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Sigil Lands
Sigil Lands


Mazirin

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The Gilded Kingdom

Mazirin and the Bay of Lanterns
Mazirin and the Bay of Lanterns

“In Mazirin, gold is truth and truth is coin.”

— Common saying among the harbor guilds
The emblem of Mazirin
The emblem of Mazirin

The emblem of Mazirin: a golden octopus upon black, surmounted by a silver torch.

Mazirin is the greatest city of the southern seas and the largest metropolis in the Sigil Lands: a sprawling city-state of palaces, docks, markets, temples, counting-houses, alleys, academies, wine-shops, thieves, bankers, sailors, poets, and professional liars.

Tradition calls it the Gilded Kingdom.

Mazirin has no king.

Its rulers are merchants, guildmasters, admirals, bankers, and the masters of institutions wealthy enough to demand a voice in government. Its influence rests less upon territory than upon trade, credit, shipping, and the uncomfortable fact that a surprising number of wars elsewhere have been financed with Mazirine money.

The city is known throughout the south simply as the Maze.

This is partly literal. Mazirin's streets wind inward through successive districts and hills in a vast irregular spiral.

It is also a judgment.

In Mazirin, every road leads somewhere.

Whether it leads where you intended is another matter.

The Great City

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Mazirin sprawls across a broken succession of hills and islands on the southeastern coast, overlooking the deep crescent of the Bay of Lanterns.

No single wall contains it.

New quarters, wharves, villas, warehouses, shrines, workshops, and slums have accumulated around older districts until the city resembles something grown rather than planned.

From the sea it is magnificent.

White and ochre buildings climb the hills. Terraces catch the afternoon sun. Towers rise above tiled roofs. Bridges span channels crowded with boats. Hundreds of masts fill the harbor, while merchant banners hang from balconies overlooking the quays.

From within, the impression is rather different.

Mazirin smells of salt, perfume, tar, incense, wine, frying fish, spices, horses, sewage, hot stone, lamp oil, and money.

The city never entirely falls silent.

Dock bells ring before dawn. Markets open as taverns close. Processions cross streets already occupied by carts. Somewhere a singer is always performing, someone is always arguing over a price, and someone else is being quietly relieved of his purse.

Mazirines consider this evidence of civilization.

The Bay of Lanterns

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The Bay of Lanterns is the heart of Mazirin.

Deep, sheltered, and crescent-shaped, it can accommodate fleets that would overwhelm the harbors of smaller realms. Merchant ships from the northern seas, the Burning Lands, Calael, Sarrivel, Angharais, and ports far beyond the familiar maps unload their cargoes here.

At night, thousands of lamps burn along the waterfront.

Lights hang from ships, balconies, bridges, tavern doors, shrines, warehouses, and floating market-boats until the bay appears to hold a second city reflected beneath the first.

Two enormous breakwaters protect the harbor mouth.

Upon them stand the colossal sea-lions Aram and Sethra, ancient guardians whose stone faces look outward toward the southern sea.

Between them rises the city's greatest landmark.

The Pharos

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The Pharos of Mazirin stands upon a rocky islet at the mouth of the Bay of Lanterns.

It is an ivory-white tower sheathed in polished bronze and mirrored glass, rising higher than the city's cathedral spires. By daylight it catches the sun and can be seen from far out at sea.

By night its great flame is thrown outward through a cunning arrangement of mirrors.

Sailors claim its light can be seen twenty leagues away.

Some traditions maintain that Seylandri craft contributed to the oldest portions of its optical works. Whether this is true is vigorously debated by scholars and confidently asserted by guides who expect a tip.

To the Mazirines, the Pharos is more than a lighthouse.

It is the city itself rendered as architecture:

brilliant, excessive, useful, expensive, and impossible to ignore.

An old saying holds:

“When the Pharos goes dark, Mazirin will fall silent.”

No Mazirine expects either event.

The Spiral

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The oldest districts of Mazirin wind around the central hills in a great spiral.

