Everrot Marsh Geographic Location in Manarchy | World Anvil

Everrot Marsh

These marshes were not a huge issue until the skirmishes which lead to an all out war with the lizardfolk residents. Seeing they were losing the fight, ill-intentioned shamans of their tribes initiated a toxic war which infested the whole marsh and the vicinity. No winners were drawn. The marsh became a rotting place where bodies raised the water levels by their accumulations only. No sufficent workforce or desire was left of the King's army to clean the place. 'til now, that place is so nefarious nobody with a sane mind dare to walk where the cursed once stood.

Geography

The marsh is filled with filthy water spots in more than thirty percent of the zone, many cut trees used in the war to complicate the army's advancement remains and natural traps can still occur here and there. A couple of outposts and abandonned lizardfolks villages can be found, but also scarce and sunken guard towers in the closer edges of the marsh. the most dangerous part being south-east were the bulk of the armies died, with a ever constant sickening air and with numerous monsters lurking. The spot is so much filled with corpses it creates some "natural" walking spots in the bogs for who may be crazy enough to pass it directly.   Aside from these, some ancient temple can be found amongst the marsh, which belonged to another time, and were not looted as of yet by the commonfolk's knowledge. Rumors tell of a venerable dragon versed in ancient necromancy resides nearby the ruins of Aumellan's tower.   Some high tree were also infected in the process, and their leaves now produces a black powder named the Humid Ash, which makes the light hard to travel in the marsh and hard to located landmark by fly's height.

Fauna & Flora

Almost all of it of sickened, full of parasites and unfit for consumption and scavenging. The rare "pristine" creature are the Deadmoss drakes, which adapted grimly to the area. Other drugs in forms of fungi and plants can also be found, and recipes and solutions made with them can be found in fungi sentient races settlements, but few managed to trade or steal from them unharmed.   Among the fungi-controlled thing is the dangerous Wastewalkers, treants infected with a body altering fungi which delivers sickening and deadly blows.

Natural Resources

Lots of mold, fungis and marsh-related components can be found there. However, harvesting those parts is a deadly business to anybody not being an adventurer, immune to diseases/poisons or having similar protection, magical or natural. However, any toxicant or necromancer can find very useful components there. One of the landmarks, the lost tower of Aumellan, is now filled of potent unholy bogwater around it.
Type
Wetland / Swamp
Included Locations
Inhabiting Species

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