Overview
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. They 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
Drakari,
Kynn, and
Tidewalkers.
Culture
Outlook
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.
Look and Feel
The region is host to five predominant strongholds with varying forms of fashion and architecture. Most homes are made of umberwood, sourced from the incredibly resilient umber tree native to the region. Many believe the tree gained its properties after being twisted by the Ashes. It is stronger than oak, yet lighter, and capable of withstanding fire to a startling degree. When backlit by firelight, its reddish-gray hue creates odd visual effects that contrast nicely with the stone foundations popular to these people.
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.
Religion
The people of the region have many folktales and rites that differ from town to town–not to mention the weird things the sailors of the fishing and raiding ships on the coast do.
The most prevalent belief is in a trio of deities known as The Three. The Three encompass three major aspects of life for these people. Many build shrines in various locations and leave odd offerings here and there. The shrines are vastly different depending on where you are in the region. Many people turn to elders for spiritual guidance, but no formal religious structure exists.
The Mountain
Sometimes referred to as The Mother. There is strong belief in the region that their way of life started in the mountain range that borders the region. This aspect usually revolves around strength, but some loose beliefs relate it to birth as well. This god is a regional representation of Valorheart. The people typically represent them with a strong woman or a mountainous visage.
The Storm
The Storm sometimes represents destruction and death, but it largely represents a mighty challenge. Sailors and mountaineers regard storms with awe, and many do not fear them; they see glory in storms and call out to this god not to hold back. This god is a regional representation of
Ashok, the Wolf of Winter and
Lydia, the Weaver. The people typically represent them with a lightning bolt or a squall of wind, but depictions vary depending on where in the region it is. They typically refer to this god as The Storm or The Squall.
The Meadow
The Meadow has many loose depictions, but the most common representations are related to companionship, honor, and leisure. You'll typically hear people call out to this god before breaking open a new cask of alcohol. This god is a regional representation of Forsyth. The people typically represent them with flowers, bees, or a tankard. Common names are The Meadow, The Drunkard, or The Hearth.
Holidays and Traditions
The people of the Salt-Touched Foothills celebrate many smaller, local holidays and two major, region-wide holidays.
Marshhelm Day
This is both a day of remembrance and a day of celebration. The day begins with quiet and somber reflection about those lost prior to the founding of the Marshhelm League. It’s a mark of a life that once was and a reminder of how fragile things can become. The end of the day consists of revelry and drinking to bring on the spring weather. This celebration represents the founding of the League and the collective efforts of the people to begin rebuilding their life in the years that followed.
The Great Hunt
This week marks the bloody fight against the Beast and its ultimate defeat. In recent years, the region began hosting Grand Games outside of
Dragon's Maw where people demonstrate strength of arms and skill with magic. The games start with a sailing race outside the harbors of Dragon’s Maw. Afterwards, the competition is broken into categories to mark the different forms of combative skill, with all of the competitors performing different tasks associated with their category. Each category ends with a combat tournament between the final competitors. The winners from each category are all crowned Masters of the Hunt and given trinkets showing the category they excelled in. It is common for potential suitors to make trinkets fashioned from flowers and ribbons for the athletes; marriages typically occur around this time as a result. The games are not the only focal point, however: a great festival is also held, consisting of food, drink, and many games and shows. Demonstrations of skill and dazzling displays of magic are typically seen all over the festival grounds.
Superstitions and 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.
Geography
This region borders a vast sea that extends beyond the horizon. Many large, temperate islands dot the coastline. They formed from the shattered sea floor after the Beast of the Deep broke through and started a decade-long campaign ravaging the coast. Many rocky cliffs and dangerous waterways mark the coastline. Rivers from other regions flow here to a delta before they reach the sea. The delta is marked by extensive marshlands. One end of the region is mountainous, with verdant meadows and foothills between it and the marshlands along the coast. There are five strongholds in this region:
Crushfeather,
Dragon's Maw,
Fogburrow,
Marshfoot, and
Snowrend.
Strongholds
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 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 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 woodwork with the region’s umber trees.
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 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.
Government and Laws
The local government is made up of a council of Jarls. The council is headed by a single High Jarl, who is voted in by the other Jarls. Every so often, the Jarls will all meet at the seat of the High Jarl to discuss regional issues and settle debates. There are currently four minor Jarls and one High Jarl; the seat of the High Jarl is in Dragon’s Maw.
Jarldom
Jarldom is a difficult title to achieve in this region as it requires a potential Jarl to perform an incredible “Feat of Strength” and then challenge the reigning Jarl to a competition. Feats of Strength were loosely codified when the Council of Jarls was formed, but in essence, a potential Jarl must perform a heroic feat and then be nominated for Jarldom by the local populace. Once nominated, the hopeful can legally challenge the local Jarl for their title. The challenge may vary from stronghold to stronghold. Once successful, the winner is granted the rank of Jarl. Feats of Strength may consist of a number of things, but the most common are: defeating a mighty foe, performing an act of incredible heroism, piloting your boat against a storm that would destroy it, and so forth. Jarl Challenges can be duels, athletic games, great hunts, etc. and can be chosen on the spot by the Jarl or may exist as part of a cultural pastime.