The closer one approaches the center, the older, richer, and more politically important the city generally becomes—although no rule in Mazirin survives contact with the next street.

At the spiral's heart rises the High Tower.

From its upper chambers, the rulers of Mazirin can look outward across nearly the entire city.

They presumably find this reassuring.

The rest of Mazirin finds it useful to know where they are.

The High Tower

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The High Tower is the seat of Mazirine government.

Within its mirrored chambers meets the Concord of Masters, composed of the heads of the most powerful guilds, great merchant houses, important academies, and senior admirals of the harbor fleet.

Mazirin's government has accumulated rather than been designed.

No single charter cleanly explains where one authority ends and another begins.

This is considered an advantage.

A sufficiently important dispute may involve the Concord, a guild tribunal, a merchant court, harbor officials, neighborhood authorities, temple law, private arbitration, and three people who insist that their grandfathers were granted an exemption.

Eventually everyone agrees.

Usually after money changes hands.

The Prince-Merchant

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The formal head of Mazirin bears the title Prince-Merchant.

The title sounds considerably more regal than the office actually is.

The Prince-Merchant presides over ceremonies, receives foreign embassies, speaks for the city in matters requiring a single voice, and exercises considerable influence over appointments and policy.

Yet he rules only so long as the Concord permits him to rule.

A Prince-Merchant without allies, ships, credit, or friends among the great houses soon discovers that a magnificent title cannot pay dockworkers.

Mazirin therefore produces rulers skilled less in command than in negotiation.

The successful Prince-Merchant does not order the city.

He persuades enough of it to move in roughly the same direction.

The Concord of Masters

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The Concord of Masters is the real center of political power.

Its members represent the wealthiest and most indispensable institutions of Mazirin.

The composition shifts over time as fortunes rise and fall.

A shipping house may dominate one generation and vanish in the next. A guild may become powerful enough to demand a seat. A bank may quietly acquire the obligations of half the council.

Below the Concord lies the sprawling Guild Concord, the network of lesser organizations governing nearly every skilled trade in the city.

Dockworkers, shipwrights, chandlers, vintners, scribes, moneychangers, undertakers, perfumers, locksmiths, masons, and countless others maintain their own customs, officers, dues, rivalries, and legal privileges.

Thus Mazirin possesses comparatively little royal government because it possesses an extraordinary amount of other government.

Law and Corruption

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Mazirin has a reputation for corruption.

The reputation is deserved.

It is also frequently misunderstood.

Mazirine corruption is organized.

Bribes are expected to produce results. Agreements are remembered. A purchased official who accepts payment from both parties risks more than dismissal, because dishonesty injures commerce.

The city tolerates vice far more readily than unreliability.

Street violence is discouraged because frightened merchants spend less money.

Theft is tolerated only until it becomes bad for trade.

Murder creates paperwork.

Repeat offenders have an unfortunate tendency to disappear into canals, cellars, underways, or the Mentine Marshes.

A common observation among foreign merchants is that Mazirin possesses remarkably little justice but a great deal of order.

Gold and Credit

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Mazirin's true power is money.

Its banks finance expeditions, merchant ventures, mercenary companies, public works, marriages, dynastic ambitions, and wars.

A ruler hundreds of miles away may despise Mazirin while simultaneously owing three Mazirine banking houses enough silver to equip his army.

Credit notes issued by the great houses circulate far beyond the city.

So does Mazirine coin.

The familiar saying is:

“Gold minted in Mazirin travels farther than kings.”

The city's wealth comes not merely from buying and selling goods, but from controlling the machinery through which buying and selling become possible.

Warehouses, insurance agreements, shipping contracts, tariffs, loans, letters of credit, port fees, convoy arrangements, and merchant arbitration all feed the city's coffers.

Mazirin learned long ago that there is profit not only in owning cargo.

There is profit in owning the road the cargo travels.

The Markets

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Mazirin's markets never truly close.

