Zamarad

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"Azh-mahk, travellers - Zamarad welcomes you."

Zamarad, also known as the Emerald Port, is the capital of Emmosh. It holds the distinction of being the oldest continuously inhabited city upon Ish'tar. Zamarad is a city of extreme wealth and luxury, home to a vast number of trading companies, guilds, and caravansaries. The city has an estimated population of around one million.

Zamarad is divided into seventeen distinct wards, some fortified by walls and others unprotected. Each ward is further subdivided into a Qism, or "neighborhood", which consists of several Karachs, or "quarters/blocks". Despite this sprawl, very few of its streets are officially named, with directions typically given by referring to landmarks.

The architecture is characterized by tall arches, squat domes, and slender minarets, primarily constructed from mudbrick laid in vibrant, decorative patterns, often complemented by bright paint, lapis lazuli, or glinting metal. The city's boundaries are fluid, ebbing and flowing with the trade season due to nomads and caravans frequently camped on its outskirts. Its port is one of the largest globally, capable of safely harboring six hundred ships behind its substantial sea walls, and dozens of starsailors.

Ward, Qism, and Karach

The 17 wards of Zamarad are each ruled by a vizar. Each Qism is overseen by a pasha who resides therein or a pashapti, a grouping of such pasha. In cases where there are no pasha living in the Qism, as may be the case in the poorer wards, Qism are overseen by groups of family leaders. Each Karach is typically owned by private landowners.

Arena Ward

Located in the northern corner of Zamarad, this broken-walled region is characterized by numerous fighting schools, marketplaces, bazaars, and a high concentration of taverns. The Trade Way culminates in this ward, ensuring a continuous flow of caravans. It is also home to some of Zamarad’s poorer residents. The famous Arena Hariq, which can seat around 20,000 people, hosts loud, violent, and hugely popular gladiatorial combats and chariot races every second afternoon, with deaths being common. Beside it is the Palace of Glory, temple to Tannamyr. Many adventuring and exploring guilds, including the Intrepid Brotherhood of Sandstriders, the Nibiru Wayfinders, and the Pious Circle of Planetary Ecologists have their headquarters here. Popular taverns include the Myrmidon and the Trident’s Rest. The esteemed fighter school Sayid Al-Nasul and several mercenary companies, like the Company of the Rose and Valkan's Legion, are also found here.

Armada Ward

This ward, enclosed by high walls and secure gates, serves as the primary location for the Emmoshi Spicefleet's docks and barracks. It also houses various civilian buildings and the barracks for the Glinting Spears, Zamarad’s small standing army. It likewise serves as the location of the headquarters for the Ishtarran Starfleet's operations in Zamarad.

Caravan Ward

Located on the eastern edge of Zamarad, this ward is a dusty, dirty staging area for merchant caravans, and is typically avoided by the privileged and wealthy. It hosts the headquarters of several guilds, including the Trusted Order of Wheelwrights, the Cart, Coach, and Caravan Society, and the Excellent Guildry of Drovers, Shepherds, and Animal Handlers. Notable businesses here include the popular inn, the Veiled Lamia, which serves caravan drovers and traders, as well as Kadar’s Stables and the Silver Hoof Stables.

Crypt Ward

Adjacent to the Caravans Ward on the eastern side of the city, this ward is known for its numerous cemeteries, tombs, monuments, shrines, and is dominated by the Palace of Dust, a temple to Erreshkigal. Guilds with headquarters here include the Esteemed Fellowship of Undertakers, the Skilled Circle of Butchers and Dressers, and the Worshipful Order of Hunters and Furriers. The Fellowship of Burglars and Thieves is rumored to have its secret headquarters in this ward, leading some to refer to it as “Thieves’ Quarter”.

Dock Ward

Situated on the southern side of Zamarad facing the harbor, this ward is densely packed with ship moorings and warehouses. It boasts more taverns and festhalls than any other ward, including famous establishments like Munaa’s Smiles, The Copper Ante, and The Ninth Bell. A striking landmark is the seven-story Palace of the Cresting Wave, a temple dedicated to Ahn. Guilds present include the Master Mariner’s Guild, the League of Harbormasters, Dockworkers, and Ferrymen, and the Loyal Order of Fishmongers.

