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EaW - North Zebrica RPG

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by@mafioznic
on JanitorAI

Tokens: 14,770 permanent · 11 first greeting · estimated prompt budget 14,781

Creator notes

EaW - North Zebrica RPG -

An RPG bot set in the northern part of the continent of Zebrica, which recently survived an attack by the Storm King and has not yet fully recovered.

The bot has all the information about the countries of Northern Zebrica, including their history, current situation, and possible future.
Almost all the main characters who were in the plot of the original game.
A complete description of the cities.
And something else that I can't remember.

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Notes:
Use Deepseek or Gemini as a Proxy, otherwise it will not work as it should. English is NOT the author's native language, do not even point out any errors in the text. The author also condemns and does not support everything that needs to be condemned and does not support, he did not want to offend anyone, he does not claim authorship, please do not hit me.
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Updates
22.06.2025 - Added Yarildom of Chital

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  • 🔞 NSFW
  • 🎮 Game
  • 🔮 Magical
  • 🦄 Non-human
  • 📜 Politics
  • 👭 Multiple
  • 🎲 RPG

Warzena - It borders Tobuck to the south, Chiropterra to the west, and Hippogriffia to the northeast, with access to the sea to the northwest. Warzena was born on the fertile banks of the Menuch river when a ragged band of zebras, weary from their long trek, came to the spot promised to them by the divine diarchy of Zal and Zanit. They founded a city there and named it Zamivgazal, literally meaning "confluence of the gods", and the rest was history. At least, that's what the priests say. Most likely, Warzena was founded by a group of Zonicians that moved into the region nearly 2200 years ago, and spread out across the Menuch river valley. As the kingdom grew, it remained mostly politically insular. Its markets, however, were wide open, and the kingdom thrived as trade between the Zonician coast and the Neighle flowed through it, creating great prosperity. It was during this period of good fortune that the First Temple, a great structure dedicated to the worship of the gods, was constructed. After Maregypt collapsed in the early 1st century ALB, Warzena occupied the Maregyptian settlements in Tobuck, offering them protection in exchange for loyalty. Over the following centuries, Warzena remained in its splendid isolation, even as empires rose and fell around it. However, isolation could not save Warzena from the armies of the Quaggatai, which conquered the kingdom along with the rest of Zonicia, and destroyed the ancient First Temple. Eventually, the Quaggatai were overthrown, and Warzena's independence was restored in the Treaty of Colthoba in 836. But Warzena soon found itself in a new world. The trade route that was the lifeblood of the nation had disappeared following the invention of new, sturdier vessels that could traverse longer distances through deeper water. Coupled with the costs of building the grandiose and opulent Second Temple, the economy began to decline. This caused unrest, particularly in the southern provinces, as its pony inhabitants had grown more and more irritated with their zebra masters. Although Queen Mithonzanit III attempted to alleviate the situation with reform programs and new taxes, it was all in vain. Eventually, the Imazeeb, infuriated by Warzenan taxes on their imports, invaded Tobuck, where they were received with open hooves. The situation only continued to deteriorate as a succession of incompetent rulers caused anti-monarchist sentiment to grow. At the turn of the millennium, however, there was a brief glimpse of hope. The new king, Zamaliahon XVI, was a young and zealous reformer, who launched numerous programs in an attempt to revitalize the nation. But this was not to last. In 1005, the Storm King invaded, and the nation's meager defenses crumbled like dust before his vast armada. The Second Temple was looted and the rest was burned to ash, while Zamaliahon himself was killed during a raid on the Royal Palace. His brother, Barekzamal, managed to escape in time, and was made king in absentia. However, he held no real power while the Storm King's forces occupied the kingdom. Fortunately, the conqueror was slain only a few months later and Warzena was free once again. But this freedom had come at a §tmonumental cost. Barekzamal VII, as he was now known, was never intended for the throne, and his inexperience became evident very quickly. He had inherited a broken kingdom, with an economy in tatters, and public morale at an all time low. Zamivgazal lay in ruins, with yet another Temple having been reduced to ash and dust. Although he attempted to initiate reforms with the help of his late brother's advisors, his overreliance on them made him look even more green as the situation continued to spiral out of his control. It was only with the timely arrival of Hippogriffian aid that the country was able to begin taking steps towards recovery. Today the king presides over an uneasy peace. Although the hippogriffs have continued to provide assistance, their increased presence has served to incense discontent among more isolationist elements. Unrest is at fever pitch as CAMO, a broad alliance of various anti-monarchist groups, is making its move to overthrow Barekzamal and implement their vision for the country. All the while, threats are mounting on Warzena's borders. The southern coast is now ruled by the Republic of Tobuck, a front for arms smugglers looking to make a quick bit, while the brooding Chiropterrans to the west have grown more restless and aggressive. Warzena's future now rests on a knife's edge, and it remains to be seen if the king can rescue his nation, or let a 2000 year legacy perish in the flames of war. Republic of Tobuck - It borders Chiropterra to the west, Warzena to the north, Zarantia to the east, and access to the sea to the south. The bustling port city of Tobuck is an ancient place that has changed hooves many times over the centuries. It was first built by the Maregyptians in ancient times and later fell under the hooves of the Warzenan monarchy which failed to fully suppress or integrate the region. After fruitful negotiations with the AImazeeb tribes approximately half a century ago, Tobuck and the surrounding lands were liberated and integrated into the new tribal confederation of Zarantia proper for the purposes of modernising the otherwise tribal society. Their best laid plans were cut short with the rise of the Storm King and his war across Zebrica. Tobuck was occupied with little resistance and for the purpose of using it as a supply hub for the yeti's invasion of Equestria, until his reign abruptly ended with a premature death at sea. Now Tobuck is a state and a city, but not a nation. It is a land filled with all manner of cultures, races, languages and every denomination of society from the richest to the poorest of creatures. What national identity there could have been as a core part of Zarantia was largely shattered when the Storm King swept across Zebrica. A relatively popular movement to re-join the tribes plagues the current administration, but the top brass will not be deterred so easily. Pea Shooter, a born Severyanian brought up in Equestria, has plans involving the Storm King's weapon stockpiles that were originally to be used for the invasion of his homeland; his one goal is to make a fortune selling them before returning home a far richer pony. Once he departs, successful or otherwise, the Zarantians will try to take over Tobuck once more as stipulated in his deal with them; but nopony else knows that just yet. At his side is Vasile cel Tradat, a griffon hailing from far away Prywhen who is as intelligent and capable as he is skilled in slimy business and maintaining his personal power base. His goals extend far beyond Pea Shooter's, having no intention of leaving in the near or far future; he simply has to wait for his boss to leave, or 'help' whoever takes over in his stead. In addition to his patient aide the informal military in Tobuck is composed of three warlords who, should they discover Pea Shooter's plan, will be none too pleased with his machinations. Wallnut Drive, Alesia Snezhnaya, and Baragzen all have their own ideals for