Marsh Keep

Rising from a patch of solid ground deep within the treacherous Mistmarsh, Marsh Keep is a newly built but heavily fortified outpost of the Free City of Greyhawk. Constructed in tandem with Blackwall Keep, it serves as a forward bastion against the growing threats that stir within the vast, mist-shrouded wetlands to the south.

Though modest in size compared to ancient strongholds, Marsh Keep is grimly practical, designed for survivability in isolation, withstanding both the physical dangers of the swamp and the creeping dread that haunts its fog-wreathed borders.

Marsh Keep stands on a low, rocky rise just above the high-water line of the Mistmarsh. Around it stretches a sprawling mire of stagnant pools, hidden sinkholes, gnarled cypress, and thick, clinging mist that never fully lifts. The air is heavy with moisture and the constant drone of insects, and the ground outside the keep’s perimeter is often treacherous—even for the experienced.

Visibility is poor, and shapes in the fog—animal or otherwise—keep watchful soldiers on edge.

Marsh Keep is a frontier stronghold on the edge of the unknown—a lonely flame burning in a landscape that would gladly snuff it out. It is a place of constant tension and quiet heroism, where every sunrise is earned, and the shadows in the mist grow bolder by the day.

Purpose / Function

Marsh Keep serves three key functions:

  1. Containment – To prevent whatever festers in the marsh from spilling northward toward Greyhawk and surrounding settlements.
  2. Exploration – To map and understand the ever-shifting terrain and uncover ancient ruins whispered of by local legend.
  3. Provocation – To act as a thorn in the side of marsh-based enemies, disrupting their alliances and movement.

Despite the official mission, many within the keep know that their true role is to buy time should something terrible rise from the south.

Architecture

Built primarily from dark stone and seasoned timber, Marsh Keep is compact and defensible, designed to house a small garrison and endure siege conditions if necessary. Notable features include:

  • A central watchtower with a flame beacon that burns even in mist, visible from the high ground of Blackwall Keep to the north.
  • High wooden palisades reinforced with mudbrick and thorny hedgework to deter swamp predators and prowlers.
  • A raised causeway that connects the keep to a safer overland route during the dry season. In wetter months, it is accessible only by flat-bottomed boats or magical means.
  • Stone sluice channels and drainage systems designed to keep the inner courtyard from flooding—often overwhelmed during storms.

Inside, the keep is utilitarian: barracks, an armory, a small shrine (often dedicated to Heironeous, St. Cuthbert, or Obad-Hai, depending on the current garrison), and a tightly packed war room with detailed maps of the marsh.

Defenses

The soldiers stationed here are hand-picked: disciplined, adaptable, and hardened by the knowledge that help is far away. The garrison is typically composed of:

  • Twenty to thirty infantry, trained in skirmish tactics and guerrilla warfare.
  • A small unit of scouts and rangers, familiar with marsh survival and hostile terrain.
  • One or two battle-clerics or druidic advisors, valued for their ability to deal with the more unnatural elements of the swamp.
  • The keep is commanded by a veteran captain, often promoted from the Wild Coast campaigns and known for harsh pragmatism.

Tourism

The Mistmarsh is an ancient, almost sentient landscape. Marsh Keep’s soldiers report nightly sounds of movement beyond the walls—some mundane, others too rhythmic, too alien. Known threats include:

  • Lizardfolk warbands, some organized, others feral, often testing the keep’s defenses or setting traps in the mist.
  • Bog mummies, marsh trolls, and strange undead pulled from long-submerged tombs.
  • Cultists who worship elemental forces, dragonkind, or forgotten marsh gods, seeking relics buried beneath the muck.
  • Mysterious disappearances, even among seasoned scouts, sometimes followed by the discovery of strange sigils or softly glowing marsh stones.

There are rumors of a powerful presence rising deep in the Mistmarsh—perhaps a dragon, or something older—that has begun to influence the behavior of local tribes and monsters alike.

Type
Keep
Parent Location

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