Marshton
Overview: Marshton is the capital of the Barony of Marshton. Located on a rocky hill at a bend in the Coum River, it is ideally placed for defense and trade. Marshton is a small town built on the ruins of the city of Borelith. Sheep graze among stone foundations and the citadel and other ruins lay overgrown on the hilltop. Present day Marshton is based on fishing, trade, and limited crafting.
Geography and History: Marshton is located on a hill that forces the Coum River to flow around it (on all sides but the south end). While there is enough soil to support trees and gardens, the hill is mainly rock. It is part of an unusual line of hills -sometimes referred to as Alyanya's backbone- that runs southwest-northeast which protrude sporadically from the coastal plain. Erosion has created short cliffs in a few spots by the south end. The north end has the most gradual slope. The hill rises fairly steeply from east to west to a flatter top.
The flatter top is dominated by forest covered ruins. The citadel fortress is still an impressive building as are the towers of what is believed to be Borelith's College of Magic. Visitors are warned away from the area; but are told they are free to explore the ruins provided they first draft a will with a guard captain. While passed off as rather poor local humour, it is interesting to note the forest atop the hill is not used by locals - even for firewood.
The hill and forest drop steeply from the plateau until the slope becomes more gradual half way down the hill. At this point, a broad strip that wraps around the hill is given over to sheep grazing. Ruined foundations make any other farming difficult. The south end of this strip is interrupted by an extensive and ancient graveyard which also has an unsettling reputation. The north end of the strip is occupied by the Baron of Saltmarsh's townhouse and its grounds.
The most settled area occupies the strip between the pasture lands and the water's edge. Almost all of Marshton's buildings are found here. Like the streets and roads, the buildings follow the contours of the hill and are in layers wrapped around the hill. Stairs and short, steep alleys connect the different layers.
Starting from the southeast, a visitor's nose will tell him it's the fishermen's district. The district supports an active fishing fleet that salts and dries its catch for shipment to other areas. There is a substantial variety in the quality of the buildings from those of unskilled workers to ship captains.
To the north, but still on the east side of the hill, is the port district with more substantial docks, warehouses, services to support sailors and merchants, and craftsmen and merchants who are tied to that trade. Not as tidy as the fishermen's district, there is a range of buildings from abandoned and dilapidated through some of the most opulent buildings in Marshton. It is said, given enough advance notice, you can buy anything in this district. It is also said, unless you know the right people, searching for those items may cost you your life. The Baron's guards only do the most cursory patrols here unless it's tax time.
The northern end of the town contains the more reputable businesses, respectable housing, and the most noteworthy temples. All of this area is overlooked by the Baron's townhouse and gardens.
The western side of the town is lightly populated. Substantial ruined buildings still exist here from Borelith's height -especially tied to ship building. However, among the first people to resettle this district was a small group of alchemists whose heirs still practice their craft today. Marshton's most desperate and poor people live in the nearby buildings as the alchemists' waste products ensure a lack of visitors - official or otherwise. It is rumoured the waste products are dangerous to more than just a creature's nose or skin... A potential customer will find the alchemists' goods for sale in certain shops in the town; visiting the alchemist district itself is strongly discouraged.
At the south end of the hill and at its narrowest point, the worn walls of Borelith are manned by the Baron's guards. They check any person or goods coming in through the main gate (there is a 2nd main gate but it has been sealed shut to save on the expense of more guards). While the walls, even somewhat ruined, are impressive; anyone can easily bypass or scale them with a minimum of wit and precaution. However, any merchant using the Trade road will need to use the gates to get to the Marshton Ferry.
The Ferry runs at sporadic intervals during the day. Other than a run shortly after dawn and shortly before dusk, the ferry runs on a combination of demand and favourable tidal and wind conditions. The Ferry runs from the north end of the town and across the river to Old Marshton.
Old Marshton or Old Town was considered part of Borelith. It gradually built up after the establishment of Borelith. It provided accommodation for traders, a market for local farmers, and became a small town in its own right. It took its name from the large marshes on the east side of the town. The Baron's family claim Borelith's forces tried to defend Old Marshton and were annihilated there with their enemies. Thus, Old Marshton was and remains indefensible so no settlement is to be allowed there. Less charitable souls point out a community across the river would not be under as tight of control by the Baron - lessening his power and wealth. Either way, Old Marshton remains empty and ruined. Travelers bound for the north take the morning Ferry and leave Old Marshton well behind by nightfall while south bound travelers ensure they arrive at the bank well before the last Ferry of the day. Parents threaten disobedient children with being sent to Old Marshton - none of the threats include returning from Old Marshton.
