Marmora

Erstwhile City of Splendors

Marmora is a distant and decaying city of splendors in eastern Nubir, on the north coast of the Aspros, most akin to Istanbul by way of Agrabah. It is nominally a theocracy with a high priestess, the Calipha, ruling in the name of the faith of the "Lawgiver," a religion considered heretical across most of the Firesea region which casts each of the gods as merely aspects or parable-examples of one higher deity. This faith once held considerable sway in eastern Nubir, and contributed to Marmora's importance as the capital and holiest city of a widespread theocratic empire. The calipha's grip on her people and lands weakened considerably in the wake of the chaos of the Daemon Winter, as the people lost faith in both the Lawgiver and the government, especially given the renewed activities of gods now free of daemonic impediment.   Now the city is more known as a den of decadent iniquity, operating just barely in the verge of light and shadow, openly mocking the ineffectual efforts of the templars to enforce moral and social order. The many once-proud fountains are poorly maintained and produce tainted water, the depleted soil of the region produces pale and unhealthy produce, and even the deep stone and ore brought into town to shore up the crumbling structures and feed the dying industries seems to emit a sickly glow out of the corner of the eye. Marmora now is sustained largely by its location alone, which has always made it the nexus of various valuable trade routes, and gives it easy access to the Aspros and other mercantile poleis like Phenike.   All of this notwithstanding, the people have learned to adapt. Even the lowliest peasant born here has some facility for minor magic, a trait which has only grown more extensive since the city became bathed in sickly light. This magic is used to eke out a living in the endless warren of alleys, which taken in their entirety sprawl across a space as great as the entirety of some other poleis. It is also used to cultivate exotic resources and manufacture unusual goods, which help sustain what presence Marmora has left in the regional trade network.  

Marmoran PCs

 
  • Proficiencies: You gain one bonus skill (Arcana, Insight, or Survival). 
  • Inured: Add half your proficiency bonus (rounded up) to saving throws against spells and magical effects. 
  • Arcane Gift: You learn one sorcerer, warlock, or wizard cantrip of your choice; choose Intelligence, Wisdom or Charisma to be your casting modifier for this spell.
  • Everyday Magic: You learn three 1st level spells of your choice from any class list that have the Ritual tag. You can cast a number of rituals for free each day up to your proficiency bonus, if their component cost is not greater than 100 gp. If you are a spellcasting class, these spells are also added to your spell list and spells known, and count as spells of your class.
Type
Large city

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