Wetland
Marsh, swamp, bog and fen: ground saturated for long enough that the plants growing in it are those adapted to wet soil. Ground here does not reliably support weight, the water runs from ankle deep to over a head with no edge between the two, and visibility at ground level is measured in tens of feet, which gives plentiful cover to anyone hiding.
Crossing it
- Navigate
- DC 15
- Forage
- DC 10
- Notice
- DC 15
Half pace at best. The route follows whatever ground bears weight that week.
In play
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No firm ground
The whole region is difficult terrain. A Medium creature that Dashes makes a DC 12 Strength save or becomes Restrained until it uses an action to pull free.
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Cover
Reed and standing timber break line of sight past 40 feet. An encounter here starts at Close range, whichever side started it.
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Bad water
Standing water here is not drinkable untreated. A creature that drinks it makes a DC 12 Constitution save or is Poisoned for 24 hours.
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Preservation
Anaerobic ground preserves what falls into it. A body, a hoard or a structure comes out of peat recognizable centuries later.
Variations
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Marsh
Reed and grass, no trees. Open above the waterline and blind below it.
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Swamp
Standing timber in standing water. The worst sightlines of any terrestrial region.
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Bog
Acid peat, cold and nutrient-poor, slow to cross and slow to recover from damage.
Worlds it occurs on
- Sentient A world that is alive as a whole, rare enough that the Federation register lists four and disputes two.
- Spore A world the Myrrhiam Bloom has covered end to end, leaving a biosphere that acts under the Bloom's coordination.
- Terran (Verdant) A rocky world with liquid water, breathable air and a magnetic field to protect them, rare and the cause of most wars.
Built for this
- Weather Sense Feat
- Circle of the Wilds Subclass