The Sovereign Kingdom of Martzhein Organization in Aetheus | World Anvil

The Sovereign Kingdom of Martzhein

The great human sovereignty of Lorthal, dominating over the central hinterlands of the west and far western and southern coasts of Lorthal, bordering the Aegecean Ocean and Ventura Sea. Their lands are defined by the White Tower Peaks. Its capital resting within the heart of Martzhein, in the broken mountain pass leading towards the Great Falls Canyon, known as Solverum.  

GEOGRAPHY


The western country of mankind is defined by the glorious and clouded white mountains of the White Tower Peaks of the West in Western Lorthal. It is bordered by the west by the wide expanse of the Aegecean Ocean and the coastlines of the Ventura Sea.

THE WHITE TOWER PEAKS OF THE WEST

The whole mountain range crosses all about Martzhein, the far northern peaks are a wintery region giving ice-cold winds across the region, surrounded by a ancient cold-pine wood and several lakes fed by birthed rivers from the peaks itself - remnants of icy glaciers in the centre of the mountains (cupped within), holding within the mountains a frozen blue lake. The highest mountain of the region is referred to as Mount Gaulose. Made from a proud, cold and white stone - filled with veins of iron, silver and tin and cold iron.   On its northern range border is the Sokoyva Taiga. The lands on the edge of the sovereign kingdom are referred to as the Boreal Marches, and ruled over by the Lords of the Gray Hunt. On the northern east face, the land between the mountains and the Grand Fall Canyon: the Ridgefields. A border region that rests in contact with those that work and live in the Great Falls Canyon - a fertile breadbasket of crops and fields and raining misty lands; home to the Ridgefolk. On the north-western face, the Valley of the Riddick. The Riddickmen are lauded to be some of the tallest and strongest of the human lands, beset by dangers of mountain-dwelling creatures and a cold windy valley. There rests the Lake Glacias, a blessed region said to hold a great maiden spirit. On the far west range, lies the Griffons Coast. Laying host to a great number of petty baronies and marquisates united under the Martzhein Sovereignty. West of the mountains, starting north to south. The River Dorian, then the south to south-west river is the Cresting River, surrounded by the Kingswood and the Medjullian Plains, and the Evercast Riverlands. The Mountain Pass - the lands on the eastern side of the White Tower Peaks, in the gap between that and the Great Canyon, is Aravandies Rim.  

THE GREAT FALLS CANYON

The Great Falls Canyon is located in the centre of western Lorthal, a vast gaping hole in the landmass, partially formed by erosion from time long ago, but some suspect that it was carved by some divine means, or a ruinous state left from the launching of one of the mythical Mage Cities of the Arcanum Era. Whatever theory is believed, the region itself 500-600ft deep into the earth, and its white and red stone walls and cliff-faces shimmer and change in colour, lined by years of erosion and levels. Many of the lakes and rivers that flow from the White Towers Peaks of the West, and the Perimidines run into it, and cascade as great waterfalls, filling the deepened centre of the Grand Canyon into a great glacial-water lake, depositing all the silt and sediments within. The grounds around the Canyon are enriched in soil, growing with a woodland, grassland and wetland regions - all across the edges of the Canyon, and around its centre, stands tall stone towers and mesas, some slowly eroding to the constant water streams that filter into the lakes.   The Canyon is also an access point into the Underdark - as those that have settled here before, have plundered and prospected the stones here, and found great ore veins of silver, gold, iron and metal across the region. Since then, it has been a profitable place for prospecting miners and quarries.  

THE GREAT SOKOYVAN TAIGA

The northern region of West Lorthal, beyond the Boreal Marches, resides the cold boreal forests and perma-frost grounds. It's south-central region harbours the Lake of Ambrose. To the north-west, resides the west-to-east northern range of the White Tower Peaks. Springing forth from it are three rivers, the north-eastern directed River is known as River Trosk. The north-west directed river is known as River Ghoreim. The small tributary to the north-western bay is known as the White River. The northern-most part of the Sokoyvan Taiga, is the Frozen Coast of the Moonsilver Sea.

