Marosh: Difference between revisions
mNo edit summary |
No edit summary |
||
| Line 3: | Line 3: | ||
}}</includeonly> | }}</includeonly> | ||
Long a haven for pirates and smugglers in the [[Maroshan Sea]], Marosh has also served intermittently as a safe haven for the naval forces of [[Neptaris]] in times of war or revolution. During [[the Dark Times]], several groups from Neptaris settled more or less permanently in Marosh and now, at the dawn of [[the Fourth Age of Man]], there are stirrings of an actual governing body on the island for the first time in known history, despite attempts by worshippers of [[Taltos]] to maintain it as a haven for pirates. | Long a haven for pirates and smugglers in the [[Maroshan Sea]], Marosh has also served intermittently as a safe haven for the naval forces of [[Neptaris]] in times of war or revolution. During [[the Dark Times]], several groups from Neptaris settled more or less permanently in Marosh and now, at the dawn of [[the Fourth Age of Man]], there are stirrings of an actual governing body on the island for the first time in known history, despite attempts by worshippers of [[Taltos]] to maintain it as a haven for pirates. | ||
<noinclude>{{Nation | <noinclude> | ||
{{TOC left}} | |||
{{Nation | |||
|name = Marosh | |name = Marosh | ||
|fullname = | |fullname = <!-- Sidebar - top, in italics - Proper name of the Nation, usually including the government type --> | ||
|emblem = | |emblem = <!-- Sidebar - top - the image file of the emblem of the nation --> | ||
|geography = The island of Marosh lies in the southern [[Maroshan Sea]] off the southwestern coast of Duria, amidst the turbulent waters of the [[Great Gyre]] of the [[Betshaban Ocean]]. These treacherous waters have wrecked countless ships over the centuries, providing ample opportunity for salvage and piracy. | |geography = The island of Marosh lies in the southern [[Maroshan Sea]] off the southwestern coast of Duria, amidst the turbulent waters of the [[Great Gyre]] of the [[Betshaban Ocean]]. These treacherous waters have wrecked countless ships over the centuries, providing ample opportunity for salvage and piracy. | ||
| Line 30: | Line 18: | ||
Several short but swift rivers descend from the highlands into the great bay. These waterways provide the island’s limited supply of freshwater and historically served as natural routes into the interior. Because the island’s soils are thin and rocky, large-scale agriculture has always been difficult. Most farming occurs in shallow valley bottoms and coastal plains where sediments have accumulated. | Several short but swift rivers descend from the highlands into the great bay. These waterways provide the island’s limited supply of freshwater and historically served as natural routes into the interior. Because the island’s soils are thin and rocky, large-scale agriculture has always been difficult. Most farming occurs in shallow valley bottoms and coastal plains where sediments have accumulated. | ||
| | |continent = Duria | ||
|economy = | |location = The [[Maroshan Sea]] in the [[Betshaban Ocean|eastern Betshaban Ocean]], east of the [[Tamerynd|Island of Tamerynd]] | ||
| | |land_area = 22096 | ||
| | |coastline = 1374 | ||
|map= | |terrain = <!-- Geography - Main Body - Prose paragraph(s) about the terrain of the nation --> | ||
|update_year=2109 | |waterways = <!-- Geography - Main Body - Prose paragraph(s) about major waterways and their significance to the nation --> | ||
|society= <!-- Society & Culture - Main Body - Prose paragraph(s) about the people: demographics, language, character, daily life, ethnic/social groups --> | |||
|population = <!-- Society & Culture - Sidebar - Total population, with a basic breakdown of heritage by percentage following --> | |||
|language = [[Neptaran Language|Neptaran]], [[Tamerish Language|Tamerish]] | |||
|locations= <!-- Society & Culture - Main Body - A brief paragraph describing significant cities, regions or wonders, with links to each --> | |||
|persons = <!-- Society & Culture - Main Body - A list of important persons in the Nation, each with their own one-sentence summary and link to full entry --> | |||
|government= <!-- Government - Main Body - Prose paragraph summarizing how the Nation is ruled and judged --> | |||
|government_type = <!-- Government - Sidebar - Government - The government type, perhaps with a parenthetical list of common ruling titles, from highest to lowest --> | |||
|ruler = <!-- Government - Sidebar - The name of the ruler of the Nation or the body that governs it, if any --> | |||
|arms = <!-- Government - Sidebar - The blazon of the arms of the Nation or the ruler of the Nation --> | |||
|capital = [[Seahaven]] is the most significant settlement, but by no means a capital | |||
|alliances = <!-- Government - Sidebar - A list of linked Nations that the Nation has military, social or economic ties to --> | |||
|hostilities = <!-- Government - Sidebar - A list of linked Nations that the Nation is hostile towards --> | |||
|law = <!-- Government - Main Body - Prose paragraph summarizing the important points of law and how it is enforced, including notes on stability [stable, fragile, collapsing, contested], justice style [codified law, arbitrary rule, trial by combat, mob rule, etc.] --> | |||
|military= <!-- Government - Main Body - Prose paragraph summarizing how the military is organized, martial traditions and who controls the military forces of a Nation --> | |||
|religion = <!-- Religion & Belief - Main Body - A single prose paragraph summarizing religion in the Nation, including which are dominant, which are oppressed/vilified and how they interact with the Nation --> | |||
|pantheon = <!-- Religion & Belief - Sidebar - The predominant pantheon or pantheons observed, with links for each --> | |||
