Masru
Shining over the waters of the river Ta, Masru is a beautiful maze of bridges, spires, gardens and palaces. Consecrated to Leveran, the people of Masru thrive on their freedom and pray to the skies for deliverance and prosperity.
Demographics
6863: Age of Ioth
Suggested Parentages
Category | Parentages |
---|---|
Dominant | Human, Dwarven |
Minority | Elemental, Hadozee |
Enclaves | Draconic, Grippli, Lizardfolk, Triton, Troll |
Groups | Elven, Goblinoid, Halfling, Orc, Tabaxi |
Individuals | Celestial, Equinal, Gnomish, Merfolk |
Singular | Flesh Golem, Locathah, Merrow, Siren |
Suggested Upbringings
Category | Upbringings |
---|---|
Dominant | Aquatic, Laborer, Maritime |
Minority | Athletic, Defender, Hosteler, Skilled Labor |
Enclaves | Banker, Caravaneer, Guardian, Specialist, Underwater |
Groups | Battle Savant, Beastrider, Draconic |
Individuals | Air Mage, Artificer, Consular, Graceful, Stoneworker, Water Mage |
Singular | Marid, Scribe, Tempest |
Category | Backgrounds |
---|---|
Dominant | Devoted Parent, Farmer, Fisher |
Minority | Homebringer, Sailor |
Enclaves | Animal Breeder, Guild Artisan, Guild Merchant, Pilgrim, Rider |
Groups | Acolyte, City Watch, Criminal, Entertainer, Evangelist, Independent Business Owner, Landowner, Shipwright, Smuggler, Soldier |
Individuals | Alchemist's Apprentice, Court Servant, Courtier, Diplomat, Innkeeper, Noble, Parfumier, Sage, Spy, Student of Magic, Urchin |
Singular | Destined, Magic Item Scholar, Spymaster |
Classes & Subclasses
Class | Subclasses |
---|---|
Alchemist | Amorist, Apothecary |
Artificer | Alchemist, Architect |
Barbarian | Path of Nature's Wrath, Path of the Storm Herald |
Bard | College of Botany, College of Dance, College of Lore, College of Tragedy, Greenleaf College |
Cleric | Air Domain, Change Domain, Life Domain, Love Domain, Ocean Domain, Tempest Domain, Water Domain, Wind Domain |
Druid | Circle of Storms, Circle of the Elements, Circle of the Sea, Circle of the Seafarers, Circle of the Sky, Circle of the Storm, Circle of Wind |
Fighter | Battle Master, Champion |
Gastronome | Culinary Maestro |
Monk | Way of the Elements, Way of the Four Elements, Way of the Open Hand |
Noble | Path of the Heart |
Paladin | Oath of Deliverance, Oath of Destruction, Oath of Flowing Water, Oath of Passion, Oath of the Elements, Oath of the Stormcaller, Oath of the Untamed Wind |
Ranger | Beast Master, Beast Whisperer, Corsair, Herbalist, Mariner |
Rogue | Acrobat, Alchemist, Alleyblade, Burglar, Fixer, Improviser, Inquisitive, Mastermind, Rapscallion, Smuggler, Swashbuckler, Thief |
Sorcerer | Divine Soul, Elemental, Storm Sorcery, Wind Soul |
Warden | Storm Sentinel |
Warlock | Animal Lords Patron, Elemental Lord, Genie Lord, The Winds |
Witch | Blue Magic, Fragrant Magic, Green Magic, Lunar Magic, Purple Magic, Red Magic, Tea Magic |
7344: One Last Ride
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As a center of trade and learning, Masru is highly cosmopolitan. Emankor humans form the core of the city's population, but people of all kinds can be found here. Khümüüs humans mingle throughout the city, some still members of horse trading nomadic groups, others have dwelled here for several generations. Proud Bronthans from the Solar Empire wear the bright colors and plumage of their homeland. Sharani scholars and merchants ply their wares in turbans and beautiful scarves.
In addition, a healthy dwarven population occupies a number of trades. Desert and Wind dwarves travel through the city in family groups, trading goods from far away. River Dwarves make a living transporting goods along the mighty rivers of Emankorrak. A few Hill and Mountain dwarves can be found, usually working as masons or smiths.
