Kingdom of Azera
Azera is a land in between worlds. It walks between the worlds of Orthodox Desmianism and Ishkibism. It walks the knife's edge between those warring religions, doing its best to maintain a fragile peace in the land of eternal war. That peace is shaky both externally and internally: religious factions abroad pressure the kingdom to pick a side, even as a culture war blazes within the kingdom. Theoretically, Azera has already chosen to be Orthodox Desmian, but its failure to provide for crusades and its failure to properly persecute demons in its hinterlands has left Azera in limbo with the Perpetual Conclave of Desmia.
Aside from the religious tensions, Azera is a land of bountiful trade, art, cuisine, and study. The land cautiously accepts foreign influences from Asalay to Makal, and a segment of Azera's young academic elite celebrate this pluralism loud and proud. The people here are highly literate and the coasts are alive with very loud public discourse and debate. Newspapers have become a common commodity and ideas (including heretical ones) flourish from the gutter to the cathedral.
The interior of the country reflects a different side of the coin: a peace marked by silence and reclusiveness rather than screaming debate and pamphleteers. The hinterlands are tropical but mild compared to some of its neighbors. The people and the government share a silent truce: they pay their taxes (often in the form of cash crops delivered to fortress-towns) and the crown lets them rule themselves. There are some patches of military feudalism that disrupt this peace, and these either face fierce local resistance or have made their own arrangements with the villages they rule. But regardless of who rules, everyone has settled into a kind of middle-of-the-road truce regarding religion. Ishkibites keep their 'demons' to their lands in secret; Orthodox keep to their lands; no one says which side they are and everyone defends their neighbors regardless. Don't ask questions, don't pick fights, and work together to silence any troublemakers who would disturb the peace.
In short, Azera's a vibrant land of tension, riches, and compromises. Enjoy your visit, but tread carefully.
Structure
The Kingdom of Azera is a monarchy supported by a regime of military feudalism where nobles titles must be earned and maintained through military service and rank. The major cities are ruled by the royal family, the Zinzads, and have local assemblies with limited powers, and the countryside is largely governed by local farming communes that pay tribute to their feudal overlords. Azera is currently drifting away from this system as more power is being centralized under the monarch and royal family in an increasingly large bureaucracy. Philosophers and ideologues that buzz around the royal court speak of the divine right of the monarch to absolute power.
The current monarch, the aging King Tevren II, has done little to capitalize on this moment of supreme power. He is more of a warrior-poet than a ruthless administrator. He is known as a scholar and theologian whose curiosity is matched only by his stubbornness. He wears his immense number of demons slain (86) proudly on his chest and takes great pride in publicly humiliating any noble who would challenge his authority. This has made him widely resented by his own aristocracy and has made him a diplomatic liability such that he rarely sees visiting ambassadors.
For all his philosophizing and showmanship it is not Tevren who is the absolute monarchist in court, but his son and heir Prince Ulendar. Ulendar (who was scandalously named after the Ishkibite founder of the first Kingdom of Azera) may not be the warrior of theologian his father is (yet), but he has the drive, focus, social grace, and administrative abilities his father lacks. He openly walks with absolutists and has a pack of armed ideologues who follow him wherever he goes. The nobility fears and reviles him, and some wonder if it won't be a race to see who imprisons whom first when Tevren dies or abdicates.
Culture
The Culture War
Tabloids, Identity, and Gangs
Cuisine
History
Ishkibite Origins
The Age of Troubles (aka the Ping Pong Days)
The Last Struggles
The Current Peace
Demography and Population
Territories
Azera is divided across two continents: Lothay in the West and Izekra in the East. The Lothayan part is 110 miles long and 48 to 55 miles across. The Izekran part extends 191 miles North, 360 miles along the Eastern coast, and 180 miles inland at its furthest extent. The interior of both sides is tropical (though the Eastern half has large patches of arid plains-savannah). Both Eastern and Western Azera end in border-mountain regions that the state only controls on paper.
The straights of Azera that divide the country are less than 6 miles across (smaller than the real life straights of Gibraltar). Both landmasses are easily visible on either side of the straights, and two small islands in the middle allow for extremely easy crossings on smaller boats.
Military
The Azeran navy is one of the best and most well-funded on the continent. It relies on many small war-sloops and galleys that work on out-maneuvering the enemy and protecting the massive galleons and floating fortresses that serve as the hammer of the navy.
The army is nothing to sneeze at either. Traditional Azeran warriors specialize in a unique weapon known as an 'urumi': a bladed whip made of thin sharpened iron bands that requires great training to use without injury. These tend to be wielded by warrior elites along the coast and Ishkibite monks in the interior, rather than being a common weapon for the average soldier. Common troops focus on light infantry, archers, and skirmishers.
Magical support is another big theme in the army, especially druidic support. Azeran tactics rely on specialist infantry and spellcasters backed up by disciplined light-to-medium infantry and archers, so magical training gets a lot of crown funding here.
Religion
Azera's official religion is Orthodox Desmian, but much of their populace is Ishkibite (with Ishkibites being a significant majority once you get inland). While military officer and government positions are reserved only for Orthodox individuals, Ishkibism is tolerated. Evangelism of non-Orthodox religions is banned, but public community practice is legally protected. Ishkibites hold their own religious courts, have their own priestly hierarchy, and run their own temple-schools.