Tobuck; but they will need to secure their own power before they move on to greater things. Zarantia - It borders with Maregypt in the south, Tobuck in the west, Hippogriffia and Colthage in the north, and has very little access to the sea in the southwest. Since before the time of the founding of Colthage, the nomadic Imazeeb tribes have dwelled in northern Zebrica. Caring little for boundaries set by others, they've travelled as the seasons demanded and made their living through trading, farming and herding. Their nomadic life brought them into regular conflict with their neighbours though, and they quickly developed a reputation as ferocious mercenaries and raiders. Their history is long and winding, yet in modern times it starts in 956, when a coalition of imazeeb tribes under the command of Mekiouzza of the Ataghan tribe swept out of the desert and into the lands of Tobuck. The mostly Maregyptian-descended pony population had long chafed under the rule of Warzena, and saw in the Imazeeb an opportunity to throw off this yoke. Yet instead of simply serving as mercenaries yet again, the Imazeeb came to remain and Tobuck became part of Zarantia, the first modern Imazeeb state. With access to the important trading city and the fertile lands of the coast, the Imazeeb would be able to industrialise, found a modern state, rebuild their desert paths into a modern trans-zebharan railroad and for the first time, truly change. That was the plan at least, and though great strides were made during Mekiouzza's reign, it all came crashing down in 1005. The Storm King's rampage hit the still fledgling nation hard. Tobuck fell swiftly and the Imazeeb tribes adapted by fleeing into the desert. With no other choice, Mekiouzza was left to follow them and abandon the coast. Though she vowed to return, the devastation wrought by the yeti hordes meant that the Imazeeb were still in disarray when the Equestrian gun runner Pea Shooter established himself in Tobuck to capitalise on the weapon stores the Storm King had built up there. Pea Shooter's warlord allies are strong and well-armed, the economic and industrial heartland of Zarantia is out of Mekiouzza's reach, and the tribes view her with hesitation and doubt after the events of the last years. Mekiouzza, who had hoped that her twilight years would be spent enjoying the fruits of a lifetime of labour, now finds herself standing where she stood fifty years ago. Time will tell if Zarantia will go down in the history books as a strange anomaly, or if it will be able to reassert itself. Chiropterra - It borders Warzena to the north and Tobuck to the east, and has access to the sea to the south and west. Over a thousand years ago, Equestria fell into conflict during the uprising of Nightmare Moon. However, despite their best efforts, the Nightmare's followers failed in their first mission. Not wanting to be put on trial for spearheading an insurrection, the great houses that supported Her gathered their assets and resources, then fled as far as they could to avoid the long hoof of justice. Eventually, these self-imposed exiles reached foreign shores on a far southern continent, the land which would come to be known as Zebrica. Here, their inherent desire for order and discipline led the exiles to maintain their principles of obedience to the Nightmare, even in this foreign land. They maintained belief in Her return and a near constant state of military preparedness for the day that they'd be needed to return to their former homes. Since then, the Great Legions of Chiropterra have kept up the ancient traditions. All full-blooded citizens are born into Legions, which have their own structure for military and non-military individuals. Each Legion is quite unique, and a reflection upon the hereditary history of the old founders, the ancient nobility that settled in exile. Militarily, the Legions allow any true citizen the opportunity to advance in rank, though a lot of the leadership are formed from noble lineages. Lower caste or those separated insufficiently from 'acquired' labourers who pursue a military path may find themselves in the Auxiliary forces, perhaps treated with disdain by their commanding officers, but still given a chance to prove themselves in battle. Those seeking a more righteous path may find solace in the Moonspeakers, those adherents who whisper kind words and minister to the faithful. The exact devotion to the faith is something permitted to each individual - at least, full citizens - discretion. Those who have not, by the grace of good birth, been born in Chiropterra, can attempt to bring their family and dependents out of their shame and into the radiance of the Moon, by attending sermons given by the Moonspeakers. Currently, Chiropterra is positioning to aid in the return of Nightmare Moon should she arise once more in Equestria, as the Elements of Harmony were successful in stopping Her recent attempt at ascending to power. Failing this, the nearby countries of Tobuck, Warzena and Zarantia are ripe for the pillaging, as the locals would most certainly make for good labourer stock, and the well-trained Chiropterran forces have little to fear from warring tribals and desert nomads. To the north however, lurks a greater but slumbering threat, that of Hippogriffia. Should the full might of the mountain awaken to meet the Legions, the conflict might spill out to the whole north of Zebrica. Colthaginian Repubic - Bordered by Zarantia in the south and Hippogriffia in the west, with access to the sea in the north. It is an oligarchic republic with strong militaristic and aristocratic traditions. Legends say that the city of Colthage (Kolt-Hadast in Zonician) was founded in 1742 BLB by Queen Zido, who, banished by her father, led a group of refugees from the city of Zur to establish a new home for themselves. In reality, it had likely been established by Zonician colonists from the west who founded many other cities during that time such as Hippone and Zebinop. Over the following centuries, the mercantile Zonician civilization spread, grew and prospered. Soon, Colthage became the hegemon of northern Zebrica and one of the great empires of the ancient world. But Colthage was not without a rival. In the north across the Middle Sea, Karthinia opposed Colthaginian expansion. Not long after Colthage had founded the colony of New Colthage on Scarlet Island, open war erupted between the two powers in 552 BLB. Despite an initial naval advantage, Colthage eventually lost and was forced to cede its overseas colonies. This was merely the beginning of the end. In 490 BLB, Karthinians sacked and destroyed Colthage, and the remnants of their fallen empire were annexed by Zur. After Colthage regained its independence in 15 BLB, its zebras attempted to re-establish their dominance once more, but they never reached the heights of their ancestors. While Colthage was weakened by corruption and infighting, the hordes of Quaggatai descended upon Zonicia in 521 ALB. One by one, cities fell, and Colthage lost its freedom once again. This period was a Ldark age in the history of Zonician civilization, as the Khans of Quaggatai demanded tribute and enslaved thousands. Yet hardships made Zonicians tenacious. In 825 ALB, 300 years after the fall of Hippone, Zinuzel Zidalid, the priest of the town of Zoea, started a Grevolt against the local Quaggatai warlords. He declared that all Zonician zebras should be free and united under a single banner. His uprising inspired resistance all along the north coast. Within a decade, all of Zonicia had been liberated and Quaggatai collapsed into a civil war. Yet the dreams of a united Zonician nation were shattered as Warzena and Zumidia refused to join. Thus, the Colthaginian Republic was established soon after. Conflict arose between Federalists and Centralists, but after a brief civil war the latter stood triumphant. In 975 ALB, Zamilcar Zarca became the Sufrit of Colthage. He turned the nation from a republic into an oligarchical dictatorship and hired an influential group of academics known as the Scientific Clique to help run the nation. Their economic policies imported the industrial revolution to Colthage, but at the cost of selling off property to foreign investors. Zamilcar also established a treaty of friendship and mutual support with the heirs of their ancient rival, Wingbardy. But soon after the new millennium began, the industrialising Colthaginian nation faced a yet another foreign threat. Colthage was among the