GOVERNMENT & POLITICS


The government is a pseudo-feudalistic society, ruled by a High King, who united a long time ago the smaller human kingdoms under one banner around the western coasts of Lorthal.   The High King reigns at the top, and commands several minor kingdoms that hold vassalage to him, paying him taxes and military service - but is a political ring of intrigue, influence, favour and loyalty. The High King rules the entire western civilisation of Lorthal, and is the high power who dictates the united front of mankind - dictates its widespread laws, religious practice, policies, taxes and dictates justice and order. He leads those loyal to him into war, and presides to maintain the peace between the different Lords and their noble factions.   His domain resides at the capital of Martzhein, otherwise known as the Thronefall or Mythzweidholdt or Solverum - built up from the fallen power of one of the previous great magocracies of the land, and landed with a seat of power. His royal crest and colours are depicted with regal gold, white and red.   Then there are the Great Lords or Dukes, once powerful kings of their own realms before they agreed to union with the High King against threats from afar. They are granted the ability to rule their territories over their own stead, free reign to take portions of revenue (20-30% of taxes and revenue from their lands), contribute armies formed from their political circles. They swore direct loyalty to their High King, provide him with money, advice and prayers as appropriate. They were usually the kings direct vassals and travelled with him and his court, working in the capital, but they hold dynastic holdings in their great strongholds.   The Four Great Lords are known to rule the territories known as:
  1. The Lords of the Grey Hunt, ruling over the lands to the Boreal Marchs and the northern region of the Sovereignty. They are largely seen to be hound-masters and great hunters of beasts, elk and giant-slayers from the Sokoyvan Taiga, hardened by the cold north. Also known as the Riddickmen. Known for their older worship of the Primordial Green, Melora and Pelor. Their family estate and stronghold is known as the Palefront. Their prominent colours are greys, whites and dark green.
  2. The Lords of the Griffon Coast, ruling over the western-most positions of the Kingdom of Martzhein. Known for its devotion to the Prime Divinities. And its defensive holds between Martzhein and the Great Falls Canyon. Their people are known as the Costa Griffans. They tend to worship Melora, Pelor and Erathis in greater favour. Their family estate and stronghold is known as the Skyhold. Their prominent colours are reds, browns and yellows.
  3. The Horse Lords of Rhodaine, ruling over the southern lands and valleys of the White Tower Peaks; warmer south and colder northern regions - prominent vintners and cavalry lords. Prominent mercantile lords that connect to the southern seas. Known for its devotion towards Romeus and Avandra in particular, and its honorable society. Known as the Rhodainians. Their family estate and stronghold is known as the Halterdane. The prominent colours are dark greens, oranges and whites.
  4. The Iron Lords of the Ridge - ruling over the Great Falls canyon and minor territories surrounding the ridges of the canyon, masters of the mine and iron. Known for its hard-working ethic and industriousness. Known for its past dealings with Bane, but also its fervent worship of Erathis and even prominence of Ergo. They are known as the Ridgefolk, or the "Barborvians". Their family estate and stronghold is known as the Isenhearth. Their prominent colours are dark colours, greys, black and dark blue.
  Below the great lords are their individual titles: the Marquis, the Counts, Viscounts, Barons and Knights.   The Great Lords rule over, depending on their lands and territories granted to them by the High King - hold dominion over 2-3 Marquis, who in turn each rule over 4-5 Counts and their heirs the Viscounts, who in turn each Viscount holds sway over 10-12 Barons, and each Baron holds over 30-50 Knights.
  • The Marquis are usually territorial holders and military leaders of the region, acting as the Hands of the Lords, marshals and the educated elite and part of the wealthiest aristocrats of their region. They can also be Bishops of their lands of various legal faiths. They also fight wars for their High King, pray for his success, guard and protect the person and property of the chief tenant (the Great Lords). They rule over the most prominent cities and trade towns of their Great Lords, sometimes acting as secondary hands in aid to their royal households - these are the highest nobility, and are usually small branches of the Lords noble family, being relatives and cousins.
  • The Counts are subservient to the Marquis, as their chief noble ally among the Barons and Knights - those who are most worthy of them, and guard their borderlands. They also fight wars for their High King, pray for his success, guard and protect the person and property of the chief tenant. They are in the centre of nobility hierarchy, and are subordinate houses loyal to the Marquis.
  • The Viscounts are the firstborn heirs to their families name, which can be inherited through the patrilineal line (from their fathers), but they own their families estate in towns and large villages, and maintain it while their patrons are away on business - here, Viscounts can be lords or ladies, men or women, sons or daughters. Those who are not the firstborn, are treated as Barons or even Knights, if they have no land to spare for inheritance.
  • The Barons are the lowest on the noble hierarchy, holding single small fortifications or reside as part of the territories across the Dukedoms - they are proven and true knights of the kingdom, whom swore loyalty to their Lords and their King, providing military service and protection to the common people. They were the direct lords and arms, sheriffs and marshals of the land.
  • The Knights, are the landless nobility. Those that lost this due to fallen out failure, or have not found favour in the courts as of yet, those brought up and trained as well-paid warriors of the Barons, the main military of the human kingdoms. Many swear fealty, and protect the barons family and estates, larger in number. Some may not even possess a true set of armour or hold a family heirloom sword.
So in total - there are 4 Great Lords that possess lands across the Sovereign Kingdoms. There are 10 Marquis. There are 40-50 Counts, and between 120 Viscounts. There are over 400 Barons. Then there are known to be 12000-15000 knights.

