Post by Head Moderator on Feb 5, 2015 16:18:07 GMT -5
Flora and Fauna of Madder
Jewel-of-the-Mire
The Jewel-of-the-Mire is a floating water-flower, that drifts in great mats in the rivers, swamps, and bogs of Madder. The Jewel-of-the-Mire is similar to the water-lily, even to the point of looking similar, however, the Jewel-of-the-Mire comes in a variety of brilliant colors, ranging from deep indigo to pearly white to blood red. In some places, Jewel-of-the-Mire mats can completely cover the surface of the water, giving the appearance of a great meadow of flowers. It is, however, at night that the Jewel-of-the-Mire shows its true beauty. During the moonlight hours, the Jewels seem to take on the Moon’s watery luminescence, glowing and releasing slow beads of light (in actuality clumps of the plant’s pollen) into the water below.
Death's Head Tree
A medium-sized tree when full grown, the tree stands 20-30’ in height. Foliage and bark are relatively unremarkable - oval leaves with shallow scalloping along the edge, and a smooth, light brownish-grey bark. What is remarkable about the tree and the feature that gives it its name are its fruit. The fruit are large - 6" - 8" in diameter and have an odd profile, suggesting a nose and chin when looked at from different angles. Adding to the affect is the hair-like fronds which hang down from the fruit’s top.
When seen under poor visibility - night time, heavy rain or fog, the tree has the disturbing appearance of having dozens of ‘heads’ hanging from it. The wood is often used to build gallows in Madder. The fruit are commonly used during rituals and festivals associated with death or the supernatural.
Its fruit is edible and nutritious, but high in tannins which make it rather bitter. The wood is a good quality hardwood and it is often used for furniture. **There is one particular Death's Head tree in the Darklea Swamp that has taken on mythical qualities, and said to be an oracle. The fruit actually has eyes and mouths that speak for the tree, and with the right offering (read: evil tree) it will answer questions. If offended, it summons spectres to assault the offenders.
Ambrosia Moss
In a section of Westlea Marsh, a mysterious yellow hanging moss grows, as delicious as it is addictive. An evil treant guards the moss jealously, for his own use. For one hour after consumption, the creature adds +5 temporary Intelligence Trait Points. This happens as long as the moss is eaten while still alive, within 18 hours of harvesting. [Quest must be done to gain this moss.]
Vox Pisces
In a particular place on the Oozing River, legends speak of huge carp that when caught, contain ancient tomes wrapped in waterproof sailcloth in their stomachs, commonly called Book-Fish, or Vox Pisces. The legends are very true, and the best explanation that can be given is that the grand libraries of the ancients have sunken beneath the mire, and tomes are dislodged and swallowed by the large fish of the rivers and estuaries of the Swamp. It is an odd thing indeed to find scholars fishing upon the river during their vacations, attempting to catch book-fish and find a riveting ancient tome!
Pacranite Leech
This leech is a discreet and lethal parasite. They attach themselves in the usual way to the unwary and unknowing. More often than not they will choose to feed in an unnoticed place on the body such as under the arms, the back of the thigh or between the toes.
They appear to be nothing more that a small scab from a minor cut (and feel like it when touched). They are quite easily (but painfully) removed with a simple tug. But this is not the worst of its qualities.
Rather than feed on blood they feed on endorphins. This leech secretes simple venom into the bloodstream causing the heart to race and mild paranoia-like effects. Once set in, the host does the rest. Falling to paranoia and high levels of adrenalin, endorphins soon move through the body feeding the leech. As the leech eats, it metabolizes the endorphins and secretes more of the paranoia-inducing venom into the host, continuing the cycle.
This process is known to drive the host insane over a period of several days to a few weeks. The only way to avoid the long term effect of insanity is to remove the leech and let the venom run its course, usually three to five days. The wound left behind is slow to heal and infection is a common occurrence.
Butterflies of Woe
These butterflies are named for the tears that well up in one's eyes from the sulphurous stench when these butterflies are seen. When laced with rising wisps of noxious gas from gas pockets in the swamp, these insects do not die, but sway in the breezes, as if intoxicated or drunk. No one could yet tell what bizarre relationship these butterflies have with the normally poisonous fumes. Those who live near or around swamps, share a certain, logical wisdom, when it comes to these critters. The swamp's inhabitants know that seeing a small school of tittering butterflies amid the quagmires, means that there is a good chance there is a pocket of escaped gas in the vicinity, and thus, they tend to avoid the insects altogether.
