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

Marran Empire

A D&D Campaign Setting

Organization

Map from the 1700s showing the Great Counties of the Marran Empire and their capitals. Grey represents the claimed but unincorporated lands.

The Marran Empire is ruled by the lord oligarch, a de facto CEO of the empire, who controls all government assets and signs off law for the empire. This is a life appointment made by the High Council (the heads of the nine richest houses) and only removable by death or unanimous vote. From the lord oligarch and council are derived the powers of the nobility, who are granted land or the potential rule of an area or army and total autonomy within those lands save for duty to liege lords (usually troops and tithe).

The major cities of the Empire are the capital and five county seats. The rulers of these lands are hereditary houses with enormous wealth and influence.


Politics

The nobility of the empire are separated into two dominant groups- the oligarchs and the explorators. The former group is the true power of the empire, with the wealthiest among them holding a seat on the high council in Vaumark. The explorators are mostly second sons or houses that have fallen out of favor, who now comb Letier for ruins that may hold wealth of great value. Typically, the explorators also hold station in or have a seneschal from the church of Urien (and rarely Sirrien, Hlyn, or Revannah) as well as an archerald attendant to legalize their endeavors and keep them within the house.

After the Desert Wars, Sirric and Urric clergy have fallen drastically out of favor in the Empire. To fill the Confederacy requirements, the priests of the relatively isolationist Hlynnites have become increasingly popular in the western cities.


Cities

Marran cities typically follow a basic suffix naming scheme. The capital, Vaumark, ends in '-rk'. Cities that have been incorporated (in a business sense) are suffixed '-rr'. Colonies, towns, or other establishments end in '-rl'. The major cities are all located near to an Uplift or Downfall (notated by 'U' or 'D').

Vaumark
U/D - The capital of the Marran Empire, seat of the oligarchy, port of the Verogods, Shipwright of Sigil, self-proclaimed New City of Portals, etc., etc.
Albermarr
U/D - The second largest city of the empire, as well as a massive naval port. Located in a massive natural pit, a huge fey cherry tree grows in the middle.
Tamarr
U - The hub of the miners' guild in the empire, the city has slowly grown to enormous size around (and in) a Fahrstone quarry.
Isamarr
D - Major port in the empire. The commercial shipwright here provides most of the non-military ships to the empire.
Arginmarr
D - Wandering island archipelago that appeared in a shift. Large silver mines. Incorporated soon after when the island's position appeared stabilized.
Souzamarr
D - Southern delta city. While Isamarr has structured brass orchestras, Souzamarr is famous for its street bands and revelrous atmosphere.
...others...

Colonies

Thundermarl
U - Once a free city in Tiban, it was captured for its fertile surrounding fields.
Vegemarl
D - Westernmost Marran colony of appreciable size. Significant dwarven presence and trade.
Vestimarl
U - A failed colony on the shores of a massive lake beneath Haelink. No word has been heard from the colony since soon after its founding.
...others...

Caffeine Prohibition

Caffeinated beverages are prohibited in the Marran Empire. Once popular and fashionable throughout the cities, they were labeled dangerous after the discovery of wizardry: caffeine is an explosive radical to arcane casters, and causes the most basic of spells to go drastically awry.