Blatishnica

The Gods' forsaken swamps

Blatishnica is the largest wetland in Sarakt. It lies in Southern Central Mainland, between sub-strandgean forests of the North and Permafrost in the South; from the coasts of the Dividing Sea in West to Wet Hills in Nortеast, to Radnav Mountains in Southеast. Blatishnica is covered mostly with freshwater swamps and marshes, except not a large area at the centre of the Western shore, where it meets the Sea. The coastal swamps are saltwater.

Blatishnica has been inhabited long ago by a distinctive group of humans, known as Swamp people , or "The Swampers" in short. They differ much from other humans and usually don't mess much with them. There are no large settlements as neither the swamp soil, nor the Swamper's Nature favours them. They usually live in large houses with the external family or small tribal villages with several communal dwellings.

I. Geography

Blatishnica is a large freshwater wetland in the Western part of Central Mainland. It's mostly flat land with average elevation 15 metres above sea level (s.l.). The Northwest region is higher elevated, and there are some hills in Southeast regions. There are 5 major and many smaller rivers that flow through Blatishnica, but the Swamps are fed mostly by subterranean and ground waters.

1. Regions

1.1. North

In the North, Blatishnica border with a large body of forests, called sub-strandgean forests. The trees dominate Northen wetlands too, even the if swamp species are quite different than in regular forests. To the west, the swamps extend to the Dividing Sea through the Leshtavda Swamp. The average elevation at the coastline is about 100 metres and the saltwater from the sea cannot reach the swamps. The opposite is quite common and marsh water often overflows the cliffs into the sea. The height drops rapidly in East direction, reaching 20 metres above s.l. at the central Regions and 15 under s.l. at riverbed of the Aphobod River in Aphobodava Swamp.

1.2. Leshtavda Swamp

Leshtavda is medium swamp in the far northwest region of Blatishnica. Its westernmost region reaches the coastline, but due to differences in the elevations (Blatishnica: 150m above s.l.; Dividing Sea 0m) saltwater and freshwater never mixes. The relief is mostly flat, lager hills and peaks are missing. Before the Flooding, the area was a large forest with a deep lake in the middle. The Flooding completely reshaped the surface of the lands. Instead of single lake, now multiple small ponds and dams can be found. Many are covered by a thin layer of stabile-looking land, creating the illusion of safe passage.

1.3. Rcory Passageway

The westernmost part of the Swamps is highly elevated rocky barrens, known as Rcor or Rcory Passageway, and hosts the only dry-land connection between The Mainland and the Western Continent. It further can be divided to narrow, steep ridge, "Knijary", in east, long high valley, "Plateau of despair", in the middle, and unstable cliffs, "Falling cliffs" in the west. The average altitude of the ridge is 1'700m above s.l., the highest peak "Snake fang" - 2'053m. Most of the peaks are spear-, or fang-, like - thin, long and tall spikes. In the middle, northern end of the valley is steep slope with sparse vegetation and rapid devaluation. Then there is small crest and after it the true valley begins. The ascent here is much smoother and the elevation almost doesn't change. The summit is a large open area, where the Isthmus begins. South of Isthmus lies a small saddle and then is the highest peak of Rcor - "The Lone watcher" (2'633 m). Beyond it lies open sea.

1.4. Central Swamps

East of Rcor lies vast true wetland. Its occupied mostly by grassy marshes, but there are also some small swamps with trees. The eastern border continues to be determined by riverbed of Aphobod River. This area is the most densely populated both by Swampers, and foreigners. The relief is mostly lowland with some deep pools and strips of semi-dry land.

In the southernmost region, next to the conditional border with (true) Southern Blatishnica there is medium swamp, where the physical and magical laws are completely warped and twisted. It's called "The Heart of Blatishnica" and it is the weirdest and strangest place in already weird and strange expanse. The influence of The Heart spreads in many kilometres in all directions. This swamp lies over a ring of solid, but porous rock, which grows the most bizarre trees as a border. The inside of this swamp is accessible to a chosen few, who kept its secrets.

1.5. Kandravda Swamps

South of The Lone Watcher peak for the next few hundred kilometres the coastline is lower with an average elevation around the sea level. The region is framed from North-East, East and South of the Kandra river - from its springs at "Dzver's Talon" peak at Southern Knijary Ridge, along the entire riverbed to the bend near "Dormant Sentry" rock, and then to its mouth near the "The Torch" peak, and its named after the river. It includes several saltwater marshes and few swamps at the coastal line, all fed primary on the water from tidal waves. The local flora and fauna are distinguishable, as the wildlife had to adapt to specific conditions of the environment. Many the species here are endemic not only to Kandravda, but to certain swamp or marsh.

