The Marshborn are a hardy, cunning people native to the eastern Border Marches of Arnot, where the desert’s edge meets swamp and jungle. Smaller in stature than the giant-blooded Arnothi, they compensate with ingenuity, guerrilla tactics, and intimate knowledge of their harsh homeland.
Their cities are swamp-fortresses nearly impossible to assault, and their armies move like shadows beneath the water, striking with sudden, devastating precision. While outsiders underestimate them, the Marshborn have survived centuries of Desert Legion campaigns and remain a stubborn thorn in Arnot’s imperial reach.
Location: Deep in the northern swamps of the Border Marches, between the jungle fringe and rolling plains. Canals and flooded terraces surround the city.
Defenses: Built on stilts and earthen mounds; swamp waters act as natural moats. Bridges are retractable or destroyed in case of siege. Submerged tunnels allow entire regiments to vanish beneath the water, reemerging elsewhere.
Appearance: Wooden and bronze-reinforced homes rise above the marsh, connected by rope bridges and canals. Towering watchposts are camouflaged with reeds and mud. The city constantly shifts its walkways and defenses, frustrating invaders.
Siege Resistance: Veyshara is nearly impossible to besiege conventionally—swamp terrain bogs down heavy legionnaires, while Marshborn forces disappear underwater to flank, raid, and cut supply lines.
Physical Traits: Marshborn are human-sized, lean, and wiry, with dark, water-resistant skin and hair often tied back for practicality. Their eyes are adapted to low-light swamp conditions.
Hierarchy: Clan-based; loyalty is earned, not inherited. Leadership comes from merit in combat and strategy.
Economy: Relies on aquaculture, swamp-foraged goods, and controlled piracy of river and canal traffic.
Beliefs: Reverence for the Marsh Mother, a spirit of the water and mud, symbolizing patience, camouflage, and stealth. Rituals involve water trials, often testing warriors’ ability to remain submerged for long periods without breathing aids.
The Marshborn army is small, elite, and highly mobile. Their tactics rely on ambush, underwater maneuvers, and deceptive deployments rather than brute force.
1. Salamander Cavalry
Rides horse-sized, amphibious salamanders capable of swimming at speed or charging through swamp terrain.
Armor: Bronze-coated leather designed to stay flexible and corrosion-resistant when wet.
Use: Hit-and-run raids, flanking attacks, and amphibious sieges.
2. Swamp Raiders (Infantry)
Core troops; carry short spears, net launchers, and light shields.
Armor: Leather and bronze blend, waterproofed; designed for silent movement.
Special tactics: Entire squads can dive into water or mud to ambush advancing enemies, sometimes hiding whole units beneath the swamp surface.
3. Deep Watchers (Snipers / Scouts)
Expert swimmers; can remain submerged for extended periods using hollow reeds and air pockets.
Use: Spy on legion movements, assassinate officers, or lay underwater traps.
4. Marsh Engineers
Construct hidden canals, underwater spikes, mud traps, and collapsing walkways.
Their work allows the city and armies to vanish or divert approaching forces.
Water Ambush: Entire regiments remain submerged, blending into the swamp. When the enemy passes, they strike from multiple directions.
Amphibious Raids: Salamander cavalry can swim across marshes, bypassing walls or dry-land defenses entirely.
Supply Disruption: Raiders target supply caravans and water sources, forcing the Desert Legion to extend supply lines dangerously.
Deception & Camouflage: Troops and siege defenses are hidden in reeds, mud, and shallow water. Enemy reconnaissance rarely works.
Guerrilla Warfare: Marshborn rarely fight pitched battles; they prefer attrition and exhaustion tactics, forcing desert-raised troops to struggle in their alien terrain.
Armor: Flexible, water-resistant bronze-leather hybrid, often dyed dark green or brown. Resistant to rust and designed to not hinder swimming.
Weapons: Short spears, curved blades, net launchers, blowguns, and harpoons for underwater fighting.
Special Gear: Hollow tubes and reed-made breathing aids allow prolonged submersion; mud camo to conceal presence in water or swamp.
Honor in Stealth: Victory comes not from confrontation but from cleverness and survival.