RELIGION


The primary deity of the Sovereign Kingdom of Martzhein is Promethea, the progenitor of mankind and the goddess of strife, honour and adventure. The other worshipped gods are distinct in the different regions - but those mostly accepted are Erathis the Lawbearer, Avandra the Changebringer, Melora the Wild Mother, Pansophia the Knowing Mistress, Pelor the Dawn-Father, Romeus the Heart-Martyr, the Raven Queen. Pelor and Erathis seem to be the most prominent deities of the land beneath Promethea, as they are deemed to be the larger representatives of the noble houses, and Pelor being a heroic deity of the common people - below them is Avandra the Changebringer, for traders and merchants and commerce, and Romeus the Heart-Martyr is primarily worshipped for new lovers, married couples, widowers and widows. At the lowest, in the wider schemes of life, prayer and worship: is Pansophia the Knowing Mistress and Melora the Wild Mother. The Raven Queen is honoured to respect the dead but is largely not 'worshipped', rather feared and respected. Those that are not legally worshipped but can be accepted, are ShelĂșne the Moonweaver & Craevan the Repentant Bastard. Most give respect and prayer to the four deities of the seasons: Eostara the Spring Child, Freya the Summer Maiden, Vernoron the Harvest Lord, and Boreas the Winter Sage.   Those who are not worshipped - are most of the Primordial Green, seen as wild and elderly gods that bring ruin to civilisation rather than progress. The other Prime deities, the creator gods, who are not worshipped, are usually Ergo the Soul Forger, Maevericki the Humble Friend, Pygmea the Wonder-Bringer, Venarion the Platinum Dragon. Especially Arvanos the Arch-Heart - the representation of magic and change and chaos.   The gods in which are hated and reviled, are all the Diabolical Ones. As those part of the exiled deities - they grow very concerned with Bane the Dread Emperor, Lorkhan the Storm Lord, Morpheus the Fantasy Lord, Null the Stillborn God, and most of all, Quorlinn, the Woeful Beggar, the representation of poverty and thieves. Bane however in the past, has been worshipped by those that wish to bring a harsher regime in the Sovereignty - particularly those that are ambitious as to take the throne from the High King and his royal family.

SOCIETY


Here there is a clear royalty, nobles, knights and peasantry divide. The royalty and higher nobility rule in a more centralised government that reigns supreme in the human capital of Martzhein. The rest of the nobility, rule in decentralised and more local governments under the dictates and laws issued by the King's Court. The peasantry is the majority of people belonging to the Kingdom, who live off the lands provided to them by the knights in exchange for protection from beasts, monsters and bandits, as well as the other foreign nations. They are the backbone of the kingdom - it's farmers, craftsmen, traders, merchants, artisans, and in certain circumstances, the militia of the kingdom.