Government: Marshton has a town council. While councilors are elected, the Baron holds the right to refuse to seat any council member and to veto any decisions.
The Barony is a hereditary position passed to the eldest male heir upon death. The Baron's position and powers were guaranteed by the Sea Princes during the Time of Troubles. Present relations between the Baron and the Royal government are tense but constrained by the rule of law.
Religion: Worship of sea deities, especially Barrandowea, is the dominant religion in Marshton. Alyanya is worshiped quietly, as well as other deities, by the shepherds and other commoners. Tyr is venerated by many of the guard and finds favour with the Baron. Religious practice is not as common in Marshton as it is in other centers.
Culture: Not surprisingly, many of Marshton's festivals are tied to the cycles of the sea. The end of hurricane and winter storm seasons are especially celebrated. The Baron's birthday is a Marshton festival celebrated each year. Slocum's barrel run near the Winter Long Night festival needs to be seen to be believed.
The common man's fashion tends to snug trousers and loose shirts with a brightly coloured bandana. Men often do not wear any footwear. Women's fashion is usually long dresses with a snug bodice and hair covered with bright scarves (how the scarf is tied indicates marital status or availability). Women with uncovered hair that is tied back with a scarf are usually prostitutes or unaware visitors. Supposedly, the scarves in this case also convey information about availability, price, etc.
Other than prostitution or marriage, there are few opportunities for women in Marshton. Only a widow is allowed to hold property or enter a legal agreement and only if she has no male children 18 years of age or older. Visiting women often find their stay difficult in Marshton.
Future Considerations: An ironic section of this guide for this place... While a location of immense future potential, visitors to Marshton have often described it as a place lost to time. The buildings, rebuilt from the ruins and materials of centuries ago, seem to belong to the past as do many of Marshton's cultural customs. While the Baron is a man of great ambitions, his insistence on absolute control, his noble privileges, and how he administers Marshton has left it mired in the past.
Geography and History: Marshton is located on a hill that forces the Coum River to flow around it (on all sides but the south end). While there is enough soil to support trees and gardens, the hill is mainly rock. It is part of an unusual line of hills -sometimes referred to as Alyanya's backbone- that runs southwest-northeast which protrude sporadically from the coastal plain. Erosion has created short cliffs in a few spots by the south end. The north end has the most gradual slope. The hill rises fairly steeply from east to west to a flatter top.
The flatter top is dominated by forest covered ruins. The citadel fortress is still an impressive building as are the towers of what is believed to be Borelith's College of Magic. Visitors are warned away from the area; but are told they are free to explore the ruins provided they first draft a will with a guard captain. While passed off as rather poor local humour, it is interesting to note the forest atop the hill is not used by locals - even for firewood.
The hill and forest drop steeply from the plateau until the slope becomes more gradual half way down the hill. At this point, a broad strip that wraps around the hill is given over to sheep grazing. Ruined foundations make any other farming difficult. The south end of this strip is interrupted by an extensive and ancient graveyard which also has an unsettling reputation. The north end of the strip is occupied by the Baron of Saltmarsh's townhouse and its grounds.
The most settled area occupies the strip between the pasture lands and the water's edge. Almost all of Marshton's buildings are found here. Like the streets and roads, the buildings follow the contours of the hill and are in layers wrapped around the hill. Stairs and short, steep alleys connect the different layers.
Starting from the southeast, a visitor's nose will tell him it's the fishermen's district. The district supports an active fishing fleet that salts and dries its catch for shipment to other areas. There is a substantial variety in the quality of the buildings from those of unskilled workers to ship captains.
To the north, but still on the east side of the hill, is the port district with more substantial docks, warehouses, services to support sailors and merchants, and craftsmen and merchants who are tied to that trade. Not as tidy as the fishermen's district, there is a range of buildings from abandoned and dilapidated through some of the most opulent buildings in Marshton. It is said, given enough advance notice, you can buy anything in this district. It is also said, unless you know the right people, searching for those items may cost you your life. The Baron's guards only do the most cursory patrols here unless it's tax time.
