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Marth Ice World
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ANCIENT ONES... ASTRONOMY... CALENDAR... DESCRIPTION... G.A.S.P.
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MARTH MAP

MARTH KINGDOMS

ANMOR
Chaotic-Good
Gray Human

All the cities and towns are finished.

GALLETH
Neutral-Evil
Shadow Elf
Black Human, Wolfen

GHURRZ
Lawful-Neutral
Gray Dwarf
White Human

GLUK-SHAR
Chaotic-Good
North Gnome
Yetti

GROST
Neutral-Good
Dark Dwarf
Black Human

HURRN
Chaotic-Good
Ice Dwarf
Yetti

JOR-KIT
Lawful-Neutral
West Gnome

KHORR
Neutral
Dark Dwarf
Black Human

KHWARR
Lawful-Evil
Gray Dwarf
White Human

KROMA
Lawful-Evil
Black Humans
Wolfen

LINDO
Neutral-Good
Blood Elf
Gray Human, Wolfen

MARZUL
Neutral-Evil
Giants
Yetti, Ork

MHORRX
Chaotic-Neutral
Fire Dwarf
White Human

NANDAL
Neutral
Shadow Elf
White Human, Ork, Yetti

RALLOS
Neutral-Good
Blood Elf
Gray Human, Wolfen

RANTH
Chaotic-Neutral
White Human
Ork, Yetti

All the cities and towns are finished.

RELLEV
Neutral-Good
Twilight Elf
Brown Human

All the cities and towns are finished.

RHOSHT
Lawful-Good
Dark Dwarf
Brown Human

SHEDDON
Lawful-Neutral
Brown Human

SLE-OK
Neutral-Good
South Gnome


ANMOR

Alignment - Chaotic-Good
Government - Monarchy/Feudalism
Culture - European Middle Ages
Races - Gray Humans
Average Day Temperature - Whole Kingdom –20F to –39F

Anmor is known for its bloody civil wars between rival lords. Anmor is almost always in some sort of warfare with its own people. Honor, loyalty, and patriotism in the Kingdom is important but when one Lord's honor is spit on the wars begin. Caution is always a good partner to travel with when moving through Anmor. It is known for its many Orders of Knights. The society is breaking down from the inside as many of its youth die each year as a result of almost constant war, and brutal war games. Some have tried to unite the kingdom under one banner, but the others will not yield to another Lord unless he has bested him several times on the battlefield. Lords are never killed on the battlefield since they are ransomed back for considerable money. Anmor has only fought under one banner one time in its entire history, and that is when the Dwarves of Rhosht attacked in the Dwarf Wars.

Anmor has many torgs. A torg is a beast with large padded feet on its hind legs, with small hands on its front legs. It stands semi-vertically and is used for mounts in traveling. Horses died out with the snow. The torgs also have ram-like horns that they use to defend themselves with. Anmor captures these torgs and ships them to other kingdoms in trade for other goods. Some torgs have escaped owners and are living in Lindo and Rallos, but their numbers there aren't nearly as high as in Anmor. The cost for a torg is 20% higher than what a horse would be if they existed.

GALLETH

Alignment - Neutral Evil
Government - Militocracy / Satrapy (Conquered and representatives from Kroma rule)
Culture - Merchant oriented, Money rules all
Races - Black Human, Shadow Elf, Wolfen
Average Day Temperature - South Galleth –20F to –39F, North Galleth –40F to –59F

In Galleth magic is forbidden. Magic used to flourish like in Nandal to the North, but since the occupation by Kroman forces, Magic Users when found are put into chains. Only the Government, using these enslaved magic ssers by anti-magic chains, can wield magic in Galleth.

The Thieves Guild has a strong hand in the kingdom, bribing officials left and right to get their way. There is a Resistance to the Kroman rule there, but the Kroma Officials make a point to horrifically torture those it catches from the Resistance to sway those who might support them to stay culled and in line. The Wolfen support the Resistance wholeheartedly. Kroma has taken much of the Shadow Elf population and put them into slavery, either performing mindless tasks or forced to use their magic in service of the officials from Kroma. The officials have tried to put Wolfen into slavery but these Wolfen, unlike those in Kroma, have a very independent streak and would rather die than be under bondage. Many kill themselves if enslaved, not being able to stand the lack of freedom.

