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Regional Map of Southern Azrea

Updated: Jun 16

Regional Map of Southern Azrea by Jaques Smit

Azrea is mostly within the arctic circle. The region south of the tundra, referred to as southern Azrea, is the original home of the Stillari of Stillendam, Quintri of Quintrom and the Dwan of the Northern Towers. The first humans migrated into Azrea from Apour little over 1,000 years ago and most nations are only a few hundred years old.

The Nations of Azrea include:

Painted by Jaques Smit
Painted by Jaques Smit

Sawra, Free Cities

Before Louis du la Rent settled Azrea by pushing the Grengar Empire out of Kindra, there were already humans living in Sawra. The Sawrans were a loose collection of tribes who traded with one another until Ferdinand Larsea conquered them on behalf of Rendin. Due to the cultural divide between Rendinians and Sawrans, they never truly considered themselves one nation and Sawra declared independence during the Rendinian civil war. Korland, with its proximity, has extensively influenced Sawran culture, and their free city-states were modelled after their neighbours’ example. Under Duke Roar Fordson of Anthir’s leadership, they unite in defence when invaders threaten their lands.


Inspiration for Land in West Rendin
Inspiration for Land in West Rendin

West Rending, Kingdom

Queen Armandine du la Rent rules West Rendin from the Grand Palace in West Haven. The kingdom/queendom formed in the aftermath of the bloody Rendinian civil war. West Have, the capital, is a bustling metropolis, with a diverse population of artisans and merchants. The people are expressive and wear their emotions on their sleeves.

After Kind Louis du la Rent helped the Stillari retake Kindra from the Grengar Empire, he converted the humans of Rendin to the Cult of the Weave. Something other human communities in the area had already done. While West Haven is the political heart of Rendin, Kindra is the religious centre of the entire region, and West Rendin is quick to exploit the many pilgrims travelling through their land.


Inspiration for fertile East Rendin
Inspiration for fertile East Rendin

East Rendin, Kingdom

The last of the three kingdoms formed during the aftermath of the Rendinian civil war. Ferdinand du la launched his army against his niece, Armandine. She took the crown after her father passed under mysterious circumstances. Armandine was never suspected of murder, but Ferdinand deemed her too young and inexperienced to hold the crown. Expecting little resistance, he was shocked when, with the help of her trusted spymaster, she put up a formidable defence, ultimately forcing Ferdinand to settle for the east.

East Haven, the former principality, serves as the kingdom’s capital. East Rendin is known for its large-scale food production and trade relations. Their culture is feudal, with a harsh class divide.


Inspiration for Quan
Inspiration for Quan

Quan, Kingdom

Ruled with an iron fist from the capital of Isinbal, Quan is a militaristic nation, constantly at war with its neighbours. Due to a pact between a former king of Quan and Vernum Salja, Quan is honour bound to defend the Isle. Despite this duty, many of Quan’s people detest magic users and actively hunt them. Overall, Quan’s culture is xenophobic and brutal, only the strong win respect.


Inspiration for Itavia
Inspiration for Itavia

Itavia, Republic

A mercantile nation that facilitates trade between the great empires of the east and west on Apour. Most remarkably, the East Azrean Trading Company is one of the wealthiest in the world. Itavia were once part of Murapii’s Empire but as they fall within the influence of Kindra, meaning Sarghus has no power there, they broke ties and realigned with Azrea. The capital Iskani is renown as a home for the arts. It sports amphitheatres for stage performances, expansive libraries and galleries, featuring some of the best the world has to offer. Their culture is expressive and romantic.


Inspiration for Korland
Inspiration for Korland

Korland, Oligarchy

A maritime trade empire on Azrea with a monopoly on the dye trade and, most notably, purple dye. Purple silk is one of the most valuable trade goods in the known world and a way that most royal families or wealthy merchants show their riches. Korlander’s culture are obsessed with money. They think of the world in terms of balance sheets and return on investment. Their Capital Thash has two massive markets where one can find almost anything for sale. Most Korlanders serve time on a seafaring vessel, and many retire abroad once their service ends.

Korland and Itavia have a brutal ocean rivalry that saw a century long naval war fought over rights to trade in the west and east of Azrea. Korland ended up with the west and Itavia the east.


