Zinduhl
"Even the wormly Yolps and serfish dolts of Zinduhl are loved by and love Ustav, in their peculiar way" - A Treatise on Universal Uvara
Beneath the mountains of Northern Hain, beyond the flatlands of the Delent, a bright and bustling city sits beside a small lake. On one hill right beside the lake, clustered buildings painted rainbow sit behind a wall that is itself painted with a massive image of a knight skewering a huge snake with a lance. On the hill, a massive half-ruined tower has been turned into a windmill surrounded by little houses and shops. Kobolds and starspawn come bearing cattle and grain, and the wide streets bustle with sales and greetings. Walled gardens dot the compact neighborhoods, and everywhere there is produce and livestock. Mystics and fortune-tellers are not an uncommon sight, and many visitors come from distant parts of the kingdom seeking magical cures or insight. The air smells foul, but the sights and sounds are full of art and music.
Zinduhl is the jewel of the Delent and the largest city in Hain that is neither on the coast nor on the Saress River. The city is the seat of House Hugelma, a powerful Hainish noble family, and it serves as a major supply depot for military rations and supplies. The engine that drives this city is the Shkodule, a magical mill that is driven by a huge Ederstone monster - a half-buried metal serpent (or worm?) that seems to be biting its multiple tails with its multiple heads, chasing them through the earth without rest in massive coils. The Shkodule uses the perpetual motion of this monster to create an enormous mill that never stops and needs no rest; grain from all around the region pours into the city to become flour. The monster is also sacred to the region's Yolps - a kind of burrowing mole-like variety of starspawn common in the Delent. Yolps often visit the city to be blessed by "Ustav of the Roots", who is said to forever-present at the Shkodule. The presence of Yolp pilgrims, Kivish herders, and numerous local mystics has given the city a reputation as a place of superstition and peasant-ness; even the city's leaders seem exasperated at their own subjects. While this can be a superstitious place, note that this is near the chaos wastes, and what may seem like superstition to an outsider can be genuine local wisdom to an insider.
There is more here than just milling and mysticism, though - Zinduhl is a wonderful supply point for anyone seeking to venture into the Northern or Eastern chaos wastes, and it hosts many adventurers and monster-hunters at the Oldtower Inn near the windmill. Those seeking to restock, research, and train will find knights, priests, libraries, and shops, as well as a slew of local problems that they may or may not choose to get involved in. The city is a messy and divided place, choking on its own prosperity. But Zinduhl is not Vruhafen - it is still small enough to be swayed by the hearts and blades of those committed to saving it.
Demographics
Government
The city is managed by a mayor-knight, known as the Junker (pronounced Yun-kar), who rules in the name of the Elector-Prince. The influence of the Elector-Prince is muffled, as the Junker has legal rights to autonomy that restrict the direct involvement of their liege.
In terms of actual day-to-day rule, most power is in the hands of the Junker and the council of Burghers. The Junker is a semi-hereditary title that is granted by the Prince, where the child of the prior Junker has automatic nomination for the position but no guaranteed granting. The Junker's job is to manage the local garrison, act as high judge, lead the city guard, and act as overseer and tie breaker for the Council of Burghers. The Burghers (pronounced Boor-gars) are city elites such as major merchants and guildmasters who are granted title and Honors in exchange for services rendered to the city and kingdom. The Burghers are expected to contribute to the city's infrastructure funds and to donate time and energy running the city's treasury and bureaucracy. In exchange, they get a seat on the council that does most of the actual governance of Zinduh; this comes with special perks and privileges.
On matters of magic, religion, and moral law, the priesthood is given full state power to operate courts, set policy, and request action by the city guard. The priests of the city are divided into the mainline temple-priests and the local cult-priests, all of whom answer to the same religious overseer- the Rosgen.
The Junker of the city is a prism starspawn woman named Tyar Erlinkeil. The Erlinkeils are a prominent prism family from the Kingdom of Nidever (in Andrig), with close connections to ruling House Hugelma. The Junker is known as a military woman, friendly with the city guard and the local warbands. She is quick to respond to any threats of violence in her city, and is a competent fighter and commander. She is not so great at navigating local laws and courts, and is unpopular with both the local priesthood and the Burghers. Unfortunately much of her job is managing both of those groups, and she is quick to take out her frustration on any perceived obstacle in her path. While prickly and even cruel to those that inconvenience her, the Lady of Zinduhl can be quite generous to those she likes. She is not a woman of the people, and she spends most of her time with the local prism elites, city guard, and court elites.