KROMA

Alignment - Lawful Evil
Government - Military King
Culture - Evil Spartan, Torture of the young, Grim and Cruel, the civilians live in constant fear
Races - Black Humans, Wolfen
Average Day Temperature - South Kroma –20F to –39F, North Kroma –40F to –59F

Kroma is a very Warlike Kingdom and an altogether unpleasant evil place. The God BaeNur is is still worshiped throughout the kingdom as a mandate from those in charge. Children in Kroma are only thought of as meat for the armies of Kroma. From birth the children are raised in horrible conditions to "toughen them." Every person of Kroma has endured unimaginable torture growing up, and all of the citizens have scars to prove it. The Army of Kroma is one of the best in the world however, as well as the cruelest.

Those too weak and scrawny or sickly are sacrificed to BaeNur with the chant, "Cleanse the weakness from us." Kroma is known for its dark cloaked silver masked Questioners that are really torture experts and murderers. These Questioners are the leadership of the kingdom under its King. They keep the army and the kingdoms women in constant fear and obedience. There are some that say that Kroma has been experimenting with the dead that wander Marth and have performed ghastly experiments on them. Strange things are said of Kroma but most is rumor since most do not enter its borders. Many refugees flee the kingdom to find refuge in the service of the hidden Dwarf kingdomss, and Galleth. Jor-Kit has an agreement with Kroma that it will not accept refugees, in return for its independance.

LINDO

Alignment - Neutral-Good
Government - Matriarchy (rule by oldest ffmale) & female Republic
Culture - European Renaissance, Art, Magic, and Science (to a limited degree) flourishes
Races - Blood Elf, Gray Human, and Wolfen
Average Day Temperature - South Lindo –20F to –39F, North Lindo –40F to –59F

Unlike Anmor that is constantly warring with itself, this society has united under the Blood Elves and is ruled by the eldest female in the Royal Line. She has the most say in how the kingdom is run, but the females in the Council can stop her in some of her goals. This Council of women tells the Queen when she goes too far; they are voted in every 4 years. The Council has gotten rid of problematic Queens in the past through poisonings and murders. So it is a balance of power, but the Queen still holds most of it.

The Blood Elves still consider themselves part of their Tribes (Wind, Water, Ice, and Fire) but they have been "civilized" and have left their old wandering ways and started to settle in one location unlike their brothers in Rallos. Lindo has many cities and towns and has a very well preserved road system. The Wolfen guard the roads and maintain it, although they still shy away from the cities and towns, and only enter them when they must. The Wolfen say that the towns and cities "smell of death and sickness."

Although Rallos and Lindo are still very close and are allies, they see differently on many issues such as "civilization."

MARZUL

Alignment - Neutral-Evil
Government - Monarchy, Giant King
Culture - Tribal and Clans
Races - Giants, Yetti, Orks, Dwarves
Average Day Temperature - South Marzul –100F to –119F, North Marzul –120F to –139F

Thrym the Giant used to rule this northern kingdom, but he was killed by the Giant Grog who wielded what he claimed was the axe of a dead god. Grog has organized Yetti, Ork, and Dwarf tribes and clans into a semi-cohesive kingdom. When small groups disobey the king, he goes forth and kills a bunch of them brutally, until they see it his way again. He rules with his bloody axe, and any who disagree must face him eventually. Grog hasn't attacked any other kingdom, which sometimes angers the populace. In fact he has started making relationships with the neighboring kingdoms that Marzul had fought in the past.

