Zesh (Grisaire Supplement)
Zesh is known as a land of forests. The establishment of this land as its own country came about after many millennia of fractious fighting between tribes that dwelled in these forests. A large portion of Zesh's history is not collectively kept. Races over the centuries had fled to Zesh precisely because its vast land was not fully claimed by any one kingdom, creating a diverse quilt of populations.
Notable Places[edit]
- Capital: Having been threatened for the longest time by Premius and the threats from the Frigid Wastes oversea, the capital of Edensbarrow is supposedly one of the most fortified cities in the world.
Obsidian Pyramid: This strange piece of architecture is located at the southern reaches of Zesh, where a river valley civilization existed in ancient times. This pyramid is inverted into the ground and is considered a hazardous dungeon site.
People[edit]
Zesh is home to naturist goblinoids, most famously, goblins. Hobgoblins were supposedly instrumental in creating the fortifications of Edensbarrow, though they are not a majority by any means. Along with goblin tribes who make their homes in the forests, there are also bugbear clans that dot the land. Strange races of nature, like than zanthani, walk along the darker forests bordering the Regis Range. Elves also populate this area in sparse tribes. To the south, you have small offshoots of high elves that split from the main, bygone kingdom in Igributian borders, and to the southwest, you have a smattering of more rare elven varieties that live in mixed settlements.
Elves[edit]
Goblinoids[edit]
- Goblins
- Bugbears
- Hobgoblins
Zanthani[edit]
Others[edit]
Society[edit]
Governance[edit]
For the longest time, the area known as Zesh was actually a tangled patchwork of various territories controlled by tribes of different races and even sub-territories within those races. It was not until 7,350 AP that efforts to organize a loose confederacy succeeded, uniting the tribes into the country of Zesh, meaning "Many" in Commontongue. To this day, Zesh remains a relatively de-centralized country, with much power residing in the different tribes that formed its original confederation. The central uniting power is a small group of representatives from the core eleven (11) tribes of founders, known as the Oripus. Among these tribes, 5 are goblinoid, and 3 are elven. The remaining 3 "tribes" of the Oripus are honorary seats for the various minority races that make up the rest of Zesh's population, including anthromals, tabaxi, centaurs, and satyrs. This thus grants them a voice in the Oripus, even if they are not very numerous or united among themselves.