Kadrava swamps lie over the thick layer of fertile soil, formed by alluvial deposits from river floods and sea tides, and from additional landmass brought from Inner Blatishnica by landslide. The foundations are rock debris, left over from the time of The Shattering. Tidal waves often inundate the swamps and cause the floodings. They are the main reason for saltiness, and especially for its disproportional distribution, of Kadrava. The swamp water near the coast salter, but near the riverbank its almost freshwater. This sometimes causes dangerous currents and whirlpools. Kadrava at all is much less twisted and bended nature of the rest of Blatishnica but still isn't completely normal. The wildlife, however, is amongst the most dangerous even for Blatishnica.

1.6. Flamming Bog

The border of Central and Southern Blatishnica is formed by a belt of bogs, rich of a gas-generating processes. They are known by the collective name "Flamming bog" due to the frequent self-ignition of the Swamp Gas. These bogs have both high economical and high biological value to the swamps, as they are the main source of gas for export. On the other side the fires are heating up the water and thus stopped cold flows from the South.

1.6. Southern Wetlands

Further, in the South, after the belt, gas-synthesis bogs are rarer and often the surface layer of water and soil are frozen. The herbaceous marshy vegetation gives way to coniferous swamps and then the frozen wetland is replaced by frozen dry land, that extends to the southern shores of The Mainland. The exact border between them is hard to be determined, so the line of Permafrost is accepted as a conditional border.

2. Rivers

2.1. Aphobod River

Aphobod River third largest rivers in The Mainland. Its main spring is Wet Hill and it flows in South direction, serving as east border of Blatishnica for the most of the time. Near the line of Flamming Bog, the river turns South-East and flow through the Radnav Mountain in the scenic Aphobodava Gorge. Pass the mountain, it returns to its southern direction and passes through the Permafrost, where for most of its way its under deep layer of ice. The river reaches the southern shore and flow into the ocean through a gigantic waterfall (706m).

Aphobod is navigable for most of its length until Radnav Mountain, and serves as a valued transport artery. Currently there are no important bridges as the river tends to destroy them quite often. Coastal settlements are also often flooded by the river.

2.2. Kadra River

Kadra river flows entirely in Blatishinca. It completely surrounds Kadrava swamps from North-East, East and South, and serves as border between them and the rest of Blatishnica. It springs originate in caves int Dzver's Fang peak and the river's streams flow independent before they merge at the foothill of Southern Knijary Ridge. The river flow in south direction, the left bank higher and compose mostly by solid rocks. The right bank is lower and slightly sloped, mostly sands and clay. Riverbed follows the relief and make almost 90o when reaches the end of rocky plate under the southern lands. Near the Dornmant Sentry, the river changes its direction and turns toward the Dividing Sea in the west, where lies its delta.

2.3. Noctira River

Noctira river is a small river, that flow from North-west Strandgea Mountain to Leshtavda. Its springs are near the Empire's pass and before the Flooding was the main source of the Leshtavda lake. After the water level rises, the river found its way south to the Central Blatishnica.

The ancient road Via Noctira was built following its course from the Empire's Pass to the Rcory Passageway and the river was used for small cargo barges to support the movement. After the Leshtavda Massacre, the river, the road and all linked to them is largely abandoned by all living beings. Non-living, however, still use them to leave the swamp.

2.4. Oobi River

Oobi is another river that flows entire in Blatishnica. It springs from the forbidden "Hear of the Swamps" and follows a strange strongly curved course, that passes through multiple zones of Central Blatishnica until one final turn toward the west and ends in a large swallow marsh, Wlozinava marsh, on the left bank of the Kadra river. The Wlzonava marsh tends often to overflow and spill across the Kandra into Kandravda Swamps.

The water of Oobi has distinct purplish colour and carries more magic energies than some of the lay-lines. Foreigners often attempt to take a container filled with Oobi's water with them as a souvenir, but outside the swamp the water quickly turns into mud. Inside the swamps, however, the its often used as an ingredient for medicine, potions, elixirs ant etc.