It is rumored that a delegation of Alfar, and even some Eladrin, currently call the manors of the city's nobility home. Such visitors would bear magic and secrets lost to Humanity, and the city is abuzz with whispers about their purpose here.
The plains of Emankorrak are home to Tabaxi catfolk as well, who can be seen mingling in the market squares and steep streets of Masru. Tieflings, descendents of the Demonic Imperium, fight for tolerance and acceptance. Nimble halflings run along banisters and bridges, navigating the polished stone maze of Masru with ease. The odd gnome can be found in a workshop or gawking at the wonders of Masru's marketplaces.
Occasionally a dragonborn from Okarthel will pass through the city, far from their home. They usually travel in armed groups and regard dragonborn from other houses with suspicion.
Beyond these, any manner of folk can be found in Masru's walls, passing through or carving a life for themselves among the waters
Government
6863: Age of Ioth
As the Priest Kingdom of Leveran, Masru is a theocracy with an (appropriately) fluid government. The Priest King serves until they choose to abdicate, or until the Bowl of Tears floods, signaling Leveran's displeasure or boredom with the current monarch. Beneath the Priest King are multiple ministers, appointed by the Priest King themself, to tend to Masru's various governmental needs. That said, the General of the Armies of Leveran is traditionally a Khemmu descendant, who has strong connections with the horse tribes of Emankorrak and can utilize their hit-and-run raiding tactics to strike at the city's enemies. The other cabinets are fluid and ever-changing, but the only other role chosen by the Titan themselves is the High Priest. It's the High Priest's responsibility to intercede on Masru's behalf with regards to the rain and weather, as Leveran cannot be troubled with such matters.7344: One Last Ride
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Emankor city-states usually have hereditary monarchs, assisted in their duties by a council of the most influential, wealthy, or accomplished denizens of their city.
The ruler of Masru is Eresua Duanna, who has taken the title "Garden Queen." She is approaching old age and will be succeeded by her oldest son, Telal. Duanna is famous for shrewd statecraft and being a hard negotiator, as well as a magnanimous host. The Hanging Gardens of Masru are her pride and joy, and famous throughout the land for their lush variety.
The most important role on the advisory council is that of High Priest. A High Priest is selected from the city's many, many temples, and is responsible for advising the monarch and interceding with the gods on the city's behalf. A High Priest serves ostensibly for life, but they can be removed if they fail to prevent or predict a terrible disaster, or if they abdicate their position. The investiture of a new High Priest is a major festival marked by feasts, parades, music, and ceremony.
Defences
A wall of brick and stone surrounds the city, but its position across two merging rivers makes it difficult to attack by land. Watch towers rise both on the perimeter and at the city's heart. Royal guards and town watchfolk train regularly, and a handful of professional soldiers drill both groups to ensure they are at peak performance.
If attacked from the water, Masru can drop gates and raise chains across its ports of entry, and redirect water pressure to flood or sink enemy ships.
Industry & Trade
6863: War of the Sun
Masru has two primary sources of sustenance. First, its rain fed fields are fruitful, though harsh rains can turn a crop from a boom to a bust. Second, the sea provides fish, as well as trade routes with Lyteri, Glukmoore, and the Priest Kingdoms along the southern reaches of the bay. Masru is desperate for outside resources and ships much of its grain and vegetables to mountainous nations overseas. The lush gardens of Masru allow them to grow exotic plants with rare properties, which are vital to the alchemicical, parfumier and mystical research in the city.7344: One Last Ride
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While irrigated fields along the shores of the river supply Masru with food, most of its wealth stems from its position along an important trade route. Merchants meet in Masru to gain access to goods from the Northern Kingdoms, the dragon clans of Okarthel, the desert empire of Sharan, and even the wonders of the distant city of Aberatum.
Most of Masru's inhabitants are merchants of some sort, though many citizens earn a living keeping the city clean and functional. The use of water power to mill grain and perform other tasks further supplements the city's economy.