Survival Trials: Every soldier must complete underwater endurance tests, stealth raids, and navigation challenges in swamp labyrinths.
Integration with the Swamp: Soldiers live in symbiosis with the terrain, able to hide and fight in ways outsiders cannot predict.
History of Conflict: For generations, the Desert Legion has attempted to pacify the Border Marches. Each attempt has ended with heavy Legion casualties due to Marshborn ambushes and swamp tactics.
Enemy Reputation: Desert Legion veterans fear the Marshborn more than other desert tribes, because they can disappear entirely and strike when least expected.
Ongoing Struggle: Raids are constant, but the Marshborn have no desire to expand beyond their swamps. Their goal is survival and territorial sovereignty.
Tier Classification: Tier 2–3 (Magical → Apex) depending on age and mutation line
Elemental Affinity: None (biological adaptation, not magical)
Habitat: Swamps, marshlands, shallow lakes, and slow-moving rivers of the Border Marches
Size: Roughly the size of a warhorse; fully grown adults reach 7–9 feet in length, 5–6 feet at the shoulder.
Body: Sleek, muscular torso built for both land and water propulsion. Legs are short but powerful, with webbed toes and clawed digits for gripping muddy banks.
Tail: Thick, paddle-like for underwater propulsion; can deliver strong lateral strikes against predators or enemies.
Skin: Scaled with natural armor plates along spine and flanks, flexible and water-resistant. Colors range from swamp green to mud-brown with darker mottling for camouflage.
Head: Wide, flat snout with slit nostrils that close underwater; eyes positioned high for submerged visibility.
Lifespan: 40–60 years in the wild; can be domesticated by Marshborn clans.
Diet: Omnivorous—fish, small amphibians, aquatic plants, and occasional carrion. Grazes along banks and in shallow waters.
Temperament: Loyal and trainable if raised from hatchling. Wild adults are territorial, highly cautious, and capable of ambush attacks.
Movement: Fast and agile on both land and water. Can sprint short distances on swampy terrain and swim at speeds up to 35 mph, holding underwater dives for 10–15 minutes.
Social Behavior: Marshback Salamanders form small herds in the wild; domesticated ones are bonded to riders, maintaining close proximity in marsh patrols.
Natural Weapons: Powerful tail, clawed forelimbs, and armored head for ramming or striking.
Survival Tactics: Can remain submerged with only eyes and nostrils visible, allowing squads of mounted Marshborn to ambush enemies.
Durability: Skin and armor plating resist cutting and piercing, especially effective against metal weapons that rust or corrode in swamp water.
Riders: Exclusively Marshborn warriors. Trained for amphibious travel, stealth raids, and cavalry-style charges.
Tactical Advantages:
Can traverse marshes and rivers inaccessible to Desert Legion or standard cavalry.
Entire mounted units can vanish into water, reemerging for flanking attacks.
Capable of carrying heavy riders and packs while maintaining speed and maneuverability.
Bonding: Requires patience and ritual immersion training in swamp pools; misbehaving or improperly trained animals can refuse to dive or panic in water.
Mudhide Variant (Tier 2 Magical)
Older or regionally adapted variant with thicker armor and darker coloration.
Slower on land but excels in deep mud and swamp concealment.
Stormscale Variant (Tier 3 Apex)
Rare genetic line; grows larger and stronger than typical Marshbacks.
Tail strikes capable of knocking down smaller boats or unarmored humans.
Known for extreme stamina, holding dives up to 20 minutes.
Apex predators in the swamp ecosystem, hunting fish and small beasts, while providing a symbiotic relationship with Marshborn settlements.
Naturally controls fish populations, prevents overgrowth of swamp vegetation, and maintains waterway channels through movement.
Rarely leaves territory except during mating season or territorial disputes.
Tier 2 Materials: Scales, hides, claws, teeth—used for armor, gloves, or water-resistant gear.
Tier 3 Materials: Apex Marshbacks yield dense armor plates suitable for elite soldier shields, heavy boots, or weapons reinforced for swamp combat.
Riders rarely dismount; attacks often come from water or mud cover.
Ambush strategies: units can disappear entirely underwater and strike where least expected.
Ideal scenario: survival-focused encounter where players must navigate swamp terrain while avoiding stealth attacks.