HISTORY


Ruled by the High King Carloman Martzhein, known as the Sovereign, descending from the royal bloodline of Martzhein that founded this kingdom after the Divergence when the old Magocracies had fallen and mankind found prosperity and tragedy during the first few centuries of the modern era. Particularly, a cull occurred when the Century of Broken Magic occurred - a vehement dislike of magic had grown amongst the people, harboured after the wars between the Divinities had shackled them away from the world. Thus came the Inquisition, in which rallied and collected all manner of arcane magic and collections of magic scrolls and artefacts, and decided to burn these measures and destroy all traces of the Magocracies that had devastated the world - most particularly came a hunt for potential would-be necromancers or dark practitioners. Becoming reputable mage-slayers. Necromancy had become outlawed, as well as Evocation, Enchantment and Illusion magic; the capability to destroy, deceive and manipulate and trick, caused great fear amongst the people and humans of these lands. The paranoia fluctuated to such an extent, that even priests were being accused of witchcraft and necromancy, with their powers of healing and divination - leading to the Pogroms that cultivated in a time of ruin and fear. Preferable to this - the people of Martzhein grew to love swordsmanship, trade, and control. They managed to domesticate griffons, and form an order of knight-paladins in the worship of the Prime Divinities, the Order of the Griffon (Raei the Everlight, Pelor the Dawnfather, Melora the Wildmother, Erathis the Lawbearer, Bahamut the Platinum Dragon, Avandra the Changebringer, Moradin the Allhammer). They grew to dislike the worship of elven figures (Sehanine, Lolth and Corellon), having been seen as dying and desecrated deities of the elves, for whom had left the world in this time and not become known once again - seen as interlopers; especially Corellon, the Arch-heart, the deity of magic. They came to aid and shelter Halflings, Gnomes, Half-Elves, Kenku and Tabaxi. But there was some xenophobia against the non-human beast-folk - particularly Kenku, Tabaxi, Goblins, Gnolls, Orcs, Tieflings, Dragonborn, Kobolds, Tortles and the like.   After the rise of the Inquisition, the Century of Broken Magic & the slaying of many mages - the magic soon returned to the world, as did the Elves. Further east, the Elves had set up their Arkspire and defensive magics upon the land of Dion'Leona. Martzhein came to conflict with the Arkspire Elves, and they came into conflict with the Dwarves of the Shaperate. This tenuous conflict raged for over a decade, and the humans of Martzhein were left to resort to harsher and crueller tactics, while the Dwarves and Elves had seemingly overwhelmed them by their provisions and advances in magic, metallurgy and science. Even the promise of divine magic could not dwindle their struggles in this harsh war - food became hard to come by, taxes were in constant raise, and the people of Martzhein struggled until they could bear it no more.   Eventually, the Kingdom opened up into its own civil war against their king, growing mad with desperation and announcing treason to all that came against him - ordering martial law to be implemented, he imprisoned and executed his own people to the point that even his own armies deserted them. Seeing how this had gone too far, the Grandmaster of the Order of the Griffon, took up the mantle of Military Regent over Martzhein and abolished the first dynasty of Martzhein, and shadowed over the closest heir to the Throne as possible - Princeling Xander Ottovius-Martzhein. The conflict between the Elves and Dwarves was settled, where the border marches of Martzhein were given to military-control of the Dwarves and Elves, made into a neutral zone between them, known as "Ruhiges" (German for 'Calm'). As the Prince became crowned King, they made concessions to the Dwarves and Elves based upon their mutually agreed peace (some see as a concession of defeat), pushing towards a state of renewed magic and policy of tolerance for magic in the regions. A control over anti-magic items & methods, a demilitirization of Martzhein, and penance to be paid to the Dwarves and Elves. Though this proceeded with problems of over-zealous groups and anti-magic factions within the Sovereignty, seeking to install a puppet king within Martzhein and renew the war against the elves and dwarves - ensuring a grand victory. Martialling in the 'Lean Years' of the Kingdom. The Elves installed mage-colleges, spearheaded by the aides in the Farseekers, teaching in planar theory and basic spellcraft that seemingly had been lost in the kingdom; the process taking a slow rate (the first mages did not learn a single cantrip until after 10 years). It would take 100 years before any promising mage disciple would appear within Martzhein with particular magical talent. In the meantime, Ruhiges evolved into its own personal state, and prospered in its own right and eventually, elected itself as its own independent territory, acting as a mediator state between the Elves, Humans and Dwarves - becoming renamed as the Free Central Republic of Canterune. So long as they remained free, none of the three political groups could reclaim it, none of which would benefit... this still stung the Martzheinan people, having lost a prominent border - but agreed for the sake of peace this would be beneficial.   