Capital: Thronestep (17,340)
Notable Settlements: Xer (9,200)
Ruler: Razmir the Living God, Lord of the 31 Steps
Languages: Common, Hallit
A council of high-ranking priests, who have achieved the rank of Vision of the Fifteenth Step, known as the Visions handles the actual governance of Razmiran. The goldmasked priests carry out Razmir’s erratic mandates, each in a unique way. While some Visions are gifted sorcerers, others are skilled at martial combat and others still use honeyed words and bribes to accomplish their goals. Most citizens obey them without question. Razmir himself holds council with his Visions from atop a 31-stepped throne, in reference to the 31 steps he took to achieve divinity. Atop this throne he hides his visage behind an ornate ivory mask.
The northeastern shores of Lake Encarthan have always been a turbulent place. For centuries, this land was part of the unruly River Kingdoms, changing hands dozens of times from one burgeoning prince to the next. All of that changed in 4661 AR, when the land was united under Razmir, a living God by virtue of passing the Test of the Starstone. . Razmir first stopped in the city of Xer where he set about implementing his doctrine. He began by ousting the corrupt local magistrate and the parasitic trade guilds. Razmir’s popularity slowly grew until he controlled much of the Duchy of Melcat. Soon, the only part of the old duchy which was not under his control was its capital Aerduin on the border of the Vergan Forest. The forces of Melcat refused to bend a knee to Razmir’s faith , and on 17 Erastus, Razmir himself came to the city and made three requests of fealty to the Duke of Melcat, all of which were rebuked. That night Razmir conjured a terrible cloud of burning fire and obscuring smoke that descended upon the city, and by morning the city was naught but ash and ruin. In the years since, Razmiran (pronounced RAZZ-meer-ann), as the theocracy came to be called, has expanded its borders five times at the expense of various River Kingdoms and Ustalav.
Situated between the eastern shore of the Lake Encarthan and the western-most river of the River Kingdoms, Razmiran is not a particularly large country when compared to the great nations of the Inner Sea like Andoran or Taldor. It is however, a huge country when compared to the River Kingdoms to the east. Considering that Razmiran began as a small river kingdom, its current size – after only fifty years of existence – is considerable, and none would deny that Razmir’s conquests are impressive (if not as vast as a god could conquer). Razmiran borders three different kingdoms, none of which it has good relations with. To the north lies haunted Ustalav, to the south the elf haven of Kyonin and to the east lies the River Kingdoms to which Razmiran once belonged. The biggest geographical feature of Razmiran is the Exalted Woods in the center of the country. It is rumored that a secret fortress devoted to the worship of Razmir lies at the center of the woods.
Religion plays a large part in every aspect of Razmiran’s citizens’ lives. Simply put, the worship of any god other than Razmir is forbidden. The priests of Razmir overlook all parts of society, even the lowliest laborer has a portion of his income taken by the priests in what is called the Tithing Step. Every year hundreds of would-be converts are sent to the heart of the Exalted Woods to be indoctrinated into Razmir’s faith. All of them come back changed. They seem to lose any doubts and return with a new found faith. Many return with unexplained burns and scars, while some never return at all. Whispers of the foul rituals that may take place in the depths of the Exalted Woods spread rumors of magic that can bend a man’s mind or even warp his soul.
Temples dedicated to Razmir appear throughout the River Kingdoms, but some also stand in Molthune, Nirmathas, and Ustalav, while the governments of Druma, Kyonin, and Lastwall have outlawed them. A temple houses a large worship chamber arranged around a great set of stone steps that lead up to a gold or silver mask. These temples are typically set up in the richest neighborhoods, but their priests give alms and tend to the sick as best they can (since they have no divine magic).
Sources: Pathfinder Chronicles Campaign Setting