Finding the Right Swamp in Golarion


Lost Omens Campaign Setting General Discussion


Are there any swamps or bayous in Golarion that would come close to being something akin to a southern marsh? I'm looking to set my game in a kind of fantasy Louisianan swamp, but I don't really see a lot of good options-- the Sodden Lands, the Mushfens and the swamps in northern Ustalav seem to really be my only options, but the Sodden Lands aren't exactly a civilized kind of bayou and the Mushfens are completely wild from the description (and also much too close to Korvosa for my taste-- finishing up CotCT after CoT and I want to get the campaign as far away from a big city as I can!). The swamps in northern Ustalav seem to be ripe, but... they're frozen swamps in a subartic area. Not exactly the kind of place a hurricane could hit...

So, if you wanted to place a bizarro world fantasy-inspired Louisianan swampland, complete with river boats, plantations and bog people on Golarion somewhere... where would you put it?


You could put one in Sargava and have it suit all of your criteria, the swamps in Ustalav aren't on the big map, so neither would these be. Neither is Hooktongue Slough in the Stolen Lands.

I'd suggest the blackwood swamp around CAssomir in Taldor aswell, right up against civilisation, warmer climate, etc. If you want a swamp that is already known to exist.


vagrant-poet wrote:

You could put one in Sargava and have it suit all of your criteria, the swamps in Ustalav aren't on the big map, so neither would these be. Neither is Hooktongue Slough in the Stolen Lands.

I'd suggest the blackwood swamp around CAssomir in Taldor aswell, right up against civilisation, warmer climate, etc. If you want a swamp that is already known to exist.

Ooh. Sargava.

Good idea. More reading! Hopefully not as dry as the Ustalav article...


Sargava is a good one, and I was going to suggest Taldor myself. Somehow Taldor's flavor seems simpatico with a Lousiana-type vibe, vaguely, maybe... if the French never sold out or were defeated but just held on and festered? :-)

Also, I'd imagine it'd be pretty easy to fit a mangrove swamp in along the coast of Geb/ Nex (as appeared in the Superstar contest!). Within Geb you have zombies all ready to go, and within Nex you have the para-Egyptian mage-ocracy (ala Ophir? James?) whose unfortunate attempts at creating magical creatures tend to escape to surrounding wild lands... I could see a marginal swamp populace gathering/selling valuable magic components gathered in the area, and of course the region of Alkenstar is near-by enough that fire-arms can be as common as you want them (whilst that would be a more radical change in Taldor). I don't think there's really much of anything written about Nex at the moment, though...


Quandary wrote:
Sargava is a good one, and I was going to suggest Taldor myself. Somehow Taldor's flavor seems simpatico with a Lousiana-type vibe, vaguely, maybe... if the French never sold out or were defeated but just held on and festered? :-)

I was eyeing Taldor... that big forest right on the border with Andoran can easily just turn into a marshland.

I think I may go with the Mushfens. The french are the Cheliaxian, the indigenous peoples are the Varisians. Done and maybe done?

Scarab Sages

I was going to suggest the Mushfens.

Scarab Sages

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Yes, the Mushfens but way out to the west away from civilizaiton totally. Thar be Halflings in them thar swamps.


Ice Titan wrote:

Are there any swamps or bayous in Golarion that would come close to being something akin to a southern marsh? I'm looking to set my game in a kind of fantasy Louisianan swamp, but I don't really see a lot of good options-- the Sodden Lands, the Mushfens and the swamps in northern Ustalav seem to really be my only options, but the Sodden Lands aren't exactly a civilized kind of bayou and the Mushfens are completely wild from the description (and also much too close to Korvosa for my taste-- finishing up CotCT after CoT and I want to get the campaign as far away from a big city as I can!). The swamps in northern Ustalav seem to be ripe, but... they're frozen swamps in a subartic area. Not exactly the kind of place a hurricane could hit...

So, if you wanted to place a bizarro world fantasy-inspired Louisianan swampland, complete with river boats, plantations and bog people on Golarion somewhere... where would you put it?

Geb. Totally Geb. It's got tropical heat, salt marshes, mangrove swamps, massive agricultural plantations (worked by mindless undead slaves). The riverboats would probably be powered by zombies in hamster-wheel-like contraptions. And it's right next to the Obari Ocean and at an appropriate lattitude for hurricanes.


Shem wrote:
Yes, the Mushfens but way out to the west away from civilizaiton totally. Thar be Halflings in them thar swamps.

Halfling ogrekin.

Terrifying.


You can do what you want, but I'm pretty sure the mushfens are decidely non-semi-tropical...
The word choice of 'fens' being suited to british bogs and marshes, or maybe like the Netherlands, pre-drainage and dikes, etc. Korvosa is supposed to be around the latitude and climate of Seattle according to Paizo... which would make the Mushfens like the Olympic peninsula, but flat.

Geb/Nex or Sargava just seem the best match to this if you go by canon.
Then again, Golarion is MAGIC so you can make up whatever you want and have semi-tropical Everglades straight west from Korvosa.

Sovereign Court

Well these aren't halflings, but I made some Ogrekin (merrow) Moonshiners for my current game in Varisia. I based them off the Drunkard in the GMG and the template in Hook Mountain Massacre. As I wanted them to be aquatic I gave them the Webbed Digits and Light sensitive deformities and the hold breath special qualities as they're descended from Merrow in the Mushfens.

Spoiler:
Ogrekin (merrow) Moonshiners CR 2
XP 600
CE Medium Humanoid (aquatic, giant)
Init +0; Senses low-light vision; Perception +3

Defense
AC 17, touch 10, flat-footed 17 (+4 armor, +3 natural)
hp 26 (3HD; 1d6+2d10+12)
Fort +7, Ref +0, Will +1
Weakness Light sensitivity

Offense
Speed 20 ft., swim 10 ft.
Melee Ogrehook +6 (1d10+6/x3; Trip)
Ranged Alcohol Flasks +2 touch (1d6 fire and 1 splash; 10ft.; as Alchemists Fire but full round action, 50% chance of igniting)

Statistics
Str 19, Dex 11, Con 18, Int 8, Wis 9, Cha 6
Base Atk +2; CMB +6; CMD 16
Feats Iron Will, Improved Bull Rush, Power Attack
Skills Intimidate +5, Profession (Brewer) +4, Swim +10
Languages Giant
SQ deformities, hold breath

Ecology
Environment any
Organization solitary, pair, gang (3-4), or family (5-16)
Treasure standard (NPC gear, other treasure)

Special Abilities
Deformities (Ex): An ogrekin has the special qualities of the base creature. In addition, all ogrekin are deformed and hideous, and each bears different mutations and ungainly features as gifts from its brutish parent - one an advantage, and one a flaw.
Webbed Digits: The ogrekin has thick, flexible webbing between its fingers and toes, gaining a swim speed equal to half of its base land speed.
Light-sensitive: The ogrekin's eyes are large and protruding. It is dazzled while in bright sunlight or within the radius of a Daylight spell.

--Vrock n' Rye

Paizo Employee Creative Director

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The Mushfens are decidedly NOT a tropical swamp. They're more like the types of swamps you see in Washington; cold and dreary and rainy, but on a MUCH larger scale than any of our piddly little swamps up here.

The Sodden lands are probably your best bet. Especially since they come complete with a free perma-hurricane!

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