Maru Qet

Maru-Qet is and Egyptian-flavoured land with brown dragon pharoahs and initially appeared in the 4E D&D Draconomicon Chromatic Dragons p240).

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Maru-Qet is the largest land left in Iomandra, though most of it is barren desert. The kingdom's populations have mostly settled along the many fertile river valleys that wind their way through the deserts. Although nothing compared to what it was in the past, Maru-Qet is also the oldest nation of Iomandra, now split into militant city-states. Brown dragon overlords have ruled for countless generations and continue to do so today, though some city-states have moved to dragonborn rule.

COMMON KNOWLEDGE

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The land possesses great wealth safeguarded by a mighty military. Dragonborn and dragonspawn viziers or monarchs rule the city-states under the guidance of the dragon pharoah Nefermandias (4E D&D Draconomicon Chromatic Dragons p240) who lairs somewhere in the vast desert, but visists each of the city-states every year or two.

Although very militant, there are schools of wizardry scattered throughout the cities. All wizards are expected to be a member of the local school and each school specialises in a particular form of magic. Some city-states are renowned for their specialised magic, such as Sarshemu and its shadow magic.

Religion is mostly centered around the worship of Tiamat and the pharoah Nefermandias, one of Tiamat's greatest allies. The worship of other draconic deities is mostly tollerated. The Old Gods of the Sun are ancient deities once worshipped by the humans and other races of the land. Many of these have perished or been forgotten. Most city-states outlaw their worship within city walls but toloerate isloated temples in the wastes.

Honor is very important to the people of Maru-Qet, though it is an honor system hard to understand by the free peoples of central Iomandra. One’s word and loyalty are everything, and one would do anything to maintain their honor.

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REGIONAL FEATURES

Avvarmar (City-State)

Based on Amonket from Magic the Gathering.

Located in northern Maru-Quet where the northernmost river exits from the large lake.


Bemembu (City-State)

Based on Bashar'Ka from the Nyambe setting.

Located in western Maru-Quet on the central scrubland peninsula.


Ged-bezu (City-State)

Based on Bashar'Ka from the Gethrya Kingdom of the Desert Jewel region of the Shadow World setting.

Located along the Desert Jewel River of northeastern Maru-Qet.

Known for its fire priests.


Kharri

Kharri (City-State)

Based on Khemit from the Necropolis adventure.

Located along the river in the foothills of the mountains in eastern Maru-Qet.


Nedju-Nekhma (City-State)

Based on Nuria Natal from the Southlands setting.

Located along the main river that flows into the large lake in northern Mar-Qet.


Rakruna (City-State)

Based on Raam from the Dark Sun setting.

Located between the two ranges of hills just north of the neck into southern Maru-Qet.


Sarshemu (City-State)

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Based on the land of Osirion and city of Sothis from the Pathfinder setting.

Smaller city-state along the river in southwestern Maru-Qet. The city-state is ruled by The Ruby Queen Esiti Kakra, a redspawn arcanis. The city is built around a gigantic dome formed from the shell of a great scarab beetle's carapace. Some say this is the remains of a herald or avatar of the god Khepri. The dome is attended to by the sacred scarabfolk (kheprid) guardians.

Like most others, Sarshemu is a militant state where the dragonborn rule and the humans and others form an underclass. The city is renowned for its shadow magic.


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PEOPLE OF MARU-QET

Dragonborn are the dominant and most populous heritage across Maru-Qet. They rule each of the city-states. Most have dragonspawn of some sort among their specialised roles. Brownspawns are common as shock troops and bodyguards. Redspawns are often members of wizard schools or advisors to rulers. One even rules in the city-state of Sarshemu.

Almost as populous as the dragonborn in some city-states, humans form a large underclass.

All sorts of heritages can be found in the different city-states, be they members of strange races from the dry lands such as kreen or gnolls or visitors to the shores (ratfolk and halflings) or members of odd, isolated enclaves such as sebeccai, dvati and kheprids. Some of these heritages were likely created by the Old Gods of the Sun, such as Set creating the gnolls and Khepri creating the kheprids.


ADVENTURERS

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GROUPS & ORGANISATIONS


INDIV GROUPS

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