Becoming High Jarl is even more difficult. First, you must be nominated to be a Jarl and have at least half of the council nominate you to High Jarl. Once you are nominated, the only way to become High Jarl is to defeat the current High Jarl in
Fara'Thruk (Fair - a - thru - k), a highly ritualistic form of honorable combat.
Should a Jarl pass away, the next Jarl is put into power by the local populace. This typically involves making Jarl hopefuls compete against each other in some way. Should the High Jarl pass away, their position as Jarl of the Stronghold must be filled first. Once all of the strongholds have Jarls, a moot will be called and the Jarls must decide on who will become the next High Jarl. This has happened after
Valthorix defeated her father in Fara'Thruk to become Jarl herself; it was an eventful political meeting to say the least.
Strength and skill are at the heart of politics in Marshhelm. For better or worse, they trickle down into every facet of life in the region. Foreigners to the area typically struggle to adjust to their way of life, let alone their ferocity on the political stage.
Agriculture and Industry
Fishing is the biggest food industry in the area, with small amounts of traditional farming and hunting filling in the gaps where salted fish and other seafood can’t fit.
The lumber industry is dominated by
Fogburrow, as the mighty umber tree forests lie along the foothills and around the base of the mountain range.
Metal works come out of
Snowrend. It's extensive mines are home to plentiful amounts of both metal ores and fuel to keep the forges hot.
Fishing is largely fulfilled by
Dragon's Maw, but Marshfoot is slowly gaining momentum in that industry as it rebuilds. Dragon’s Maw is also home to the shipbuilders who supply the region with the boats that the people prize so much.
Marshfoot is home to the region's salt industry, an important commodity for the fish trade.
Crushfeather is currently the largest farming stronghold, farming traditional grains and experimenting with newer foodstuffs that popped up after the Sundering.
History
Pre-Sundering
Little is known about pre-Sundering life in the region. Many Salties would have you believe it had the strongest military in the world and built castles that broke through the clouds and rivaled mountains. Sadly, almost no pre-Sundering information exists, meaning this is likely hearsay brought on by belching drunks in the mead halls of the region.
Post-Sundering
Very little recorded information exists from the first few decades following the Sundering. The few stories handed down tell tales of mighty warbands that marched to stave off whatever horrors were released from beyond the Veil, with many strong warriors dying within the first few years.
The Ashes fell heavily in Marshhelm. They twisted almost everything they landed on, leaving the people to struggle against relentless Ashtouched monsters and starvation. Luckily, they were able to use the sea to escape conflict and keep what was left of the population fed.
The Reign of the Beast
In the 8th decade AF, the area was once again torn asunder as a massive creature seemingly tore its way out of the seabed, sinking a portion of the coast into the sea and raising islands up around it. This creature, named The Beast of the Deep, caused terrible destruction along the shoreline. The people, now panicked, fled inland towards
Fogburrow. Some went even further and resettled the ruins now known as
Crushfeather. The Beast was a force of malevolence that turned anything it killed into an undead that was a bloated, almost translucent husk of what it used to be. People called these husks Jellies. They did the Beast’s bidding, moving inland to assault Fogburrow. After years of dealing with Jellies in Fogburrow, the people managed to break out towards
Snowrend and recapture it. They hoped to fuel the war engine the people desperately needed by starting up the mines and forges there. With new weapons and tools, as well as food from Crushfeather, the people started a brutal campaign to push back the Jellies and take the fight to the Beast.
The battle with the Beast was devastating, but thanks to the industrious mentality of the region, the effort succeeded. The Beast was assaulted by ballistas augmented with runic magic and practitioners of the newer magics. It retreated from the shore to recover and heal, but the people weren’t going to let things end there. They got on their ships and hunted it. The Beast was slain in a final showdown at an island chain now known as The Crab’s Folley. Accepted word is that the final blow was dealt by
Zephyrak the Shellcrusher, who, despite having their ship smashed to splinters and no ballista, hoisted a large barbed ballista bolt by hand and drove it into the Beast’s eye, ending it’s reign of terror.
Formation of the Marshhelm League
What followed next was expected: the tired and hungry people of the region began infighting for resources. With many more dying to starvation over the winters, the culture was surely doomed to fall into obscurity if it didn’t change. After a few years of infighting, the Jarl Council was formed with
Crushfeather,
Fogburrow, and
Snowrend. Just after it's founding, Zephyrak left Fogburrow to pursue a vision for a brilliant stronghold on the coast. After laying the first stones, Zephyrak was made Jarl of
Dragon's Maw and High Jarl of the region, undisputed.
The last 20 or so years have been a time of rebuilding and restructuring, with the most notable event being a
Tidewalker from the war reclaiming the lost town of
Marshfoot and being granted a seat at the Jarl table.