Inspiration for Northern Towers
Inspiration for Northern Towers

Northern Towers, Kingdom

The dwan nation thrives in the cold mountains of the frozen north. The A vast network of tunnels connect the underground cities within the Northern Towers. From their capital, the Tower , King Ducan Anvilheart oversees the mining and production of many mechanical wonders. Their society is governed by a consortium of clans, each led by a council of leaders who are elected every five years to advise the King.

While the King has final say in case of a tie, he can be overruled by a majority vote on the council. The dwan are stubborn as stone and as direct as a hammer blow to the head. They don’t do back room politics, instead they prefer their politics upfront, bearing arms and on display. Many decisions are made as the result of a series of duel to gather votes within the council members. Counter intuitively, however, it isn’t the winner that decides which way his opponent will vote. Instead, it happens during the drinks after, where the two opponents surrender their anger and listen to one another’s perspective.


Inspiration for Quintrom
Inspiration for Quintrom

Quintrom, Technocracy

The Quintri values intelligence, knowledge, and innovation above all else. They recruit and promote only the most competent and proven people to hold the title of Professor, which is the title a leader must hold. The professor holds this title for no more than ten years, and the current Professor, Trop Quor Gri Pzam Nag, is in her final year. Their government is a technocracy called the Technomancers Guild. They regularly hired from the Dwan of the Northern Towers, but nowhere else, as they don’t trust any other races. Their economy is post-scarcity, and export rare mechanical goods, silver, platinum, gold, magical items, and spells. They have a strong sense of community and cooperation. They primarily follow Mag, the goddess of magic and knowledge, seeing the pursuit of innovation as a sacred duty.


Inspiration for Stillendam
Inspiration for Stillendam

Stillendam, Kingdom

The original, ancient home of the Stillari. Magic intertwined with nature, blurring the lines between the living and the dead. Many powerful old souls, who’s bodies passed still linger in Stillendam’s sentient forest. Etmenja, the capital, lies at the forest’s heart with Monarch Ellamji Reethnia and Prime Minister Cilcye Faelynn seated a joint government. Stillendam is a stable constitutional monarchy, requiring both the sitting Monarch and the Prime Minister to agree on any changes in law. Being immortal, stillary Prime Ministers have a half century term, and the Etmenja took over from her mother three thousand years ago.

While most Stillary ignore the world beyond their borders, the Night Hunt is a powerful organisation within their midst that want to see the invasive humans of Azrea culled. While neither Ellamji nor Cilcye would allow the Nigh Hunt to follow through, political pressure within Stillendam has been mounting for the last century.


Inspiration for the Isle
Inspiration for the Isle

The Isle, Magocracy

A mystical island located off the coast of Azrea, home to an independent community of wizards. It is governed by a magocracy, with the most accomplished magic user holds primary office and rules on important decisions for the island. Since the Isle’s independence was established in 550 ARM, that has been Vernum Salja. The wizards of The Isle’s stated purpose is the protection of Azrea from supernatural threats. They stay out of politics beyond their own borders and welcome anyone who wishes to dedicate their lives to the study of magic and pass the rigorous entry exam.


Inspiration for the Dead Land
Inspiration for the Dead Land

The Dead Land

A swathe of shadow corrupted territory in east Azrea. The land is overrun with undead, held at bay by the Knights of Alba at the fortress of Lonstad. This land was formerly known as the Jorman Plains, the home of the Jormungers, sapient winged serpents who are now effectively extinct.


Grengar of the Darkveil

The Darkveil Forest is named after the barrier holding the Shadow Realm locked away. The grengar inhabit this creepy forest, which hugs the northern back of Lake Waterheart. Five millennia ago, a stillari necromancer, named Alkake, communed with the Shadow Realm from her temple in the Darkveil Forest. She unleashed corrupting energy, twisting creatures of the surrounding land into monstresities. The grengar were one such spawn. They worship their ancestors, and particularly their king Zholani, whom they see as a living god. Grengar grow continuously and they can only be killed with fire. Any other wounds simply heal. A long-standing rivalry exists between the Wulfher of Kingsfort, who killed Alkake, and the grengar who hate them for it. Not because they regret Alkake’s death, but because Zholani considered it his right, stolen by interlopers.

Inspiration for the the Wild Lands
Inspiration for the the Wild Lands

The Wild Land

An unforgiving frozen wasteland, stretching across northern Azrea where only the toughest can survive. Here the the Frost Wild gods hold sway. The major sapient inhabitants are Ukthuun, Nikkuni, Siphuun and Bolgar. Each of these communities have their own distinct customs, based around these gods. The Wild Land is covered in snow-capped mountains, vast glaciers, and icy rivers carving through the landscape. Fierce storms and blizzards are common occurrences and the temperatures regularly drop to bone-chilling lows. A hand full of human tribes live in the Wild Land, and they too follow the Frost Wild.