Marsh Panther
These animals are anything but what one would expect.
These lean and powerful cats thrive in the harshest of environments. They stand just over three foot at the shoulder and nearly nine foot from muzzle to tail. Females are slightly shorter in height but are equal in length. Their fur is a two-toned tawny color, having darker “spots” starting midway along the back all the way to the tip of the tail. This camouflage makes them very hard to spot in the bayous and swamps they call home. They are equipped with overly large paws with retractable claws and can open their jaws considerably wider than most cats. This is strictly to help them hunt their preferred prey, large game.
They are solitary hunters, preferring both dusk and dawn for the effect it has on the vision of their prey. Living on a primary diet of deer, alligators and large water snakes they have been known to hunt smaller game such as rabbits, opossums, raccoons, rats and even crabs. But, when a human enters its territory all other food is forgotten and a new hunt begins. The common Marsh Panther will band together with others to track down and kill a man, using pack tactics and ambushes if needed. They have no fear of man, seeing him only as a large and elusive meal.
Feyenthrall
Feyenthrall are hazy outlines of faintly glowing mist. At random ancient scenes will be seen in the mist, as if the adventurers were looking into a crystal orb or other scrying device.
The Feyenthrall are enigmatic creatures of lore. They feed on emotions and, as they drift through the swamp, they absorb the dreams of the dead and living alike. So it is that the adventurers might see the mating of a swamp lizard for one second, then, after several minutes or even hours of no visions, they might gaze upon the visage of the Emperor of old. The Feyenthrall are obsessed with him, the raw emotion surrounding his fall so vast as to keep them sated for decades, nay centuries!
Madder Toads
These beasts look very much like your common garden toad, minus one very important fact, they're roughly the size of a large dog. Living in the bogs Madder, they prey on anything that is both small enough to fit into their large mouths and stupid enough to come near them. They are no good for eating, though if you are hungry enough it can be done, but their fist-sized eggs are a delicacy around the known world.
Swamp Children
The Swamp Children are small, emaciated humanoids with exaggerated potbellies and long, wolflike muzzles. Their skin is covered in a foul, yellowish mucous which protects them against the cold as well as the vermin of the swamp. No insect will willingly come close to a Swamp Child - those that do get stuck in the viscous coating and subsequently eaten. They are well adapted to their swamp home, being fully amphibious and able to hold their breath for many minutes. They are small - generally less then 3' tall and about 40 lbs weight, but they are extremely strong. The Swamp Children normally feed on the natural flora and fauna of their swamp home, but they will gleefully feast on anything that they can overpower, and are not above cannibalism.
When hunting, groups of the Children will lurk under the surface in ambush while others will either lead or drive victims into the ambush point. Grappling and dog-piling their foes, they will attempt to force them under the fetid waters of the swamp to drown. The Children are capable of speech and have their own language. Since they have no interest in other beings except as food, they do not learn other languages.
There are legends of spellcasting Swamp Children, and these are true - there are shamans within their ranks that worship demonic powers.
River Drake
River drakes dwell within reedy marshes and estuaries, although larger ocean specimens have been confirmed, these often called sea serpents by sailors and fishermen. River drakes have spear shaped heads like an adder, crowned by a crest of dark green spines. They have piercing yellow eyes and serpentine bodies with green scales that glitter like gems when wet, their toothsome maws often reeking of caustic venom and past victims. They are excellent swimmers, aided by planes of hard barbed belly scales to turn and dart with lighting speed. These barbed scale ridges afford river drakes great climbing skill, used to hook into wood or stone to ascend cliffs, tall trees and ships like a snake, albeit with far more speed and tenacity.
River drakes have keen senses and show an amazing and cruel cunning, lashing out to constrict prey and drown them in water or laying snares of coils under similar cover until prey present an opening for them to strike. They purposefully spook animals, trip and disarm foes, use (or even build) deadfalls and terrain to their advantage, and they may hide or cast away dropped weapons. If a river drake faces particularly dangerous foes, it will breathe a cone of corrosive steam which burns flesh and pits metal and wood.