2.5. Mutitsa

Mutitsa River is long river through the swamps. It is sprung from Freksta Swamp in North Upper swamps, and flows all the way to the Permafrost. Its riverbed is narrow but very deep, the current is slow. Mutitsa river crosses Oobi river, but their waters don't mix. Mutitsa is very important for the Swamps' ecosystem as it drags most of the decaying and rotting matter to the Southern Wetlands , where it decomposes and turns into gas or peat. It is one of the most important tributaries of Aphobod River and the two merges at the Permafrost.

2.6. Other

Most of the other rivers, rivulets, streams and water flows, that flow through Blatishnica have negligible importance and influence.

II. History

1. Ancient

Aurial The Father created the area as large grassland with pure rivers and crystal-clear lakes. Sunny forests decorated the flat landscape. Many ordinary animals inhabited it and called it home. Later, some human tribes established tribal settlements. The life was easy, colourful and plain. Humans lived in harmony with the Nature and build their society. When the Father shattered the world the new sea, the Dividing Sea, appeared just at west of Blatishnica's lands.

2. The Shattering

When Aurial The Father reshaped the lands in His rage, He ripped entire western part of The Mainland. Most of the land just tore apart or collapsed in the new rift. In the middle South one particular mountain was affected differently. The continental draft dragged it across the entire width Blatishnica until the westernmost end of The Mainland was reached. There the mountain got stuck and served as an anchor that stopped already decelerating movement. The dragging dug deep scar on the land's surface and turn the plainland into lowland. The world, however, was still young and healed quickly. Grasses and bushes covered the land, and soon the first trees grew. The animals returned and then - the peoples.

3. The Flooding

All changed when The Son arose against his Father. One by one the settlements were abandoned and humans joined the forces of The Father or The Son. Soon the grassland became witness to some of the fiercest fights between armies of the two Gods. Unleashed magical, mystical and other energies completely changed everything. The hatred and the malevolence seeped into the soil and poisoned the ground. Discharged powers reshaped the surface, twisted the animals and plants, warped the lay-lines, maimed the primordial well. The once lush grassland was turned into a grotesque monstrous marsh. Those twisted creatures took over the ordinary vegetation and animals and became the new natives. Strange crooked trees replaced grasses and herbs as dominant plant species.

4. After The Truce

The descendants of Blatishnica's tribes returned to their ancestral lands only to find them too unfriendly and dangerous to settle there again. The hostile environment quickly took so much victims that most of the survived abandoned forever the idea to return. They spread across the world and soon were absorbed by other tribes and communities. However, some chose to stay. They slowly built their lives and culture amongst the most dangerous creatures in all the Sarakt. Through the ages, they were joined by many strangers with different reasons, desires and motivation.

Meanwhile from all bended and tainted energies, a strange form of consciousness awoke and now saw the humans as a threat to the Swamps. Initially the mightiest predators begun ambushing lonely humans or small groups at secluded places, but soon after all the wildlife joined the hunt. They all were filled with frenzy and hatred.

5. The Cult of Nature

The humans fought back the Nature, but the fight was very uneven. Their resistance slowly started to fail. They desperately prayed to the God, to any God, for salvation, but in the twisted and warped reality of the Swamps neither The Father, nor the Son could hear the prayers. But they didn't go unheard. And they were answered. The Nature's consciousness heard the prayers and reconsidered its attitude toward the humans. The animals and plants ceased their attacks and withdrew. They were still around, watching and waiting, but they were holding back. The humans continued praying for salvation to whoever would hear and answer them. A few years passed, during which the tension and stress grow tremendously. Wherever the humans went, they felt at less one pair of eyes pointed at them. Anxiety and restlessness slowly took over the society.

This all changed in an instant. One day a strange, humanlike, creature approached the largest human settlement in the swamps. It - or actually she - spoke no words, but all she met understood her. She introduced herself as the incarnation, the Avatar, of Blatishnica, born by twisted energies and desperate faith of humans. The avatar offered protection and guidances in exchange to renounce their faith and begun worshipping the Swamps and their values. The choice was easy for the small group of humans at the brink of the extinction - on the one side were their former gods, who stopped to answer the prayers, who had forsaken their worshippers. On the other side was the living incarnation of the hostile environment they live in. They turned away from their former gods and accepted the blessing of the Nature's avatar.