In the Mid-5th century P.D, troubles arose amongst the neighbouring smaller kingdoms - in the far southern reaches of the main continent, by the coast - Voromyre has begun expanding outward and invading the smaller kingdoms, where it is believed that the King has made a contract with the Lord of the Nine Hells; wishing for his kingdom to prosper and to grow powerful, taking in his kingdom and offering to the Dark God his kingdoms bloodline and his people. Thus starting the Black-Crown Wars. Here, the Voromyran had been summoning and binding prominent devils to their service, under the offerings of the King, swore in many ambitious new warlocks - founding a new and powerful nation of Tieflings and Fiends. Summoning a great concern amongst the many kingdoms - Barborvia, Noremburr and Darocille petitioned for aid from Martzhein, but the Elves and Dwarves refused the call. The war lasted for nearly 20-30 years of border wars, Voromyre slowly occupying the regions - conquering the kingdom of Darocille, Barborvia and Chivale. The royal bloodlines had been made to sacrifice and their souls were taken from them - furthering the cause of the Fiends. The war drew an incentive towards the study of prominent magics - hastening the need for magical research to properly arm the warriors facing against the Voromyran Dominion. The end of the Black-Crown Wars occurred after the last two years of the war was spent pushing back the border of Voromyr, reclaiming the lost kingdoms of the Barborvians and Darocille - using the newly initiated War Mages of Canterune, mediating as an additional ally - the war had torn up the regions, and the suppressed people of Voromyr had been cast down (leading to a tragic massacre) and the eventual end of the summoned demons. Those that had been kept sealed by the Voromyr Devilbinders were taken and sealed away to be contained within Canterune, to be properly disposed of. Thus sparking a greater renaissance of magic within Martzhein and the surrounding reclaimed kingdoms. Voromyr was made into an extended colony of Martzhein - providing provisions to the struggling kingdoms in compensation for the dark atrocities they unleashed. The indentured servitude left them in this service until they repaid their debts (nearly 38 years later).   Towards the end of the 5th century, to early 6th-century P.D - the Kingdom of Martzhein opened its own Mage College, the Arcanum Institute. From the 6th century onwards, the Arcanum Institute was headed by the Archmage Apparent and expanded into its own Circle - controlled by the state. To improve relations between mages - the Arcanum Institute trained exemplary students to become attachĂ©'s and advisors to the courts of the Martzhein nobility, to help train and foster potential new recruits within noble and common sectors. Missions explored in distant lands in addition to ambassadors and missionaries. Building relations with Ankh'hera and the Bronzimm Concord - though the latter was tenuous at best, and most involved convening with the peaceful Tortles of Carpe Tortollan.   Between the human kingdoms in the 7th Century P.D, Martzhein at its lead formated the Lord's Alliance. Working in tandem and alliance together against any threats - befriending Darocille, Barborvia, Cantrune, Chivale and Noremburr.   During the century of the Rift Schism, between 711-813 P.D; Martzhein was under assault, as was the rest of the Lord's Alliance, by a swarm of flying hive-ships of the Neogi and the Kuo-Toa that seemed to swarm at the arrival of the aberrant ships. Panic spread quickly and assaults were brutal - taken by surprise, many Neogi stole and pillaged and raided and kidnapped, meanwhile marshalling against coastal assaults from the maddening Kuo-Toa had divided groups amongst Martzhein - some cities were devastated and fallen. It was a dark period - and the assaults reoccurred, sometimes getting bolder in their advances, but the kingdom martialled against the threat. The Arcanum Institute was put in charge and prioritised the aids to which vexed not only their kingdom but others as well. Defences were implemented across the kingdom - frequently the Neogi assaulted these placed again and were met with harder resistance, and took to assaulting more defenceless regions not protected by walls of great cities or armies. Despite the Lord's Alliance banding together and formulating contingencies against these groups - the task was constant and frustrating. Furthermore, and perplexing as it was, the comings and goings of these creatures were caught in awe against the expanding Rift in the sky - as the planet rotated, it could be seen daily. The nights were hard, especially in the winter, where everyone gathered indoors. Banditry and strange cults became common, and frequent new surges of random citizens would be found going mad or disoriented by visions, were found to possess strange new powers that rivalled the Mages. Over the course of the years, sanitoriums became filled with these strange peoples, and experiments and studies showed, though late, they held a power unheard of or strange to Martzhein - 'psionics', becoming psions. That can manipulate the world with a thought, a strange new magical phenomenon that the mages wished to exploit. They took test subjects and brought them under a strictly supervised regime to train them, make them into weapons they could use against the aberrations. Starting the School of Psions. Helping to become instrumental in the war as the training programme faced certain setbacks within the first 15 years, almost being stopped by the frequent mishaps of the King - until