Salt Marshes, Isle of Erin Geographic Location in Animia | World Anvil
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Salt Marshes, Isle of Erin

Salt marshes make up the westernmost portions of the Isle of Erin; rural lands ruled by the Duke of Erinsport, the marshes produce fish, crab, and shrimp for the local population, as well as the peat that heats most buildings in the city. The marshes are flooded during high tide and walkable during low tide. Workers are expected to fish during high tide and gather peat during low tide.   Leaving the town of Erinsport, the ground rises to the north, while the road moving westward stays relatively level and passes through fields and small stands of trees. The island narrows five miles west of the city, stretching out for barely a mile on either side, rising to steep coastal cliffs to the north and settling into long, open beaches to the south. As you make your way further westward, the ground seems softer underfoot. As you catch a glimpse of tall grasses and countless pools of seawater stretching out for several more miles, a disturbing sulfurous smell assaults your nostrils. The scent clings to you, bringing with it memories of death and decay; though not putrid, as would be the scent of rotting flesh. The smell strengthens as you descend the slope and enter the marshlands. Small houses made of sticks and straw dot the landscape above the marshes.   If PC's ask around, they find out the sulfurous smell is the smell of peat, and it constantly hangs over the marshes. Most workers homes are either at the edge of the wetlands, where the smell is less intense, or the lucky/higher status folks live in the outer town of Erinsport.

Natural Resources

Fishing

1. Choke Points: A specific location within a marsh where a mass of water must drain out with the ebb tide, thereby concentrating prey and game fish. Choke points are bottlenecks, forcing baitfish, tide and target species through a finite spot. 2. Flooded Shorelines: High water allows redfish, sheepshead and black drum to scout areas that are bone-dry during low tide. The new hunting grounds offer a smorgasbord of crabs, shrimp and snails to eat, leaving the drum vulnerable and less aware of sight-fishermen. 3. Deep Holes: Call this the 24/7 spot. Deep holes concentrate fish on high and low tides because they provide a refuge to fish from temperature changes and predators. Often, deep holes are affected by currents, which means dinner is never far away for predators. 4. Oyster Bars: One of the most common marsh structures, oyster bars are home to many tasty prey items for game fish. As long as water covers the bar sufficiently, oysters serve as a buffet table, attracting hungry fish to gorge. 5. Creek Mouths: A popular ambush point for game fish such as redfish, seatrout and flounder. Expect fish to position just outside the current, allowing prey to sweep past them. Creek mouths work well on both incoming and outgoing tides. Anglers with a boat capable of quiet stalking should pole along the edges looking for tailing and feeding redfish. When the tide starts to fall, the reds will push out of the reeds. This is an opportunity for anglers to set up shop at choke points to cast to fish receding with the tide.
Type
Wetland / Swamp
Location under

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