6. Persecutions

The swamp dwellers had little contacts with the outer world, but they weren't completely isolated. Soon the word for their conversion into a new faith reached the Imperial lands and the Holy Church. The church board was very displeased and immediately anathemize the Cult of Nature as heresy. They wanted to abolish it, and bring back the lost souls back in the bosom of the Church. The ultimatum was given, but the Swampers refused. The relations became very strained. The Empire sided with the Church and putted trade blockade over the Swamps. All the commerce was outlawed and traders were prosecuted by the law.

The embargo used to punish the swampers, but had little to no effect. The Avatar of Nature took care of her people and made the Swamps to provide all necessary resources for survival. Cut off from the outside world, the swampers quickly fell under the heavy influence of the twisted swamp energies and underwent some transformations. They developed much tighter connections and became mutually sufficient. All reflected very badly on the influence of the Church. The Empire again stepped in favour of the Church and pronounced the swampers for the enemy of the state. The followers of the Cult were hunted down and anyone caught was condemned to death for heresy.

7. Swamp War

Seeing that it couldn't cope with the Swampers, the Emperor declared Sacred War against the heretics. Many volunteers joined the crusade, driven by true faith and devotion. The swamp warfare, however, was unlike anything the Empire faced before. Guided by the Avatar of Nature, both the animals and plants joined the Swampers in the fight against the invaders. Despite the overwhelming superiority in manpower and the prominent commanders, the imperial forces suffer crushing defeat. The emperor perished on the battlefield and his successor quickly went for an armistice.

8. Years of peace

The new Emperor avoid unconditional surrender, but was forced to stop the persecutions of the Cultist, pay reparations and resume the stock exchange. An agreement for building trade infrastructure was made and the Emire took the responsibility for the construction. Soon the army of warriors was replaced by an army of construction workers and labourers. Under the watchful eye of swamps and wild animals, save trade posts were built and broad straight roads connected them with the outside world. Both sides slowly built mutual trusts.

The swamps quickly swallowed most traces of the war. The bodies of the fallen were devoured by the wild beasts, their equipments and armaments decayed and decomposed by the harsh conditions. Only a very few places were spared to serve as a grim reminder what had happened there. The Nature took back what was hers.

9. Expeditions

The tales of army veterans and construction workers about mighty beasts, unknown plant, twisted energies, and many other strange things they witnessed drew the attention toward the Blatishnica. The swamps stopped being a wicked place full of heretics and attracted crowds of curious people - hunters, poachers, scientists, herbalists, magicians, and many others. However, the Swamps weren't exactly the right place for Sunday noon walks. The wildlife and Nature were really annoyed by the intruders and quickly took care of them. Only a very small amount, that showed respect and honour, were spared. Rising death count rapidly chills the enthusiasm of the thrill seekers.

The journeys didn't stop at all, but they turned into a planned expedition with guards, organization and specific purpose. In many cases, local guides were hired to help with the environment. These expeditions were much more accepted and less attacked by the wildlife as long as they didn't mess around. However, the poachers were hunted down remorselessly and had fate worse than death. The expeditions made many breakthroughs and achieved successes in many directions. The Church and the Empire usually stayed away from all Swamp things, but one particular finding drew their attention. An isthmus, a land connection with the Western Continent was discovered.

10. Via Noctira

Shortly after the discovery of the Isthmus, the Holy Church and Empire immediately began preparation for war. The emperor in an act of goodwill sent emissaries in the Swamps to negotiate clear passage and secured supply line for the army. The permission was given and imperial engineer corps immediately began building of a paved passageway through the Leshtavda Swamp. Negotiations for additional trans-swamp roads were initiated, but their actual construction was postponed. The first one was finished in the impressively short time frame and immediately the Imperial army marched through it in advance toward the Western Continent. During the followed war, two more roads were completed. With the victory of the Human Empire, the need of forward bases arose and swamp roads took heavy loads. The Leshtavda road, as the shortest, was suffering the busiest traffic.

11. The Leshtavda's Massacre

After several wars, fought on Western Continent, the Night Empire launches massive counteroffensive. They overran forward human posts and capture entire Isthmus, then headed for Imperial hinterland. The Night headquarters chose the Leshtavda road for operation as the shortest one. The Human Empire immediately dispatched the nearest army to intercept the enemy. The two armies collided in the Leshtavda Swamp in enormous clash. The fights continued for few months as neither side wanted to retreat. The Shadowlings were able to take advantage and crush the enemy, but at high price. The casualties from both sides were so heavy that the dead couldn't ever be counted, yet alone given proper last rite or burial.