they started to learn to master their power through experience and held the first successful battle against the Neogi. (Battle of the Mindblades). The Martzhein began to build shelters, much inspired by the works of other civilisations, underground to house large portions of the populous in the instance of 'instant siege' from the flying ships and trappers. Furthermore - the strange 'apocalypse' cult, the Cult of the Red Star, grew in the belief that sacrificing to the Red Star would save them from its wrath and give thanks to it... a heinous crime considered heresy amongst them... and so came the comets that reigned more frequently across the world, some landing in the sea, some landing on Martzhein. After these events (733, 756, 789, 791, 797, 805 P.D), a spark of power crept within the Cult of the Red Star; and it was only discovered within the 760s that new entities known as Star Spawn had infiltrated and grew in power amongst the peoples, manipulating them and giving them the belief that they would be spared if they gave in to the madness of the Red Star. Further, the Mages were expanded in power to combat these horrors, and a new installation of the Inquisition was begun. But now their methods were turned against the people that once cast out the Mages of old, a repeating of history, now they terrorised everyone and anyone... though their methods were thought cruel - it was necessary to uproot those that belonged to the Cult. They called them the Red-Star Inquisition. Early mentions of alliance and coalitions began to form amongst the globe - originally espoused by the Elves of the Arkspire, and connected the old Dragonaught citadels that floated around the Kingdoms. Beginning diplomacies were approached in the 780s, with initial members banding together and formulating plans to counter-act the Neogi hordes. Issues were dealt with the sharing of important magical research and technologies (i.e. flying castles, teleportation, access to teleportation sigils, etc.). A lot of distrust was spread around this time, no one knowing how to proceed or refusing to based on old rivalries - but the extent of the threat was only growing. Action needed to be taken, as the waves became more serious. Highlighted early in the period upon the desolation of the Dragonaught citadels during the initial first waves approached in the 730-740s where Ionoskol (Black - before RS), Morhichalco (Copper) and Chutzpahzaar (Brass), Ozon'cerull (Blue), Vorpherheim (White) Surcraverdan (Green) were decimated and destroyed by Illithid and other beings. The major engines that fought primarily against these foes were the Red, Gold, Silver and Bronze Dragons - with the Reds leading the charge in dominance and power under the Red King. But their doom was spelt with the last Dragonaughts falling in 813 PD - the Golden Dragonaught disappearing in the spearhead against the Rift, facing off against swarms of Beholders - the Red Dragonaught was thought to have fought and disappeared behind the sealed veil of the Far Realm; the Silver Dragons survived and dealt a deadly blow to the aberrations and marshalled a victorious pyrrhic victory, nearly brought to extinction, and the Bronze Dragonaughts were devastated and crashed across the world, left to become legends in isolation. In 813 P.D., when the Skyclasp Alliance had been founded - mages from all across the world lent their power to the magical artefact constructed to close the Rift, aided by the Arkspire that flew for the first time since the return to the Prime Material; and closed the gap against the Elder Evil. Their sacrifice will not be forgotten for centuries to come. The Divinities sent aid to them from beyond the Divine Gate in the form of champions against this evil - through that, on that day... the world cheered as the Rift was finally closed after a century of hardship, and all through that winter, the world rejoiced.   The ramifications of that day were felt in every living mortal - the skies above the world taking on a strange new hue, one not seen in ages, the "Blue Era", after the return of the sky came back. Still, there were aberrations that had infiltrated the world, and now they had no reinforcements - the world began to hunt them down and cull them. Between 813-825 P.D., the Great Aberrant Hunt was formed, and all the beings that caused them hardship and horror were tracked down - mutations were burned and slaughtered and sent fleeing to the depths and darkness and beneath the sea. The Abolethic Sovereignty was believed silenced, the Illithid left to a few dozen in number, but still, their Elder Brains were hunted and pursued. Meanwhile, the vacuum left by the powers of the fallen Dragonaughts were felt, and from the early 9th century, the world seemed to give pause... wondering who would become the next great power in place of the Dragons. For mankind, Martzhein led the way - competing against the Bronzimm Concord, and eyes turned against the East and the West; who would claim the lands, particularly, Zigaura. Colonial missions were sent from the 850s, proving largely unsuccessful and tragic tales, the First Colony of New Martzhein - repeated again in the 870s, First Colony of New Xander; learning from the initial landing parties. To the west the Orcs rose in power as the Viragonate and started to conquer more portions of Vangolia, leading towards the borders of the Anga'Volka region and home to the Dauntless Order (The Floodrage Conquest). Gwynngilliad faced the greatest challenge at the forefront of the Orcish horde, wars