River drakes dwell in coves, mangroves and caves along reedy coasts, often the top predator in their territory. Beside the occasional unlucky fisherman or missing livestock, adult river drakes are not often witnessed by humans unless such persons stray into their territory. However, in the rainy spring months they birth live young approximating 4-7’ in length, which immediately strike out on their own. The strength and aggression of these young drakes is alarming, and they often infest common fishing waters, irrigation canals, rice farms, wells and boats in search of food and shelter. These young have no breath weapon but can bite and strangle with deadly efficiency. Old river drakes tend to hibernate by covering overhangs and watery clefts with mud, rocks, and branches. In time, an overgrown hillock forms and blends into the landscape, where the beasts can slumber for decades or more. When they awaken they are sluggish and mottled, but soon shed and become ravenous, devastating an area before moving to new territory.
Environmental Hazards of Madder
Blackwater
Water in any swamp or bayou can appear dark and oily, creating an ominous appearance. Blackwater is not normally dangerous, however, and can be consumed without harm. The black color is due to the saturation of cypress tree sap excreted into the surrounding water. In some of the more sinister areas of the swamp, blackwater becomes corrupted and toxic, causing all sorts of curses and potionlike effects.
Shadow Rainbow
During the winter months, often after intense storms, there occurs a 'shadow rainbow' that offers various shades of gray to black. When a Shadow Rainbow appears in the sky, all occupants of Madder able to see this phenomenon fall in worship of the Bishop-King, for as the people of the lands believe that the gods watch you from the shadows. When there is a shadow rainbow they believe the gods are watching their every move from above.
Blood Rain
In the spring months, sometimes storms that occur in the swamp are infused with red water droplets that literally cause panic or fear. A drop of blood rain that touches the skin of a creature causes an effect similar to the fear spell. A successful Willpower Save (DC17) avoids this effect for 24 hours.
Dark Grass
Black grass, also called needlerush, is common in the swamp regions. It's dark tips are as sharp as needles, causing a painful prick or cut to any creature that bumps against it. Falling into a patch of these rushes causes damage if a Quickness Save is failed (DC12).
Dread Fog
A mysterious and thick fog frequently rolls in above the waters and lands of Madder. This fog temporarily suppresses the memories of sentient creatures caught within it. It affects all creatures that fail a Willpower Save (DC15) and lasts until the fog is gone or the creatures leave the foggy area. Experiences that happened in the fog are irrevocably forgotten. No known spell can get these memories back, including wish and miracle. Much havoc and chaos runs rampant in Madder when the Dread Fog rolls in.
Dread Humidity
There is little mysterious about the humidity in most of the areas of Madder, it remains 90-100% all year round. Moisture accumulates on everything. Sweat drips to the ground instead of evaporating off the skin. Unless coated with special oils, metals corrode much quicker than normal. Most spend the money to have their weapons and armor "blueshined", which prevents rusting and corrosion.
Floating Marsh
Very common in the marshes along the coast, with villages that even exist on these floating marshes, it is when an anchored marsh builds up layers of humus over many years, increasing the buoyancy of the mat. During a high water period, the roots tear free, creating a floating marsh. Some monstrous predators have learned to swim beneath floating marshes and listen for easy prey above. While the mats where villages exist have been thickened over time, the newer floating mats are dangerous to cross and a misstep will send you into the water below.
Mire Fire
Pockets of methane gas form in wetlands when water cuts off the oxygen supply to soil, encouraging anaerobic fermentation. These pockets of swamp gas are usually harmless. It is flammable though, and fire introduced into an area of swamp gas can set off a deadly explosion known as "mire fire". An area of swamp methane is easily identified by a Nature Check (DC10). If a pocket of swamp methane ignites, roll 1d4 to determine its size: 1=1d3 fire dmg, 3 ft radius; 2= 1d6 fire dmg, 6 ft radius; 3=2d3 fire dmg, 10 ft radius; 4= 2d6 fire dmg, 20 ft radius. Any creature within the radius of the explosion may make a Quickness Save (DC15) success indicating half dmg.
Blood Tide
During spring and summer months, microscopic dinoflagellates can suddenly bloom rapidly, causing a "red tide" or commonly known as a "blood tide". the water appears blood red and is filled with toxins produced by the phytoplankton. Such toxins affect the nervous system (1st rnd paralyzation, 2nd rnd str 2d3) if absorbed in the skin, or consumed. Some red tides may be caused by corrupted phytoplankton producing bizarre effects and non-red colors (blue tide for example).
Water Weather
Madder has a monsoon season, typically from Midsummer to Autumn, in which sudden violent thunderstorms are common. Destructive hurricanes threaten the region in the fall, at least one mild hurricane hitting the coast every 2 years or so.