Different trades merely inherit the streets from one another as the day progresses.

Fishmongers dominate the waterfront at dawn.

Cloth, spices, glass, jewelry, weapons, books, medicines, dyes, and foreign goods fill the markets by midday.

Food stalls and wine-sellers take over in the evening.

At night come trades less often mentioned in tariffs.

Almost anything that can be transported eventually reaches Mazirin.

Almost anything that cannot be transported can probably be commissioned there.

The Bronze Ward

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The Bronze Ward, commonly called the Foreign Quarter, lies between the Silk Docks and the Low Market.

Here languages from across the known world mingle in the streets.

Foreign merchants maintain warehouses and caravanserais. Embassies occupy fortified residences. Shrines unfamiliar to most Rhone stand beside taverns serving foods whose ingredients are better left untranslated.

A visitor can cross several cultures merely by crossing the street.

The Bronze Ward is one of the most cosmopolitan places in the Sigil Lands.

It is also one of the easiest places to accidentally violate a law one did not know existed.

Mazirines consider both qualities part of its charm.

The Scholar's Crown

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The northeastern inner hill is known as the Scholar's Crown.

Here stand the Cathedral of Saint Vyras, the Academy of Navigation, and the School of Commerce and Exchange.

The latter may be the most characteristically Mazirine educational institution imaginable.

Children of wealthy families learn mathematics, accounting, maritime law, rhetoric, geography, contract, languages, and the practical manipulation of markets.

Bookshops cluster around shaded squares.

Astronomers and navigators argue in garden courtyards.

Priests, philosophers, merchants, and students share wine and disagree about nearly everything.

In Mazirin, scholarship is respected.

Provided someone can explain what it is worth.

The Cloud Halls

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Mazirin also maintains one of the great schools of the Art, the Cloud Halls.

Perched high above the city where sea winds climb the ridges, the school specializes in workings concerned with movement, flow, direction, balance, and weight.

Its training is notoriously unconventional.

Students are expected to work under conditions of motion and instability rather than in the controlled halls preferred by more conservative schools.

Other Artificers sometimes call the Cloud Halls reckless.

Mazirine masters generally take this as praise.

The Ashes

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Downwind of the great forges lies the district known simply as the Ashes.

Soot-blackened tenements crowd around ruined structures, pawnshops, workshops, cheap lodging houses, undertakers, smoke-houses, and places whose owners prefer not to advertise.

By day it appears exhausted.

By night lamps emerge everywhere.

Local stories claim that parts of the district were built over an older quarter destroyed by fire, and that its dead still whisper in the alleys.

Mazirines who laugh at ghosts during daylight are sometimes less amused after midnight.

The Tanners' Quarter

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Along the eastern flats lies the Tanners' Quarter.

Leatherworkers, dyers, alchemists, perfumers, chemical artisans, and other trades requiring strong smells or dangerous liquids have gathered there for generations.

Channels run red, blue, yellow, and green depending upon the day's work.

Visitors generally smell the district before seeing it.

Mazirines occasionally claim that spending a week there permanently destroys the sense of smell and thus greatly improves life in the city.

The Underways

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There is another Mazirin beneath Mazirin.

Cisterns, forgotten foundations, drainage passages, ossuaries, cellars, buried streets, smugglers' tunnels, and drowned vaults form an extensive undercity.

Some passages are maintained.

Others are merely remembered.

Some lead beneath the bay itself.

The underways are associated with smugglers, thieves, clandestine guilds, and the shadowy figures sometimes collectively called the Hunters, who have long exercised their own rough authority beneath the official city.

Surface law grows less persuasive with every stair downward.

Skerrytown

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Across the bay sprawls Skerrytown.

It clings to mudflats, pilings, jetties, reclaimed islets, stranded hulls, and anything else capable of supporting a wall.

By day it is full of fishermen, boatwrights, children, ferrymen, fish markets, cheap food, and waterfront labor.