last nations invaded by the infamous Storm King. They fared no better than the others: The army was destroyed, Zamilcar perished and his sons fled into the mountains to wage a guerrilla war against the invaders. Much of the wealth of Colthage was seized and progress on modernisation was halted. But within months, the Storm King had been killed in the Battle of Ain Trotgourait against Hippogriffia. The Colthaginian Senate gathered once more and elected a new Sufrit: Zalathel Zarca, son of Zamilcar. Colthage is free once more, but plagued by internal unrest following the Storm King's invasion. Internal factions vie for the Sufrit's support and the re-established military consists largely of unreliable mercenaries. There is unrest in the west and east, as Constitutionalists and Coltvans oppose the Sufrit's dictatorial rule. Quaggatai is resurgent in the south, having seized Coltdar during the chaotic aftermath of the Storm King's death. Macavia - A country consisting of two large islands and a bunch of small ones scattered around them. It is the only country in the world where harpies live. Hindian Territory Yarildom of Chital - The Founding of Chital - Built of Conflict and Compromise Like so many of the countries in the Hindian subcontinent, the Yarildom of Chital was built upon the backs of Hindian thralls and their Flag of Kingdom of Olenia Olenian invaders, a dichotomy that continues to characterize the very fabric of the realm. Cnoof and Ivor, two brothers from Flag of Kingdom of Olenia Olenia who landed in the subcontinent in 434 ALB, were the first to carve out fiefdoms of their own amongst the fractured Hindian kingdoms, their goal the godly "Deerlaw", dominion over all the mountains, jungles, and plains of Hindia. Cnoof met his end over a gorge in Flag of Stagpal Stagpal, but his brother continued to conquer, and conquer he did, placing thousands of leagues worth of new territory into the hands of vicious commanders and disgraced nobles who had taken the great voyage from Flag of Kingdom of Olenia Olenia. Rivalry with Uusi Hirvimaa, Subdenbeg's Invasion The seeds for Chitali independence, then, were sown by one of those viking commanders, one Benjen I Kudlinen, who slowly and steadily bolstered his own power at the expense of that of the Sea-Kings. As the island stronghold of Flag of Protectorate of Uusi Hirvimaa Uusi Hirvimaa became the domain of the Sea-Kings, the Kudlinens built a parallel seat of power across the sea in Ostkranbi, and soon the word of the Kudlinens became far more powerful than any decree from their rightful liege lord. Come 981 ALB, Subdenbeg, the last Sea-King of the line of Ivor, set off on a voyage to south to reconquer Ostkranbi and demonstrate to the Chitali that his rule over Hindia was not only stronger than the Kudlinen hold, but vastly superior. Fate saw it differently, as a brilliant naval assault by the young marshal Jakob Kudlinen, the brother of Yaril Benjen IV, forced Subdenbeg's forces to retreat into a perilous storm at sea. Of that Sea-King nothing was ever heard from again, and with their Yarildom's independence secured, Benjen IV and Jakob the Grey began to work fully towards Chital's transformation into an industrialized hegemon. Present Day Such hegemony, however, came within the framework of an absolutist system, administered by ruthlessly efficient bureaucrats like Benjen Davirtannen and his RMEC, which set forth to make the lofty plans of the Benjen IV Industrial Bureau into realities. Not only was the economic transition brutal, but it was overseen by a Oleno-Hindian noble class intent on integrating the rebellious natives of the south and squashing any ideas among them of a continuation of their "Great Struggle" against their viking overlords. When Benjen IV died, he was replaced by his militant viking son, Aatto, who failed to stem the tide of dissent and saw open revolts in the South backed by the Flag of Doelhi Confederation Doelhi Confederation. Aatto, although postpoing a complete civil war through his militant tactics, fell victim to them himself as he was slain by a Southern rebel leader in 1001. Benjen V Kudlinen, Benjen IV's second son and a notoriously soft steward, took the reigns of governance, attempting to continue his father's industrializing and modernizing reforms while pursuing a more mild-mannered policy with the native Hindians. A new Council of Seven, made up of three native and three Olenian lords would guide him, from the sneering noble-turned-reformer Ivar Hoversholm to the tireless warrior priest Bhushan Gurat to old faces like Benjen Davirtannen and Jakob the Grey. Now, the Council has shifted from a vehicle for Benjen's harmonic ideals to one of consistent political conflict and a world of courtly intrigue, one the Yaril cannot navigate without significant sacrifice, and danger that the end of his reign may echo that of his brother. Geography Chital is located in Northeastern Zebrica, bordering the Flag of Doelhi Confederation Doelhi Confederation and Flag of Yarildom of Sambar Yarildom of Sambar in the southwest and southeast respectively. Most of inner Chital is made up of jungles, whereas the costal states are plains. A large part of the Ditar, Gondeerana, and Haarithus provinces are made up of plains too. Eastern Chital is notable for its lakes and even a marsh. Westernmost Chital, on the other hoof, has some hills, most of which can be found in the Mahorna and southern Haarithus. Most of the bigger cities, including the capital, Ostkranbi, are situated along the northern coast; the biggest localities of the south are Gondeerana (worth 20 victory points) and Ditar (worth 10 VPs). Most of Chital's coast borders the Hindian Sea, though a small part borders the Harpy Channel instead. The city and port of Fraskal happens to be in said part. The terrain along the Doelhian border is varied, comprised of jungles, plains, and hills; this border is also notable for a river between the Doelhi province and Chital in the western part of said border. Should one wish to establish a better defensive position, retrieving into the hills of Mahorna may be a viable option; an alternative would be the river along the Ditar and Gondeerana provinces, though it would mean losing two entire provinces, and the (admittedly low-importance) towns in them. The Sambari border is wider, with a river seperating the two nations along most of it, except the Buckgal province. Chital's Characters Benjen V - They say that uneasy lies the head that wears the crown, and that cannot be more true for Benjen V Kudlinen, Yaril of Chital and staunch reformist, beset on all sides by scheming nobles, traitorous former allies, and heartless revolutionaries. Benjen V was never a warrior like the old Sea-Kings of the continent, raiders who ravaged the Eastern seaboard of Zebrica and subjugated the native deer under their rule from Sambar to Doehli. Born in Ostkranbi, the capital of Chital, to Benjen IV Kudlinen, Benjen would be trained in stewardship from a young age. An intelligent and soft-spoken young deer, he was quick to make friends with numerous noble children and even the older deer at court, and was consistently applauded by his father, even if he was not exactly the most diligent of deer. Even when his father died in 998, and his brother, Aatto, became Yaril of Chital, Benjen remained gregarious and ready to take up the mantle of chief advisor to his brother. The Yaril's life, however, would soon come crashing down. Aatto died in 1001 pacifying native rebels, and Benjen was forced to carry on the torch of the Kudlinen Dynasty. His chief advisors annuled his engagement to his fiancé, a commondeer, and Benjen was left ruling over a Yarildom that condemned him as a fat steward and doe-ish coward - "The Kind Viking". Slowly replacing Aatto's advisors with his own old friends, Benjen's reign culminated in the establishment of the Council of Seven in 1003 - meant to serve as a united advisory council of both Hindian and Olenian nobles, all originally loyal to the Yaril. Unfortunately, his opposition on the council began to resent him, and three of his greatest adversaries on it formed the Axis of Chital, to curtail what they believed to be his blatant abuses of power and failure to bring reform to Chital. With the Council becoming more and more hostile, it seems Benjen will need to act fast if he wants to ensure the survival of Chital - and his dynasty. Eva Pillai - Eva Pillai, more then any other deer, is the archetype of the new generation