Marth is a world scarred by cataclysm and reborn through hardship — a place where history echoes through shattered ruins, elemental scars, and the cautious hopes of mortals rebuilding in the long wake of devastation.
Over ten millennia ago, Marth was plunged into the Frozen Planet era, a time of brutal cold and howling storms after the awakening of slumbering Elemental Gods. For over 10,000 years, life clung to the edges of existence. Only fifty-two years have passed since their fall, since the Age After the Thaw began, thawing rivers and greening the land once more. Yet the long winter left indelible marks: drowned cities now lie beneath swollen seas, and strange flora and fauna thrive where ancient ice once ruled.
This is a world brimming with resurgent potential and peril. Old gods are dead or silent, while new paths to divinity flicker in the distance. The Beekeeper, a cunning goddess long imprisoned, stirs through mortal agents, seeking to consolidate power before rival faiths can rise. Across the continents, nations like the Lelien Empire press outward with ambition and pride, even as scattered cults, monstrous legions, and shadowy conspiracies pursue their own designs.
In Marth, the weight of forgotten epochs mingles with fresh ambitions. Martial paths flourish alongside remnants of primordial magic, and mortal hands shape their destinies — for better or worse — upon a stage still haunted by the bones of titans and gods.
Dungeons & Dragons 5e
In a world where gods lie dead and their shadows still shape the earth, who dares seize the power to write the next age?