View Full Version : [Map/Setting] Marranarch

Fax Celestis
2006-08-18, 01:47 PM
Map of Marranarch (http://corporation.walagata.com/fax/wiki/images/Marranarch.png)

===Gressentan Continent===
Mischima is largely populated by the elven race. It is ruled by an imperial matriarchy, though recently males have come into more prominent ruling positions throughout the government. The lands of Mischima (taking up the entirety of an large island by the same name) are heavily wooded and populated sparsely. In fact, most settlements within Mischima are integrated into the forests themselves, either utilizing the tree's branches or carving into the tree itself. More advanced settlements use special magics to shape the trees without harming them.

Heliosunde is a recent development on the Gressentan continent. Modern Heliosunde began some hundred years ago as a small city-state on the border between Lusitania and Gressent. Gressent decided that it wanted the territory that Heliosunde had and sent troops in to take it by force. The Heliosundians fought back admirably, but were losing the battle until a gnome by the name of Haftor Garnetdust revealed to the Heliosundian military a new weapon for them to use. Unlike most weapons the Heliosundians (and indeed, the world) used in warfare, the weapon worked off of neither manpower nor magic. Instead, it ran off of a steam engine.

The churches of Heliosunde declared heresy, but the military struck forward, adapting the steam engine (or "steng", as it came to be called colloquially) to a variety of tasks. Heliosunde not only kept their ground but crushed Gressent, converting the troops that weren't killed by their innovations to their side. The Gressenti gave up to Heliosunde when the Heliosundian army threatened the Gressenti capital of Ullix. Heliosunde took over the Gressenti empire as it's own and continues to this day to refine the "steng" to new means.

Lusitania has, over the course of history, somehow remained in obscurity. It exists, but no notable achievements, inventions, or other improvements on the world at large have ever escaped its borders.

Enherjer is a volcanic island populated largely by dwarves who have carved the now-dormant volcanoes into a great underground city. A few of the volcanoes remain active, and the dwarves use them to heat their forges and create magnificent arms and armor. Enherjer also has bustling trade with Heliosunde: the Heliosundians need masterworked machine parts, while the Enherjer like money and can benefit just as much from the steng as the Heliosundians. They are currently experimenting with geothermics.

The isle of Prynn is populated in quantity by halflings and gnomes. The two races seem to get along well, and the loose governance structure of the island only improves the general atmosphere. Though still volcanic like its sister island Enherjer, Prynn's volcanoes are long dormant and lush tropical foliage has taken over. There are parts of Prynn that have yet to be seen by human (or gnomish or halfling) eyes.

===Mastacian Continent===
Segovia has long warred with the Empire of Mastaci to the south. The advent of Mastaci's warmages pushed the Segovians further back than ever before. A cease-fire was called ten years ago and remains in effect to this day, though the no-man's land is not a happy place to be. It is rumored that the Segovians are biding their time until they can find some way to retaliate and crush Mastaci once and for all.

The Empire of Mastaci is a gigantic empire taking up most of the continent of the same name. It has a strict governing structure and includes mandatory military service of all of its citizens. Foreign nationals are prejudiced and are legally not allowed any rights whatsoever. Despite being a bleak and depressing place to live, Mastaci spreads outward, encroaching on Segovia and Vankett. However, their formerly unmatched mages are finding some difficulty in living up to the legends (and the actualities).

Alocath is fighting a defensive war against no-one. Fear of Mastacian expansion has caused the Alocathi to refine (and redefine) their defenses again and again. Every shore is populated with ballistae and catapults, and most members of the society serve in the military for some time. Alocathi also tend to be highly xenophobic.

Due south of Mastaci, Vankett is still reeling from the rampant destruction of the Mastacians on their lands two hundred and fifty years ago. Their capital city, Vantris, as well as three other large trade cities were literally removed from the map by the Mastacian army's mages. Vankett retaliated with what strength it could manage, but it ended up about half the size it once was. Right after the "Consolidation"--what the government called "retreating"--the lands of Valkut and Dunn splintered off and made their own communities. Bleeding and broken, the empire of Vankett could do nothing but watch.