NANDAL

Alignment - Neutral
Government - Magocracy / Oligarchy (3 wizards rule the kingdom)
Culture - Different Houses vie for power with magic and assassinations
Races - Shadow Elf, White Human, Ork, and Yetti
Average Day Temperature - South Nandal –60F to –79F, North Nandal –80F to –99F

Nandal is known for its rare poisons and assassin guilds. The many Houses of the kingdom vie for power of the Kingdom. Whenever one of the three wizards dies the most powerful and nefarious wizard of one of the Houses replaces them. Nandal has a strange balance of power. The White Dragon chooses the wizard rulers when one of the ruling wizards dies. She doesn't really have any other power than this, but she lives a comfortable lifestyle because all of the powerful houses try to stay in favor with her. At this time the oldest White Dragon is a female. The Three Wizards serve for life but those lives are usually pretty short compared to those not in power, because of all of the intrigue and death.

Family feuds between the Houses sets the background of this strange kingdom. Many in the kingdom self poison themselves to work up immunity to poisons. Over the years this has led to a natural immunity to poisons. This kingdom has high espionage and it is wise to watch what you are saying and where, if you don't want somebody to hear it through the chains of intelligence.

RALLOS

Alignment - Neutral-Good
Government - Elf / Human Geriatocracy (rule by the eldest)
Council of 20 - 4 members from each Elf Tribe: Fire, Ice, Wind, & Water and 4 members from the Gray Human Towns, Wolfen belong to the Elf Tribes
Culture - Aboriginal (similar to Plains Indians) / "Civilized" Towns and Villages
Races - Blood Elf, Gray Human, Wolfen
Average Day Temperature - South Rallos –20F to –39F, North Rallos –40F to –59F

Rallos is a Kingdom that has two forms of government. The Council of 16 of the Blood Elves and Wolfen meets with the Republic of the Gray Humans and discusses topics that they share between them. The Tribes of the Elves and Wolfen have no cities or villages and migrate with the herds of animals that wander the tundra. Mostly the Tribes avoid the Human cities, and some conflict has arisen between the two as a result of "purchasing land." The Blood Elves view the land as open to all, where the Humans are more of a view of ownership and settlement. There have been small massacres and battles but not to the level of civil war. The Blood Elves are known to smear themselves with the blood of their kills on any successful hunt or battle. The Wolfen and Elves fight side by side and view each other as brothers. The Blood Elves drink the blood (as that is all they eat/drink) and the flesh of the kills goes to their Wolfen brothers.

RANTH

Alignment - Chaotic-Neutral
Government - Tribal Chieftains and Clans
Culture - Barbarian/Viking/Tribal
Races - White Human, Ork, Yetti
Average Day Temperature - South Ranth –40F to –59F, North Ranth –60F to –79F, Very North Ranth –80F to –99F

Ranth is known to all outside of it as a place to avoid unless necessary. Ranth is a very chaotic place of Barbarians and Tribal Disputes. Many small battles are fought amongst the tribes on the frozen tundra.

Ranth has also attacked all of their neighbors in the past. Ranth has attacked Rellev the most and hatred has sprung up in their hearts for those who live behind the Giant Ice Wall of Rellev. They yearn for the riches and wealth of that kingdom and wish in their hearts to plunder it. Rellev let small bands inside the Kingdom to talk of peace and suffered for it greatly as those from Ranth betrayed the Elves trust and killed and plundered. Most Rellevians still hope one day to make peace with Ranth, but Ranth is dead set on plundering the rich kingdom. Ranth's attacks on the other kingdoms didn't amount to much, but they attack those around them often hoping to find some weakness.

Ranth used to be only a small Kingdom in the North and Rellev was a larger Kingdom. Ranth expanded its borders south against Rellev until the Ice Wall was built.

RELLEV

Alignment - Neutral-Good
Government - True Democracy
Culture - Peaceful, Lovers of Knowledge and Magic
Races - Twilight Elf and Brown Human
Average Day Temperature - Whole Kingdom –20F to –39F

Rellev has always been the Neutral Kingdom. It is a place of much learning, knowledge, and peace. Rellev has been attacked many times from Ranth to the North and it has always turned the tide with the aid of Magic. Rellev is open to all the races of Marth and none are turned away if they seek knowledge and wisdom. Many kingdoms when debating peace accords will sit down in Rellev with one of the gifted mediators there.