being fought - and the rise in power from the south-west, of the Old Banaethlin Empire, gained speed and power, threatening the Bronzimm Concord (The Nepoltic War). Tensions amongst the dwarves and the Elves were reignited, though the cordial state of Cantrune attempted to mediate the powers once more - even the Dwarves and Humans saw an opportunity against the weakened Elves, now lacking in their magical potential, expended with the aid of the Dragons... but still the fight was too fresh and too soon. Tensions repeated back and forth through the 880s into the 10th C P.D, in a new Shadow War (very much the Cold War). Meanwhile, the Martzhein Sovereignty expanded their means outward towards the North and to Zigaura, along with the Second Great Rush of Zigaura, to establish colonies and expand their power base - competing against the Bronzimm Concord, the Alloyar Shaperate - in the War of the Scaled Coast. The Northern conquests of the Martzhein against the nomadic Aeslinar were referred to as the Northern Conquest.   To which we arrive in 926 P.D. The current date. Tensions are at their peak between the Alloyar Shaperate, the Arkspire of Dion'Leonar and the Martzhein Sovereignty in the midst of the long-running Shadow War - the School of Psionics featuring more prominently in political circles as a political tool at their disposal, raising certain ethical questions and concerns within the nobility and mages of the Institute Arcanum; infiltration and paranoia are on the rise against them. Despite this, the desire to unlock the secrets of the Dragonshards has become prominent - and the inclusion of Dragonborn refugees is a new social schism dividing between the Lord's Alliance. The troubles with the colonies are devoting troublesome amounts of resources and funding, with the spread of jungle disease reaching into Martzhein - and the unsuccessful push into the North has repelled most of their forces to the concentrated stronghold in the north, facing waves of unforeseen undead monstrosities that divide them against their true foe, the Aeslinar, who have bided their time and efforts to watch the Martzhein adapt slowly to their winter homeland. Troubles only increase as the winter will surely mark a breaking point in the north. Reports showed to the High King that the Elves are slowly but surely regaining their strength, despite trade interventions - but with the rise of the Orcs in the East, the potential for the fall of Anga'Volka poses the question of an Orc army advancing across the sea and invading the continent... a prospect that the High King cannot allow. Thus, relations with the tenuous and stubborn ruler, the Tsarina, to bring aid to their cause - will be a prominent aid in their step.  
(Inspired by Holy Roman Empire, Carolingians, Merovingians - the Spanish Inquisition; expert anti-mages and mage-slayers)   They rivalled and fought against the neighbouring petty kingdoms of the region: Noremburr, Barborvia, Darocille, Voromyre. Noremburr - northern kingdom consisting of humans, moon elves and half-elves. With mage-knights and Gaelic-Norse inspired culture. Barborvia - a Slavic inspired kingdom living in a cold forest-mountain region, plagued by dark nights, undead and legends of great beasts & monsters. Chivale - an English inspired Kingdom living on a lone large island. Darocille - a French/ Mississipi inspired kingdom living along the western coast, with a colder north and a warmer south. Particularly prominent is the wine, the women and the wisdom they exact. But also their connection, and even tragedies, based on the Fey. Voromyre - a darker devil-worship kingdom that do not shy from evil deeds, willing to transform themselves and sacrifice others to gain power and supremacy; warlocks are prevalent and devil-binders. Enslaving and sacrificing others frequently, and expounding an industry heavy culture. This kingdom is not meant to last, and has a rigid past and a future to be beholden by prejudice and fear.  
Work in progress**   PERILS:
  • They hold vast amounts of land, and its nobility is integral to its survival and persisting government - but the many schisms and rivalries and slights from the past seem to fracture it. As a consequence of inaction, political grabs of power, or unforeseen circumstances, or even simple bad luck.
  • The wild beasts of the land.
  • The fear of magic and robed figures.
  • They have a distrust to elves, mages and dwarves.
  • The rich dominate the poor through good rule or hard-fisted punishment and fear.
  • The law is crucial - no one is above the law, except the High King, he is the law.
  • Largely distrusting of magic.
  • Elven ruins amongst the lands of Lorthal. Holding weird magics and latent and forgotten charms and spells, traps.
  • Connection to the Underdark in the canyon.
JOYS:
  • To be industrious, hard-working and strive over struggle.
  • Promote good will, order and peace.
  • Following the law.
  • The coming of spring and summer.
PRODUCTS:
  • Horses.
  • Wool.
  • Fresh glacial water.
  • Marble, Limestone, Ironwood.
  • Honey, wine, mead, ales, beer.
HOPES:
  • To become dominant upon Lorthal.
  • To destroy traces of magic, its power and provenance, in order to restore divinity.
  • To control all prominent natural resources on Lorthal.
  • To claim the technologies of Gnomes for their own use.
  • To claim the alchemical secrets of the Republic of Canterune.
  • To conquer the rest of the elven territories.
  • To claim more territories, riches, power and wealth.
Type
Geopolitical, Kingdom