Based around the ideals of a government led by the intelligent, Valkut forgot to take into account that intelligence doesn't equate care for the common man and quickly installed a tyrannical leader. The militaries of Valkut are training, but for the most part can't match up to anything else in their area, largely due to the tyranny of the government.

Dunn survives as a small mining community and has an absurd amount of trade with Enherjer. Beyond that, the Dunni do very little.

===Phoenician Continent===
The Phoenician continent is so named for its shape: that of a phoenix rising from the ashes. Ancient Phoenicia used to rule the world as the most powerful and influential nation, but the advent of both Heliosunde and Mastaci in recent times--coupled with a string of bad Emperors in Phoenicia--has caused Phoenicia to fade to a shadow of its former self. The government of Phoenicia is that of a feudal empire.

====Downtrodden Isle====
Downtrodden Isle is a strange combination of lava rock and marshlands. How exactly this came about, no one is sure. The [[Grippli]] make their home here, and the []s used to before moving northwards into Phoenicia (specifically, the Barony of Atarcy). It is rumored that the Mischiman elves once had a religious center on the Downtrodden Isle, but the rumors are unconfirmed.

===Lucavan Continent===
Vespasia is a large country governed by a senate--the only nation of its kind in all of Marranarch: most other nations are imperial or feudal (or both). The mountain range that separates Vespasia from Praetoria is populated with ancient dwarven ruins that remain rather largely unexplored.

Praetoria is a small country in the south of the Lucavan continent. Seeing how it is simply a confederation of city-states, it's governing procedures vary widely within its territory. Most of the country is very cold due to its proximity to the south pole.

Nerronea is, for the most part, snowy alpine forests. The northern bits of it are rather warm in parts, though for the most part the nation is cold. The very loose government for the country consists mostly of tribal meetings and unwritten law. Each nomadic tribe has a different focus, a different totem, and a different prey.

Arboria used to be part of the Lucavan continent until magical warfare between Mastaci and Vespasia destroyed the thin strip of land that connected the island to the continent mainland. After the war ended (in a stalemate), relations between Vespasia and Arboria crumbled. The Arborians revolted and proclaimed their independence, with a government focused on rebuilding the ruined lands. "Arboria" actually took it's name from "arbor", due to the lush greenery that was to populate the island within a short time after the country's independence. That being said, the island is largely desert, with a ring of steep mountains against its southwestern shores. Most of the inhabitants of the island are human, though there are some half-orcs and elves in the population as well.

===Crabclaw Continent===
Fenris is a desert island with a population of fierce xenophobic survivalists. There are some traders who go to the island on a regular basis, but it is profitable just as often as it isn't. Usually, whatever goes into Fenris doesn't come out again.

Anneloth is at the pinnacle of a magical renaissance. Whenever you hear a story about a new spell or a great wizard, nineteen times out of twenty the origin will be Anneloth. Many people attribute Anneloth's magical prowess and the nation's prosperity to it's capital, Everway, which contains gates to a number of other planes. Anneloth uses those gates to trade with other planes on a regular basis.

Delvenus remains in envy of it's more magically adept, wealthy, and prosperous neighbor, Anneloth, but it does have a few tales of its own. Delvenusian academies train some of Marranarch's best (and in fact probably the only) psions. Only recently has psionic aptitude begun to spread, and Delvenus hopes to use this new access to power as a way to increase their own pocketbooks.

==Nationality Feats==
Each character acquires one nationality feat at first level, for free.

[b]AlocathiYou hail from Alocath, recently separated from its mother country of Vankett. Since the island has a lower population density than most other nations in the world, many people take up two or three jobs. You receive 1 free rank in any two Profession skills. These ranks do not count toward level maximums.

You hail from Anneloth, home to Marranarch's best magical universities and free of the tyranny present in Mastaci. You receive 1 free rank in Spellcraft and Concentration. These ranks do not count toward level maximums.

You hail from the Arborian Desert. It's a tough life, but you made it, and now you're out of there. You receive 1 free rank in Knowledge (Nature) and Survival. These ranks do not count toward level maximums.

