Marshhelm League

Marshhelm League

The people of the Salt-Touched Foothills are industrious and honorable. They work hard and party harder. They value strength and tenacity in combat over other traits and prefer to face their problems head-on instead of skirting around in the shadows. Legal disputes can be unforgiving and punishment can be harsh, but the values of the land dictate an honorable living and most people see no problem with this severity. The five strongholds of the area are a testament to these values. Crushfeather, Dragon’s Maw, Fogburrow, Marshfoot, and Snowrend all share common cultural touchpoints, but are each made unique by the environments where they sit. The region is ruled by a council of Jarls known as The Marshhelm League, with each Jarl ruling over their own stronghold. A typical political meeting may seem to be nothing more than a feast filled with drunken laughs or brawls, but this is how things are done here. That perception of chaos makes it difficult for outsiders to the political landscape to make inroads with these people. This region is known for its bountiful, yet unforgiving sea. The strong boats crafted to navigate the treacherous waters of the region are a mark of pride for most Salt-Touched people. The three most prevalent species of people in the area are Drakkari, Kynn, and Tidewalkers.


Culture

Typically, the people of this region are too worried about local issues to worry much about the larger world. They generally welcome outsiders who prove useful but treat charlatans and beggars harshly. Politics outside of the region are a bit alien to the people of the Salt-Touched Foothills, and they usually don’t involve themselves on a larger stage with outside powers. This region is known for its raiding parties that prey on coastal areas in other regions. The Jarls of the land dismiss them as groups of brigands acting independently from the Marshhelm League.

Appearance

Clothing varies from stronghold to stronghold. The people of the mountainous stronghold, Snowrend, prefer heavy fabrics made from wool and supplement it with fur pelts to stave off the cold during hard winters. The more mild temperatures of the foothill stronghold, Crushfeather, allow for lighter clothing made of linen from the hearty flax plants in the foothills. You’ll still find similar linen clothing in fewer layers in the marshes of Marshfoot; the boggy area rarely gets cold enough to require warm weather clothing. Dragon’s Maw, the current seat of the High Jarl and the most coastal stronghold, is home to many people sporting seal and shark leather clothing to supplement the more traditional linen and wool. Fogburrow is a melting pot of fashion; its role during the war drew people together from all over the region, and they brought their clothing with them. Colors vary, but dark blues, reds, and browns are common.

An example of fashion from Dragon's Maw
Fig. 1.0. An example of fashion from Dragon's Maw
An example of fashion from Marshfoot
Fig. 2.0. An example of fashion from Marshfoot
An example of fashion from Snowrend
Fig. 3.0. An example of fashion from Snowrend

Territories

Crushfeather

Crushfeather is an old, walled settlement and fortress that exists in the foothills and is run by Jarl Ashrund the Great. Nestled deep into the foothills and bordered by many small woods, Crushfeather is no stranger to the dangers that lurk in the wilds. Resettled during the reign of the Beast, this town is known for its food production and experiments with new kinds of agriculture.

Dragon's Maw

Dragon’s Maw is a large fishing and shipbuilding hub that sits along the coastline, partially on a raised spire of stone. It is run by Jarl Valthorix the Stormbreaker and is the current seat of the High Jarl. It is likely the largest of the strongholds by population and produces enough seafood and seagoing vessels to keep the entire region satisfied. This stronghold was founded by the Jarl who slayed The Beast. The Jarl’s longhouse here is made out of its carapace.

Fogburrow

Fogburrow is perhaps the most secretive of the strongholds. Ran by the enigmatic Ragnorix the Runesmasher, it clings to painful memories of being the staging ground for the assault against The Beast and its armies of translucent undead. The people here tend to shun outsiders and are known for their brilliant work with the region’s umberwood trees.

Marshfoot

Marshfoot is the newest stronghold to join the Jarl’s Council and sits deep in the marshes. Jarl Nautica the Raincaller reclaimed the desolate fishing village and has been slowly rebuilding it for the past few years. The people here have adopted many odd habits because of the dangerous marshes they call home. It mainly exports salt and fish, and it is believed that it may one day overcome Dragon’s Maw in the fishing industry.

Snowrend

Snowrend is run by the mean spirited Jarl Thraendir the Wicked. The people in this snowy region are proud of their metalworks and produce most of the weapons and tools you find throughout the region. This stronghold sits at the most mountainous area of the region, nestled where the mountain range meets the sea. It is also known for its natural defenses and the large walls that were constructed during its initial capture back during the war against The Beast.


Superstitions & Taboos

  • Barefoot is Best Many people believe that bad things happen to ships when sailors aboard them wear boots or shoes. It is very common to find entire crews of sailors, regardless of type of ship, that go barefoot or use cloth wrappings to cover their feet once they reach the deck of a seagoing vessel.
  • Fara’Thruk Fara’Thruk is a type of honor duel commonly reserved to Jarl duels or particularly important challenges of honor. The belief in this specific type of ritual is rumored to have existed pre-Sundering. With the cycle of life and death broken in the world, some people are capable of returning back from the dead. If you were to die during a Fara’Thruk, it is expected that you tell whatever being awaits you in The Crossroads that you do not wish to return to life. Coming back to life after Fara’Thruk is seen as one of the most heinous of acts and an affront to everyone in the Salt-Touched region.
  • Never Back Down Combat is taken seriously in Marshhelm, and fights are treated with an almost sacred reverence. Many Salties feel compelled to see any challenge accepted or combat initiated to completion. Retreat, in this case, is not an option.
  • Salt Save Your Corpse Before combat with a particularly challenging foe, many Salties offer their respect with the saying, “May you find glory in the Storm, or may the salt save your corpse.” Over time, this saying evolved into a shorter battlecry: “Salt save your corpse”. If Marshhelm is on the field of battle, you are almost certain to hear it just before combat begins.
  • Witness the Vintage Some believe that if you don’t ask The Meadow to witness the opening of the cask, the ale in the cask will evaporate, go bad quickly, or not be able to get anyone drunk. Some taverns take this taboo more seriously, and cask openings involve a small ceremony where an elder leads a song in honor of The Meadow.

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