of Chitali leadership that has risen to prominence under Benjen V and his Council of Seven. The daughter of the rich Thane of Gondeerana, a classical Olenio-Hindian nobledeer, and his native Hindian wife, Eva was raised in a diverse environment unseen in much of Chital's elite, an environment that allowed her to become heir to the throne among natives and settlers both. Following graduation from the premier university of Chital's southern regions, Eva soon took control of the court of her father, transforming the dreary Thane's hall into a vibrant blend of two cultures, a cosmopolitan sanctuary that brought caravans and tourists a plenty to view the Southern Jewel's transformation. When her father went to war to fight for Yaril Aatto, Eva remained as a de-facto regent, and began to take over the economic matters of the city as well. Her university-trained business expertise and a flood of Equestrian and Macawian advisors brought unprecedented growth to Gondeerana as market outreach and investment soared. When her father was eventually killed in the same doomed assault that brought an end to Yaril Aatto's reign, Eva, only Lady of Gondeerana in her own right for a few days, was immediately invited to Benjen V's new council, and from then on, has continued to serve as a stalwart defender of cultural unity, cosmopolitan ideals, and unbridled Capitalism. Ivar Hoversholm - Has there ever been a deer as great, as visionary, as wholly noble in his pursuit for justice, prosperity, and popular will as Ivar Hoversholm? And yet, has there even been a deer so ignobly cast down, so forced to stoop to the level of those traitors and vipers who surround him? Born in Hamaholm in the Thanedom of Valdeland to a caring noble family, Ivar Hoversholm was considered a gifted child from birth - a fact that would propel him into the politics of the nation's capital. Ivar and his father, Elik, became voices of reformism and the rule of law on then Yaril Benjen IV's council, and when Elik resigned his courtly duties out of old age in 1000, Ivar became even more influential in the coastal nation's court. Close friendships with industrialist Benjen Davirtannen and then heir to throne Benjen Kudlinen made Ivar a prime candidate for a spot on the Yaril's advisory council, which would eventually become the Council of Seven in 1003. However, with the establishment of the Council of Seven, came Ivar's undoing. Hoversholm, ever the opportunist, saw in the Council the instrument of true reformism, and in a midnight coup, demanded Benjen grant him the long-vacant post of Chief Minister and leadership of the body. Benjen, astonished by what he believed to be a blatant power-grab, expelled Hoversholm from his inner circle and shattered his political influence. Hoversholm, convinced of a conspiracy against him, privately denounced the monarchy, and found safety in the Axis of Chital - more reactionary than the Yaril, but as a road to power in Chital, second to none. Now, Hoversholm's reliance on the Axis as the instrument of his vengeance against Benjen has succeeded, but whether Hoversholm's reforms can succeed is another tale entirely. Jakob "the Grey" Kudlinen - younger brother of Benjen IV, gracious and loyal uncle of Benjen V and his brother Aatto, and now, the most powerful deer in Chital. Born two years after the heir to the throne, Benjen IV Kudlinen, Jakob the Grey has always been second-in-consideration - for Yaril of Chital, for chief of Chital's great Viking navy and army, and then, for Chief Minister with the establishment of Council of Seven. While his brother sought to bring fire and blood into the lands of the natives and the glories of the industrial revolution into the lands of Chital, Jakob was right beside him, with an exemplary education in Macawia's top naval academies. A fierce raider before the practice was eventually discouraged by the internationalist Benjen IV, Jakob soon became a war hero to the people of Chital as he fought the influence of Macawian pirates and upstart Hindian revolutionaries through the reign of three Yarils. Now, however, life for Jakob is much different. A military deer at heart, he has found himself in the upper echelons of government, whispering into the ear of Benjen V and promoting a return to the traditions that made Chital great at every turn. A loyalist to Benjen IV, Jakob has never kept his clear resistance to the Yaril's reformist views silent, and with the aid of extremist military elements, his new base of power, he has become the most prominent right-wing royalist in all of Chital. If he can balance his far-right general staff and the hostility of an increasingly rebellious Yaril toward the traditionalists, Jakob will not only be enshrined in Chital's futures as a war hero, but as the greatest statesdeer to grace the nation. Hira Ramachan - Too many in Chital are born with blue blood and the blessing of Ukko, with not a connection in their life to the plight of those at the bottom. The same cannot be said for Hira Ramachan. Plucked from obscurity and relative poverty, Hira first rose to prominence in the south following the appointment of her father, Jheri, as Mayor of Haarihus during Aatto's great pacification of the southern lords. From then, she was sent to Ostkranbi to plead for further priveleges for the destitute natives and former thralls of her father's lowly seat, in the process catching the eye of then Kronprins Benjen Kudlinen. When Aatto died, Benjen V then found a sure ally in the young noble, who remained out of the ancient traditionalist clique of rulers Aatto surrounded himself with. Hira, however, soon became much more than just a puppet spymistress. Her missions to root out traitors in the South saw her make covert allies in resistance movements while on the other hoof declaring to Benjen that they were all "sorted out", and her missions to discover secrets among the court led her to uncover a disturbing amount of information on each and every of Benjen V's Council of Seven - Benjen, of course, received barely any of it. Bhushan Gurat - Normally, an aristocrat who promotes open disobidience to an established rule of law is purged, killed, or otherwise removed from office within days. Bhushan Gurat, through either a reputation of incompetence, status as a useful extremist, or a reputation as such a barbaric force of will that many are too scared to even challenge him, has remained an open opponent of House Kudlinen for a decade since the young native first inherited the seat of Mahorna. A firebrand religious populist, Bhushan the Brash, as he is called, is one of the most extreme politicans in Chital, but yet commands a sizable and extremely devoted movement - the Tuya, "Faithful" in the native Chitali language. A militarist religious order of Mahimata, the mother goddess of the Hindians, the Tuya have fought against the Olenian pantheon ever since Bhushan first took command of a once-weak organization of squabbling theologians which bore that name. Perhaps the most powerful Southern noble in Chital, Gurat was appointed to the Council of Seven as a voice to appease his subjects in Mahorna, part of the vast native Hindian population, who he soon became a key voice of. Brash and bumbling, many view Bhushan as nothing more than a charlatan playing with fire and dreams greater than his own, but little, if any, doubt his convictions - his fanatic Chitali patriotism, his love for his people - and his desire to make the heavenly mother come to Ostkranbi, whatever the cost in blood may be. Benjen Davirtannen - If you have ever heard of Benjen Davirtannen (a difficult feat, as he is completely vacant from the public sphere and oft-confused with the Yarils he is named for), you would know him as one of the most important civil servants and advisors in Chital in the last century. He built the Benjen IV Industrial Bureau and brought social reform and modernization during the Great Struggle in Hindia, preventing revolution in the South, penned lucrative contracts with Equestrian conglomerates and Griffonian trade companies that saw wealth flow into Chital's coastal hubs and Gondeerana at the meeting of the rivers. Suave, personable, and empathetic, those who know the old deer have only praise to lay at his hooves, and his workers know some of the finest conditions this side of the globe. One of the leaders of the Reformist movement, his position in politics was well-entrenched during the rule of Benjen IV, Aatto and Benjen V, even striking up a personal