Zewggad Republic
- Game Tag
- IT8
- Capital
- Zewggadmeza
- Ruler
- Ezriel Gazabi
- Government
- Merchant Republic
- Primary Culture
- Mazonian
- Faith
- Helluvian
- Territory
- 6 controlled provinces at start.
- Levy Composition
- Light Infantry 55%, Heavy Infantry 30%, Light Cavalry 15%
Campaign Profile¶
Zewggad Republic begins in Zewggadmeza as a Merchant Republic state led by a Mazonian political core and professing Helluvian. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.
Starting Ruler¶
Ezriel Gazabi is the fixed, authored ruler at campaign start, born in 984 LC. The setup records Martial 5, Charisma 6, Finesse 10, Zeal 7; the authored traits are Intelligent, Ambitious, Coastal Raider, Sea Dog, Blood of the Gazabi, and Magically Inept. This is a canonical opening character, not a randomly generated officeholder.
Peoples and Cultural World¶
Mazonian belongs to the Illorian culture group, alongside Lidyan, Yllonian, Urretolian, Yeuboean, Arcanian, Tellonian, Tunnorian, Pollian, and Kunnstri. The culture definition uses the Intermarenican ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Mazonian (100%). Provincial culture is a broad administrative label rather than a census of every household, but it provides firmer evidence than assuming the entire country matches its court.
Religion in the Realm¶
The state faith is Helluvian. Starting provinces are recorded as Helluvian (100%). Game localization describes it this way: “The Helluvian Church claims to serve the one true god, the 'Creator of All Things That Can Never Be Known', commonly referred to as 'Hellas'. As well as Hellas, the Helluvians honor Helluvius, the demi-god son of Hellas who preached his word until he ultimately sacrificed his own life to save the souls of all intelligent beings. While the Church has expanded under the guidance of the Shannahs, the spiritual leaders of the faith who reside in the Holy City of Ddu-Nuinop, their authority and faith have been challenged by both heretics and heathens, most…”
Land, Settlements, and Livelihood¶
At the 1000 LC start it controls 6 provinces, making it a small and exposed polity. From Zewggadmeza, its government must survive through concentration, timing, and selective expansion. Province count measures the opening political footprint, not the number or worth of its people. The starting provinces contain 3 cities or metropolises. Their population-weighted terrain is farmland (67%), plains (29%), and mountain (4%); their leading trade goods are incense (36%), glass (22%), precious metals (22%), fish (8%), vegetables (7%), and grain (4%). These records give the country's culture a material setting without inventing unsupported customs.
Government and Army¶
Its Merchant Republic places the realm among Omniluxia's non-dynastic polities: public authority is expressed through an office or collective constitution rather than a royal title.
The levy is built chiefly around light infantry (55%), supported by heavy infantry (30%), light cavalry (15%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.
The army profile should be read together with the terrain and economy above: it shows what the state can raise in 1000 LC, while the province records show the communities and resources supporting that force.
See also: Countries, Cultures, Races, Religions, and Timeline.
Realm at a Glance¶
Zewggad Republic enters the 1000 LC world from Zewggadmeza, with a Mazonian political core and Helluvian as its recorded faith. Those labels connect the state to the wider cultural record history and to Helluvian tradition; they describe the court and starting state, not a claim that every subject has the same ancestry, language, or belief.
Rule and Scale¶
Its Merchant Republic places the realm among Omniluxia's non-dynastic polities: public authority is expressed through an office or collective constitution rather than a royal title.
At the 1000 LC start it controls 6 provinces, making it a small and exposed polity. From Zewggadmeza, its government must survive through concentration, timing, and selective expansion. Province count measures the opening political footprint, not the number or worth of its people.
People and Belief¶
Primary culture and state faith show which traditions possess official standing at the campaign opening. They also provide the safest canon-grounded starting point for understanding daily identity: Mazonian institutions shape the realm's public face, while Helluvian supplies its formal religious vocabulary. Border communities, minorities, and local practice may be more varied than those state labels can show; see Cultures and Races for the distinction between culture and ancestry.
Ways of War¶
The levy is built chiefly around light infantry (55%), supported by heavy infantry (30%), light cavalry (15%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.
Together, the capital, territorial footprint, political form, and levy make Zewggad Republic more than a colored patch on the atlas: they define the problems its rulers face and the resources with which its people meet them.
See also: Countries, Timeline, the wider cultural record, and Helluvian tradition.