Mazavi is a wide jungle valley that originates from the western branch of the Lina River and which runs directly to the western shore. Unlike the neighboring realm of Jiptala, the river is supplemented with ample rainfall that gives the realm a significant vibrancy for natural wildlife.


Before the coming of the westerners, the native nomads here competed for subsistence with the neighboring wildlife. Their small hunter/gatherer population was overseen by tribal chiefs and shamans. Much changed here with the coming of the westerners. Most of the tribal populations had either been wiped out or assimilated into the new populace. The plentiful food promised by the crops of the newcomers lured many of the tribes into the fold. Such an inclusion was not always an easy transition. Given that many of the exiles in the region had been banished for venerating Valalique, they carried a zealous streak now that they could practice their faith openly. Furthermore, after years of oppression in Athalin, many unwittingly became mirrors of that intolerance. Though it was never formalized, the natives came to understand that the price for the newcomers’ grain and hospitality was both their religion and their way of life. A significant number of the tribe members took to this change wholeheartedly, though persecution and even open warfare have haunted the relations with the remnant tribes. The Church of Ludimar, as it rose to power nearly a century ago, played upon these tensions and welcomed tribesmen with open arms, trading with them openly, all the while planting seeds towards the darkly seductive faith of Ludimar.

Sites and Features

Now, over a hundred years after the exile, three realms have taken shape. Southern Mazavi is primarily dominated by a triad of powerful old tribes. The areas north of the Lina are held by two factions of westerners and assimilated native populations. One significant exception exists, however, along the coast between Westnetting and White Cove. A powerful ogre mage tribe has maintained power for generations and has violently resisted any incursion whatsoever into their realm. It has eventually been settled that the overland routes between the two Ludimarite cities are to circumvent this area, a system which gives rise to the fortified village of Ogre’s March around a small spring, in what would otherwise be the middle of nowhere in western Mazavi. Differences between the natives and the westerners are eclipsed by deep running religious conflict in the region between westerners serving Ludimar and Valalique.

A staggering portion of the entire Ludamarite populace is concentrated in the three coastal towns of Mazavi. These are White Cove, Westnetting, and Gorost. White Cove is a picturesque bay known for its vertical chalk cliffs. This city is also known for its protracted dealings with the nearby ogre mages, and for giving rise to formidable warriors and lamentable martyrs in equal measure. Many of the cove’s defenders are supported by the unholy might of Ludimar to counteract their formidable spellcasting quarry.


The city of Westnetting is the smallest of the major cities of Mazavi but is left unmolested by the ogres due to its proximity to the stronghold Gorost. Westnetting, as the name implies, is a city built around its fishing fleets, which are both numerous and routinely successful beyond any rational estimate. The fish in the region are so numerous that at one point their schools were known to significantly slow the passage of ships. Fishing in the region over the generations has depleted these numbers somewhat, but it remains a lucrative profession nonetheless. Given the prevalence of fish, most Ludimarite patrols carry smoked fish as a staple in their rations.


Moving south, we come to Gorost, a cosmopolitan center of the Ludimarite populace. Gorost is filled with a varied population much more so than many other westerner cities. The church of Ludimar rules here, having wiped out all but the most secretive worship of Valalique generations previous. Some smaller religious institutions have survived, such as the headhunters of Goloas and some tribal practices. More significantly, Gorost is set apart from the other exile settlements for its substantial arcane might. Gorost was home to Voxaminer’s mage guild, including the physical spellpool of that continent-spanning organization. After Voxaminer’s disappearance, the spellpool was discovered to be malfunctioning and investigation revealed that Ba’atezu had managed to establish a stronghold within the spellpool itself. The mages’ council was left with little choice but to dissolve the guild and ceded control to the rising church of Ludimar, which now presides over nearly every aspect of life in the streets of Gorost. The mages remain powerful tools of Church. Overall, the Ludimarite cities are dark, secretive places, as the majority of the population is kept in the dark about just how diabolically evil their government is. Disappearances are common, particularly among dissidents or worshipers of Valalique.


The largest city in Mazavi, however, is Kamest, a realm loyal to the creator of humanity, Valalique. Kamest is an embattled realm which has been placed under siege twice in the past generation by the Ludimarites. The people are known to be stern and unrelenting, but are also unswerving in their service of Valalique. Most are distrustful of outsiders with good reason, but tend to those in need within their community with charity. Unlike the cities of Ludimar, starvation is unknown in Kamest. A number of smaller cities throughout the realm are loyal to Valalique. Indeed most settlements outside the iron grip of the triad of coastal Ludimarite towns have at least a small secret following of the patron of humanity.


Coinage is minted on both sides of the conflict, in the towns of Kamest and Gorost. These coins are easily distinguishable as being printed by either faction. If used on the wrong side of the battle lines, both kinds of coin are typically worth half their regular value and are received with suspicion. Someone spending a great deal of enemy currency will likely be investigated in Kamest, or might simply disappear in Ludimarite cities. Older coins or coins from other nations are met without reservations by merchants throughout Mazavi. Such coins are often difficult to acquire. Anyone going out of his way to get them will stand to pay a 20% premium for the fluidity they offer. Much of the treasure in the nation consists of old or foreign coins.

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