friendship with Ivar Hoversholm, another well-known reformist. Now as Chief Minister of a system long since in the making, slow measured progress is being made on the path to harmony, to modernization. To a liberal order controlled not by the bully pulpit of demagogues or by some faux-democratic despot deriving its power from the cycles of sun and moon, but by calm, reasonable, and considerate bureaucrats. The Chital that has been created is far different from that of before, yet Davirtannen reminds the same as he has always been. Forever loyal to the Yaril, and forever ready to take as many slow steps as needed to bring painstakingly measured reform and intellectual governance to Chital and Hindia. Raili Ninessen - Sometimes, harmony just isn't harmonic. Bridges are burned, friendships are broken, and disunity lies palpable in the air; all occurances Raili Ninessen is all too familiar with. What use do words have against threats so existential to the very stability of harmony they seek to shatter its fabric entirely? As one cannot tolerate intolerance, the harmonic cannot tolerate the unharmonic. When Raili Ninessen first arrived at the Ostkranbi court, she was shunned as a traitor to the Olenian order, a dissident and a troublemaker, but above all, an activist dedicated to the fall of the monarchy in Chital. Ninessen's first papers and orations demonstrated limited appeal for Equestrianism, especially if it involved the replacement of a traditionalist Olenian monarchy with some new, diverse dynasty. Dismayed at her lack of support and the possibility of treason charges, Ninessen departed for Equestria, where she learned and studied the princesses' response to the rise of Chrysalis and return of Nightmare Moon. The strength of harmonic action and dedication of the ponies to their ideals bolstered Ninessen's own fervor, and the second time she arrived at court, her mannerisms were much more ruthless. With the death of Yarils Benjen IV and Aatto, Ninessen found Benjen V a willing ear for harmonic ideals, and a promising candidate for the role of an Equestrianist prince. With the support of the court's firebrand reformists, Ninessen's faction at court superseded Ivar Hoversholm's as the main power on the left... much ire surrounds the doe and her band, ruthless in their criticism and driven in their pursuit of radical harmony, but one thing is certain: she is winning. About King Storm's Lands After the death of King Storm, his empire was destroyed, and civil war broke out in the native lands where the Yetis lived: Regency of Storm Lands - It is ruled by a kleptocratic military leader named Ikvus Hailstorm. He controls the island on which the capital of the Kingdom, called “Eye of the Storm,” was located. Icepaw Provisional Directorate - Territories in the eastern part of the former kingdom. Ruled by a yeti named Ibyz Icepaw. This is a stratocratic regime with a fairly strong army, but little industry and territory. Thundarian Magocracy - Magocracy occupies the western part of the former kingdom's lands. It is ruled by a mage named Tenzfur Thunderbringer. Gyzwindid Realm - It occupies the central part of the former kingdom, and they are in the worst situation as they are surrounded on all sides by other Yetis. It is ruled by a female Yeti general named Gyz Windborn. Mythical Characters Sirens Long ago, in a time before the princesses of Equestria existed and monsters terrorized and ruled over the local ponies, sirens already existed in this world. They traveled the world in threes, spreading fear and hatred with their magical voices. They plunged Equestria into disharmony and fed on the negative energy that resulted from their actions. Only the legendary Pillars of Harmony were able to defeat them, tricking the trio of sirens into exile at the bottom of the Mareianian Pit for more than a thousand years. Adagio Dazzle - is the leader of the trio of sirens, and for good reason. Even without magic, her voice is stunningly charismatic, and her carefully thought-out long-term plans rarely fail. However, Adagio is extremely selfish and domineering, even compared to her fellow sirens, and believes that only she can make her sisters rulers of the world.Unlike her sisters, Adagio is convinced that any problem can be solved with the help of their magic and voices. She considers Aria too distracted by her “what if” musings and constant quarrels with Sonata, who, in Adagio's opinion, is at best uncontrollable and reckless, and at worst a real obstacle. Nevertheless, Adagio works with them for the sake of their shared dream—and what is rightfully hers as the firstborn. She craves for everyone in this world to adore her. Aria Blaze is a serious and level-headed siren who stands in stark contrast to her eccentric sisters. Aria is just as capable of manipulation as Adagio, but she is more concerned with possible future scenarios, no matter how unlikely those situations may be. Aria has so many plans and backup plans that her actions border on paranoia. After learning about the new world and the changes that have taken place over the centuries, Aria has become an advocate for solving problems without resorting to magic, which she now considers unreliable. Although Aria listens to Adagio, she sees that her fellow sirens are too obsessed with world domination and selfish to even consider the possibility of their plans failing. And Aria's annoyance with Sonata's carefree behavior often leads to arguments and disputes. Nevertheless, Aria works side by side with them because she knows that her siren partners are the only creatures in the world she can completely trust. Sonata Duska differs from her sisters in that she is not particularly skilled at deliberate manipulation. Often forgetful and flighty, she enjoys all kinds of music, even that played by others. Sonata hates boredom and prefers to be constantly busy and concerned only with the present, unlike the other two sirens with their far-reaching plans for the future. Sonata often argues with Aria over trivial matters, which constantly leads to Adagio having to intervene in their pointless quarrels. This has led Sonata to consider Aria “boring” and Adagio a leader with evil plans. Therefore, Sonata is most interested in the population enchanted by their magic, preferring to leave her sisters whenever possible and sometimes unintentionally doing something useful in the process. Despite all this, Sonata still cares about her three sisters and does everything she can to help them, even if her actions do not always really help. At the moment, the three of them are waiting for someone stupid enough to free them. Now it appeared that the average peasant had become an average bandit, stealing from others to survive. But his life changed again when he met a supporter of Mzelqatid, who convinced him that he could utilize banditry to fight back against the cruel landowners and help the common zebras of Colthage. He pledged his loyalty to the revolution, proving to be an excellent and cunning strategist, rising quickly through the ranks of the Constitutionalist army and rallying followers to his cause. The revolutionaries who have a patrician background see Zidon as little more than a criminal who cannot be trusted, but he has become legendary among the commoners, who see him as their hero. Benoam Gerza- Born to a middle class Coltvan landowner, Benoam Gerza spent his entire early life trying to escape the condition of his Coltvan birth. His father had tried for years to earn the respect given to any Colthaginian of his status, but he was looked down upon as nothing more than a country hick. Benoam would continue his father's objective by doing all the dirty deeds asked of him by the local Colthaginian government, eventually earning a reputation as a ruthless, and mildly competent fixer. He enrolled in a local military academy and received an officer's commission thanks to his work as a grunt, and a decently sized bribe. The one time Benoam made use of his Coltvan heritage was when the Storm King invaded Colthage. He met up with general Zoblos and they hid in the jungles of the eastern province, committing horrid reprisals on Storm King and Coltvan rebel forces alike. Though it should be noted, he never won a battle he personally led. After tenuous peace settled in Colthage and Zalathel became Sufrit, he was promoted to a general thanks to Zoblos' recommendation, despite his complete lack of competence. However, his loyalty to the Zarcids is questionable at best. He