The Leshtavda Swamp was devastated. Most of the wildlife lied down dead and the alive suffered from all kinds of loosely aimed strikes. The despair, the fear, the pain, the misery, the suffering, the scent of Death... They all soaked the soil, seeped the air and poisoned the swamp. They all merged into a raging element of chaos. The already bended energies now corresponded and resonated with unleashed magic and raging chaos and ever further twisted Leshtava. The time and the space became vague. The souls of the fallen were trapped inside the swamp. Dead bodies arose. Foul and wicked energies ravaged free. The suffering for the once crystal-clear lake and its Spirit just began.

12. Aftermath

The terrifying events rang in entire Blatishnica. Waves of corruption flew across the swamps and spread the taint. Vile monstrosities, bearers of the infection, emerged from the defiled swamp and went on rampage. The borderlands of Leshtavda suffered the most, but the aftermath echoed far. The suffocating breath of death and decay reached even the Capital city thousands of kilometres away.

13. The Ultimatum

The Nature and the Swampers were pissed. Also scared and terrified, but mostly pissed. The Swamps weren't part neither from Night Empire, nor from Human Empire. And battles between the empires didn't have place in Blatishnica. They threatened to destroy any road that is even closer and to lock the swamps for everyone and kill on sight any intruder. They demanded the warring states to clear the mess they did in the Leshtavda and never again, ever attempt to fight in The Swamps.

Both Empires showed will to cooperate and signed sacred agreement to keep their conflict outside the Swamps. They even made few attempts to cleanse Leshtavda, but all sent units disappeared traceless. In the followed wars the neutrality of Blatishnica was never contested.

14. Second Swamp War

With the total victory in The Last War, the Holy Church and the Empire had the need of a new enemy. The second target of their aggression was the Swamperes. After some broken agreements and provocations, a heavy armed Imperial army entered Blatishnica. They were expected. The humans and wildlife once more fought side by side to repel the invaders. Imperials suffered heavy casualties and were forced to fall back, leaving trail of corpses. The swamps were secured once more and the Empire's will to invade was broken for many years.

15. Worshipping

Blessed with true connection with the Nature, the Swampers quickly developed and grew the Cult. New rituals and rites were crated, different ways to honour and worship appeared. The cult divided into different movements such as Totemism, Druidism, Shamanism...

16. New Human Empire

Ther rumours for rising of a new Empire of Humans in the North had reached Blatishnica and caused stir. Imperial emissaries reached the Swamps and made contact with the locals. They were dispatched to establish new diplomatic and commercial relations between the two sides. The bitter experience of the Swampers made them suspicious, but they agreed. The survived of old roads and sites were cleansed and prepared for a new life by mutual efforts.

17. The Steam Engine

The discovery of Dwarven civilisation gave the world the technology of the [Steam Engine]. Its mass usage, however, was held by the very expensive and scarce fuel. The search for cheaper and accessible fuel found both the peat and Swamp Gas to be very effective. The trade routes between the Empire and the Blatishnica once again became busy. They even exceed the past stock exchange from the times of the Great Empire.

18. The Cracking

The news of the Dome's cracking and upcoming depletion of The Lockup spell revived the fear of military operations in Blatishnica. The New Empire assured they don't have hostile intention against the Western Continent and wouldn't turn the Swamps into Warzone. A special edict was signed and stamped personally by the Emperor, and then was ratified with divine vows by the Holy Church. This was enough for the Swampers

19. Current state

Currently, Blatishnica is a free, independent territory with guaranteed independence; honoured trade partner of the Empire.

III. Localized Phenomena

1. Time-space bending

The titanic clash of the warring armies, the Lesthavda's Massacre, resonated with the already unstable nature of Blatishnica. Leshtavda Swamp was turned in ever more horrific place where the concept of time and space are vague. The swamp doesn't have many visitors, and even from the few who dare to visit it, not all return. Or return in different times. The survivors often testify how they appeared in the middle of a long-ended battles. Others were moved by dozens of kilometres just by a single step. Or both. Its quite common phenomenon a tent of visitors to age with hundreds of years in one night. Or is transported along with them to another region of the swamp, hundreds of kilometres away.

