southern: I'm making a big edit of this map, Swirlmount.
-120 custom items so that the dungeons won't be empty (complete)
-Names for the leaders
-Hostile garrisons so you can't just buy everyone off in your region. The early game was too boring and formless because of that issue combined with the dungeons.
-ruined towers to mark the destinations of one-way teleporters (complete)
-adjusted location of the infantry mage, they should've been recruitable instead of moving into the underworld and being hostile.
I don't know about hostile garrisons, playing against neutrals for the first 15 turns doesn't sound too enticing. I liked that we were immediately faced with choices for diplomacy.
I would reduce the fortifications, to force more investment choices.
Unless I've not found them - but I've explored all the north apart from a small area in the north-centre caves - some one way TPs that lead south seem to be missing (or there's too many leading north). Unless, that's intended to give azrac problems, but the distances in the desert are already vast enough to make things problematic.
All the above with the understanding that it's a beautiful map!