Inspiration for Kindra
Inspiration for Kindra

The Cult of the Weave

South of the tundra down to the Teprim River, serving as border between Itavia and Murapii, all belongs to the Five Ladies from the Cult of the Weave. The Five Ladies cultivate balance, encouraging their followers to mimic nature. Their temple city on top of Kindra’s holy mountain, sees pilgrims from all over southern Azrea, and many nobles pay to be buried in their ancient tombs. While the temples share the core ideal of balance, their approach and followers are quite different.


Aeg

The first of the twins, many see Aeg as an agent of chaos. Yet other argue, her unwavering dedication to it smacks of order. Aeg thrives in this perceived contradiction, as there cannot be chaos without order. Contrary to what her critics thing, she doesn’t seek destruction. Instead, she promotes untamed life. She, more than any of the other Ladies, supports the Magpies Code, and her clergy actively seek to join or lend aid to the guild.

Her followers include thieves, seafarers, gamblers and anyone hoping for a little luck.

Realms. Shadow, Magic (Weave), Light.

Domains of power. Oceans, chance, change, travel.

Holy Symbol. A crescent wave.

Avatar. A dragon.

Personality. Aeg is capricious and fiercely independent. She favours perseverance in the face of bad fortune and celebration in good.

Preferred weapon. A trident.


Cos (All-Mother)

The most widely worshiped deity in the Cult of the Weave. Her followers believe that she hosts the honourable dead in Anchorhal at her eternal banquet. While she is the mother of all, she is also a warrior, fighting to protect those that cannot defend themselves. Cos is constant, consistent stability and brings her light to the world.

Her clergy tend to be more warlike than most and Lonstad has a disproportionately large population of holy warriors from the temple of Cos. Her clergy also supply the inquisition, a group dedicated to uncovering those who would collude with the Shadow Realm. They are brutally efficient at dealing with corruption, and some say they can smell it on people.

Realms. Light.

Domains of power. Protection, healing, motherhood.

Holy Symbol. Pentacle.

Avatar. A beautiful woman standing in the sun.

Personality. Cos is a loving mother, compassionate and nurturing. She likes to connect with her followers and is ready to protect those that need it.

Preferred weapon. A spear.


Jor

Jor has a traditional temple like the other Ladies, but she also has several Druid enclaves who worship her from within lush groves. Jor appears as a giant winged serpent who nurtures plants and animals. Her followers love to spend time in the wild and often cultivate exotic vegetation that bridges the Natural and Light Realm together.

Mountaineers, Loggers, Trackers, Hunters and Farmers often pray to Jor for good fortune. She is close with her sister Lot, who helps Jor maintain the cycle of life.

Realms. Life (Natural)

Domains of power: Nature, land, agriculture.

Holy Symbol: Upside-down Pentagon inside a right-side-up Pentagon.

Avatar: Feathered winged serpent.

Personality: Jor is a wild and loves to hunt, yet, in the same breath she can be gentle, caring for a defenceless animal. Jor is a bit of a loner, and relies on her sister Lot to keep her connected to the rest of her family.

Preferred weapon: A scythe.


Lot

The most feared of the Five Ladies, Lot overseas the Vault, where morally bankrupt sounds are frozen for eternity. In addition to representing the cycle of Life and Death, some consider Lot the goddess of the moon. Festivals in her honour, often wait for the full moon before initiating the main ceremony. The finale day of a year is named Lot’s Eve, and most settlements in Southern Azrea will hold some form of celebration with a tribute offered to the goddess of Winter and Summer.

Lot’s followers are diverse, as most look to her for the final death rites. Her temple collects donations to maintain burial grounds and send much of their earnings to look after the poor in a given city. Lot’s clergy have been known to collaborate with the Magpies to feed and cloth people.

Realms. Life (Natural), Light, Shadow.

Domains of power. Winter, summer, life, death.

Holy Symbol. A spiralled tear.Avatar. A great winter wolf.

Personality. Lot is balance. She can be joyous and morose. She cares deeply for her sister Jor and spends time with her whenever she can.

Preferred weapon. A sickle.