The Modern Era

0 A.E and beyond

  • 113 P.D

    28 /12
    214 P.D

    22 /12

    The Century of Broken Magic
    Metaphysical / Paranormal event

    A period in which the fragile levels of magic from the Arcanum Era was finally disrupted and broken, to which the world suffered an entire century without the use of magic. All magical items still held prominent power; all dragonaughts and Arkspires were grounded, all magical societies hit a crash and faced the greatest threat to their civilisation ever known. It was in this period that warriors came to be prominent, and the Dwarves lost the great channels of elemental magic that empowered their great Crucibles, unleashing the imprisoned and captured elemental beings and magic. Resulting in the devastation of the dwarven strongholds, and the great depression period of the world. The Wild Magic storms seemed to subside after a century passed. Magic seemed to resume after the year 214 PD.

  • 114 P.D

    25 /4
    121 P.D

    5 /11

    The Rise of the Inquisition
    Revolution

    The kingdom of Martzhein had been ruled by a cadre of corrupt and nepotistic arcane-magic users that inherited the rule of Martzhein and used the kings of Martzhein as their puppets, holding direct power under a proxy council of lawful-evil mages referred to as the "Novanarchs", utilising the power of the sun and light to issue a great power over the region. It was at the advent of the Century of Broken Magic, originally known as the "Arcane Anarchy". Soon their influence was completely wiped away and the peasantry that had been left under the boot of the Wizards, dismayed by the suppression of the masses - the public enemy that had been working in the shadow against the Wizards, otherwise known as the "Followers of Kai-Lun" or the Redemptive Brotherhood... soon put out their works and rallied the people to their cause. In a revolution led by several head sages that believed in the prophecy of Kai-Lun - the persecution and subsequent pogrom of mages devastated the political and social structure of Martzhein. The current dynasty, the "Vanguinand", was usurped and forced to abdicate in favour of a new noble bloodline supported by the followers of Kai-Lun known as the Martzhein. Under this, a strict law and order force was initiated undre the growing tensions of magic and spread of anti-magic practice across the inhabitants of the region - putting at the front, the protection of the people, and devastation of many groups related to magic. Leading to a great upheaval, the destruction of many libraries, archives and arcane-universities. The resurrection of a new and more humble lifestyle was grown in the region, a focus on hard-work, good labours, an honest lifestyle was implemented by the rise of the Inquisition. Though, it molded a campaign of fear and terror spread by the propaganda and new elite that took over from the vacuum of the wizards that had once provided sustenance and profit for the land. The new elite were conquerors and the period went to sustain the greater portions of their power over the region against the local peasantry.

  • 121 P.D

    6 /6
    123 P.D

    25 /5

    The Union of Martzhein Nobles + Martzhein Dynasty
    Founding

    The new nobility that usurped the "Vanguinand" dynasty had fought a war against the magic-item possessing old elite, holding down the royalists of the old dynasty to the peasant-supported revolution and rebellion pushed and inspired by the works of the Prophecy of Kai-Lun (where magic will destroy the world). These new nobles fell in line with a contender to the throne, the bastard son of a Vanguinand prince, claiming his grandfathers title against the other noble line of the Mage Dynasty, and sought to reclaim the honour and prestige of his family name - united by an Order of Griffons; paladins that found fault and corruption in the machinations of shadow-mage council ruling over Martzhein that desired only to line their pockets and power-hungry. Thus, the persecution of the Vanguinand dynasty and the Novanarchs was proposed by a union of the new nobility, the Bluebloods, the Order of the Griffon and the Kai-Lun followers - under the banner of the 'promised Prince', Carloman Martzhein (otherwise known as Carloman the Mageslayer, smiting powerless wizards and witches wherever he travelled).