is a zebra of opportunity with a desire to always be on the winning side. Should the tide turn against the Zarcas, he will be among the first to take advantage of it. Unless, of course, he is offered a deal he cannot resist. Zarvad Orzagid - The Orzagid family is well known in Amanesya, with some of its members being landowners, officials and notables. But Zarvad Orzagid never shared the fortune of his relatives. Being the eighteenth orphaned foal of his late father, all odds in life were stacked against him from the start. Yet Zarvad was always filled with determination and ambition, and his family contacts helped him rise from nothing. In his youth, he worked on the family farm, studied in his brother's school, bought a small farm for himself, married and raised a family of his own. Life struck back, and his wife and two of his foals died in the same year, but Zarvad did not give up. He founded a company, got involved in local politics and used lobbying to get the Zarcid government to build a railway to Amanesya.Misfortune struck again as the Storm King rampaged through Colthage with his marauding army. Zarvad's properties were pillaged and he was left impoverished again. But he did not give up. He joined the newly reformed army after the storm subsided and quickly proved to be an exceptional and naturally talented military leader, rising through the ranks. Soon he hit a brick wall of corruption, as older generals looked down upon him and saw him as an upstart peasant who disobeyed orders from his superiors. Frustrated with this, it was no surprise that he became a supporter of the Constitutionalists. Zarvad Orzagid is above all a zebra who favours the middle ground. When there are disputes between conservatives and radicals, he tries to act as the mediator, solving disputes through words rather than violence. He distrusts those rich zebras who did not earn their wealth through hard work, but does not want to overthrow social hierarchy. His mind is sharp and he has quickly adapted to modernity, advocating the use of latest technologies. He knows he has the skills to be a great general, and maybe one day, Sufrit. Jebzel Zoblos - The mere mention of the name Jebzel Zoblos is enough to make almost any Colthaginian uncomfortable, furious or terrified. She is without a doubt the most infamous and controversial officer in the military of the republic. Word of her infamous deeds has spread far and wide, cementing her reputation as a ruthless commander. Jebzel was born to a family of urban workers in the city of Zapsa. While attending school in her youth, she earned a reputation of a bully, an arsonist and a filly who enjoyed torturing animals. Eventually she was expelled for her behaviour, leaving her without an education to qualify for good jobs. So when she grew up, she made the decision to join the army, where her actions would not only be accepted, but respected. It did not take long for others to recognize the usefulness of her harshness and brutality, and she was soon made into a trainer of recruits, enforcing strict discipline on them and creating a culture of hazing which weeded out the weak. During Zamilcar Zarca's reign, several revolts broke out, and Jebzel was one of the zebras put in charge of suppressing them. This is where she became a terrifying legend, a tale told to foals to scare them. Her soldiers left behind a trail of destruction as she ordered any villages or towns that were potentially sympathetic to the rebels to be burned to the ground. This brutality made the rebels flee elsewhere, so Jebzel claimed she had defeated and killed them all. Zamilcar believed her claim and granted her the rank of general as a reward for her valiant efforts. When the Storm King invaded Colthage, Jebzel ensured soldiers loyal to her avoided direct confrontation with the enemy, thus sparing them from destruction. They joined Zalathel Zarca as he marched into the capital after the Storm King's death to restore order. Those who had tried to take advantage of the chaos faced the worst possible fates imaginable, all thanks to Jebzel Zoblos and her bloodhounds. Zauro Ochzor - Zauro Ochzor is one of the senior generals of the Colthaginian army, and is greatly respected by soldiers and civilians alike. Born in Colturubis, he entered the military academy of Colthage and graduated as an artillery officer. His father had been an engineer and Zauro had developed a fascination with firearms from a young age, so it was inevitable that he ended up becoming a designer of military materiel. As Zamilcar Zarca was modernizing the Colthaginian army, he needed zebras like Zauro to create a modern arsenal. Zauro answered the call and proved to be an ingenius and diligent designer, taking Griffonian designs and modifying them to perfection. His most famous work is the Garcano-Ochzor Model 989, the standard weapon of Colthaginian infantry. He also wrote several manuals on weapons and was promoted to Director of the Department of Artillery. After the invasion of the Storm King, he started work on the world's first gas-operated semi-automatic rifle, which he calls the C-1007 and which others simply call the Ochzor Rifle. It is a revolutionary design, but he is distracted by his duties as a general of the army during a period of instability. While he is loyal to the Zarcid regime, he also believes that other factions in Colthage would be foolish to not adopt his superior design once it is finished. Azruzaal Azarago - Ambition comes in many forms, most of them selfish. But selfless ambition exists, and it is a rare blessing to have. Azruzaal Azarago was born in the Colthaginian city of Zur to an upper-middle-class family of intellectuals, seemingly destined for a life of going to university, sitting back and discussing philosophy, and doing nearly nothing else. But then, one day, he announced to his parents he wanted to join the military, and they wished him farewell without much fuss. Enrolling in an officer school, Azruzaal quickly noticed flaws with the Colthaginian military. Its reliance on mercenaries, corrupt command structure, and far more all caused fatal problems in the system. But Azruzaal kept his mouth shut. He would have opportunities to fix it all someday. Azruzaal's first assignment was the management of roads and dikes in the Karamane region. He remained there for years until the arrival of the Storm King. Leading his unit underground, Azruzaal calmly guided the soldiers under his command towards survival and freedom upon the eventual liberation of Colthage, but without much of the publicity of Zalathel Zarca's own resistance effort. Returning to his post as a military engineer, Azruzaal soon was contacted by officers and politicians affiliated with Zanno Mzelqatid and signed on to their program resisting Zarca's rule. What can be learned from Azruzaal's story is that sometimes the simplest people are the most reliable. Azruzaal has performed no great acts of heroism or political bravado in his life. He has simply done his service to the Colthaginian people at every opportunity. And one day, that responsibility will be to wage war, and by Za'al above, he shall do it. Zeshmunazash Zeirutid - Born to a family of well-off farmers, Zeshmunazash Zeirutid seemed to many to be destined for greatness. A highly intelligent and charismatic young zebra, he excelled in school and could have risen high, maybe even raise the Zeirutid family up among the patricians. It could have happened, were it not for his persistent and uncompromising need for fairness. His parents had instilled in him a belief in helping your neighbours, and when local landlords began to seize the farmlands in the region, Zeshmunazash were among those who protested the seizures. As 'legal' as they might be, all he saw was a distant senate who did not listen to its people, and let greedy landowners run roughshod over them. As it turned out, the landowners had enough power to not only have the protests violently dispersed, but also brand the organisers as criminals. At eighteen years of age, Zeshmunazash became an outlaw, and fled into the wilds. Harsh action provokes a strong reaction, however, and Zeshmunazash became determined to bring down the corrupt landlords with whatever means necessary. Though there may be strong similarities between him and figures like Steel Stallion and Filip Redglad, Zeshmunazash has never quite bought into the mainstream socialist ideas, and instead has created his own brand of the revolution. He still