Mag

Aeg’s twin, Mag lives in the weave, cultivating the eco system and keeping its energy flowing. Mag can see a different future to the one Aeg glimpses. They can’t be sure which version will come to pass, and from time to time, it unfolds in a way neither saw coming. Some of Mag’s followers believes that she empowers all magic, though others argue her reach is limited to Southern Azrea.

The Quintri and most wizards follow Mag. As the keeper of knowledge, her temples tend to be giant libraries of vigorously protected texts. To gain access to their treasured books, one must earn the temple’s favour or be a member of clergy from another temple. Most of Mag’s clergy are highly skilled in the arcane arts and many nobles send their children to study at a temple of Mag.

Realms. Magic (Weave)

Domains of power. Magic, balance, knowledge, divination.

Holy Symbol. Octagonal Web.

Avatar. Giant Purple Spider.

Personality. Mag is wise and reserved. She honours and preserves knowledge. She and her sister Aeg are often at locker-heads with one another, arguing over what should be done to ensure the greatest good is achieved for the future.

Preferred weapon. A wand.


The Frost Wild

Most people in Azrea think of the races who inhabit the Wild Land as savages. With a significant language barrier, most interactions between the north and south have come in the form of raiding parties. In truth, the Wild Land is as complex in its social structure as any human land. Some tribes tend towards violence, while others seek to peacefully co-exist with their neighbours. The three deities of the Frost Wild are equally diverse. From Nokkuwa who is worshiped with blood sacrifices, to Siphok who revels in the hunt, and Ukthu who holds peaceful rituals of self mastery in high regard.

The devoted of the Frost Wild pay homage to all three, but most tribes lean into a particular deity’s philosophy.


Nokkuwa

Blood sacrifice and ritual torture are the ideas the spring to mind when Southerners think of Nokkuwa, but that is hardly the full story. Mainstream followers of Nokkuwa worship her through elaborate funeral rites involving tombs built of ice with all the comforts one might need in the afterlife. She judges the actions of the dead by the number of people that miss them when they are gone. Those who leave no one behind had thawed and fed to the fish of the sea, while those who prove worthy merge with the Weave and provide support for the next generation.

There are, however, cults of Nokkuwa who interpret her will differently. They believe she’s hungry for souls and gains more sustenance from them if they are in pain when they die. These splinter cults are dangerous and like to strike south to raid.

Realms. Shadow, Magic, Life (Natural).

Domains of power. Death, magic, and the underworld.

Avatar. giant serpent with scales as black as night.

Personality. She is a mysterious and unpredictable. Both light and dark in her ways. She doesn’t see eye to eye with her brother Ukthu.

Preferred weapon. A curved ice dagger.


Siphok

The Wild Land is an unforgiving place and Siphok represents the cold harsh reality of surviving in the tundra. Survival of the fittest, hunt or be hunted, kill or be killed, these terms embody his followers. More peaceful tribes honour Siphok in the great hunt, tracking and killing Mammoths during the yearly migration. Others do it by going to war and slaying their foes in heroic combat. Regardless of the means, one cannot honour the god of war without risking one’s own life.

The most brutal form of Siphok worship is called a Siphukuwa or Wartide. A massive gathering of warriors, swept up in a frenzy, roll across the landscape, sowing destruction. During the last Siphukuwa to go south, several settlements, including the famous Monthook kingdom of the dwan, was wiped out.

Realms. Light, Magic (Weave), Shadow.

Domains of power. War, strength, and hunting.

Avatar. Black woolly rhinoceros with a pair of razor-sharp horns.

Personality. He is fierce and relentless, respecting strength above all. Siphok has no time for politics and is quick to anger when confronted with half-truths or fake smiles.

Preferred weapon. massive two-handed axe.


Ukthu

Ukthu is the least known to the Southerners as his followers refrain from raiding and conquest. Instead, they seek peace and the greater social good. Most of the Wild Land tribes are fishers, crafters and traders looking forward to spending time with family making songs around the communal fire. Ukthu loves community and his followers seek to draw people together to pool resources and help one another through dark times.

Ukthu’s followers believe that he, rather than Nokkuwa facilitate the honourable dead’s ability to support the next generation with wisdom and knowledge.

Realms. Light, Life (Natural), Magic.

Domains of power. Peace, tranquillity, life, light, and nature. Avatar. White lion with a mane made of radiant light. Personality. He is calm and wise. He presides over agreements as a fair judge. Preferred weapon. long staff adorned with white gems.

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