All of the Twilight Elves are blind having been born with no eyes. Some say that this blindness was a punishment of the gods for something done in the distant past. But whatever their ancestors did they have more than made up for it in generosity to the other races. There are great sages, sorcerers, wizards, and bards from this kingdom.

All Twilight Elves gain a familiar at birth to aid with their lack of sight. Some give up the familiar when bonding a Humanoid, others keep them since they have grown attached to them. This bonded humanoid can be any humanoid, but it is typically a Brown Human, because the bonding is mutually beneficial. The Brown Humans have dwelt along side the Twilight Elves in Rellev for as long as anyone can remember. The Brown Humans are known for their lack of speech (being born mute) and make use of a hand sign language known as OmDu "Deadly Silence". They have worked for and served their leaders well. Many Brown Humans are bonded to one specific Twilight Elf and lead them around and aid them. They are magically bonded to an Elf, and both the Elf and the bonded humanoid know the others thoughts and emotions. The mutual relationship gives the Elf some defense against the world, and the Human gains a living and his family is taken care of by the bonded Twilight Elf. Having someone who knows all of your thoughts helps the Brown Humans when they can't communicate with those who don't know the sign language OmDu. All the humanoids so bonded, do so of their own free will. This bonding is much like the bonding between a Sorcerer or Wizard and their familiar. The lives of the Bonded Humanoids are 3 times longer than what it normally is for their race.

In the past when the gods wanted to talk to the people it was through the hereditary Oracle of Rellev. Once a year he entered a holy place and returned with a message from the gods and spoke in the voice of the god who was speaking. Many came from miles around to see this event. The Oracle still keeps his or her vigil, but they know that the gods are now dead and gone. The pomp and splendor of the Oracles had faded with the dying of the gods, but they hope that one day they will hear a voice from outside the confines of the world.

Rellev has a giant Ice Wall to the Very North of the Kingdom. This Ice Wall has been built and maintained for centuries. It was built many years ago to keep back the attacking hordes of Ranth. The Wall is constantly manned as the threat of Ranth is constant. Those who guard the wall are sworn to defend it with their lives. The families of the wall guards live in the towers on the wall, or if they are stationed close to the town of Kessel, they live there. This band of Twilight Elves and Brown Humans is known as the Brotherhood of Silent Watch.

SHEDDON

Alignment - Lawful-Neutral
Government - Autocracy (Supreme Rule of One Hereditary Ruler)
Culture - Similar to Eastern & Asian
Races - Brown Humans
Average Day Temperature - South Sheddon –20F to –39F, North Sheddon –40F to –59F

Sheddon is a very strict Kingdom and it is very severe with its punishments. No one is allowed to carry arms in the Kingdom and those who are found carrying them are thrown into prisons. Because of this law against weapons many Monk factions have sprung up. Weaponless combat is an art form that sprang from the harsh conditions.

Those who are found guilty of more serious crimes have their hands chopped off or have their Achilles tendon sliced (permanent move penalties.) Public hangings and punishments are common in Sheddon. Many Brown Humans have fled to Rellev over the deadly mountain passes, or pay the South Gnomes for passage through the mountains. The Sough Gnome passage is very expensive but many pay it because the passes over the mountains are very dangerous from the intense cold. Those who are caught fleeing Sheddon are publicly punished and put in prison, or killed.

Sheddon has gone to war against Sle-Ok and Anmor in the past. It is rumored that Sheddon secretly lusts after Rellev, but they have never attacked that kingdom. Sheddon has sent scouting parties, and is thinking of settling the North East of Marth, that is loosely owned by the North Gnomes.

THE HIDDEN KINGDOMS

Not much is known of these isolated kingdoms: Ghurrz, Gluk-Shar, Grost, Hurrn, Jor-Kit, Khorr, Khwarr, Mhorrx, Rhosht, and Sle-Ok. They stay to themselves and most people that enter these kingdoms do not again see the sight of the suns.


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