The local Rosgen of the city is a dryad-starspawn woman named Gendra Halagond. Gendra is a stubborn and anxious academic, haughty and rules-oriented but also idealistic. Gendra is a very knowledgeable woman and a capable spellcaster, and she is quick to dismiss the illiterate or ignorant. While Gendra's willingness to fight the local Burghers has won her some loyalty from the priests of Zinduhl, her scornful attitude towards mysticism has made her some enemies within the local Cult of Rugon. Gendra is reasonably competent, though she is also not entirely comfortable in her position. She would certainly rather be a scholar, but feels obligated to advance in politics to support her siblings (all of whom are children of a Graf in Oskdelent).
The liege-lord of the city is Elector-Prince Olgar Hugelma, a half-prism-starspawn known as something of an ambitious schemer. Prince Olgar is a decadent man, fond of lavish celebration and the sense of power that excess brings. Prince Olgar is a bit of a rebel, who often fumes when talked down to or given commands by the Hainish monarch. He also enjoys toying with those who he deems to be stuck-up or irritating; he is known for his arbitrary and spiteful antics. For all his flaws, he is a capable knight and a skilled navigator of court intrigue.
All of the surrounding lands are controlled by vassals of the Herzog of Shodelent: specifically, the Graf of Gahlsk in the West and the Burgrave of Ontorosh to the East. To clarify, these locals lords are vassals of the Herzog (a middling lord) who is a vassal of Elector Prince Olgar.
The Herzog of Shodelent is Lord Einzor Tolemshol, a starspawn known in equal parts for his impatience, his protectiveness of his kin, and his mercy. The Herzog is somewhat disobedient and rowdy, and has frequently preferred to fortify his and his vassal's holdings instead of contributing money or soldiers to his liege's ventures or the defense of the neighboring March of Gonenka. He has ongoing feuds with both the Herzog of Oskdelent and the Margrave of Gonenka, and yet has defended his title well in court. The Rosgen and Junker of Zinduhl are both known to oppose the Herzog. The Herzog has recently been trying to build a legal claim to rule over the city as a vassal (rather than having the city's Junker be a direct vassal of the Prince)
To the West: The nearby Graf of Gahlsk is Lady Brida Degahl. She is not particularly ambitious or political (particularly since the death of her husband in 2015), and prefers art patronage to jockeying for power. She has been slower to respond to banditry on her lands than her neighbors, though, which can be a problem for travelers.
To the East: The Burgrave of Ontorosh is Lord Sodett DevOntorosh, a harsh and fickle lord eager to rise in rank. Lord Sodett is a pragmatist that has brokered alliances with local Promised Path Kivish ranchers, though he does have a soft spot for the idea of building a university on his lands. The Lord is eager to curry favor with the Herzog, and has started picking fights with the Herzog's many smaller enemies to do so.
City Elites
Local Lords
Defences
Zinduhl is not the most fortified city, but it is a hard nut to crack by non-Hainish standards. A large and sturdy wall encircles the city (except for the suburb of Kermga, which is beyond the Western Wall). A series of inner walls divide the districts and encircle the central marketplace. Ballistae bristle across the walls and towers, ready for any attack by land or sky. A small fort connects to the Junker's mansion in the North, and the central core of the city is also basically a small fort. Small fortified gardens, or "Hains" dot the cityscape as well, allowing for a considerable defense-in-depth if the city walls are ever breached. Further protecting the city and surrounding countryside is Helmshal Keep to the North, a large citadel with a sizable garrison.
Industry & Trade
Milling is a huge trade here; as is butchering, tanning, dyemaking, brewing, textile production, and Monstercrafting. A series of small guilds organize craft work and regulate who is allowed to ply what trade; virtually all jobs have some kind of associated guild. These guilds organize work and often play a large role in solving neighborhood-level disputes or problems. These guilds have been rather unstable in the last twenty years, with tension between apprentices and masters as well as between specialty craftsmen and general craftsmen, but they remain an important part of city life.
Trade is quite robust in Zinduhl, though there are only a handful of major merchants here. Mostly, peddlers and small-merchants thrive here. Villages often send a representative or sell their goods to a local smallmerchant to be sold in the markets of Zinduhl, and craft goods from the city flow through them back into the countryside. Most of the major Burgher families have some kind of relationship to other Hainish towns and to noble houses, and often deal in bulk goods for military expeditions or other big projects.