Ishkibism here tends to be rather restrained and conservative. While the faithful are to defend innocent dryads from capture and sacrifice, they are encouraged to focus on their communities and lands first. Dryads who are already living on that land are the priority, and the faithful are warned against causing trouble along the coast that might draw attention to the dryads hiding in the interior.
Non-Ishkibite religions tend to be less well understood or tolerated here, but they do have protections in certain port districts.
Azera's Orthodoxy is diverse (as always), but the government largely follows its own unique Desmian philosophy, which they call "The School of Patient Strength". This school of thought posits that demonic retreats are a feint to draw the faithful into attacking and fighting with their fellow humans. Unity with corrupted humans is critical for long-term success, and that true human unity is only possible if the faithful can be patient, stoic, wise, and thoughtful. The struggle can mean having the courage and discipline not to strike evil in order to achieve a greater good. Living as if safe when evil looms is a sign of courage but holds great tactical (and therefore spiritual) value. Some within the School of Patient Faith have even flirted with the idea that the struggle against the demons doesn't need to cleanse the world but could just secure "true Desmia". These controversial scholars point to the fact that the Day of Blood has yet to arrive in Azera as proof that there is a difference between the Desmian heartlands and the rest of the world.
There have been a number of individuals tried and imprisoned on charges of Seruvianism here, though some claim that the School of Patient Strength jurists and judges have used their philosophy to classify those who faithfully protest the crown as heretics. Many of these critics argue that the School of Patient Strength are the actual heretics, and have managed to push this aggressively enough that it has made its way to the Perpetual Conclave of Desmia. The Perpetual Conclave has yet to condemn the School as heretical, but the topic is divisive enough that it resurfaces every few years.
While the crown and crown-funded priestly college stand by the School of Patient Strength, it is worth emphasizing that not all Orthodox people here follow the school's teachings.
The School of Patient Strength
Foreign Relations
Azera curates good relations with just about everyone but obeys no authority but its own. This makes for a lot of "frenemies" one could say. Neighboring Orthodox Desmian states such as the Emerald March and Kingdom of Taneth rely on Azera's trade, military recruits, and naval support to survive, but resent Azera's apathy towards their wars. Azera does as little as possible for Desmian crusades - it sends those who volunteer out to fight, but it doesn't actively mobilize those who wouldn't seek out conflict themselves.
On the other side, the Holy State of Rukray, the Ishkibite kingdoms of Dinaketh, and other Ishkibite powers rely on Azeran smugglers and trade to survive but resent Azera's Orthodoxy.
In essence, everyone resents Azera but they also need the kingdom. And Azera never provokes, insults, or grandstands; they are always cordial and diplomatic, and it is hard for any power to fully dislike them. In recent years, Azera has even reached out to try and make closer friendships with the distant superpowers of the Empire of Avana and Kingdom of Asalay.
Azera is very friendly with the Khilaia
Agriculture & Industry
Azera is majority agricultural (like much of the world). Rice and soy are the biggest crops here, both of which are grown with great care to keep the soil from losing its nutrients. Guava, chili peppers, yams, and even bananas are also grown here for consumption and sale. Taxes are paid mostly in foodstuffs in the countryside and they use the market prices for the food used instead of set quotas, meaning that peasant communities often grow these higher-price luxury foods as well as the staple crops for use in taxes. Any surplus of these luxury foods can also be eaten (unlike other cash crops such as cotton), which makes for another barrier against famine. In order to better track what crops are what prices, rural villages often rely on designated peddlers or small merchants that have become really big deals back in their home communities.
On top of food, rural communities also produce cotton, lumber, iron, salt, stone, textiles, and pottery for use and sale. The coast, meanwhile, deals in paper milling, dye production and use, smelting, art, shipwrighting, and commerce.
Trade & Transport
Azera occupies a crossroads for global trade: anything seeking to go from Ekraht or Ukaram to Samvara orAsalay must go through here first. Similarly, any crusaders seeking to earn gold and glory in the Kingdom of Taneth must pass through here. Unsurprisingly, this has brought Azera immense wealth that has contributed to a great economic boom.
All sorts of foreign organizations have lobbying organizations here: the Greater Makal Corporation (from Makal but reliant on the Zeruan stock exchanges), the Temple of Ishkibism, The selkie Khilaia, and the aquatic states to name a few. These groups are tolerated and employed to organize the great traffic of foreign merchants. These groups invest heavily in the foreigner's docks: special seaside districts that act as walled-off autonomous zones, where foreigners may act as they please and (controversially) demons may even exist temporarily.
The other half of the great commercial machine are the crusader fleets, which ship soldiers to the Kingdom of Taneth and Emerald March to either fight the Silver Crusade or the Emerald Crusade, and return through the straights with dryad captives and loot.
Education
Most education is guild and temple based, but two large crown-supported colleges exist for those who are able to pay for or get recommendations for higher education: the Ulenkra College of Magic, and the Saint Zinbara College for law, science, and astronomy.
"We Guard the Gates of Glory"
Founding Date
1803
Type
Geopolitical, Country
Demonym
Azeran
Government System
Monarchy, Absolute
Power Structure
Feudal state
Currency
Gold Dragons, Silver Eagles, and Copper Bulls
Major Exports
Salt, lumber, tar, cotton, guava, spices
Major Imports
Steel, tea, gunpowder
Judicial Body
The Crown Court
Official State Religion
Location
Remove these ads. Join the Worldbuilders Guild
Comments