2. The Undeads

Leshtavda Swamp(again) is haunted by spirits of deads, lost souls, restless corpses, and other undead monstrosities. Most of the time, they stay amongst the borders of the swamp, but sometimes they wander free and even bother nearby human settlements. Rarely a pack of undead emerges and attack anyone they met. The Order of Purity made several attempts to bring peace and rest to the Leshtavda through the ages, but even at the peak of their strength, they were unable to clean the swamp. And the process becomes more complicated as anyone fallen in Leshtavda risked to rise again as undead monstrosity

3. Warped physical and magical laws

In the areas around The Heart of Blatishnica normal physical and magical laws either works strange or don't work at all. There is not uncommon to see a huge rock freely floating in the air or water to self-ignite and burn with no external impact and no Swamp Gas involved. At magical side, even the easiest spell may have completely unexpected and unintended results. Rumours says there lies one of the primordial magical wells, where the magical energy flows from the Sarakt's core to surface and spill into multiple magical ley-lines. The legends tell also for a pristine creature or creatures that guard the well. There are acting different physical and magical laws that restrain any ordinary human from reaching it.

IV. Flora and fauna

If it didn't try to kill you, it is ill, dying, or is already dead. The opposite, however, is not always true. Many lifeless corpses will gladly kill you.
Shaman Vorkmal

The most of swamp species are highly endemic and very small amount are adapted local sub-species of foreign animals and vegetation. Most of the wildlife is poisonous or venomous, or both, in either way - very toxic. Most animals are carnivorous and the rest is an omnivore. Even traditionally herbivore species become omnivore in the Swamps and will feast on flesh if they have the opportunity, Many animals had grown additional defences like horns, claws, talons, and fangs.

The vegetation also doesn't rely only to toxins to fend off intruders and had developed passive and active protections like barbed barks, thorns, spikes, vines, tendrils, pressurized fruits and more... Some species, even use lure animals and digest them.

Some of the most famous or recognizable swamp species include, but not limited to:

1. Mammals

 
Swamp Riss
Swamp Riss is medium wild cat. Its fur is coloured greyish or greenish, with black spots. It's ambush predator, hunting small mammals like mice, rats, otters, weasels, baynovichkas. Its preferred tactics is to jump on the prey from a higher position like trees or large rocks. Usually the Riss live alone except when raising offspring. It is smart animal, highly respected by the Swampers.
Marsh Brajher
Marsh Brajher is a small wild cat. Its fur is coloured in dark orange or light brown. Brahhar is a chaser who depends on its extremely high speed to catch its prey. Due to its very low weight it can virtually run on the water. Its diet includes small mammals and birds. Its merciless killer and often is threat for Swamper's households.
Baynovichka
Baynovicka is very small weasel-like creature. Usually, it is coloured in dark brown with bright red irregular spots. It's avid hunter and preys on anything smaller than it. Doesn't have venom, but the bite often causes severe, sometimes even lethal, infections. Baynovichka has a very ill temper and is really hot-headed. It is sly and cunning, often is a threat to domestic animals and thus usually is hunted by Swampers. However, if a one helped a baynovichka, it becomes very grateful and protective toward him.
Rahbare
Rahbare is a small marsh rodent with long ears, native to Central Blatishnica. The fur can be coloured in white, grey, yellow or brown. It is distant relative to shrew-mouse. Rahbare has a venomous horn on its forehead or nose, that can inject a neurotoxin strong enough to incapacitate larger animals. Once the prey is knocked down, the Rahbare gnaw the belly and feed on the entrails. Classified as pest and subject to extermination.
Bogtvar
Bogtvar is semi-aquatic medium rodent, linked to the beavers. Unlike their much, peaceful cousins, the is known to attack unprovoked. The fur is dark grey, dark brown or black and is divided into two layers. The inner is softer, greasy and thick. The outer layer is from hollow spines, connected to poisonous glands. Bogtvar can bristle and then fill any or each of the spines with poison which made it very fragile. If an attacker breaks filled, spine, it's exposed to a strong toxin that easy repel the intruder.

2. Birds

 
Abyss screamer
Abyss screamer is a small black songbird with bright red (on females) or yellow (for males) spot on the chest. It is considered to be one of the birds with the most beautiful and charming voice in the world. The voice is also its primary defensive weapon, as it can lead to hypnotic trance or become so loud it literally blow someone's mind. For defence against deaf predators, the screamer has small spurs on both legs, that ends with venomous spike. The venom isn't much potent, but most usually works.
Grey Garvan
Grey Garvan is one of the most intelligent birds, both in the Swamps and in entire Sarakt. The plumage is in different shades of grey, but usually each bird is just in one. Its very long-living specie and virtually doesn't die of old age. Garvan develops its brain and mind through its entire life. After a certain age, garvans often become sentient and obtain personality. At a younger age, they are easy prey for predators due to its lack of reliable defences - their only one is poisonous spurs like Abyss screamer, but with weaker venom.
Murky Svraka
Murky svraka is a smaller cousin of Grey Garvan. Like Gravans, svrakas are highly intelligent, but much more cunning. They rarely develop true personality, but are good in mimic and deceptions. Venom injectors of svrakas are not in hollow spike at spurs, but in the middle fingers of both legs and the venom is able to cause crippling pain to the victim.

