The Mephitic Morass

The flow of the river along the Ember Flats resulted in a terrain of vast noxious basins and bottomless sinkholes. Toxic mudslides and tar pits pervade the landscape is in a constant state of eruption and decay, though brimming with mineral resources and elemental power.

Geography

The Blisterbile. At the northwestern edge of the region is a swell of gas bubbling forth from the Throne Ash, forming blister-like sacs of tar, often causing them to rise above the landscape awaiting to explode when ignited.

Channeled Scablands. The northern border consisting of intractable channels of crimson tar, toxic crust disguising the vile traps as the deadly floes move northward.

The Mukum Run. A smaller tributary of the Ryme River, coursing through the region, the waters polluted by the toxic nature end in spilling over the escarpments as the path of the river gives way to a wasteland basin.

The Scoured Fens. Along the northeastern coast, where wetland flora and fauna are able to persist, a delta forms the mouth of the Mukum Run leading to its westward end at the heart of the region.

The Shard Slurry. Spilling forth from the western border of the Ebonkarst, these violent mudslides are filled with dagger-like rocks and caustic minerals.

The Viruloam. The impacted and poisoned earth along the southern coast of the region. Of various bilious and feculent hues, the clays are a precious resource, but must be dug out with all care as virulent toxins seep into clays.

Roads and Landmarks

The Grave Rush. Like an open wound upon the land, this quarry is the remnant of a grand excavation by Synstasia following the early massacres of the War of Extinction, heaping the clay rich soils in order to bury the dead in the settlement of Geisbaden cross the river.

The Shell Mount. Along the northern shore of the Mukum Run, a titanic hollowed shell of a turtle-like creature, pockmarked by the acidic nature of the muck, many believe the shell was once larger, sinking further each passing year. This feature marks passage into the more toxic territories of the region.

Settlements

Caennan. At the northern edge of where the Ryme River meets the region, this industrious port town strives to sustain itself by quarrying clays and tars. The workers' ultimate prize is when they find a clay known as Manah, said to restore one's youth, and desperately sought by the nobility of Synstasia.

Phegorea. A town set into a vast and rich basin on the southeastern edge of the region, having become a sanctum for a significant population of divifiends where they are able to live and work without fear of Synstasian oppression.

Potterfer. A small village along the eastern course of the Dregsys River known for the impeccable ceramic arts they produce, primarily funerary masks of remarkable likeness.

Ruins and Subterrane

Like a great festering scab over the Throne of Ash, the Mephitic Morass is a battleground of the elements of fire, water and earth. Countless sinkholes and basins open the landscape to the denizens of the Depths, the toxic nature further corrupting the undead and the aberrations alien physicality attuned to the virulence.

Ebolesiit. A haven of the Fevering, the cabal of pestilence, followers of Plagus. Once a holdfast of Synstasia built upon the central island within a deep basin, the waters now teem with the fiendish viral creations of Plagus summoned to this place to repel and corrupt any who draw near.

Thremzerhn. The ruined palace city of the draconic seated in the Viruloam along the southern coast. Among the crumbling towers are massive burrows into the muck, ships give this ruin a wide berth fearing what now lives within.