Infrastructure
The people of Zinduhl may be away from the coast or the Saress river, but that doesn't mean that the city is dry. Dozens and dozens of ancient wells dot the cityscape; while it is no longer safe or easy to dig into the earth, the city has inherited a wealth of large wells that have yet to dry up. To supplement this groundwater, a large conduit (wood pipes that direct water similarly to an aqueduct) has been built from the river to the Northeast, directing fresh riverwater into the city from the mountains. This conduit is owned by the Council of Burghers, but is maintained by the guilds. Two guilds, the Brewers and the Dyers, have thrown money at the conduit - to both maintain it and expand it further. These private additions have allowed for more water to reach the breweries and the dyeworks. Boiled lakewater is also sometimes used by parts of the city.
While the systems bringing water into the city may work well, the ones taking water and garbage out of the city aren't so efficient. Zinduhl just uses canals - basically ditches that follow the main roads through the city - as a place to throw garbage and sewage. These canals are too few, too small, and too open to work well; they also lack consistent waterflow, leaving them to sometimes become stagnant and fetid. They were originally built by the old city lords, when the river was partially diverted to flow through here - but that is no longer true and the river has changed course just enough to make it nonviable without major expense.
On top of the inherent problems (inconsistent waterflow, insufficient canals), the waste infrastructure has been plagued with misuse. Butchers and tanners have been dumping excessive waste in the canals; the Burghers tried to compel them to use a private waste removal service or to pay for extra water to flush the canals, but the guilds were able to use bribes and clever tricks to drag the issue into messy city politics. Common people and landlords have also contributed by dumping their thatch roofing and bulk trash into the canals - which often get stuck even when the water runs well. The result is massive blockage by debris that creates accidental dams and clogs in the system. If the clog happens near a wealthy guild or community, expect dredgers to clear it; if the residents are at the bottom of the social ladder, it may be months or years before the problem is fixed. Blockages become a major problem when it rains, as the system is prone to minor flooding (it takes regular dredging to keep the canals from flooding during the wet season) even without a make-shift dam of garbage. Add a clog, and the canals blast muddy trash water directly into the street. All of these problems converge at Wretcher's Lane, the main point of exit for most of the system's canals; it is a constant mess of debris that no one bothers to clear, that is a swamp of disease at dry season and a nightmare when it floods.
To avoid a situation like this elsewhere, private "Dreck wagons" are often hired by the wealthy to gather trash every week from various neighborhoods; one wagon for trash one one day, one wagon for excess sewage the next. These have become popular in recent years, and the Orgentossler family of Burghers has made a killing owning a fleet of the most reliable such wagons - as has the Porter's Guild. The Orgentosslers have also been expanding into water carts (for easy delivery of conduit-water to your shop or home) as well, though that has been a trickier deal. These various private wagon services are available only to neighborhoods with wealthy patrons (nobles, Burghers, priests, or guilds). While the Orgentosslers have eagerly attempted to get the city to hire their services for districts, the Junker and priests believe that this is blatant corruption (the Burghers selling the city the services of the Burghers) and have opposed such measures. The Junker and head priest would rather just build permanent physical systems to deal with the problem, though the Junker has struggled to get anyone to agree on how that should happen and the priests seem to mostly want to drain the Burgher's wealth and power for such a venture.
The roads of Zinduhl are well-made and maintained as Hainish cities go; many have cobblestone, and they tend to be broad enough to allow for separate traffic of horses/wagons and pedestrians. The lakedocks are fairly well maintained, but nothing to write home about.
Districts
City Districts
A Stildanian name and an English descriptor name will be included for each district, to allow potential DMs to have more choice in naming.
Relevant Nearby Locales
Guilds and Factions
The Burghers of Zinduhl: The local merchant-gentry, who own the largest workshops and have legal control over the Guilds. The Burghers have a united council, but are often divided over business rivalries. They are willing to put aside their differences to fight together against the Uvaran Priesthood or other threats to their united power. The Burghers have great influence over the districts of Yolpar, Lenplod, and Kermga, where they have been solving local problems and pushing their influence in the neighborhoods. The Burghers control the large windmill in Kermga, which is basically a symbol of progress and freedom of business to them; it is also a sticking point in their grand feud with the priests.