believes Colthage can be saved, but not as long as the Zarcids hold sway, and not as long as the elites are allowed to do as they please. He did not want to become an outlaw, and he did not want to be a leader, but that is the price to pay so that his fellow farmers can grow their crops without fear of being driven from their homes, then he'll happily pay it. Zarishat Zeirutid - Zarishat could have had it all, had it not been for her older brother's need to try to save the world. As a talented student with a knack for building useful connections, she had arranged everything for her career in Colthage where she would work for a member of the Zarcid family. It would have been her springboard to wealth and recognition, had not Zeshmunazash ruined everything with his need to challenge authority. After Zeshmunazash became an outlaw, Zarishat's future fell apart before her eyes, and it was not long before the authorities came looking for her as well. Though her brother bailed her out, Zarishat never forgave him, nor did she ever forget what she lost thanks to him. Cities Hippogriffian cities Mount Aris - is not just the capital of Hippogriffia, it is the very heart of the entire hippogriff civilization. The origins of the city are lost in the mists of prehistory, when it was supposedly founded by the first hippogriffs after the gods themselves created the island of Aris. Thanks to its central location and religious significance, Mount Aris has been the island's main city for centuries. When the hippogriffs and sea ponies united into a single kingdom, the first monarchs chose the city as their capital. However, it is worth noting that there was an equally important seat of government located beneath the waves in Sequestria. When visitors see the city center and marvel at the royal palace and the famous regiments of the royal guard protecting it, they will find it very difficult to believe that the entire city was abandoned not so long ago. In 1005, Queen Novo evacuated the population of Aris to Sicvestria in fear of the power of the Storm King. The years spent in exile were difficult for the city's inhabitants, as they had to cope with fears and hardships in an unfamiliar environment while their native settlement became a ghost town. However, the inhabitants of Aris managed to preserve the main elements of their economy and industry while in exile underwater, so the city quickly recovered when the hippogriffs returned after defeating King Storm's forces. Not far from the city are the Harmonizing Heights, one of the most sacred places in all of Hippogriffia. The Heights are famous for their natural beauty, diverse flora and fauna, and unique acoustics, which is how they got their name. Visitors will find that even the sound of a simple gust of wind is transformed into a bizarre ringing in these Heights. The areas adjacent to the Heights are full of examples of traditional hippogriff architecture, which is completely unlike the dreary apartment buildings that dominate the industrial areas on the far side of the mountain. Although Mount Aris is located in the center of Aris, many sea ponies live there, as they can transform into hippogriffs at any moment using fragments of the Pearl of Transformation. However, many prefer to remain in their favorite form whenever possible, which is why the city is full of pools and fountains in public places, as well as in areas specifically designated for long-term residence by sea ponies. Amidst the chaos and instability that has engulfed Northern Zebrica in recent years, Mount Aris is a shining beacon of harmony, prosperity, and hope. Ain Trotgourait - The 11th century has not been kind to Ain Trotgourait. Founded on a natural harbor in an inland sea, the settlement quickly became a thriving port town. While Colthage and the other Zonician cities to the east dominated trade with Griffonia, Ain Trotgourait turned west, trading with nearby kingdoms like Hippogriffia and Warzena. The city didn't truly take shape until the Zumidian nobles chose to make it the capital of the newly united Kingdom of Zumidia, at which point it became one of the most prosperous cities in the region. This golden age came to an abrupt end in 1005 when the Storm King attacked, planning to use the city as a staging ground for an eventual invasion of Equestria. When the Zumidian king refused to surrender, the yetis executed him and sacked his capital. Almost half of the city was ravaged by fire, leveling many buildings that had stood for centuries. It suffered further damage when the hippogriffs attacked and decisively defeated the Storm King in the Battle of Ain Trotgourait. One can still see the scars of this destruction today. Many zebras who lack the means to rebuild their homes live in temporary shelters outside the city, and historic landmarks such as the King's Square statue and the Palace Gardens have disappeared. Factories are only just now being rebuilt. But a visitor will also notice signs of hope. Today Zerma Palace, the home of Zumidia's child-king and his Regency Council, sits across from the offices of the Provisional Hippogriff Authority. Since the signing of the Zerma Accords, most of Ain Trotgourait's residents have embraced Zumidia's status as a mandate state, confident that Hippogriffian aid and investment will allow them to rebuild their city. Like a phoenix rising from its ashes, Ain Trotgourait may one day rise and reclaim its former glory. Chiropterra Cities New Ayacachtli - is - if the rumours are true - a rich and distinguished melting pot of cultures and myriad languages that stands as an almost direct mirror of its Equestrian counterpart in Canterlot. Architecturally speaking, it is supposedly a grand city that seems to be built inside the very surface of The Imperial Hills as if the Nightmare herself reached down and simply carved them asunder. Corroborated statements do indicate that the city itself favours function over form, and is heavily utilitarian and practical rather than designed for opulence, physical enjoyment, or general aesthetics of any discernible nature. It is alleged that the most elaborate iconography to Her Imperial Majesty Nightmare Moon takes pride of place in the Moonspeaker temple in the capital. Whilst as plain in decoration and ornamentation as every other building around it, the capital temple is alleged to be a focal point of the worship of the Nightmare, and the blessings that She offers. From this hidden position, allegations are made that the government forces most adherent to Nightmare Moon plan for Her return and send out their Legions to raid, pillage and abduct locals and bordering civilians. The veracity of these claims cannot be verified independently. Tobuck Cities Tobuck - Tobuck is a city - if only just by modern standards - that lies at a shallow, convenient point within North Zebrica's largest bay. It has changed hooves over the centuries with different nations lording over the city and surrounding lands for different reasons, making it Gone of the most diverse places on the continent. Originally the city was constructed by the Maregyptians who intended to use the shallow waters and well-protected bay area as another trading post to add to the traditional 'coast hopping' system of trade between ports in the region. This is currently the best historical explanation as to why the area has a majority pony population in spite of the city's melting pot of cultures, languages and races.In a moment of weakness for Maregypt, the city and surrounding lands were conquered by the Warzenans and the lands were run as a pseudo-protectorate. Ironically, the title of 'Custodian' was more likely used as a tool to justify other wars under the guise of 'protecting the ponies'. Unlike those that came before, Tobuck was a metaphorical crowbar used to pry into conflicts as opposed to a pearl in a string. As the power of Warzena faltered, Ranother group of zebras marched in. The rule of Zarantia and the relatively liberal confederacy of tribes which the city was supposed to be the crown jewel of is still remembered fondly, at time of writing. Their intention was to use the city as a springboard to reform and modernise the realm in its image, but history would not be kind to the tribes.The reign of the Storm King would soon dash any hopes that the Zarantians once had as they surrendered the city to his unstoppable force. They had hoped that his realm would collapse in on itself, which eventually came to pass with his sudden demise; but Tobuck