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Marmore

Overview

Marmore is the largest of the colonial cities and the first major port in the region after leaving the World Government mainland. It is built on the entirety of a small island, covering it completely with minimal land left green (and that is jealously held by noble and trading families). It once had a large hill in the centre, which was almost completely quarried out for its beautiful marble which is at the core of Marmoran culture. Most of the government buildings (including the Viceroys palace) and mansions of powerful groups are built mostly from marble which is no longer cut from the hill, lest it lead to collapse of the existing buildings. The import and export of the material is also banned and it has taken on an almost holy significance in Marmoran culture.  

Demographics

The city is mostly populated by a mix of humans and gnomes, which form the majority, with sea-elves, dwarves and halflings being the other most significant groups.   Major: Humans (41%) and Gnomes (38%)   Minor: Sea elves (6%), Dwarves (5%) and Halflings (4%)   Enclaves: Elves (other) (1%), Aarakocra (1%), Half-orc (1%) and Warforged (2%)   Groups: Dragonborn, Water Genasi and many others.   Individuals: Perfurar Arquimago Krendin  

Culture

Palace: The Palácio de Mármore is an impressive construction which towers over the entire city and is made almost purely from marble. It is not merely a palace, but instead holds all of the official functions of the city and colonies in its large complex. While the inside is restricted to those with official business, the exterior is still impressive and those of acceptable social rank are permitted to walk its surrounds and the thin gardens around it. Many families of the upper classes will picnic there, especially as a way for a parent working inside to spend lunchtime with the rest of their family. While only the winner of the annual sculpture contest is displayed on the red square, all of the past winning entries are given their own unique spot in the gardens around the palace complex. Non-winning entries are usually returned to the sculptor or patrons residence, and are still a sign of prestige and a badge of honour among noble and merchant families.   Language: Marmore has both mainland and colonial influences and is the very definition of a cultural melting pot, often absorbing elements of those that travel through in addition to local customs unique to the island. Everyone can speak common, and official business, especially with the World Government but most locals prefer to speak the colonial creole language in informal situations.   Marble: Marble has taken on a semi-holy status in the city, with quarrying, importing and exporting all being banned, the material has become a status symbol almost as valuable as land. Once quarried from the central hill, most government buildings as well as those of powerful trade and noble families are built mostly from it. Every year there is a sculpture competition entered by craftspeople and nobles (via sponsored sculpters) alike, where the winning marble sculpture is displaying prominantly atop the Red Square. Winning is a sign of great esteem, as such many powerful people are willing to sacrifice stored marble or even parts of their buildings in order to give their sculpters the best chance of winning. The winner isn't always the biggest, with Hapthor Johansen, a little known gnomish jeweller winning with a one-inch tall, magnificently intricate statue three years ago. The death penalty is rare, but present in the city, with the accused being taken to the city centre and crushed by a giant marble slab, stained red with blood called the Red Square. A popular game is a form of 'marbles' played with small balls made of either marble, glass or pearl, with marble making the best balls, but are also risky to lose in a game. Citizens are given a small marble chip as a sign of their citizenship. Apparently the chip fits into the marble wall around the palace and can be confirmed as legitimate by being replaced into its slot where it should fit perfectly.   Western Reefs: The reefs on the west of the island are beautiful to behold either from what remains of the sandy shore that hasn't been built on, or by the small tourist boats that make frequent trips with tour guides who probably make up most of their historical stories. As the reef area is protected from active fishing, the sealife is diverse and beautiful. Poorer and tourist boats are expected to give a wide berth to any noble or wealthy boats cruising the shoals.   March of the Crabs: The only protected sealife are the giant crabs that inhabit the reef system on the Western coast of the island. Normally it is illegal to catch them, but twice a year as the currents shift, they travel from their normal habitat around the North of the island to the South where they breed before returning. On the return march the Marmorans will wade into the water among the reef and try to catch the crabs, being a rite of passage for teenagers who are considered adults after catching their first crab.   A Escultura: The most famous Marmoran was the great gnomish sculpter known as "A Escultura" who after winning the sculpting competition twice in a row, was given thirty seven blocks of marble and travelled around the colonies. When she found a settlement that met her approval, she crafted a statue of the local deity and had it positioned at the entrance to their port. As a result, superstitious traders tend to prefer ports blessed by A Escultura, with those without being seen as unworthy.   Marmore is virtually devoid of any sporting activities, at least those that require any significent space like a playing field. Some sports are present though, many of which coming from the mainland.   Fencing: Fencing takes place in two different formats on the island, the first more popular among the peasantry and middle class, with the latter more popular among nobles and officers from the mainland.   Esgrima is a type of fencing or swordfighting where players use blunted and exceptionally bendy or whippy 'swords' to try and displace a number of rings attached to the opponents body. It is played with a time limit and the winner is the one who flicks off the most rings. The match always continues until the time is up, even if one contestant has lost all of their rings, hoping to play for a draw.   Schmitte is a more brutal form of dueling popular with the elites where both contestents stand still and only using their sword arm, slice at their opponent. The match ends when one contestant moves their legs or other arm, or otherwise pulls away. There is no formal winner or loser as such, but instead their is a sort of honour or pride based on the size and amount of scars a participant receives - with the most scarred being the most honourable. This is frowned upon by many of the working class, believing it to be absurd and barbaric.   Locations: Sapphire Skiff is a fancy bar frequented by those doing business.

Economy

Being completely built up, there is no primary industries apart from fishing and similar aquatic endeavours. Instead it is primarily a trading hub, manufacturing centre and transport layover.   Major Exports: Textiles, furniture, luxuries, pastries and naval supplies.   Major Imports: Cotton, foodstuffs, wheat, tools, timber, coal and beverages.   There is also a very large amount of through-trade both raw materials and exotics from the colonies to the mainland as well as supplies, tools and people on the return route.  

Religion

Marmore boasts over one hundred small shrines to a wide array of gods and lesser deities. Those that are to the official pantheon are large, intricate and guarded with official priests ordained by the World Government. Lesser known deities and spirits tend to have smaller shrines hidden away in alcoves and back alleys. While they are technically forbidden, the city guard doesn't actively track and destroy them, so long as they stay out of sight of the nobility. The offerings left vary based on the deity such as:   Arduinna is a forest god, and saplings brought from the mainland are left as offerings (which the priests will take and plant in the gardens surrounding the palace).   Divona is a god of sacred springs, and offerings of waters taken from unique and important locations are spilled onto the top of an ornate miniature waterfall which flow into a fountain. The priests will use this water to spiritually cleanse devotees.   Cissonius is a god of trade, and a single coin of the most value owned by the devotee is left as an offering. As such many will attempt to trade for obscure coins like electrum or even platinum. The priests use these offerings officially to help aquire more wealth for the city, but it is unsure just who ends up obtaining said wealth.   Lesser deities and spirits tend to have more charitable donations:   Berobreus is a local good of the deep, often interpreted as the Marmoran equivalent to the underworld and death. Donations here are usually fragments of cloth and lead. Undertakers will use these materials to help with burials at sea.   Nabia is a local god/spirit of defence, referred both as a figure as well as the concept of protecting. Here devotees will leave either small knives, slings or patches of spare leather which can be taken by those without the means to protect themselves. The shrines to/of Nabia tend not to last long before the World Government will crack down on them and destroy them.   Coventina is the spirit of abundance and food offerings (usually scraps) are left for the hungry to take.   People of note Krendin Arquimago
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