Jewel-of-the-Mire
The Jewel-of-the-Mire is a floating water-flower, that drifts in great mats in the rivers, swamps, and bogs of Madder. The Jewel-of-the-Mire is similar to the water-lily, even to the point of looking similar, however, the Jewel-of-the-Mire comes in a variety of brilliant colors, ranging from deep indigo to pearly white to blood red. In some places, Jewel-of-the-Mire mats can completely cover the surface of the water, giving the appearance of a great meadow of flowers. It is, however, at night that the Jewel-of-the-Mire shows its true beauty. During the moonlight hours, the Jewels seem to take on the Moon’s watery luminescence, glowing and releasing slow beads of light (in actuality clumps of the plant’s pollen) into the water below.
Death's Head Tree
A medium-sized tree when full grown, the tree stands 20-30’ in height. Foliage and bark are relatively unremarkable - oval leaves with shallow scalloping along the edge, and a smooth, light brownish-grey bark. What is remarkable about the tree and the feature that gives it its name are its fruit. The fruit are large - 6" - 8" in diameter and have an odd profile, suggesting a nose and chin when looked at from different angles. Adding to the affect is the hair-like fronds which hang down from the fruit’s top.
When seen under poor visibility - night time, heavy rain or fog, the tree has the disturbing appearance of having dozens of ‘heads’ hanging from it. The wood is often used to build gallows in Madder. The fruit are commonly used during rituals and festivals associated with death or the supernatural.
Its fruit is edible and nutritious, but high in tannins which make it rather bitter. The wood is a good quality hardwood and it is often used for furniture. **There is one particular Death's Head tree in the Darklea Swamp that has taken on mythical qualities, and said to be an oracle. The fruit actually has eyes and mouths that speak for the tree, and with the right offering (read: evil tree) it will answer questions. If offended, it summons spectres to assault the offenders.
Ambrosia Moss
In a section of Westlea Marsh, a mysterious yellow hanging moss grows, as delicious as it is addictive. An evil treant guards the moss jealously, for his own use. For one hour after consumption, the creature adds +5 temporary Intelligence Trait Points. This happens as long as the moss is eaten while still alive, within 18 hours of harvesting. [Quest must be done to gain this moss.]
Vox Pisces
In a particular place on the Oozing River, legends speak of huge carp that when caught, contain ancient tomes wrapped in waterproof sailcloth in their stomachs, commonly called Book-Fish, or Vox Pisces. The legends are very true, and the best explanation that can be given is that the grand libraries of the ancients have sunken beneath the mire, and tomes are dislodged and swallowed by the large fish of the rivers and estuaries of the Swamp. It is an odd thing indeed to find scholars fishing upon the river during their vacations, attempting to catch book-fish and find a riveting ancient tome!
Pacranite Leech
This leech is a discreet and lethal parasite. They attach themselves in the usual way to the unwary and unknowing. More often than not they will choose to feed in an unnoticed place on the body such as under the arms, the back of the thigh or between the toes.
They appear to be nothing more that a small scab from a minor cut (and feel like it when touched). They are quite easily (but painfully) removed with a simple tug. But this is not the worst of its qualities.
Rather than feed on blood they feed on endorphins. This leech secretes simple venom into the bloodstream causing the heart to race and mild paranoia-like effects. Once set in, the host does the rest. Falling to paranoia and high levels of adrenalin, endorphins soon move through the body feeding the leech. As the leech eats, it metabolizes the endorphins and secretes more of the paranoia-inducing venom into the host, continuing the cycle.
This process is known to drive the host insane over a period of several days to a few weeks. The only way to avoid the long term effect of insanity is to remove the leech and let the venom run its course, usually three to five days. The wound left behind is slow to heal and infection is a common occurrence.
Butterflies of Woe
These butterflies are named for the tears that well up in one's eyes from the sulphurous stench when these butterflies are seen. When laced with rising wisps of noxious gas from gas pockets in the swamp, these insects do not die, but sway in the breezes, as if intoxicated or drunk. No one could yet tell what bizarre relationship these butterflies have with the normally poisonous fumes. Those who live near or around swamps, share a certain, logical wisdom, when it comes to these critters. The swamp's inhabitants know that seeing a small school of tittering butterflies amid the quagmires, means that there is a good chance there is a pocket of escaped gas in the vicinity, and thus, they tend to avoid the insects altogether.