3. Reptiles

Grey Armourfrill
Very aggressive highly venomous snake. Adults are 1.3 to 1.5m in length. The body is heavy (2.8 - 3 kg), hovered by hard large scales. Neck is protected by large bone plate, that has a role in mating rituals. Carnivore diet, mostly rodents and other snakes. Strong poison that digests the victim from inside.
Blue Armourfrill
More dangerous cousin of the Grey Armourfrill. Endemic for Kandravda Swamps. They are shorter (1.0 to 1.3m in length), but the weight is the same. The difference comes from thicker scales of the specie, that are virtually impenetrable. The snake is fast for its size and good tree climber. Carnivore diet, enormous appetite. Usually hunt as fall over the victim and bites. The poison is a mix of strong corrosive toxins that digest the victim from inside. Short tempered snake, tortured by endless hunger. Has great tolerance toward saltwater and sometimes hunts in shallows near the coast.
Silver arrowsnake
Small non-aggressive venomous snake. The average body length is around 0.75 to 1.1m (rarely 1.4-1.6m). Very narrow body, with greatly developed musculature. Not very fast movement, but can throw itself short distances. Strong venom, but short teeth in the back of mouth. Diet: eggs, small rodents, birds and amphibians.
Crounck
Crounck is a large quadrupedal semiaquatic reptile. Its skin resembles tree bark and floating on water surface crounck easily can be mistaken for a trunk. That is it main hunting tactic - approaches an unsuspecting animal, attacks it and drags and holds to the bottom, until the victim drowns and has been eaten. Crounck is one of the largest predators in the Swamps.

4. Amphibians

Thorn Toad
Thorn Toad is a distant relative of common Wart Toad, found in plain lands. It's assumed that torn toad is just its twisted swamp version. Instead with warts, thorn toad's skin is covered with fragile thorns of crystallized toxin. The toad often lurks in small holes, waiting to be stepped on. Then the thorns crumble and release the hemotoxin in the victim's bloodstream. After it collapsed, the toad feeds on soft tissues and body fluids. The thorn toads are a favourite prey for Amourfrills.
Master Frog
The Master Frog is a rare species of frogs, found deep in the Swamps. It's small, brightly coloured frog with a highly poisonous meat and skin. The reproductive mechanism is the true reason for all warm-blooded animals avoid it. The frog uses its long tongue to injecting its egg into the bloodstream. There it hatches and the tadpole travels through the blood vessels to the brain. It nests there, feeding on nutrients in the blood, and releasing mind-altering chemicals. The tadpole effective mind-control the host. Usually, only one egg is implanted in a single host, and once the tadpole assumes control over the brain, it forces the body to produce a chemical that destroys any other tadpole in the blood stream.  

6. Insects

Blood Bees
Blood bees are swamp variation of honey bees. There are two small differences. First, they are coloured in red-black strips rather than yellow-black. They also harvest decay flesh and body fluids from dead animals instead floral pollen to produce honey-like substance. The product usually has a dark red colour, but the shade depends on collected raw materials.
Brain-Eating Wasp
The Brain-Eating Wasp is specie of a large wasp that lay their eggs in the flesh of live warm-blooded being. When the larva hatches, it starts eating its host's body grows enough to be ready for the next stage of its development. Then it makes its way to the brain of the victim (usually by the blood vessels) and make its nest. There it turns into a cocoon and then into second larva/worm stage. This stage is short and usually ends with the death of the host. After that the adult wasp flies in search for its own victims. A host usually is infected with multiple eggs that all hatch.  