Emerald Ward

The beating heart of Zamarad, it is the Emerald Ward that most exemplifies the soul of the city. Found on the northern edge of Zamarad, this ward is the preferred residential area for wealthy merchants and other well-off citizens. It features the Great Bazaar, an enormous marketplace operating day and night with vendors renting temporary stalls for twelve-hour shifts, offering spices, clothing, and trinkets. Other businesses and guild headquarters, such as the Kindly Order of Silversmiths, the Ardent League of Innkeepers, and the Circle of Architects, Engineers, and Planners, are also located here. The Palace of Wills, a temple to Ermyd, and the Sultry Siren, a large and well-regarded festhall, are also present.

Faith Ward

Located on the western side of Zamarad, this ward contains many of the city’s most ancient temples. Examples include the city's House of the Dengir and Fivefold Monastery, but also shrines to Ermyd, Uennomymyr, Ynzu, and more.Countless shrines, statues, and memorials line the roads, ensuring nearly every known deity is represented. A featureless stone pillar serves as the Shrine to the Unknown God, with penintents from a thousand fringe faiths leaving myriad offerings. The Gleaming Goblet is its most notable tavern, and the Incorruptible Coalition of Moneylenders, Coinsmiths, and Pawnbrokers has its headquarters here.

Flight Ward

This ward contains most of Zamarad’s shipyards and the city's growing starharbor, and is known for being cleaner and more organized than the rowdy Dock Ward. This may be due to the scarcity of taverns and the presence of many guarded warehouses. There is also the Great Garden of Arem-daya, a large park that borders the sea. The impressively tall Lighthouse of the Moon both functions to direct incoming and outgoing flight traffic and features a magic mirror that projects a bluish-white beacon over the harbor nightly. Guilds like the Industrious Sodality of Packers, the Interstellar Contingent of Deckhands, and the Virtuous League of Sailmakers have their headquarters here.

Grand Ward

This central ward is second only to the Palace Ward in terms of wealth, characterized by spacious, beautiful houses and walled estates. It hosts the Cajaan Market, which specializes in finer goods and even features a small number of magic item vendors. The Golden Maiden and the Café Gaalyosi are notable inns. Guilds like the Qualified Union of Glassblowers, Glaziers, and Bottlemakers, and the Dutiful Affiliation of Binders and Printers are headquartered here.

Hammer Ward

Situated on the northeastern edge of Zamarad and also known as “Smiths’ Home,” this ward is filled with the workshops of blacksmiths, brownsmiths, armorers, bladesmiths, and other metal artisans, where the ringing of hammers on anvils can be heard throughout the day. Most smiths do not reside here, and the ward's residents are typically impoverished. Guilds such as the Rigid Order of Armorers, the Qualified Accord of Weaponsmiths, and the Purposeful League of Metalworkers have their headquarters here. The Dragon’s Maw, a massive 4-story complex, is a popular inn for smiths.

Jewel Ward

This inner ward is where many of Zamarad’s whitesmiths, gemcutters, and jewelers reside and work. Despite the valuable contents of its workshops and homes, it is considered less prestigious than the neighboring Grand Ward. The Palace of the Bountiful Mantle, dedicated to Sehar, is found here. Guilds like the Diligent Society of Gemcutters, the Upstanding Guild of Jewelers, and the Shining Order of Goldsmiths and Gilders are headquartered here.

Maker's Ward

This ward serves as the headquarters for many skilled trade guilds and is home to numerous artisans and creative individuals, including writers, poets, and sculptors. Workshops are abundant and constantly active, and inter-guild rivalry often leads to street brawls. Well-known businesses include Taerako Statuary and Stonework and Salehlon’s Carpets, famed for previously manufacturing flying carpets, which they now rent out. Guilds such as the Qualified Coalition of Pewters, the Skilled Order of Coopers and Barrel-Makers, and the Distinguished Guildry of Stonecutters and Masons are headquartered here.

