Zookmottin

The World of Faylean The Art of the Seven Senses

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The Nation of Zookmottin (swamps and marshes)

Current Pop. : 25,000-35,000

(Gnomes, Humans (majority), Elves (minority), Dwarfs (minority), other (minimal) )

Political: Zookmottin is currently ruled by a triumvirate called simply "The Council" wherein each member of the Council oversees a different aspect of running the country. One for making and upholding laws, another for regulating and overseeing trade, and the third for handling all military affairs. The populace is mostly human, but most high offices are held by the gnomes who first settled the area. The major source of income for the region is the money made from trading with other countries, making for somewhat high taxes upon the citizenry. As a result many of the beings living there have a deep resentment for the government, yet no one speaks openly of revolt or protest.

Geography: The region around the major cities is made up mostly of swamplands and marshes, with the roads between cities and into/out of the country clearly marked and well traveled, with very little traffic straying off of them. Many of the marshes are rumored to be littered with the remains of a previous settlement, upon who's roads the current roads are founded. Along the far northern area of the region are a series of marsh caves that have yet to be fully explored, due to the danger of trolls, ogres, and even legends of a dragon or two.

History : The nation of Zookmottin was established by a small group of gnomes who originally settled the region due to the legendary alchemic properties of the waters in the surrounding marshes. These gnomes quickly attracted others seeking the secrets of the swamps, and a small community began to emerge. After several hundred years of being ruled by their surrounding governments, ownership switching hands due to warfare (though no battle was ever fought in the lands) the peoples who had settled therein declared themselves independent of their neighbors, resulting in a short yet relatively bloodless war to secure the independence. Once their independence was secure, many of the different factions within the newly formed nation began fighting amongst themselves for full control. During this time, the great hero Duvawick rose with a small following and brought an end to the in-fighting, though there is some disagreement as to how this occurred. Some say he used diplomatic means, while others claim he led a long and bloody campaign to wipe out his rivals. Whatever the case may be, Duvawick became the first king of Zookmottin. His son, Fudkor ruled in his stead, erecting many monuments (many now lost to the swamps) to honor his father's successes. It was during Fudkor's reign that the ruins began to be discovered, and the now famous road system constructed on what remained of the ancient road system's foundations. When Fudkor passed away, his son (whose name is lost to us) had a long and uneventful reign. His son, and his son after him also led in relative peace and prosperity, until the last great king of Zookmottin, Mardbur, died. His triplet sons; Carapest, Raulle and Hodgewyn; each vying for the title, began another period of civil war. In the end, it was decided amongst them that the fighting would only serve to destroy what they wished to lead, and so it was that they signed a treaty and formed the first Council. Despite the brothers being of gnomish descent, it was decided that upon any of their deaths, their seat on the council would go not to an heir, but to a publicly elected official irregardless of race. Now, several generations later, The Council still rules Zookmottin. The current representatives are Ninwinkle (dwarf, Military leader), Nermalkin (half-elf, trades and taxes) and Turnottin (gnome, head justice).

Zookmottin Topography