Jrusar

Jrusar is the capital city of the Oderan Wilds in northwestern Marquet.

Description
Jrusar is marked by five reddish rocky spires rising hundreds of feet above the jungle around and between them. It's theorized that the five spires were once one mountain that was destroyed by an unknown force during the Calamity.

The spires are connected, in part, by wire gondolas, which are available for public use for a small fee (1 silver piece) and which are controlled in part by stone automatons. The only rigid bridge connecting any of the spires is the Fatewalk, a wide stone bridge hundreds of feet long that connects the Core Spire and the Lantern Spire. Near the steps at the base of Jrusar live outcasts and people who wish to be free of the city's business structure.

Aerie Spire
The Aerie Spire is the tallest of the five spires but is thinner than the Core Spire, and most of the construction on it is toward its top.
 * Starpoint Conservatory: One of the two famous universities in the city.
 * Ascension's Rise: The other famous university.
 * A skyport for skyships.

Core Spire
The Core Spire is the largest, but not the tallest, of the spires.
 * The Chandei Chambers: The the well-guarded meeting place of the Chandei Quorum atop the Core Spire.
 * The Dayal Hall: A private school serving people of all economic backgrounds.
 * Fownsee Hollow: In the center of the Spire, hundreds of feet of climbable space with a network of ladders, walkways, cables, ropes, and rafters; numerous tunnels lead out from the unsupervised, ramshackle hovels to the streets. It is "where people go to disappear."
 * The Krook House: Where Ashton and FCG live in the Fownsee Hollow.
 * The Mirror Towers: A guild district of four towers located near the top of the spire. The Mirror Towers can be seen in the official art, at the top of the central Core Spire.
 * Moon Tower
 * The Windowed Wall (Viduun-Devaar): A residential neighborhood on the outside of the Spire near the base, with hundreds of homes featuring porches that offer a view. Home of Laudna, Imogen, and Dugger.
 * Dugger's house
 * Madam Zhudanna's house
 * The Vertical Gardens: A garden within the Windowed Wall.
 * Eshteross Manor (formerly the Prudaj Estate): Home of the reclusive Lord Ariks Eshteross.
 * The Prism Emporium: A general store on the main road high on the Spire. Owned and operated by Tuyen Otwana.
 * The Spire by Fire Inn: A six-story tavern built into the rock on the edge of the Spire.
 * Dreamscape Theater: An ostentatious theater owned by Stuvan Idrio.

Lantern Spire
Those entering the city on foot do so through the Lantern Spire, which has a thriving market in travel and tourist goods.
 * The Dawnfather Temple: A temple of Pelor.
 * The Prakash Pyre: The namesake of the Lantern Spire, within the Dawnfather Temple.
 * Elder's Post: A large cavern and grey market in the interior of the spire reached by a network of subterranean residential tunnels.
 * Advik's Wandering Curiosities and Collections: A curio shop operated by Advik.
 * The Root Trader: An apothecary and secret safehouse of the Hubatt Corsairs.
 * The Trove of Marwa: A general goods shop run by Marwa Endalia.
 * Yohaurag Smithy
 * Prudaj Textiles: A warehouse operated by Lord Eshteross and formerly by Mistress Prudaj.
 * Rapid Path Stables: A horse stable run by Willam.
 * The Weary Way Tavern: A tavern on the spire.

Lucent Spire
The Lucent Spire is the second tallest spire and home to many wealthy denizens of Jrusar.


 * The Diamond Horizon: A high-end bathhouse.
 * Hexum Manor: Home of Jiana Hexum.
 * Lumas Manor: Home of House Lumas.
 * The Golden Veil: A high-end boutique.

Smolder Spire
To the northwest of the Core Spire, the smallest spire serves as the industrial area of the city. It is full of factories belching colored smoke, and there is a lot of mining of metal, fuel, and gems. There are also some residential portions.


 * Factories
 * The Granite Hold: A prison.
 * Gurge Kisgregg's house
 * Neer-Matown: A quarry in the center of the spire.
 * The Soot and Swill Tavern: A drinking establishment.
 * The Take It or Leave It: Possibly a drinking establishment.
 * Underrush Mines: Southernmost and deepest mine in the spire, owned by the family of the same name.
 * Crownset Cavern: A cave system within the Underrush Mines.

Demographics
Because Jrusar's skyship port, like Ank'Harel's, is considered "open" instead of the more closed-off ones elsewhere on the continent, Jrusar is a cultural mixing pot, borrowing rites from many traditions.

People of many races commingle in Jrusar, to a greater degree than typically seen in Exandria: humans, dragonborn, dwarves, eisfuura, elves (including drow), gnomes, goblins, goliaths, halflings, katari, ogres, orcs, and pachydans, among others. The city is also home to half-elves, half-orcs, and uniya, people who are both half-orc and half-elf.

Nobility
There are several noble houses in the Oderan Wilds, known as the Mahaan houses, and many of them live in Jrusar, benefiting from their position. However, others are genuinely benign and try their best to improve the city.

Some of the noble houses are the following:
 * House Lumas: the house of the scholarly Lumas twins, killed in a mysterious attack
 * House Treshi: oversees official construction and has interests in at least three guilds
 * House Maysoon: owner of the Mahaan Maysoon Trading Company and producer of maps

Factions

 * Guro Coterie
 * The Chandei Quorum oversees and controls the larger populace of the region.
 * The Wardens of Jrusar, colloquially known as "Wilders", are the guards and law enforcement of the city working for the Quorum. Some of them are simurgh riders, called Sky Wardens.
 * The Ivory Syndicate, a criminal organization which seems to operate unchecked in Jrusar and across the Honored Trails.
 * The Hubatt Corsairs, an up-and-coming criminal organization that robs the corrupt rich and gives their takings to the poor. They are in frequent conflict with the Syndicate.

Trivia

 * Sillgoats are used as draft animals in the city.
 * Jrusar doesn't have conventional sewers, instead relying on downward-draining holes that empty directly at the base of each spire.