V. Economy

1. Tourism

Not everything in the Swamps will kill thee. Just not all can achieve it. But, Muddy Hell, they all wanna do it. And they all desire to feast on thee.
Ltn. Khallil sin Jhalda

Blatishnica is very unfriendly toward the foreigners. Dangerous animals, vicious plants and hostile environment at all watch each step of anyone who dared to enter the Swamps. With vigilance and caution, an alone peaceful foreigner can survive for a while if he or she respects the swamps and the Nature. A group can stand for a little longer. Poachers, however, are mercilessly hunted and killed.

The ancient roads, built by the Great Empire, provide some protection and safety, but The outer regions of Blatishnica are mostly safe if a traveller is vigilant and cautious. The ancient roads that cross the Swamps also provide some safety, but through the centuries the warding magic has worn off. Despite the dangers, a single individual, small parties and even large expeditions do visit Blatishnica. Most of them are in searching for something, as Blatishnica isn't exactly nice place a holiday. In order to improve their chances of survival, they often employ local guides. The Swampers, that offer their services, often do it only to preserve Blatishnica of intruders.

2. Natural resources

Blatishnica is rich of renewable natural resources, that are synthesized by the life cycle of the Swamps. Here the fusions happen in times faster, than anywhere else. There are no found deposits of ores and minerals and the terrain highly restricts any attempt for deep mining.

2.1. Peat

The most valued resource is the peat. It is an amorphous mass of partially decayed organic matter, especially of plant origins. Peat is found at large quantity in Southern Wetlands, but can also be found as co-produced along with gas, . It's used as excellent fertilizer and fuel. As fuel, it's second only to Swamp Gas.

2.2. Swamp Gas

The Second most valued resource of Blatishnica is its gas. Most of its volume is produced in the Flamming Bog, but there are some smaller bogs in Central Blatishnica, that also actively produce it. The Gas is the main export commodity of the swamps. Its local importance and applications are much lesser

The gas is a product of decomposition of rotting and decaying organic matter under the improbable layer, usually murky water of mud. Usually, it is captured underwater at the border layer and creates submerged gas pockets. Rarely, it escapes and reaches the open air. The has is highly flammable, prone to self-ignition, and under pressure - to explode.

2.3. Timber

Swamp trees are very resistant to rot, putrefaction and pests. Their wood is highly prized by the top-notch carpenters, even it is difficult to process it to the timber. The timber itself found applications in many areas and usually the demand is much greater than the supply.

Two types of swamp wood can be distinct, depending on the tree's reaction. The first one produces secretions like oils to repel or kill the pest. Their wood is used mostly for watercrafts, pontoons or other floating objects. The second one usually had protective layer and if it is rend, the air quickly petrifies the exposed area. They are used mostly in construction works and in the arts.

2.4. Leather, fur, scales

Blatishnica is the home of many animals, whose skins are very valued by leatherworkers, fashion designers and nobility. Owning a garment, made from skin, fur, or scales of Swamp animal is a sign of wealth and high social status. However, the animals value their skins much higher and wouldn't like to separate with them.

2.5.Plants

Many marsh plants produce unique substances, that can be refined to medicine or drugs. Some of them are the only cure - or at least relief - for different conditions and diseases. Other are hallucinogenic, psychoactive, or stimulant. Both can be really addictive and develop deep dependance. There are also uncountable deadly venoms, poisons, and toxins.

Some plants are interest of culinary. There are some used as exotic spices, other are considered as a very exquisite delicacy by foreigners, third are valued for their longevity by themselves, or in the role of preservatives.

2.6. Live animals

As almost all Blatishnica's animals are endemic, they appear very exotic to foreigners. Many Zoos, menageries and private collectors want to enrich their exhibitions or collections. Often very large amount of money or other resources are offered even for a single animal. Usually the offers are carried on by poachers, as the Swampers opposite see it as interference of Nature. However, on some occasions they do fulfil such contract like if an animal is going renegade or become a threat.

Very rarely a Spiritual Journey of a witch, especially of a very powerful one, leads her to Blatishnica. In such cases, the Swampers and even the Nature Herself don't intervene. They usually provide some basic support like food and shelter, sometimes ever the guide through the Swamps, but neither help, nor hinder the Journey.

Alternative Name(s)
The Great Swamp
The Swamps
Status
Independent terrirory
Type
Wetland / Swamp
Location under
Related Ethnicities
Inhabiting Species
Related Professions
Relief
Plainland
Area
2.7 mln sq km
Average Elevation
15 m
Highest point
The Lone Watcher peak (2'633 m)
Lowest point
Grodur bog (-103 m)
Population
1,3 mln Humans (Swampers)
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