|patron = <!-- Religion & Belief - Sidebar - The patron deity (or dominant deities) of the Nation, if any, with links --> | |||
|dominant_faiths = <!-- Religion & Belief - Main Body - Prose paragraph(s) of the significant gods/faiths in the Nation and how they interact with the people, government and/or economy --> | |||
|secondary_faiths = <!-- Religion & Belief - Main Body - Prose paragraph(s) of the secondary gods/faiths in the Nation and how they interact with the people, government and/or economy --> | |||
|persecuted_faiths = <!-- Religion & Belief - Main Body - Prose paragraph(s) about which gods/faiths are actively prohibited or persecuted in the Nation --> | |||
|major_temples = <!-- Religion & Belief - Main Body - Prose paragraph(s) about significant temples, monasteries or religious locations --> | |||
|economy = <!-- Economy - Main Body - Prose paragraph summarizing the economy of the nation, including resources, agriculture and commerce --> | |||
|exports = <!-- Economy - Sidebar - A sentence or two on major exports for the Nation --> | |||
|imports = <!-- Economy - Sidebar - A sentence or two on major imports for the Nation --> | |||
|coinage = <!-- Economy - Sidebar - Coins minted by the country, from lowest to highest, showing conversion between them and at least one showing a BUC value in parenthesis --> | |||
|guilds = <!-- Economy - Main Body - Guilds, companies and other economic or religious organizations significant to the economy of the country --> | |||
|black_market = <!-- Economy - Main Body - Prose paragraph summarizing the black market, if any, in the nation --> | |||
|history = <!-- History - Main Body - Prose paragraph(s) about the known history of the Nation, with links to years as appropriate; years should be in the format used by the culture, where possible; for longer histories, break down into Third Age, Dark Times, Fourth Age, etc. --> | |||
|current_events= <!-- Current Events - Main Body - Prose paragraph(s) about the present-year situation and adventure seeds, which suits a living campaign. --> | |||
|templates = <!-- Main section - This is left over from the GURPS rules and generally isn't used, but I'm keeping it here in case I decide to create some rules for cultural templates for Mythus Revised --> | |||
|map= <!-- name of the image file containing a map of the Nation; if this isn't included, this page will be associated with the "Needs Map" Category --> | |||
|update_year= 2109 | |||
}} | }} | ||
{{Thumb}} | {{Thumb}} | ||
Latest revision as of 02:40, 22 August 2026
Long a haven for pirates and smugglers in the Maroshan Sea, Marosh has also served intermittently as a safe haven for the naval forces of Neptaris in times of war or revolution. During the Dark Times, several groups from Neptaris settled more or less permanently in Marosh and now, at the dawn of the Fourth Age of Man, there are stirrings of an actual governing body on the island for the first time in known history, despite attempts by worshippers of Taltos to maintain it as a haven for pirates.
Geography
The island of Marosh lies in the southern Maroshan Sea off the southwestern coast of Duria, amidst the turbulent waters of the Great Gyre of the Betshaban Ocean. These treacherous waters have wrecked countless ships over the centuries, providing ample opportunity for salvage and piracy.
Roughly semi-circular in shape, Marosh's coastline forms a natural barrier against the open ocean while enclosing a vast central inland bay that cuts deeply into the island’s interior. This great natural harbor, known as the Mandrake Bay, is one of the largest protected anchorages in the region. Its sheltered waters have long made the island a natural refuge for ships seeking protection from storms or pursuing less lawful enterprises. Along the southern shore of this bay stands the fortified port town of Seahaven, the island’s primary settlement and the closest thing Marosh possesses to a political center. The outer coastline of Marosh is jagged and irregular, marked by high basalt cliffs along the northern coast, scattered reefs and shoals in the west and narrow beaches with mangrove coves along the south.
The interior of Marosh is dominated by rolling highlands and broken uplands, with no true mountains. Much of the island consists of rocky ridges and windswept hills cut by narrow river valleys that drain toward the great central bay. The central highlands rise gradually from the coastline before reaching a rugged plateau sometimes referred to by sailors as the Neptarch's Crown. From these uplands, numerous streams flow outward toward the sea. Several freshwater lakes dot the interior, remnants of ancient volcanic activity that shaped much of the island’s geology.
Southwest of Seahaven lies a modest but ancient woodland known as Zofritia Wood. This forest of dark cypress, twisted willow, and salt-hardened oak has long served as both refuge and hiding place for smugglers and brigands. Narrow trails wind through its shadowed interior, and local legends claim the forest is haunted by spirits of sailors lost at sea. Elsewhere on the island, scattered groves and coastal woodlands grow in sheltered dales where rainfall is more abundant.
Several short but swift rivers descend from the highlands into the great bay. These waterways provide the island’s limited supply of freshwater and historically served as natural routes into the interior. Because the island’s soils are thin and rocky, large-scale agriculture has always been difficult. Most farming occurs in shallow valley bottoms and coastal plains where sediments have accumulated.
| This page has been identified as needing a map for clarity. |
| This is a thumbnail description and is scheduled for expansion at a later date. |
| This article is part of the Player's Guide to Duria | |
|
Introduction · Economics and Trade · Legends and History · Religion · Regions and Realms |