A short history of Zal’Khari
Far to the south, across the Sea of Serpents, lies Zal’Khari—an enormous continent covered from coast to coast in impenetrable jungles, primordial forests, and deadly swamps. Much of its coastline remains scarcely mapped, while its southernmost extremities are all but unknown to the scholars and chartmakers of the northern realms of Eleneth.
The entire northern coastline is dominated by colossal mangrove forests that stretch from horizon to horizon, forming a vast natural barrier. Beneath their tangled roots lie dangerous shoals, jagged rocks, and black tidal waters capable of destroying even experienced vessels. Only a single natural bay exists deep enough for large ships to safely enter and make landfall.
Within this bay stands the great port city of Zalkar—the only true gateway into the continent.
《Zalkar》
Zalkar is a harsh and dangerous city built by pirates, merchants, slavers, mercenaries, stowaways, exiles, and adventurers alike. It is a place where cultures from across Eleneth collide beneath humid skies and salt-worn timber docks.
The city serves as the sole major point of entry into Zal’Khari, making it one of the most strategically important ports in the known world. Exotic goods, creatures, ancient maps, strange alchemical ingredients, and stories of legends all pass through its crowded harbors.
Many arrive in Zalkar seeking fortune within the continent’s depths.
Many never return.
《Tidehall》
At the heart of Zalkar stands Tidehall, the oldest structure in the city and the seat of its governance.
Nearly five hundred years ago, legend tells of a northern prince named Azalkar who was exiled from his homeland. Gathering several hundred loyal followers, he constructed a great fleet and sailed southward in search of a new lands.
The voyage was long and catastrophic. Hurricane winds and towering swells shattered much of the fleet, while the deep ocean itself concealed monstrous creatures and great serpents capable of dragging entire ships beneath the waves. After many months at sea, only three vessels remained.
Eventually, the survivors emerged before an immense wall of fog entwined with towering mangrove forests stretching endlessly across the horizon. They had reached the northern coast of the unknown continent.
For days they navigated the treacherous shoreline until at last they discovered a deep natural bay suitable for landing. There Azalkar claimed the land in his own name, calling it Alzalkar—a title that over centuries would become Zal’Khari.
Once the settlers had secured the bay, it was decided that the three surviving ships would be dismantled so their timber could serve a greater purpose. Upon the highest hill overlooking the harbor, they constructed a great hall from cedar and oak salvaged from the fleet.
This hall became known as Tidehall.
Using the curvature of the ships wood Its great roof was shaped to resemble the upturned hull of a ship, while its interior retained much of the original craftsmanship of the northern vessels—bronze fittings, carved beams, gilded ornamentation, and weathered statues carried across the sea from a lost homeland.
Centuries later, Tidehall still stands as the symbolic heart of Zalkar, a monument not only to survival, but to exile, endurance, and the founding of the only city that dares stand against the vast wilderness of Zal’Khari.
Posted Jun 7, 2026, 4:36 AM UTC