The Guilds of Zinduhl: The artisan associations that manage the daily lives of craftsmen. The Guilds are ruled by the Burgher's Council, though many guildmaster families have intermarried with the burgher's families at this point so the line between them can be blurry. Several powerful guilds have great local influence: the Butcher's Guild, the Brewer's Guild, the Tanner's Guild, the Dyer's Guild, the Weaver's Guild, the Porter's Guild, the Mason's Guild, and the Painter's Guild all have substantial clout, and the Pulper's Guild (parchment and paper) is on the rise. The Guilds have been having some issues with apprentice revolts and rogue workshops that have defied guild authority in recent years, and some guilds have been devoured by infighting. Some local ongoing politics:
- The Leatherworker's Guild has collapsed into many more specialized guilds (the Glovers, Pelters, Pursers, etc) after a legal dispute in 2002 over specialized trades was stuck in court for a decade. The new component guilds all have major beef between their leadership, despite most leatherworkers drifting between the specialty trades. The Burghers and the Kivish are working together to broker a long-term solution, and have worked out a temporary truce to let production continue with minimal disruption.
- The Butcher's Guild and Tanner's Guild have conspired to ignore regulations on animal waste disposal, and have played the system to avoid having to pay more for their disposal of animal parts and fetid liquids. Recently, the Weavers threatened to send mercenaries after them if they wouldn't stop.
- The Weaver's Guild and the Porter's Guild both had apprentice revolts. The Weavers went as far as hiring mercenaries to suppress the apprentices, which proved a great success; the Porters had a big brawl in the guildhall that ended in concessions. The Burghers have thankfully been able to ease some of the tensions among the Porters recently.
- The Brewers and the Dyers have formed an illegal alliance to control the water conduit system, though no one has much minded as they have largely expanded the conduit system rather than hoarding public water. The Burghers are still worried, but the priests have intervened to prevent meaningful action.
- The Pulper's Guild is not-so-secretly taking money from the Herzog in exchange for some kind of city support. The Burghers know, but don't seem inclined to act until the Junker gets the priesthood out of their business.
- The Cult of Eternal Spring: Mystics devoted to the Gods Rugon (the plant God) and Ustav (the King God) in particular, the Cult of the Eternal Spring keep the magical mill - the Shkodule - running and bless the city in its peculiar ways. The mystics of the Cult are the only ones allowed to freely legally go into the underground of Zinduhl, which they do very carefully to visit the sacred shrines and chamber under the city for sacrifice and ritual. The Cult has many ritual echoes of the old Yolpine religion, though they can be more aggressively Uvaran than your standard clergy. The Cult are more secluded from the general populace than the clergy, and might be considered monastic. Many among their ranks have been growing dissastisfied with secular government. To join this group is to swear off property rights and family ties.
- The Standard Clergy: The Standard clergy of Zinduhl are the ones who maintain the temples, conduct standard Uvaran rituals, and interact with the broader Hainish clerical hierarchies. There is a major divide between the local priests, who are overwhelmingly common-born, and the city's leadership, which is noble-born. The Rosgen is aligned with this faction.
- The local Seihov, or Shalehouse, which supplies minerals and salts to the city's prisms, is basically a part of this faction. The Seihov's owners, the Krintoller family, has ties with House Hugelma and is able to use military river barges to ship in minerals from the Northern mountains for basically free. In exchange, the Seihov pressures prisms dependent on the mineral imports to act as a political base for the Hugelma family.
- Currently, a respected Kivish Guru named Yeifella the Merry has moved into town, and has been bringing together many Kivish residents of Zinduhl. Yeifella is charismatic, well-read, wise, and lives entirely on charitable alms. Yeifella has recently accumulated enough clout to begin influencing politics - and while she chooses to live humbly, she has been an open advocate for the Kivish community closing itself off from the rest of the city. While she is hardly anti-Uvaran, she argues that excessive religious cross-pollination risks future conflict and theological confusion, and that focusing on city politics or "big picture" events distracts from the more important issue of community morality
- In recent years, the Herzog has been funding Kobold small-merchants to try and build connections with the city's Temple.
History
The First Settlements (pre-1100)
The Spectacle of Ishlaht (1100 - 1200)
Hainish Vassaldom (1200 - 1500)
Conquest and Rebirth (1500 - 1750)
New Zinduhl
Modern History
Points of interest
Places of Authority
Places of Use
Architecture
Half-timbered and brick buildings with tall, steeped rooves and large basements are common. Buildings tend to be stocky but often reach up to three or four stories, with either white plastered brick and black-brown wood framing or orange-tinted brick and black framing. Colorful paints are a local favorite here. Large, open frontal facades are common, as are small towers or spires.
Founding Date
1580
Alternative Name(s)
Chorfel
Type
City
Population
10,000 humanoids
Inhabitant Demonym
Zindulan
Location under
Owning Organization
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