Inches below riverbeds and miles beneath abyssal canyons, a geology of meat and stone shrugs.
Trees grow on hills that undulate over hours. Congealed blood floods a mineshaft; strange pastures thrive in iron-enriched soil. Colossal jags of bone jut from ravine walls. Hills shift: coasts splinter. Organic tectonics writhe landscapes.
The world is roiled by the shifts of the beast below, caked in layers of bedrock and dirt. It is an ineffable goliath, as acknowledged and respected as the weather. It is the basis of myth and childrens' wonder: it has many names in many cultures. Some deify it; a fascinated few study or exploit it. Most dismiss all but its passive influence in their lives.

Mantle is a world of rugged terrain and organic geology, some cthonic creature makes up some significant portion of the world's mass.
While not hostile towards its inhabitants, the creature is not insensate; as much as miners can dig fathoms deep into muscular flesh, an ignorant wanderers can tread on some slight hillock and find themselves crushed by some vengeful organ.
Nor is the creature without an immune system: cephalous monstrosities lurk in its wide blood-vessels, destroying and digesting any foreign contaminant.

Common Races of Mantle
One of the more populous races, humanity is seen by the other races of Fellmarch as comparatively durable and stocky.
Mantle's humans receive a +2 to constitution and +2 to any ability score other than constitution.

Another common race, Elves boast a natural lifespan twice that of humans- but bear frailty that rarely lets them reach that age. They are, however, impressively agile and quick; it's little challenge for a slightly talented elf to dance on a tree-branch.
Mantle's elves receive a +2 to dexterity and +2 to any ability score other than constitution.

A race of short, wiry individuals, dwarves are creatures well adapted to huddling in Mantle's caves. While they're no more stocky than most races, they have surprisingly powerful limbs.
Mantle's dwarves receive a +2 to strength and a +2 to any ability score other than strength.

A rarer race, Orcs have only just been observed to develop language within recorded history. They're a primitive race that seems to still be adapting from the (rarer still) ogre, to which it's clearly related- and come in a strange variety of extremes. Some tribes of orcs seem almost a different species to other tribes…
Mantle's orcs receive a +2 to any two different ability scores and a -2 penalty to intelligence.

Rules and Rule Changes
Game system is Pathfinder, though any D&D 3.5 feat, class or option may be shoehorned in with DM approval.
- 20 point point-buy for character generation.
- All characters get a +2 bonus to all climb rolls, and climb is always a class skill. In a world where a grappling hook is as mundane a utility as shoes, no-one grows up without some training.
- Starting level is 4th; starting gold is 6,000.
- A character's hitpoints at first level are equal to their constitution. After that, they're rolled as usual.
- Each character may take one trait.
- A single flaw may be taken per character; these do not grant an additional feat, but instead allow the character to take a second trait.

The country in which the campaign is set, Fellmarch is a large island connected to Serfland's northwest top and a former protectorate of the Guad empire. Broad, rain-swept and low-lying, the country is extremely prone to flooding, and bears a remarkable array of fens, swamps, and moors amid its forests and hills.
Fellmarch's main export is paper and wood and goods worked from the natural pine and oak of the region. Its chief architectural achievement is the use of paper in construction of housing- a factor that provides excellent protection against the dangers of undershifts.
Major districts of Fellmarch are the duchies of Bogshire, Nevshire, the Isle of Roth, Whitset, Folkaven Wefford, and Missex- wherein lies the capital city of Rintandy- and the baronies of Forth, Forth East, Sogtree, Southdowns, Nedcove, Adcove, Whitfom, Missex Riding, Gorliff, Rinden, Lossex, Nessex, High, Basside, and Isle of Sorwin, Clovetree, Wellwall and Skulls.
Fellmarch's humans tend to originate from the Nevic and Rintwara tribes, though there's Serwi and Teuch stock to them. Their elves are also part Nevic, though they claim a greater part Sissian ancestry. Their dwarves tend to be more Rinwaran and Teuch than anything- and it's anybody's guess as to the orcs.
There's also clear Sorn stock throughout each race, but mainly concentrated in the midwest.
Throughout any district of Fellmarch, at least two out of three of Gadish, modern Fell and Elfell will be in ready use, with modern Fell being by far the most common. In the dry north, the Fell dialect of Sorneg prospers, unintelligable to the uninitiated. Due to connection with Serfland and Doche respectively, Serfille is also spoken widely in the Southeast, and the western districts of Basside, Wefford and Skulls have a lot of Dochen speakers. A large influx of migrants from the sinking of Brugue also means Brugan finds common use in Basside, Lossex, Southdowns and Missex- particularly in Rintandy. Rintish also finds some use, but rarely outside the Lossex-Missex-Nessex triangle (and, for no some reason, Wellwall).
Major trade partners other than Doche and Serfland are Guad and Nord Sormark (whose people speak Sornish- not to be confused with Sorneg, with which it shared common features). Sea expiditions to Uskeny (whose people speak Uskian, mostly) and Kirden (whose people speak Kirish and/or Turnian) are ongoing and infrequent. While Fellmarch was generally not involved in the Librade wars in the far South, they're still aware of the Sariq and Trusci peoples (and the existence of Sariq and Trusci, if not Esq, Fiumio, Turini or such). Last, old fashioned Antolka and Shtovani literature is still popular, even if both cultures have changed dramatically.

Fellmarch is currently involved in a cold war with Vestsormark, and relationships with Millany have been soured (again) by territorial disputes over Heart Isle/L'isle de Cor. There's also conflict with Guad's northeastern prefectures of Walidia, Toloso, and Jazirat Isla (with support from other Guad prefectures), whose staunch Libradist rulers see the Fellmarch syncretism as an affront to their gods.

Common cultural practices are the making of paper charms. The majority of people are superstitious. Footwear is often made using wood and removed when stepping into a building. Common foods include pear or apple ciders (alcoholic or plain juice) and rice based dishes, such as paella; most meals have a fruity component to them. The national religion is a synthesis of the Guad iron gods, the Fellmarch paper gods. The country's patron gods are the two old Marci gods, Beldorn, god of water and Allerne, goddess of wood.
Fellmarch's national animal is the boar, and bacon is the staple meat of the country. Chickens are popular, but rarely eaten.

Mantle and its People
…Fishermen are careful to bring a rope and grapnel with them- in case the wharf from which they cast off is much higher upon their return.
…Leather is popular as a material. Some is farmed from pigs or beef. A lot is simply mined from the beast below.
…Miners always carry spears. One man also carries alchemist's fire and lantern oil.
…The lopeox is a popular animal for transport and draft work; it resembles something like an aardvark crossed with a tapir. They crawl on all fours by preference, but have long and nimble toes they use to pick fruits and leaves. They're popular as they're able to climb quite easily even with a rider on their back- though far too often, a greedy fool finds out the creatures have their limits.
…River and sea based transport is the most common route for trade.
…Most buildings are small, via necessity. Sorcery or careful engineering is utilized in almost all the large ones.
…The desperate dig to eat the flesh of the beast below. The results vary from small towns growing around feeding from the wounds to simple disaster.

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