Marsh Panther
These animals are anything but what one would expect.
These lean and powerful cats thrive in the harshest of environments. They stand just over three foot at the shoulder and nearly nine foot from muzzle to tail. Females are slightly shorter in height but are equal in length. Their fur is a two-toned tawny color, having darker “spots” starting midway along the back all the way to the tip of the tail. This camouflage makes them very hard to spot in the bayous and swamps they call home. They are equipped with overly large paws with retractable claws and can open their jaws considerably wider than most cats. This is strictly to help them hunt their preferred prey, large game.
They are solitary hunters, preferring both dusk and dawn for the effect it has on the vision of their prey. Living on a primary diet of deer, alligators and large water snakes they have been known to hunt smaller game such as rabbits, opossums, raccoons, rats and even crabs. But, when a human enters its territory all other food is forgotten and a new hunt begins. The common Marsh Panther will band together with others to track down and kill a man, using pack tactics and ambushes if needed. They have no fear of man, seeing him only as a large and elusive meal.
Feyenthrall
Feyenthrall are hazy outlines of faintly glowing mist. At random ancient scenes will be seen in the mist, as if the adventurers were looking into a crystal orb or other scrying device.
The Feyenthrall are enigmatic creatures of lore. They feed on emotions and, as they drift through the swamp, they absorb the dreams of the dead and living alike. So it is that the adventurers might see the mating of a swamp lizard for one second, then, after several minutes or even hours of no visions, they might gaze upon the visage of the Emperor of old. The Feyenthrall are obsessed with him, the raw emotion surrounding his fall so vast as to keep them sated for decades, nay centuries!
Madder Toads
These beasts look very much like your common garden toad, minus one very important fact, they're roughly the size of a large dog. Living in the bogs Madder, they prey on anything that is both small enough to fit into their large mouths and stupid enough to come near them. They are no good for eating, though if you are hungry enough it can be done, but their fist-sized eggs are a delicacy around the known world.
Swamp Children
The Swamp Children are small, emaciated humanoids with exaggerated potbellies and long, wolflike muzzles. Their skin is covered in a foul, yellowish mucous which protects them against the cold as well as the vermin of the swamp. No insect will willingly come close to a Swamp Child - those that do get stuck in the viscous coating and subsequently eaten. They are well adapted to their swamp home, being fully amphibious and able to hold their breath for many minutes. They are small - generally less then 3' tall and about 40 lbs weight, but they are extremely strong. The Swamp Children normally feed on the natural flora and fauna of their swamp home, but they will gleefully feast on anything that they can overpower, and are not above cannibalism.
When hunting, groups of the Children will lurk under the surface in ambush while others will either lead or drive victims into the ambush point. Grappling and dog-piling their foes, they will attempt to force them under the fetid waters of the swamp to drown. The Children are capable of speech and have their own language. Since they have no interest in other beings except as food, they do not learn other languages.
There are legends of spellcasting Swamp Children, and these are true - there are shamans within their ranks that worship demonic powers.
River Drake
River drakes dwell within reedy marshes and estuaries, although larger ocean specimens have been confirmed, these often called sea serpents by sailors and fishermen. River drakes have spear shaped heads like an adder, crowned by a crest of dark green spines. They have piercing yellow eyes and serpentine bodies with green scales that glitter like gems when wet, their toothsome maws often reeking of caustic venom and past victims. They are excellent swimmers, aided by planes of hard barbed belly scales to turn and dart with lighting speed. These barbed scale ridges afford river drakes great climbing skill, used to hook into wood or stone to ascend cliffs, tall trees and ships like a snake, albeit with far more speed and tenacity.
River drakes have keen senses and show an amazing and cruel cunning, lashing out to constrict prey and drown them in water or laying snares of coils under similar cover until prey present an opening for them to strike. They purposefully spook animals, trip and disarm foes, use (or even build) deadfalls and terrain to their advantage, and they may hide or cast away dropped weapons. If a river drake faces particularly dangerous foes, it will breathe a cone of corrosive steam which burns flesh and pits metal and wood.
