“Sunlight above,” they toast in the high estates. “Shadows below,” they curse in the flooded alleys. But Marazhan belongs to both. - Anonymous

Capital of the Vundrold Free People’s Alliance

The City of Three Faces

Marazhan is a city built not by design, but by necessity. It rises from the rocky heart of Tethiral Bay, a sheltered lagoon at the mouth of the great river delta that feeds the Silvered Expanse. The southern banks of the delta, rich with fertile farmland and soft soil, were spared the press of stone and city—too precious to build upon. So the people built where they could: atop a jagged landmass that jutted into the lagoon like a clenched fist.

What began as a trade post grew ever upward, layer by layer, ambition stacked atop stone. Today, Marazhan is a city of three vertical faces:

  • The Lower Layer, a shadowed tangle of canals, docks, and crumbling stone, covers the entire foundation and hums with the city’s rawest energy—labor, crime, industry, and survival.

  • The Middle Layer, spanning sixty percent of the city’s footprint, is a maze of skybridges, terraces, and overhangs, where artisans, informants, and merchants live in a delicate balance of light and shadow.

  • The Upper Layer, sunlight-drenched and golden, covers only a quarter of the landmass but holds the lion’s share of power. Here, merchant-lords and councilors peer down at the city that feeds them.

The city's veins are its gondola-laced canals, which flow through the lower level and carry goods, gossip, and ghosts from shadow to sunlight. To the north, sunlight blesses the great warehouse terraces and barge docks, where flat-bottomed riverboats arrive from across the Vundrold basin. These docks serve as both Marazhan’s artery of trade and its chokehold on regional power.

But Marazhan is more than a port. It is a crucible of conflict, where factions vie for influence behind gilded facades and flickering lanterns. The Ledger’s financiers, the Ghostwalkers’ spies, the Azure Sentinels' corrupt militias, the Black Tide’s smugglers, and the Gilded Abandon’s fractured idealists all make their moves in the city's many shadows. Deals are brokered in sunlight, but decisions are made far below.

To walk Marazhan is to feel its weight—not just of stone, but of stories. It is a place where truth hides behind reflection, where upward is safety and downward is danger, and where a child can be born beneath the city and never once see the sky. It is not kind, nor just. But it is alive.

And no matter what storms come from the Silvered Expanse or what power stirs downriver, Marazhan endures.