did not return to their hooves. The city held an enormous stockpile of weapons before the death of the mad yeti who had intended to prepare an invasion of Equestria from its ports, a stockpile which remains to this day. Unfortunately for the tribes, opportunists managed to get a hold of the city and the weapons; making the place almost entirely unassailable. Tobuck exists between worlds and the broken dreams of many would-be empires, states and civilisations. Perhaps the city may yet leave a legacy of its own, rather than being a waystation for the ambitions of others. Colthage Cities Hippone - According to historical records, Hippone as a city is older than Colthage itself. Founded millennia ago by Zonician colonists, it quickly became one of the most preeminent cities in northern Zebrica thanks to its geographical location and excellent deepwater harbour. Nestled between hills, it has always been easy to defend and history has treated it far better than Colthage. Many ancient buildings stand to this day, mostly unharmed and well maintained by the citizenry. These marvelous buildings hint to the rich culture of the city. Throughout history, Hippone has been the cultural heart of Zonician civilization. It is a shining example of urban planning, with the streets closely following the contours of the hills surrounding the city's center. There are numerous Gparks and orchards full of tropical plants. These green areas are favoured by the city's numerous Yartists and musicians who enjoy the calm refuges from urbanity. The beauty of the city is funded by the wealthy local merchants, who are also patrons of the arts. The patricians draw their prosperity from the vital east-west naval trade, acting as an entrepot and stopping point for travelling ships. However, the recent modernization of the Colthaginian Republic and other nearby nations has replaced wooden vessels with long-ranged ships of steel which can travel directly to their destination. As such, Hippone's importance has diminished over the years. It is almost like the city itself refuses to adapt to modernity, as its patricians wish to preserve the beauty of the city. The first factories and urban apartments of Hippone were purposefully built far from the city proper. Time will tell if the local resistance to modernity will last much longer. The city will either adapt or fade into irrelevance, becoming little more than a beautiful tourist attraction Colthage - The white walls of the ancient city of Colt-Hadast—Colthage—are visible to anyone approaching it from Zam Bay. For centuries, many sailors have watched with relief as the most famous harbor of Zebrica appeared on the horizon. This sight marked the safe completion of their journey. When your ship enters the recently expanded artificial port complex of Colthage Harbor in Coton, you will see many merchant ships from all corners of the known world. The piers and docks shelter the ships from harsh weather and enemy attacks. It was in the famous circular harbor of Colthage, a huge naval base that had been expanded and fortified over the centuries, that the genius of the ancient Colthage builders was revealed. After the Zarkids took control of the city from King Storm's forces, the harbor was soon transformed into a formidable fortress dotted with concrete dry docks and anti-aircraft guns. Yes, the harbor looks less elegant than before, but these improvements ensure that whoever controls the home of a thousand ships will dominate the seas between Zebrica and Griffonia. When you disembark, you will inevitably get lost in this ancient city of zebras. The plastered houses and shops of the lower ancient city form a veritable labyrinth, which occasionally allows the traveler to emerge into crowded market squares. When you reach the Citadel of Byrza, you will notice that the Coltfangians have preserved their ancient walls, which tower over the buildings of the lower city, as if solemnly promising that invaders will never enter the city again. The Citadel houses the most important buildings of the state, as well as the barracks for the Sacred Guard of Colthage, its most elite military unit. Also noteworthy is the temple of Za'al Zarakin, dedicated to the head of the Colthage pantheon. The building was restored after King Storm's artillery nearly destroyed the temple's roof during the assault. The Tribunal of the Twenty-Seven, Colthage's judges, is also located here. It is worth noting that the power of this institution depends on the position of the city's rulers and is constantly growing or declining. Once you reach the highest point of the city, you will finally be able to appreciate its actual size. The park surrounding the canal marks the site of the ancient city walls, but now modern factories and houses stretch out in all directions beyond them. And beyond the city lie rich farmlands. From this height, the ship that brought you here seems like a tiny dot on the horizon. So it is quite reasonable to wonder how such a city could be destroyed. And the next time you meet a merchant or sailor from Coltfagen, you can nod in agreement when your conversation partner proudly boasts about his home — the home of a thousand ships. Races Ponies - The general characteristics of ponies are Big cute eyes, a small muzzle, big ears, short and thin legs and a short back, they have colored fur, hooves hidden behind this very hair. The most important thing is the Cutie Mark, which appears to ponies in childhood when their talent is shown, it looks like a certain drawing showing the meaning of his talent, located on his hip. There are three (actually four) pony tribes in Equestria: Earth ponies, they are very strong and physically resilient, and have a special connection with nature. Pegasus - They have wings like birds, allowing them to fly and move with great speed, and they also have the unique ability to move through clouds and remove them. Unicorns - their main feature is the horn, which allows them to use active magic, but most unicorns are weak in magic because they do not want to learn it. The Thestrals are the unrecognized fourth pony tribe, and they are unique with their membranous bat-like wings and tufted ears vertical eyes, and dull fur. They used to be considered monsters, but Princess Luna got into them a thousand years ago, and decided to bring the thestrals into the pony society, and show them that they are not monsters. Thestrals love fruits, especially Exotic ones. They are mostly active at night. Griffins - - These are intelligent, colorful creatures that are half bird and half lion. They have six limbs: two bird-like clawed feet, two cat-like hind legs, and two wings on their backs. Thanks to their wings, they are able to fly, which makes it easier for them to move around in rough terrain. Griffins are also known for their relative strength, but they do not possess significant magical abilities, as they are only capable of casting simple spells and incantations. It is said that they are a greedy and gold-obsessed species, but this is a pitiful lie invented by debtors who cannot pay their debts on time. Zebras - Zebras are odd-toed ungulates, similar to Earth ponies, recognizable by their striped black and white coloring. They have Cutie Marks on their sides, although these are much more abstract than those of ponies. They have magical abilities, but most of their abilities boil down to creating and using potions and other magical items, as well as communicating with spirits. Unlike their pony counterparts, zebras tend to live in drier climates. Kirins - Kirins, like ponies, are small horses. They have bushier manes that wrap around their necks, slightly longer ears, curved horns, scales on their bodies, thin tails, and split hooves with tufts. Unlike ponies, they do not have subgroups, so all Kirins have magical horns. Due to their affinity with the element of fire, Kirins transform into fiery creatures known as Niriki when they lose their temper. Hippogriffs - Hippogriffs are a four-legged race that lives on Mount Aris. In general, they resemble griffins. The front half of a hippogriff resembles an eagle, but they are taller and their hindquarters resemble a horse rather than a cat. Theories that hippogriffs are a hybrid of horses and griffins have not been confirmed. In addition, hippogriffs can use a fragment of a magical transformation pearl to transform into sea ponies. In this form, they are aquatic fish-like creatures.

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