River drakes dwell in coves, mangroves and caves along reedy coasts, often the top predator in their territory. Beside the occasional unlucky fisherman or missing livestock, adult river drakes are not often witnessed by humans unless such persons stray into their territory. However, in the rainy spring months they birth live young approximating 4-7’ in length, which immediately strike out on their own. The strength and aggression of these young drakes is alarming, and they often infest common fishing waters, irrigation canals, rice farms, wells and boats in search of food and shelter. These young have no breath weapon but can bite and strangle with deadly efficiency. Old river drakes tend to hibernate by covering overhangs and watery clefts with mud, rocks, and branches. In time, an overgrown hillock forms and blends into the landscape, where the beasts can slumber for decades or more. When they awaken they are sluggish and mottled, but soon shed and become ravenous, devastating an area before moving to new territory.
Environmental Hazards of Madder
Blackwater
Water in any swamp or bayou can appear dark and oily, creating an ominous appearance. Blackwater is not normally dangerous, however, and can be consumed without harm. The black color is due to the saturation of cypress tree sap excreted into the surrounding water. In some of the more sinister areas of the swamp, blackwater becomes corrupted and toxic, causing all sorts of curses and potionlike effects.
Shadow Rainbow
During the winter months, often after intense storms, there occurs a 'shadow rainbow' that offers various shades of gray to black. When a Shadow Rainbow appears in the sky, all occupants of Madder able to see this phenomenon fall in worship of the Bishop-King, for as the people of the lands believe that the gods watch you from the shadows. When there is a shadow rainbow they believe the gods are watching their every move from above.
Blood Rain
In the spring months, sometimes storms that occur in the swamp are infused with red water droplets that literally cause panic or fear. A drop of blood rain that touches the skin of a creature causes an effect similar to the fear spell. A successful Willpower Save (DC17) avoids this effect for 24 hours.
Dark Grass
Black grass, also called needlerush, is common in the swamp regions. It's dark tips are as sharp as needles, causing a painful prick or cut to any creature that bumps against it. Falling into a patch of these rushes causes damage if a Quickness Save is failed (DC12).
Dread Fog
A mysterious and thick fog frequently rolls in above the waters and lands of Madder. This fog temporarily suppresses the memories of sentient creatures caught within it. It affects all creatures that fail a Willpower Save (DC15) and lasts until the fog is gone or the creatures leave the foggy area. Experiences that happened in the fog are irrevocably forgotten. No known spell can get these memories back, including wish and miracle. Much havoc and chaos runs rampant in Madder when the Dread Fog rolls in.
Dread Humidity
There is little mysterious about the humidity in most of the areas of Madder, it remains 90-100% all year round. Moisture accumulates on everything. Sweat drips to the ground instead of evaporating off the skin. Unless coated with special oils, metals corrode much quicker than normal. Most spend the money to have their weapons and armor "blueshined", which prevents rusting and corrosion.
Floating Marsh
Very common in the marshes along the coast, with villages that even exist on these floating marshes, it is when an anchored marsh builds up layers of humus over many years, increasing the buoyancy of the mat. During a high water period, the roots tear free, creating a floating marsh. Some monstrous predators have learned to swim beneath floating marshes and listen for easy prey above. While the mats where villages exist have been thickened over time, the newer floating mats are dangerous to cross and a misstep will send you into the water below.
Mire Fire
Pockets of methane gas form in wetlands when water cuts off the oxygen supply to soil, encouraging anaerobic fermentation. These pockets of swamp gas are usually harmless. It is flammable though, and fire introduced into an area of swamp gas can set off a deadly explosion known as "mire fire". An area of swamp methane is easily identified by a Nature Check (DC10). If a pocket of swamp methane ignites, roll 1d4 to determine its size: 1=1d3 fire dmg, 3 ft radius; 2= 1d6 fire dmg, 6 ft radius; 3=2d3 fire dmg, 10 ft radius; 4= 2d6 fire dmg, 20 ft radius. Any creature within the radius of the explosion may make a Quickness Save (DC15) success indicating half dmg.
Blood Tide
During spring and summer months, microscopic dinoflagellates can suddenly bloom rapidly, causing a "red tide" or commonly known as a "blood tide". the water appears blood red and is filled with toxins produced by the phytoplankton. Such toxins affect the nervous system (1st rnd paralyzation, 2nd rnd str 2d3) if absorbed in the skin, or consumed. Some red tides may be caused by corrupted phytoplankton producing bizarre effects and non-red colors (blue tide for example).
Water Weather
Madder has a monsoon season, typically from Midsummer to Autumn, in which sudden violent thunderstorms are common. Destructive hurricanes threaten the region in the fall, at least one mild hurricane hitting the coast every 2 years or so.