By night, much of the same commerce continues without bothering to remain legal.

Smugglers and fences thrive there.

Harbor officials exercise authority cautiously.

Foreign captains who insist upon visiting after dark are generally advised to leave their jewelry aboard ship.

Skerrytown is poor.

It is not quiet.

It is not helpless.

And it is every bit as Mazirine as the palaces across the water.

Masks and Spectacle

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Mazirine public life is theatrical.

Clothing, manners, conversation, feasts, duels, public ceremonies, and even commercial rivalries are expected to possess a certain degree of style.

Masks are fashionable throughout the year.

During the great Festival of Mirrors, they become nearly universal.

Citizens appear as Powers, animals, monsters, heroes, villains, abstractions, ancestors, or exaggerated versions of themselves.

Some wealthy Mazirines are famous for appearing so frequently masked that acquaintances claim never to have seen their true faces.

The city approves.

Identity, like everything else, can be negotiated.

Blades and Honor

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Mazirin has no knightly culture comparable to Angharais.

It nevertheless has an extraordinarily developed culture of personal arms.

Blades are common articles of dress.

Among wealthy citizens, an elegant sword may communicate education, status, profession, allegiance, or wealth before its owner speaks.

Dueling is common enough to have produced elaborate customs governing challenges, witnesses, acceptable grounds, apologies, and settlement.

Mazirine honor differs markedly from Angharan chivalry.

Style matters.

A graceful defeat may earn admiration.

A clumsy victory may become a joke repeated for years.

This occasionally bewilders foreigners who assumed the purpose of fighting was simply to win.

Faith

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Mazirin officially follows the Triad.

Temples to Inglorian, Ardis, and Vannimar stand throughout the city.

Mazirines being Mazirines, religion has acquired a commercial character.

Temples maintain trusts, issue loans, safeguard valuables, witness contracts, and administer charitable endowments.

Older beliefs also survive in dockside neighborhoods and among sailors.

Small shrines honor local sea powers, luck-bringers, household protectors, and beings known primarily through neighborhood custom.

The mysterious Lady of Keys is particularly popular among those who value secrets, locked doors, safe passages, and things that should remain undiscovered.

Mazirin's attitude toward theology is summarized in another local proverb:

“The Powers may rule the heavens, but Mazirin rules the rest.”

The clergy generally regard this saying as regrettable.

They have not succeeded in stopping anyone from saying it.

The Fleet

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Mazirin maintains only a modest standing land force.

At sea, it is another matter.

The city's fleet is among the strongest in the southern waters.

Fast galleys, sailing vessels, patrol craft, merchant escorts, and private ships contracted for public service protect the Bay of Lanterns and Mazirine commerce.

The Sea Guard is distinguished by crimson cloaks and silver helms and enjoys a reputation for producing sailors who are nearly as dangerous ashore as afloat.

Mazirin does not require territorial conquest to project power.

Closing a harbor, refusing credit, redirecting shipping, or hiring someone else's soldiers often accomplishes the same thing at lower cost.

Mercenaries

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When Mazirin requires a substantial army, it buys one.

The great houses and guilds retain professional companies under contract, commonly called condottieri by Mazirines and more generally counted among the Whiteshields elsewhere.

These companies may serve beneath private guild banners, merchant-house colors, or temporary standards issued by the Concord.

Their loyalty is contractual.

Mazirines see nothing shameful in this.

A soldier who has agreed to fight for money and then fights is, from their perspective, behaving considerably more honestly than many hereditary nobles.

The City Lancers

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One of the city's more visible land forces is the City Lancers.

They patrol the approaches to Mazirin, particularly the Great Causeway through the Mentine Marshes.

Their polished equipment and disciplined patrols provide a striking contrast to the landscape through which they ride.

They exist primarily to keep trade moving.

Anything threatening caravans on the Causeway therefore discovers that Mazirin can become remarkably principled when revenue is involved.

The Mentine Marshes

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West of the city lie the Mentine Marshes.

