Azir

From PathfinderWiki
Azir
(City)

Titles
Port Godless
Nation
Size
Population
72,370
Adjective
Aziri1
Source: Campaign Setting, pg(s). 123 (1E)
World Guide, pg(s). 56 (2E)

Azir, the capital of Rahadoum and the birthplace of the Laws of Mortality, is a bustling trade port whose appearance has been greatly modified recently.2

Geography

Azir is a port city located near the mouth of the Winding Way River on the northwestern coast of Garund, and is the largest settlement in Rahadoum.34

The outward appearance of its buildings has changed greatly as of late. New construction has been built with unlikely and drastic angles, making it appear as if the builders are trying to free their work from the confines of geometry much like the members of the city freed themselves from the confines of the edicts of gods long ago. At the same time, newer buildings' exteriors have been coated in colorful paints, while also having gargoyles added.2 These updated and colorful exteriors are simply a facade, however, as they hide shabby, poorly constructed tenements crammed with climate refugees fleeing Rahadoum's increasing desertification.5

Nuat

Most of the foodstuffs consumed by the capital city come from the island of Nuat, located 50 miles offshore. The island is also home to the Rahadoumi Navy, which protects the nation from attacks by the Shackles Pirates from the south.5

History

Azir was the first city to adopt the Laws of Mortality, the philosophy that mortals should not worship the gods. It did so in 2555 AR, after suffering under the chaos and destruction caused by the Oath Wars for over 60 years. As a result, Azir's militia burned down all the temples in the city and established the new secular nation of Rahadoum.6

Economy

Azir has a burgeoning economy fueled by profitable new trade contacts and local innovation.7 The Aspis Consortium, a transnational trade organization with interests throughout the Inner Sea region, seems to be aware of this, and has placed their regional headquarters in the city.8

Politics

Under the surface, battles are fought between the country's Pure Legion and many seditious cults attempting to overturn the godlessness of the country.7 Despite being known to foreigners as Port Godless, Azir often serves as neutral ground for representatives of various religious sects for meetings or negotiations. Strange paranormal activity sometimes results from invisible wars between celestials and fiends preferring to do battle where no local bias from mortal inhabitants will interfere.2

References

  1. Chris A. Jackson. Pirate's Honor, 333. Paizo Inc., 2013
  2. 2.0 2.1 2.2 Erik Mona, et al. “Chapter 2: The Inner Sea” in Campaign Setting, 122–123. Paizo Inc., 2008
  3. Rob Lazzaretti. Inner Sea Poster Map Folio, 1. Paizo Inc., 2011
  4. James Jacobs, et al. Rahadoum” in The Inner Sea World Guide, 154. Paizo Inc., 2011
  5. 5.0 5.1 Erik Mona, et al. Golden Road” in World Guide, 56. Paizo Inc., 2019
  6. Erik Mona, et al. Golden Road” in World Guide, 50. Paizo Inc., 2019
  7. 7.0 7.1 John Compton, et al. Heroes of the Streets, inside front cover. Paizo Inc., 2015
  8. James Jacobs, et al. Aspis Consortium” in The Inner Sea World Guide, 263. Paizo Inc., 2011