Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Isamarr

A D&D Campaign Setting
Revision as of 18:36, 14 June 2016 by Ariese (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

A major port of the world, Isamarr is the first stop for many on the way to the Wandering Isles. The city is the fourth-largest in the Marran Empire after Vaumark, Albermarr, and Tamarr. It sits upon the cliffs of Laverr, overlooking a huge bay. Due to the proximity to the southern forests and mountains of Nalarin, Isamarr boasts extensive trade by land as well as the typical Marran sea trade. Hael and Dwarves are accepted as normal here.

The city boasts the world's largest shipwright for private ships as well as the nearby Banik River necessary to deploy them. Despite the distance from the rest of the continent, the river makes it the primary port of departure for trade with Fornmidr, Nassis, and the western Marran colonies. The river does have a minor downside: downstream from Tamarr, another major city, the watch of Isamarr must take care to identify any bodies that may wash up on shore as they sail by.

Marran nobility has a typical method of rule in Isamarr. The local lord, Count Nustangaci, allows for the appointment of a mayor for civic laws, but holds the write to dictate trade and tithe to himself. Additionally, the local arm of enforcement is in the County's control.

Isamarr has been left out of any direct combat in wars, but has its share of disaster in the past. Eleven years ago, a great fire broke out on the edge of the city. The quaestor-general pinned the cause as a caffeinated mage, but has not been able to find a suspect. The fire destroyed a fifth of the city, left a smouldering crater, and threatened one of the grand stones of marmaron that protect the city. Lord Brunel created The Chambers to prevent a disaster of this scale threatening the rest of the city.

Notable Locations and People

Locations

Isamarr Shipwright
Luxurious commercial ships, sleek exploration vessels, and occasionally even a Hael tree ark are built within this harbor.
The Galleys
Providing hard, cheap labor for the shipwright, prisoners are rented to the draftsmen and houses of Isamarr to construct the ships.
County Prison
Overhanging the bay, the "Cesspit" is a miserable place of internment above the sea. At least you get sunshine and a breeze on good days.
Cathedral of the Waters
This cathedral is a massive structure in the heart of the city. Here, the bishop organizes great concerts in tribute to Savulcian and Urien.
The Lord's Manor
The ancestral home of the Counts Nustangaci, it towers above the sea.
The Aqueduct
Older than the Marran Empire, this piece of Sigil purifies the river of Banikon, making it safe to drink and distributing it to the city.
Archeralds' Guildhall
As with any reptilian city, the archeralds enjoy a well-constructed building with many tools and comforts.
Lighthouse Island
A small island to the south of the city, it guides ships in... and allegedly guides escapees out.
The Chambers
The Count showed remarkable foresight when he redesigned the Fahrstone shrines within the city. Underground, fireproof, guarded rooms keep the precious mineral safe and secure. This prevented the blaze of 1848 from a much more demonic outcome.

Shops

Cartography House
A local member of the Cartographers' Guild, this minor house sells maps of the local area, the Marran Empire, and up-to-date maps of nearby islands.
Brassworks
World-renowned maker of wind instruments, particularly trumpets and eladrin horns.
Bail for your Bail
For those unfortunate enough to be taken to jail, this seedy shop might provide enough time to find a lawyer and avoid a prison sentence in the Galleys.

Major Figures

Count Brunel Nustangaci, "Lord Brunel," "Count Nustangaci," "Bard of Isamarr"
Dravic lord of the city, master draftsman, and expert horn player.
Quaestor-General Godfried Nustangaci, "Quaestor Godfried"
Nominally the head of city law enforcement and militia, he is the younger brother of the Count.
Quaestor Renault
The man in charge of security at the Chambers. Second-in-command during the blaze, he led a brigade, demolishing structures to prevent the spread of the fire.
Quaestor Pierescu
The day-to-day head of the local police. Despite the presence of the prison, he manages to keep crime in Isamarr fairly average for the empire.
Baronet Keagon Kadet
Former public defender turned politician. This dragonborn opposes the methods of incarceration in the city. Butts heads with the ruling family.
Bishop Beltre, "Lord of the Winds"
Savulcian holds sway over both the wind and the winds- the squalls and the horns. His priest is a jovial composer who plays up both of these aspects.
The Warden
Bored, world-weary master of the prison. He cares little for your concerns, and has very few himself.