There the solid coast dissolves into black water, reed beds, islands, drowned woodland, drifting fog, and treacherous ground.

The marshes are unhealthy, difficult to navigate, and extremely useful to anyone wishing not to be found.

Blue marsh-lights sometimes hover above stagnant pools.

Locals argue endlessly over whether they are gases, spirits, or both.

The criminal world uses the marshes for smuggling routes, hidden landings, clandestine meetings, and disposal of problems no longer requiring discussion.

Mazirines have a saying:

“The marshes never refuse the dead.”

The Great Causeway

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The Great Causeway crosses the Mentine Marshes and connects Mazirin with the western roads.

Built of brick, stone, arches, and raised embankments, it carries a ceaseless traffic of merchants, wagons, pilgrims, messengers, livestock, and caravans.

Milestones along the road bear the octopus emblem of the city.

The Causeway is heavily patrolled because it represents something Mazirin considers nearly sacred:

a functioning trade route.

Travelers are strongly advised not to leave it after dark.

Relations with Other Realms

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Calael
Close, competitive, and mutually profitable. Calaeli captains respect Mazirine seamanship while regarding much of the city's public life as evidence that civilization requires discipline. Mazirines affectionately call Calael “the conscience of the south.”
Angharais
An important trading partner and frequent political irritation. Angharan nobles often condemn Mazirine decadence while borrowing Mazirine money.
Sarrivel
Merchant rival, naval competitor, customer, and occasional ally. Their ships crowd many of the same routes.
Seylannon
Almost no direct commerce. Mazirine captains avoid the Seylandri coast and use deep-water routes around it.
The Polar Lands
Northern goods including amber, furs, whale products, and rare materials reach the southern world through Mazirin.
The Burning Lands
Spices, fine cloth, ivory, dyes, medicines, and luxury goods from the south and east enter the Sigil Lands through the city's markets.

Symbols and Heraldry

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Mazirin possesses no royal coat of arms because it possesses no royal house.

The city's traditional emblem is:

A golden octopus upon a black field, surmounted by a silver torch.

The octopus represents commerce reaching in every direction, intelligence, adaptability, and the many arms of the city.

The torch represents the Pharos and the light of Mazirin cast across the sea.

The traditional colors are:

  • black;
  • gold;
  • crimson.

The octopus appears everywhere: guild seals, tariff houses, milestones, harbor offices, official weights, coins, naval pennants, and public buildings.

Foreigners occasionally joke that the emblem represents Mazirin having a hand in everyone's purse.

Mazirines generally reply that an octopus has no hands.

Sayings

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Common Mazirine sayings include:

  • “In Mazirin, gold is truth and truth is coin.”
  • “Gold minted in Mazirin travels farther than kings.”
  • “The marshes never refuse the dead.”
  • “All the world comes to Mazirin—and stays for the wine.”
  • “Everything has a price. Wisdom consists of learning whether you can afford it.”

Mazirin in the Age of the Comet

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The wars of the Age of the Comet have been very good for Mazirin.

They have also made the city nervous.

Crusading armies require ships, grain, weapons, clothing, credit, transport, healers, mercenaries, and enormous quantities of silver.

Mazirin provides all of them.

The great houses have grown rich financing the struggle against Tael Neydra, while merchant fleets move supplies toward ports feeding the crusading armies.

Yet merchants understand risk better than most kings.

A prolonged war can enrich Mazirin.

A lost war could destroy the world in which that wealth has value.

Thus the Concord watches the north carefully.

The city's masters calculate loans, shipping schedules, alliances, mercenary contracts, and probabilities of victory.

The Pharos still burns above the Bay of Lanterns.

The markets still open each morning.

Gold still changes hands.

And Mazirin continues behaving as though the world could never possibly end during business hours.

See Also

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Sigil Lands Codex HomeCharactersRealmsKindredsFaiths & PowersHistoriesSaël & the WaysMusicSetting Rules