Nobility of Zengul
The city is ruled by the Sable Emperor
and has been since before the ending of the First Age of Man. To most
of the populace the Emperor is eternal, though any thinking person
will agree the Mask is passed on through the family line. Some
Emperors have been female, others male. The rumours that the Sable
Emperor is a vampire who survived the end of the First Age are,
naturally, treasonous to express.
The noble families that run the city
form a vast nepotist oligarchy at the heart of Zegful. They control
most of the major trade routes and the diplomatic ties with all other
cities, nations and empires. You can be wealthy and powerful in the
city – many merchants and those who run districts are – but your
power is always funnelled through a very narrow tunnel. You make make
the best beaded artwork the
city has ever seen, but your supply is determined by the nobility who
truly determine how the city functions.
The
downside of this is that if there is a shortage of anything –
especially if it is essential – the nobility are blamed. Their
sections of the city may be guarded, but these are hired guards:
never the Royal Guard, and never the City
Guard.
And they can turn on their own masters as fast as anyone else,
especially if infighting with another noble house of trade problems
have limited the cash flow the family has. As a result, most noble
families have their fingers in many pies, often from many removes,
but chiefly control raw goods more than finished products.
The
battle between the varied noble Houses means that the nobility go to
drastic steps to have even a small benefit over others. Assassination
is not allowed, but
spying on a family, figuring out about their more illicit deals and
the like it entirely permitted and some For Hire groups do nothing
but that. The pay is good, provided one can bring in results. And the
nobility always operate at several removes so your actions can’t be
traced back to them. If they aren’t, they are desperate and you’d
best keep far away from them.
This
does mean that cyphers are very prized by the nobility despite magic
being extremely frowned upon at best. Every noble family has at least
one ‘tame’ wizard in employ they wish no one to know about, and
try and use that power against each other. It’s one reason why sone
wizards curled up in weird towers are ignored by Officialdom since
they are actually working for them. The
wiser families have a wizard among their staff – often dubbed a
sorcerer, as if the name somehow makes it safer – but the discovery
of them has destroyed more than one house down the years.
Gm
Note: The power struggles among the noble families are epic in scope.
Everyone is competing for a piece of the pie and few are willing to
try and make a bigger pie. The city survives because of trade and the
realization that, should things go to hell, they are the ones the
commoners will come after first. That being said, the House in charge
of a commodity can change in moments and Houses fall and rise in
standing with the Sable Emperor on a daily basis. Some Houses even
utterly fall, but this is seeen as a good thing because it makes an
opening into a very rarefied spectrum of the city.
Servants
of the nobility tend to play up – or down – the nature of the
noble Houses, their time among the families, what it is like on an
airship and the like for one reason or another. Some
of the noble Houses don’t even have
any servants, partially as a result of this.
Spotting
Magic
Everyone
knows magic exists, though few have seen it in action. Everyone knows
wizards are dangerous and scary, but again few have really met one.
Mostly because only survivors live to tell stories. The problem of
this is that many foci can be mistaken for
magic [and can well be magical in nature] so this can be used in
beneficial and worrisome ways. The flip side of all this is that
there are many wards against the evil gaze, items for detecting magic
and the like for sale. Some of them even work properly. Most likely
do not.
Enough
do that wizards (and those lowly adepts) don’t like to be around
market squares just in case and many wise merchants and traders carry
at least one item of dubious provenance designed to discover the use
of magic. Generally, magic
detecting dowsing roads and compasses are the most common items for
sale and most sellers move often, have little stock and make it a
point to never issue refunds. Items that consistently work are,
naturally, seized by the authorities.
Noble Families (added May 22nd)
Noble Families (added May 22nd)
House Leden. One of the major noble
families, they specialize in trade routes and currently control over
50% of the fleet of Zengul. This is after 10% of it being decimated
as a result of some ill-advised ventures into slavery and Zeunorst
but it is at present perceived to be the most powerful of the noble
families. Their almost-monopoly on trade across the ocean has a lot
of other Houses jealous of them.
House Ernsai / House Towen: Two
families vying for control over the mines and minerals about the
city. Both Houses are powerful, with many merchants and smithies tied
to each but their struggle against each other keeps them on an even
footing.
House Aild: House Aild controls the
granaries of the city. It is the second House Aild, the previous one
having been destroyed during riots of a family 60 years ago.
House Silverson: House Silverson deals
with spices and salts and is the only noble family that survived the
First Age entire intact. It is said that even the Sable Emperor finds
them pompous.
House Marlet: House Marlet is the
largest of the current houses in numbers, and manages hunting and
disposal and use of animals outside the city proper. if you’ve had
anything cured and tanned, it went through this House at some point.
House Yisham: Unlike the other major
houses, Yisham is not focused on base goods but they do supply many
judges and are focused on schools and the higher education in the
city. They trade in knowledge, essentially, and are very good at what
they do. The House having been founded by lesser members of the
family of the Sable Emperor is a large factor in this, naturally.
House Greystoke: The only House whose
power residences mostly outside Zengul, they focus on the other
lands, cities, and diplomacy and their status as a major house
fluctuates under the favour of the Emperor.
Minor Families:
House Draal: minor family specializing
in the trade of foodstuffs.
House Skelsay: The House that makes all
flying airships and control the airways. They would be more powerful,
but it is a colossal expense to make and maintain the airships of
Zengul.
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