The northern end of the town contains the more reputable businesses, respectable housing, and the most noteworthy temples. All of this area is overlooked by the Baron's townhouse and gardens.
The western side of the town is lightly populated. Substantial ruined buildings still exist here from Borelith's height -especially tied to ship building. However, among the first people to resettle this district was a small group of alchemists whose heirs still practice their craft today. Marshton's most desperate and poor people live in the nearby buildings as the alchemists' waste products ensure a lack of visitors - official or otherwise. It is rumoured the waste products are dangerous to more than just a creature's nose or skin... A potential customer will find the alchemists' goods for sale in certain shops in the town; visiting the alchemist district itself is strongly discouraged.
At the south end of the hill and at its narrowest point, the worn walls of Borelith are manned by the Baron's guards. They check any person or goods coming in through the main gate (there is a 2nd main gate but it has been sealed shut to save on the expense of more guards). While the walls, even somewhat ruined, are impressive; anyone can easily bypass or scale them with a minimum of wit and precaution. However, any merchant using the Trade road will need to use the gates to get to the Marshton Ferry.
The Ferry runs at sporadic intervals during the day. Other than a run shortly after dawn and shortly before dusk, the ferry runs on a combination of demand and favourable tidal and wind conditions. The Ferry runs from the north end of the town and across the river to Old Marshton.
Old Marshton or Old Town was considered part of Borelith. It gradually built up after the establishment of Borelith. It provided accommodation for traders, a market for local farmers, and became a small town in its own right. It took its name from the large marshes on the east side of the town. The Baron's family claim Borelith's forces tried to defend Old Marshton and were annihilated there with their enemies. Thus, Old Marshton was and remains indefensible so no settlement is to be allowed there. Less charitable souls point out a community across the river would not be under as tight of control by the Baron - lessening his power and wealth. Either way, Old Marshton remains empty and ruined. Travelers bound for the north take the morning Ferry and leave Old Marshton well behind by nightfall while south bound travelers ensure they arrive at the bank well before the last Ferry of the day. Parents threaten disobedient children with being sent to Old Marshton - none of the threats include returning from Old Marshton.
Government: Marshton has a town council. While councilors are elected, the Baron holds the right to refuse to seat any council member and to veto any decisions.
The Barony is a hereditary position passed to the eldest male heir upon death. The Baron's position and powers were guaranteed by the Sea Princes during the Time of Troubles. Present relations between the Baron and the Royal government are tense but constrained by the rule of law.
Religion: Worship of sea deities, especially Barrandowea, is the dominant religion in Marshton. Alyanya is worshiped quietly, as well as other deities, by the shepherds and other commoners. Tyr is venerated by many of the guard and finds favour with the Baron. Religious practice is not as common in Marshton as it is in other centers.
Culture: Not surprisingly, many of Marshton's festivals are tied to the cycles of the sea. The end of hurricane and winter storm seasons are especially celebrated. The Baron's birthday is a Marshton festival celebrated each year. Slocum's barrel run near the Winter Long Night festival needs to be seen to be believed.
The common man's fashion tends to snug trousers and loose shirts with a brightly coloured bandana. Men often do not wear any footwear. Women's fashion is usually long dresses with a snug bodice and hair covered with bright scarves (how the scarf is tied indicates marital status or availability). Women with uncovered hair that is tied back with a scarf are usually prostitutes or unaware visitors. Supposedly, the scarves in this case also convey information about availability, price, etc.
Other than prostitution or marriage, there are few opportunities for women in Marshton. Only a widow is allowed to hold property or enter a legal agreement and only if she has no male children 18 years of age or older. Visiting women often find their stay difficult in Marshton.
Future Considerations: An ironic section of this guide for this place... While a location of immense future potential, visitors to Marshton have often described it as a place lost to time. The buildings, rebuilt from the ruins and materials of centuries ago, seem to belong to the past as do many of Marshton's cultural customs. While the Baron is a man of great ambitions, his insistence on absolute control, his noble privileges, and how he administers Marshton has left it mired in the past.