Politics of the Shadow Marches
The wetlands of the Shadow Marches are defined by their resiliency, withstanding the tests of time and weather. While not as primeval as the jungles of Q'barra, the marshes of the Shadow Marches have avoided the transformative works of empire, both from humans and goblinoids. The Dhakaani did take an interest in the region, but their outposts were few in number and isolated in impact.
The House Sivis map most members of the Five Nations are familiar with does a poor job of representing the nuance and details of the marshes, papering over the waterways with a simple swamp texture. The Shadow Marches are full of small lakes and rivers, with many of the latter flowing into the Glum River. House Sivis cartographers have only recently grown interested in the headwaters of the Glum, and were surprised to discover that the region's rainfall wasn't able to account for the size and volume of the river. Rather, underwater springs provide a seemingly endless supply of water, causing some to question how deep the water goes and if it might link to an aquatic realm of Khyber.
The Seasons
The Shadow Marches are defined by two dominant seasons - the wet season from Dravago (May) through Rhaan (September), and the dry season from Sypheros (October) through Eyre (April). During the wet season, warm winds come in from the Barren Sea, saturating the region. Tropical cyclones blow in from the south, with fierce winds that demolish coastal trees. While severe winds can make fishing dangerous, the water provides for bountiful agriculture.
During the dry season, cold air comes down from the Demon Wastes and blows over the Shadow Marches. Greatly diminished rains require the inhabitants of the Shadow Marches to stockpile food for the winter months for them and their livestock. Fortunately, colder and drier weather also suppresses vectors for disease like insects.
Terrain
More than any other biome, wetlands are full of treacherous terrain that can make for dynamic and risky combat. The general lack of solid ground makes boats the quickest and most reliable method of travel. Wealthy groups will hire experienced guides to paddle for them, while more novice parties may be forced to choose between keeping moving the boat and drawing their weapons.
Amphibious ambush predators, whether a mundane crocodile or a rogue black dragon, are particularly frightening when they combine standing water with poor visibility. Not only can these creatures use the environment to get the drop on potential prey, but water provides excellent protection against attacks. Melee attackers find themselves completely out of reach unless they choose to brave the murky depths, while many ranged weapons are less accurate underwater.
Even when there is ground, there's no guarantee it's an adventurer's friend. Thick mud can slow a veteran swordsman, while tall reeds and trees can provide cover and concealment against ranged attacks.
Settlements
Despite the progress by House Tharashk to unite the Shadow Marches, the region still lacks basic infrastructure like trade roads to promote interconnectivity. House Orien Trailblazers have attempted to tame the marshes but have made little progress in finding or creating durable pathways. Boats remain the most reliable method of navigating the waterlogged marshes, but House Lyrandar has been slow to invest in the region, their seafaring vessels unsuited for shallow water.
The orcs of the Shadow Marches live in elevated housing built to accomodate even the highest of tides. While the wooden construction may give the appearance of poverty or even savagery, druidic magic reinforces the stilted buildings to resist wind and water. Ceilings typically have two layers separated for ventilation, allowing an escape for high winds that blow through the structure while still providing cover from the rain. Most buildings consist of only a few large rooms, relying on posts and beams for internal support rather than load-bearing walls. Still, even with help of magic repair and reconstruction is a fact of life.
The Inland Marches
Traveling north and east, the wetlands of the Shadow Marches give way to forests and plains. The intense storms that wrack the coast dry out and dissipate. The distance from Zarash'ak means few outlanders have ever stepped foot in the Deepwood, where orcs live in sturdy wooden housing.
The southern peninsula nestled between Zarash Bay and Azure Bay holds Balinor's Sorrow, a dangerous wood filled with dire beasts. Morgrave scholars have speculated a Lammanian manifest zone here helped the Gatekeepers breed the first horrid animals, adding chitinous armor and acidic natural attacks.
Along the northern coast bordering Crescent Bay, House Tharashk has established Yrlag as a safe backup from which to launch expeditions into the Demon Wastes, resupplying the exploratory village/forward base of Blood Crescent. Some tribes maintain the traditional nomadic lifestyle, while others have taken up agriculture to trade with Tharashk.
Eberron Campaign Guide
The Shadow Marches are a vast swampland teeming with insects, reptiles, and vermin. The territory contains little dry land and no trade routes. Settlements in the Marches are typically constructed on stilts and pilings to keep them above the shifting water levels of the swamp.
Though much of the Marches’ swampland is shallow enough to wade through, virtually all travel here is by boat. Predators, disease, and other hazards make finding food and drinking water here more difficult than in other wilderness areas.
The richest dragonshard fields in the Marches can be found on the western bank of the Glum River between Glumtown and Zarash’ak, in shallow water. Such finds are marked by a pale red glow beneath the muck.
Keith
http://keith-baker.com/fens-and-marches/
As such, you could easily incorporate the most distinct physical feature of the Fens into the Shadow Marches. These are the Titans: trees which once grew up to a mile in height, but which were struck down in some ancient cataclysm. Their wood is infused with magic that prevents decay. So although the trees are long dead, but they form the physical foundation of the swamps. If you embrace this idea, the clans and House Tharashk carve their cities into the stumps and trunks of the Titans, while the tribes generally live atop them or make use of natural cracks and crevasses in the surface of a Titan. Both groups harvest lumber from the Titans, though the tribes approach this in a more industrial manner; this process is more akin to quarrying stone than the work of the traditional lumberjack. In d20 terms, the wood of a Titan would generally be considered to be Densewood, with veins which if harvested and treated properly can yield Bronzewood (both materials described on page 120 of the 3.5 Eberron Campaign Setting). In canon Eberron these rare woods come from the forests of Aerenal, but it’s not particularly unbalancing to give these resources to the Shadow Marches… and it justifies Gatekeepers having ancient bronzewood weapons and armor dating back to the Xoriat incursion. While you could make this one of House Tharashk’s industries, I’d be inclined to have Tharashk keep its focus on finding rarer things. Densewood-grade lumber could be an industry that the clans focused on before the rise of Tharashk, while Tharashk uses the Mark of Finding to locate the rarer veins of Bronzewood.
Aside from creating an additional industry for the Marches, this has a few effects.
- The clans live in fortified communities, carved into the natural shelter of the Titans. Tribes or more isolated families will live atop Titan trunks or in natural “caves.”
- The people of the region use wood for things that would be made from stone or steel in other places. If a building isn’t carved into a trunk or stump, it will be made from wooden blocks. Wooden spears are very common — used both for defense and as walking staffs — and knives and swords are typically made of Bronzewood.
- The fallen Titans create a network of islands in the swampy morass. In heavily trafficked areas, bridges connect these islands; beyond this people generally use small boats to get from place to place.
- The Titans add a vertical aspect to the landscape, especially as people generally live atop them or in their trunks. Bear in mind that the Titans fell thousands of years ago, and many have layers of soil and vegetation that have built up on their trunks.
- In the Marches/Fens, the Titans have all fallen. However, in Eberron it is possible that living Titans can still be found. The most logical location for this would be the so-called Towering Wood in the Eldeen Reaches. You’d have to decide if the trees of the Towering Wood are full-sized Titans, or perhaps a similar but smaller variant. If you do have Titans, the next question is if one could be awakened. A human is essentially an ant to a Titan, which would make interaction with a Titan difficult. Even speak with plants might not bridge that vast difference of scale; if the Titan noticed the druid they could understand them, but they are still a tiny speck with a tiny voice. Given this, it could be interesting to have a single awakened Titan that’s wandering around the Reaches. Humans have no way to speak with it, but if necessarily Oalian himself might be able to communicate with it.