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Azrir

Controlled by the Whitedawn Syndicate, Azrir is a unique town in the southern Empyrean Spires. It’s engineers have channeled magma lakes and rivers underground and the abundant hot springs in the area to actually heat the city. This marvelous feat of engineering means that Azrir has a particularly mild feel to it for the area. Snowfall tends not to accumulate on the warmed cobbles of Azrir’s streets, giving it the feel of a bustling city at lower elevations. Temperatures within the city range from the low to high 60s F year round – positively balmy for the high mountainous climes – especially when, outside the city, temperatures can plummet well into the negative double digits. Over five thousand individuals, the vast majority halflings and gnomes, occupy the city. Onyx, silver and gold are the main commodities from the area, though their is also a brisk trade in slaves, frowned upon by the Whitedawn Syndicate, it nonetheless remains vital to the economy of the town.   Azrir also houses the largest magician’s guild in the region and has become known as a hotbed of innovation and invention. Their technological edge gives the Whitedawn Syndicate almost equal footing with the larger Silver Doves organization from Ammancourt.
Type
Town


Cover image: World of Valine Tome by Rob Taylor

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