Pronunciation: zoo-KRAWL
Founding Date: 692 DA
Dissolution Date: -
Demonym: Zhall/Zhalls
Capital: Dhogvak
Racial Distribution: orc (38%), dwarf (24%), human (22%), kobold (10%), other (6%)
Official Language: Shurdish
Zhukrall is ruled by the Mahd-Krisur, an elected governor chosen every six years from among the various town and village chiefs of in the nation. The Mahd-Krisur must be considered a capable leader, one who has the respect of his people and the track record to prove it, so all those aspiring to the role must submit a list of their accomplishments, a record of the town's condition during their tenure, various reference letters, and their own statement of the issues they plan to confront, all of which will be presented to the towns before the vote is cast.
Zhukrall has stone quarries aplenty and a decent quantity of lumber as well. It is also the homeland of the aurochs, large cow-like creatures that are farmed for their meat, hides, and horns, which make up part of the nation's regular exports. Hunting is a strong part of Zhukrall's culture, and an important one as orcs and kobolds are largely carnivorous, and as such pelts, game meat, carved bone tools and jewelry, and hunting weapons can also be found here.
Much of Zhukrall's land is the Lobrandr Hills, the rocky foothills of the Skyfang Mountains. Groves of evergreen trees are interspersed with rocky terrain and stone outcroppings, and occasionally scored through by ravines and sinkholes. The land is somewhat riddled with tunnels and cave systems, some natural and some dug out by past generations of dwarves and goblins. The Duvull River descends to Zhukrall from the Skyfangs and winds its way through the nation on its way south, serving as an important vector for trade.
Dhogvak: this capital city, situated in the far north of the nation, is a metropolis of sturdy stone buildings with rings of taller towers throughout.
Izhoport: the largest port city in Zhukrall, Izhoport sits on the western coastline just north of Firemaw's Fangs. Most ships headed to the far northern regions of Altandor make a stop here before heading onward.
Zhall culture is fairly pragmatic. Job acquisition and government positions are all based on skills, which teen citizens have the opportunity to acquire by doing monthlong or seasonlong apprenticeships as they age. They are unwilling to entertain those who are less competent than they claim regardless of the claimant's social status, but respect can be won easily if one proves themself. There is little in the way of complex social hierarchies as some nations have - everyone that does their job well contributes to the success of their community and the nation as a whole, and those who don't either require more practice and effort, or simply haven't found their calling yet. Zhalls consider teaching the new generations to be a part of doing a job well, and they will readily take on apprentices from all walks of life to learn their craft, making Zhukrall a good destination for someone wanting to learn a trade skill.
Zhall people value their ancestors quite highly, taking pride in the accomplishments of those who came before, and finding history and family records to be things of great importance. This value is the driving force behind their unusual burial practice. The dead are placed on tall rock pillars or other high platforms, where the carrion birds will eat away at the flesh, and the Zhall believe these birds carry the soul to the afterlife. The stripped bones are then taken down and carved with the story of their owner's life. Their family and friends, their job, the accomplishments, their personality, their likes and dislikes, and their cause of death are all etched into the bones, which are then packaged together and stored in a crypt, serving as both monument and historical record. Most of the carving is done on the skull, with other large bones being used if there is not enough space.
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