You hail from Delvenus, Marranarch's foremost land for the development of psionic prowess. You receive 1 free rank in Psicraft and Autohypnosis. These ranks do not count toward level maximums.

Requirement: Grippli or Blue

You hail from the Downtrodden Isle. You are used to living by your wits off the land and have little knowledge about the outside world. You receive 1 free rank in Survival and Swim. These ranks do not count toward level maximums.

You hail from the Isle of Dunn, home to the best craftsmen of Marranarch. You receive 1 free rank in Appraise and a Craft skill of your choice. These ranks do not count toward level maximums.

You hail from the Dwarven Stronghold of Enherjer. Most of your life has been spent underground in the dwarven tunnels and caverns, and you've spent some time in the dwarven forges, as all Enherjeri do. You receive 1 free rank in Knowledge (Architecture) and Craft (Metalwork). These ranks do not count toward level maximums.

You hail from the enigmatic Isle of Fenris, home to an elusive and militant group of survivalists who worship nature. You receive 1 free rank in Survival and Spot. These ranks do not count toward level maximums.

You are a member of the exiled Gressenti. You sail the seas and have a deep hatred of anything Heliosundian. You receive 1 free rank in Profession (Sailor) and Swim. These ranks do not count toward level maximums.

You hail from the City-State of Heliosunde. You have been exposed to a high level of new technology, and as such are more familiar with the steam engine (or 'steng', as the Heliosundians call it) than most people. You receive 1 free rank in Knowledge (Steamworks) and Appraise. These ranks do not count toward level maximums.

You hail from the Kingdom of Lusitania. Your people are known for knowing things, and frequently they ask you questions. Your whole life you've been shown how to first understand and later how to lie. You receive 1 free rank in Gather Information and Bluff. These ranks do not count toward level maximums.

You hail from the Mighty Empire of Mastaci, and like all citizens of the empire, you have gone through some magica testing andl schooling. Whether or not you actually chose to stick with it is another thing entirely. You receive 1 free rank in Knowledge (Arcana) and Spellcraft. These ranks do not count toward level maximums.

You hail from the elven matriarchy of Mischima. You are used to women being in command and the church being omnipresent, though your dissatisfaction with either may be the reason for your adventuring lifestyle. You receive 1 free rank in Knowledge (Arcana) and Knowledge (Religion). These ranks do not count toward level maximums.

You hail from Nerronea, less dangerous than Praetoria and more centered on trade than survival. You receive 1 free rank in Knowledge (Nature) and Appraise. These ranks do not count toward level maximums.

You hail from the Freelands of Penryn. Your whole life has been dedicated to training and taking care of a wide variety of animals. You receive 1 free rank in Handle Animal and Ride. These ranks do not count toward level maximums.

You hail from the Empire of Phoenicia. You have a wide and varied knowledge about the classical history of Phoenicia, and are able to perform a variety of national dances. You receive 1 free rank in Knowledge (History) and Perform (Dance). These ranks do not count toward level maximums.

You hail from Praetoria, land of large dangerous prey. You and your friends made it a game, though, and lived off the land while might thrived around you. You receive 1 free rank in Hide and Move Silently. These ranks do not count toward level maximums.

You hail from Segovia, a land of mountains, yodelers, and defensive magics. You receive 1 free rank in Perform (Sing) and Concentration. These ranks do not count toward level maximums.

You hail from Valkut, home of some of the best singers in Marranarch. You receive 1 free rank in Listen and Perform (Sing). These ranks do not count toward level maximums.

You hail from the Magical Kingdom of Vankett. Your longtime war with Mastaci has given most members of society a rudimentary knowledge of magics and psionics. You receive 1 free rank in Psicraft and Spellcraft. These ranks do not count toward level maximums.

You hail from the Empire of Vespasia, masters of siege warfare. Most members of society work with the siege engines or with the ships the Gressenti purchase at some point in their lives. You receive 1 free rank in Knowledge (Engineering) and Craft (Carpentry). These ranks do not count toward level maximums.