Marahuk

"We're open-minded and accepting of outsiders. We even allow filthy,
greedy, untrustworthy dwarves to trade in our markets... provided they
behave themselves. How can you get more understanding than that?"

**Marahuk**

CN Large Town

Corruption -2; Crime +1; Economy +1; Law +0; Lore +4; Society -1

**Qualities** Broad Minded, Racially Intolerant (dwarves), Strategic Location

**Danger** 5

**Government** Magical

**Population** 3550 people (2000 human, 400 halfling, 300 hobgoblin, 200 gnome, 200 sylph, 150 oread, 100 undine, 100 ifrit, 100 other)

**Notable NPCs**

**Archmage Laeris Errentuul** TN female Sylph Wizard 12

**Corrick Fireborn** LN male Ifrit Sorcerer 10

**Melodis Veswin** CN female Human Arcanist 10

**Ambassador Korsk** NE male Hobgoblin Rogue 6 / Fighter 3

**Marketplace**

**Base Value** 2,200 gp; **Purchase Limit** 10,000 gp; **Spellcasting** 6th

**Minor Items** 3d4; **Medium Items** 2d4; **Major Items** 1d4 items

The citadel of Marahuk was built over a thousand years ago as a
military fortress to exercise control the Sanasid mountain pass. While
there are other ways over the treacherous mountains, this is the only
sensible one. In terms of its recent history, Marahuk was controlled by
the dwarven Kingdom of Kiroth. Its mostly-human populace resented their
dwarven overlords, but they had little choice against the might of the
Kirothi Legion.

Some two hundred years ago, a genie-binder named Derahin seized
control of the town and shut off the vital trade route across the
Sanasid mountains, effectively cutting the Kingdom of Kiroth in half.
The Kirothi legions responded, but vastly under-estimated the wizard's
guile. Thought the Kirothi mages were more powerful, he laid cunning
traps and eliminated them.

Marahuk has never fully recovered from the devastating war that
granted its independence. The dwarven population has long since been
expelled, but they are surrounded on all sides by non-human populations
and being a mountainous city have little in the way of local agriculture
 and rely on trade and magic for survival, limiting the settlement's
population.

The Tower of Derahin is the largest and most impressive structure in
the town, and has hosted successive generations of apprentices learning
the art of genie binding. The wizards and other residents of the tower
effectively control the town, with the elected mayor having no real
power or influence.

The current Archmage of the tower and ruler of Marahuk is Laeris Errentuul, the great great granddaughter of Derahin and 1/4 Djinni. Many
 of the citizens of Marahuk bear the ancestry of genies, and it is
particularly common with those who are closest to the wizards. As is
tradition, she has appointed two individuals to serve as her advisors.
Her choices of Corrick Fireborn and Melodis Veswin are mostly political
in nature, as the three do not get along easily but can better keep the
peace in the settlement.

Politically, Marahuk still borders the Kingdom of Kiroth. However,
the loss of Marahuk caused the southern half of the empire to lose
considerable territory to invaders. With the pass closed, reinforcements
 from the north could not arrive easily. The hobgoblin Kingdom of
Massereen has take control of much of the region. Marahuk carefully
plays its political cards, remaining ostensibly neutral but concerned
with retaining a balance of power to ensure neither Kiroth not Massereen
 will turn upon them.

The human population of Marahuk has grown accustomed to working with a
 variety of different and strange races. Genie-kin especially are
well-regarded, but other races including hobgoblins, halflings, and
gnomes are also common within Marahuk's walls. The sting of oppression
from Kiroth is still felt strong, however. While the settlement will
allow dwarves to enter, they are never trusted.