Federation. Each is ranked according to the wealth and might that their kingdom contributes to the Federation, and a higher ranked emissary holds greater legal weight.
Equal to the emissaries are the local monarchs. Some monarchs are elected by local elites, others are hereditary, but all can legally be replaced by a majority vote of the Federal council. Each local kingdom is largely autonomous beyond that, with their own local laws and hierarchies. Some of these kingdoms are centralized; others are feudal; others are really more of clusters of towns and tribes that elect largely-powerless monarchs while doing their own thing locally.
The highest religious authority is the High Vicar - currently Vicar Lightning from Holy Zeshema.
Culture
In Zarazu culture, all travel is sacred pilgrimage. To move across the Earth is to give sacrifice and risk danger in the name of community and unity. Regular travel is a sacred duty, and everyone must work together to upkeep the roads and bridges to make that travel possible. Travel is ritualized: people visit the cities, relatives in other tribes, or other places within the kingdom, often transporting goods and news as they go. It is tradition to exchange small gifts and go through a series of ritual courtesies upon arrival, including a small sacrifice made together to the World Tree (or other divinity). The most sacred sacrificial journeys is that of the masked warrior, who ventures into the unknown not to find community but to acquire boons for their people.
Sarcasm is unpopular and often misunderstood in Zarazu, though cheeky observations and dry humor are considered excellent. Eye contact, meanwhile, is a major way of communicating status: direct eye contact is only permitted between equals, and those of lower status are supposed to lower their gaze. Lastly, writing is seen as a potential vector of pollution here: to write something is to crystallize it forever, so sensitive things (like holy hymns or deep personal feelings) must only be written indirectly or in code.
History
The First Zarazu (? - 400 ME)
The Two Century Crisis (400- 1000)
The Age of Flowers (1000 - 1500)
The Age of Reckoning (1500 - 1760)
Modern History
Demography and Population
3,500,000 humanoids live in Zarazuko. The demographics split roughly 75% Dryad, 10% are Half-dryad, 10% Human, and 5% prism.
Territories
Zarazuko is 420 miles North-South and almost 200 miles West-East. The region is essentially a series of tropical river valleys surrounding the Great Zarazuma river. The terrain is mostly jungle, with some rainforest around the equatorial belt and some tropical savannah in places. Hills and mountains mark the edges of Zarazu territory, but it is important to emphasize that this is not a hard border in any way; there are many places that are only ambiguously Zarazu. The mountains grow larger and more difficult to navigate further inland, making the lines a little clearer.
Military
Every member of the Federation has their own local military. Most of these are feudal warbands that combine small groups of elite garrisons from sedentary towns with levies, particularly levies from the surrounding tribes. This provides a one-two punch of skilled light infantry with better equipped heavy infantry or light cavalry. These local militaries coordinate under the federal government when major threats arise, but are cheap to finance during peacetime. Zarazu warriors prefer saw-toothed swords and metal claw gauntlets (intended to strengthen a dryad's existing claws and make them more dangerous in a fight).
Bolstering these reactionary levies are veterans from the Masked Companies, local mercenary companies that do work in Western Samvara and Larazel.
Religion
The Zarazu follow the Zesheko religion from South Larazel, but with a substantial local spin. Most of the structure of the priesthood is still the same, but the beliefs are somewhat different and the duties of the priesthood are modified.
The most obvious initial difference is that the Zarazu consider magic - especially magic that can heal such as druid magic - a sign of divine investiture. Priests are much more focused on druidic training and rely more on auxiliary staff to get paperwork done - reducing the bureaucratic power of the clergy but increasing its magical potential and social legitimacy. The next obvious difference is doctrinal: rather than focus on the Great Mother Rivers under the God Alima, the Zarazu focus on a single Great Mother Zarazma and on the World Tree Natisa as the day-to-day deities. And, of course, the rituals that accompany this local worship are rather different from traditional Southern Zeshem religion.
There is a lot of overlap between Zarazu-Zesheko and traditional Zarazu religion, but the two are not entirely the same. Zarazu tradition tends to revolve around the World Tree, Natisa, and transforming the world into a garden by feeding Natisa love and dutiful sacrifice; Zar-Zesh religion casts Natisa as a sick and fragile Goddess who is kept pure and safe only by the Masked One, and who must be nourished with the blood of the wicked. Zesheko refuses to acknowledge that there is a legitimate traditional religion, only Zeshem people who persist in practicing unclean ritual.
Along with Zesheko and traditional practice, there is also a sizable Ruekan community, which has absorbed the remnants of all of the old Pratasa groups here. The Ruekans are looked upon with deep suspicion and are under substantial pressure to convert, but they unsurprisingly have dug in their heels to resist.
As for religious policy and law, every local kingdom is allowed to set their own laws. The coastal kingdoms, terrified of religious infiltration and foreign influence, have the strictest laws against foreign religious practice. These kingdoms are also the most dogmatically Zeshem: they invite in foreign clerics, practice foreign Zeshem ritual, and sneer at their fellow Zarazu for practicing the old ways. The interior kingdoms, which have much more relaxed trading relationships with their immediate neighbors and have more suspicion of the foreign Zeshem clergy, prefer to harbor the Ruekans and traditionalists. This tension between the interior and coastal kingdoms has created a minor legal dispute, where the interior kingdoms support the Ruekan's rights to trade and send convoys back to their religious superiors, while the coastal kingdoms want to specifically block them from doing that as long as trade is stopped.
Foreign Relations
Zarazuko is an extremely isolationist country that only maintains close relationships with its immediate neighbors and with Holy Zeshema. There have been efforts by the March Kingdom of Kakoru to establish better relations, but these efforts have been materializing results very slowly thusfar.
Agriculture & Industry
Zarazu is a mixture between farming, mining, and horticulture. Wet rice is a common crop, as is growing starfruit and other tropical produce. Some cash crops are tentatively grown to be sold through Zeshem merchants - mostly rubber and coffee. Mining is a huge thing here, especially copper: Zarazuko is one of the top copper producing regions in the West.
Trade & Transport
Trade is almost entirely done through one of two avenues: The Masked Companies, or support fleets from Holy Zeshema. The Masked Companies are mercenary groups that often do trade work along the way as they fight abroad. The support fleets, meanwhile, take larger shipments of copper and cash crops back to Zeshema to be sold to international markets - a pretty rough system to say the least.
"Pure Makes Pure"
Founding Date
1911
Type
Political, Federation
Alternative Names
Zarazuvara
Demonym
Zarazu/Zarazuan
Government System
Oligarchy
Power Structure
Federation
Economic System
Mixed economy
Currency
Ekedian Gold Suns, Silver Moons, and Copper Bats
Major Exports
Lumber, copper, rubber, coffee
Major Imports
Steel, tar, textiles
Official State Religion
Location
Remove these ads. Join the Worldbuilders Guild
Comments