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Marva

Marva, the capital of Al-Shaer Sultanate. A bustling city of trade and wealth, even the poorest sectors are adorned with domed roofs and comfortable conditions. The air is dry, dusty at times, but that certainly doesn't take away from the varying aromas brought in by vendors and merchants. While admittedly put to shame by the mother country's capital Tel Haveh in The Ripa Lands, there is still a great deal of exotic items here. Food is aplenty, as is opportunities to collect gold. The only undesirable trait of such a wonderous city are the back alley dealings, providing knock offs of normal goods and the occasional robbery.

Demographics

Being the second largest trade capital of the world, Marva is "home" to nearly all species! While most choose to only visit to sell their wares before leaving to restock, Marva has welcomed anything from humans, to dragonborn, all manner of beastfolk, tieflings, and nearly any race that would fair well in their dryer and warmer climate. Those NOT seen here tend to be dwarves and drow, sticking to the most northern parts of the continent.

Government

The Sultanate is a relatively simple monarchy under the leadership of Imaad Al-Shaer. While young and seemingly care free, the prince takes care of his nation with great efficiency. Of course a council of royal advisors are there to help, provided by his mother from The Ripa Lands.

Infrastructure

Being upon a prominent trade route has its advantages, but such a thing alone cannot sustain a town of this scale. Home to many skilled craftsmen and an enthusiastic workforce, Marva (as well as the Al-Shaer Sultanate as a whole) specializes in spices, uncovering lost secrets, and providing knowledge to most other nations. Of course such things do not sell for cheap, hence how the Sultanate has maintained such a well financial standing.

Districts

North gate
; As explained in the name, this is the northern gate. This is one of the most secure parts of the city, only rivaled by Ivy Gate and the palace itself. While certainly allowed to remain in this portion, it usually isn't recommended with the surplus of guards; some tend to be paranoid.   Ivy Gate; Ivy Gate works similarly to North Gate, however the only difference is the actual design of the gate. While most others are clean and sturdy Ivy gate is covered in all manner of vines and plant life. From the very ramparts of the wall reaching all the way down to the ground level, thick and luscious life graces the arid climate of The Sultanate. Despite the advice of his council, Imaad refuses to dispose of such life, and has even converted a portion that had once been the guards barracks to a temple to the god and goddess Enas and Nimis. Of course this wall, due to its situation, has even higher security than the other gates, and debatably is harder to sneak through.   West Gate; The western most gate, the black sheep of the entrances. While still well equipped, the western gate (as well as the buildings near it) are surprisingly the poorest. While still certainly livable conditions, the people here are less than desirable. Bribed guards, back alley dealers, even a gladiator ring in disrepair. If you're looking for cheap goods and maybe a chance to earn some shady coin, West Gate is for you.   White Garden; This is where the magic happens; most buildings in Marva are actually not permeant for the buyer. Instead each building is rented out to vendors for a fee, allowing them to comfortably set up shop without needing to worry about stuffing everything into one or two caravans. Some vendors spend their lives here, whereas others stay here for only a few months before venturing onwards. For those only passing through, there is a center open square for people to pile in their wagons of goods and barter in a more rushed and mobile style.   Charhall; This is the most traditional part of town; homes of commoners and workers that live in Marva, as opposed to only visiting it. There is an inn here of course, though it rarely receives the business that the White Garden District inns get.   East Ward; A continuation of Charhall, East Ward is farmer territory. While usually keeping to themselves, they are very protective of their crops; growing food can be a hassle, and in such an arid climate such as this many travelers tend to steal. As such it isn't uncommon for thieves to come into Marva with a couple of added bruises and cuts after being caught outside.   New Valley; Despite being located outside the main city, this little area is home to most nobles, and for good reason. Located just beside the palace, there's a healthy mixture of city guards, palace guards, and personally hired muscle by the council and other royalty. This is considered private land, and as such trespassers will be arrested unless otherwise given permission (such as the farmers).   The Palace; By far the grandest structure in all of land, Imaad's palace truly is a wonder to behold. Reaching high into the sky, its domed roofs loom over the entire city like a watchful eye. The grounds out front are public, allowing anyone to venture into the gardens and admire Imaad's generosity, and even a portion of the palace itself has been purposed as a cathedral for the public to gather and pray to the various gods of the Aythos pantheon. Venturing any further than this however is trespassing, and you will be met with harsh resistance.
Founding Date
738 T.E.
Founders
Type
Capital
Population
32,000+
Owner/Ruler