Infrastructure
6863: Age of Ioth
Carved into the limestone canyons of the river Ta, water features are Masru's most prominent structures. Waterwheels turn to provide basic mechanical power, fonts and carved channels direct rainwater from roofs into beautiful curtains and waterfalls. When the rains fall upon Masru, it's said that half the city is sculpted from the waters of Leveran. Plaster and stone bridges provide access over the river to the two main sides of the city. Shipyards near the mouth of the river are constantly busy, sending out scouting expeditions, trade with the priest kingdoms across the bay, raids against the enemies of Leveran and more.7344: One Last Ride
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Built upon the river Ta, Masru is filled with water-powered ingenunity. Mills, musical instruments, locks, gates, canals and more wind through the city. There are numerous docks for rafts and ships, along with calmed canals where barges can lash themselves together to form floating markets.
Cranes of ingenious (possibly gnomish) design allow heavy cargo to be carried up into great silos and warehouses. Beautiful plaster or stone bridges rise high enough for masted ships to carefully wind their way through the city.
Limited plumbing with running water is one of the city's most famous luxuries, powered by watermills, natural pressure, and a little magic. These wonders are on display on Fountain Row, where temples to hundreds of gods can be found in a row, each with a holy font or waterfall at its heart.
Guilds and Factions
6863: War of the Sun
While the priesthood of Leveran holds the majority of power, prominent families of merchants hold some sway among the nobility. Furthermore, the Khemmu who ride along the wilds represent a vastly different culture that's integrated over the years into the Masrun way of life, but still maintains separate pockets.7344: One Last Ride
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There are few formal guilds in Masru, but most merchants have a favorite drinking hall or restaurant, and gather there with like minded merchants to discuss business. Informal guilds such as these wield power over the marketplaces and must be dealt with carefully.
Thieves are not tolerated in Masru, so most rogues and scalawags either live in hiding and fear, or band together for protection. A small group of daring and romantic burglars maintain a hideout somewhere in the city, and delight in embarrassing the wealthy nobles through daring heists and pranks.
Perhaps more than proper guilds, Masru has many temples. Fountain Row is home to over a hundred separate houses of worship, and each temple has its own interests and allies. Many merchants and craftspeople associate with a particular temple instead of a formal guild.
Noteworthy Temples of Masru
Ramius
The Stern Lord, The Final Judge, God of Death Relatively new faith (400 years). Organized, disciplined. Encourages the living to prepare themselves for service in the afterlife. Have established a place for themselves as truthtellers and arbiters of justice. Priests wear veils and elaborate makeup.Zeilar
The Sun Rider, the Grand Phoenix, the Reborn Flame, God of Rebirth Expansionist faith from the southern empire of Brontha. Aggressively seeking converts. Popular among the people. Firebrand preachers, message of birth, life, death, and renewal. Conflict with Ramian faith due to differences in afterlife. Vindurism The Sky Father, Hail Crowned, Voice of Thunder, Wind Father, Sky Sovereign Popular among the plainsfolk (non Emankor) and usually present in cities. Seen a very old faith, somewhat dismissed as provincial or barbaric. There are the strong and the weak. The strong must continually prove themselves and the weak must feed the strong and placate them. Worship of the Four Winds, ancestor worship (the dead are seen as joining the winds themselves)Narkhadim
Sin Al-Gawwar, Kindler, Wise Steward, Flame Father, Burning Lord, Crimson Potentate A religion spreading from the great city of Sharan, where the Sovereign of Flame rules over mortals. Exalts Sin Al-Gawwar as a bringer of civilization and culture. Enforces social norms and hierarchies. Demands innovation and discipline.Nannaru
The Watchful Way, the Mysteries of Light, They who Gaze A relatively new faith tradition, shrouded in mystery and obsessed with the stars. The celestial mysteries. Sages, astrologers, mystics and others who seek the meaning of the stars that appeared less than a century ago. Emphasizes enlightenment and compassion.Old Faith
Fey and elemental spirits. Kilidar Cloudmane, the Great Horse, is one of the most popular great spirits. Nari the Ox is another, a fertility and virility spirit. Biblu is the spirit of floods. All the animal spirits together are known as the Emamu.
Alternative Name(s)
City of Giving Rain, The City of Earthly Prosperity
Type
City
Population
150,000
Inhabitant Demonym
Masrun
Location under
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