Old Market Ward

Located on Zamarad’s northern edge, this ward is filled with markets, shops, and businesses, where proverbially anything can be found. However, its residential areas are often rundown and overcrowded, and crime, particularly theft, is rampant, causing many vendors to relocate to the Emerald Ward. A large temple/marketplace dedicated to Ermyd, the Caravansary of the Heavens, is here. The Esteemed Guild of Builders, the Sedulous Order of Fine Wood Carvers, and the Worshipful Fellowship of Spicemongers have their headquarters in this ward, and the Spitting Camel is its most popular tavern.

Palace Ward

This inner ward is the residence of Emmosh's most affluent and powerful individuals, characterized by wide, orderly streets, parks, fountains, and grand mansions. The most imposing structure is the Pasha’s Sabban, the palace itself, a complex of about twenty walled buildings in the Palace Ward, where the syl-pasha resides in a tall villa. Taverns are prohibited here. Notable businesses include Ytal’s Confectioners, Cemberyl Stables, and Witmaanal’s Livery, all catering to the city elite. Guilds such as the Aromatic Order of Perfumists, Apothecarists, and Soap-Makers, and the Most Splendid Society of Tailors are headquartered here.

Quill Ward

This inner ward is where a significant number of scholars, sages, and scribes work and live, and much of the city’s administration is conducted here. It boasts more libraries than the rest of Zamarad combined, including The Imperial Repository, built during the Et-Rahun era, and The Bards’ Wisdom, a private two-story lending library with an extensive collection of tales, legends, plays, songs, and poems, frequented by most Emmoshi bards. Noteworthy businesses include Halruaan Scrivenora, Estaar’s Inks, and Summarl’s Scrolls and Maps. A temple and shrines to Ea, and guild headquarters for the Upstanding Circle of Midwives and Physicians, the Illuminated Guild of Lamplighters and Chandlers, and the Masterful Order of Clerks, Scribes, and Scriveners are found here.

Shackles Ward

This sprawling, unwalled region on Zamarad's western edge derives its name from an ancient history of slavery. Today, it houses much of the impoverished and “unwashed” of the city. The Palace of Compassion, a temple to Insenzyna, provides food, shelter, and services to the poor. Katars High, a dilapidated tavern, continues to serve the impoverished residents of the area.

Wizard Ward - Ghabat Almhadin

This ward is a forest of minarets and towers inhabited by a large number of wizards, artificers, and other magical practitioners. Its streets are quieter, but visitors might encounter strange pedestrians such as automatons, fiends, or living spells running errands. The ward features many wonders, including self-sweeping brooms, fountains with upward-flowing water, and magic gates. Some wizards travel on magic carpets, and at least one is known to walk a pet green dragon through the streets. Guilds like the Vibrant Order of Dyers and Weavers and the Studious Fellowship of Charters and Mapmakers are headquartered here, with the most famous being The Auret, the 7-story, seemingly solid gold headquarters of the Guild Arcane.

Organizational Structure

The political system in Zamarad is based on two key titles: pasha and vizar. These two titles carry various levels of importance and responsibility according to their prefixes (or lack thereof).

Vizar

The term "vizar" means "chancellor" and refers to a senior civil servant responsible for a specific geographic region, most commonly a district or ward within a city. Each vizar is tasked with maintaining peace and public facilities in their ward. They have broad taxation powers, enabling their ward to be self-funding and contribute to general city expenses, and they frequently negotiate with the pashas of guilds operating in their area. Vizars are appointed and can be dismissed by the city's syl-vizar after a customary notice period.

Pasha

Meaning "guildmaster," pashas lead over 100 guilds in Emmosh that control the commercial and social life of the nation. Each pasha oversees prices, manages membership, and negotiates with other guilds, making them highly influential. The method of appointing a pasha varies by guild.