TEXT: 1
  CAMPAIGN SETTING GUIDE
  CAMPAIGN SETTING GUIDE
  CAMPAIGN SETTING GUIDE
  CAMPAIGN SETTING GUIDE
  
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  portion of this Pangolin Press product designated as Open Game Content is the 
  rules content (creature stat blocks and names of skills, etc., taken from the SRD) 
  as defined in the Open Game License version 1.0a Section 1(d). The front and 
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  golin Press Logo, the Salt in Wounds logo, Salt in Wounds, as well as all trademarks, registered trademarks, 
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  For the 5th Edition of the World’s Oldest RPG
  and the Pathfinder Roleplaying Game
  By  
   
   
   
  J.M. Perkins
  Additional Writing  
  Jesse Brake, Jon Pio, Doug Easterly
  Additional Writers  
  Adam Dagna, Brandes Stoddard, James Pio, Jesse Brake, 
   
   
   
   
  Doug Easterly, Rich Howard
  Editing  
   
   
  Mike Myler
  Cover Art   
   
  Jeffrey Chen
  Interior Art  
   
  Jeffrey Chen 
  Additional Art  
   
  Justin Bergo, Mike Myler
  Stock Art   
   
  Dean Spencer
  Cartography  
   
  Ryan Hennesey
  Layout  
   
   
  Mike Myler
  CAMPAIGN SETTING GUIDE
  CAMPAIGN SETTING GUIDE
  CAMPAIGN SETTING GUIDE
  CAMPAIGN SETTING GUIDE
  
  3
  Fiction: Footfalls................................................6 
  INTRODUCTION: BASICS & HOW TO USE 
  THIS GUIDE.............................................7–13 
  On Handling Sensitive Topics & 
   
  Facilitating Fun at Your Table.............7 
  Responsibilities & Conflict Resolution 
   
  at the Table.............................................8 
  Salt in Wounds at a Glance......................9–12 
  Premise & History........................................9 
  Prominent Factions.....................................9 
  Districts and Locations...............................9 
  General Information..................................10 
  Navigating Salt in Wounds: Information 
   
  Every Traveler Needs to Know.......10–12 
  Approaching the City.................................10 
  The City & Its People................................11 
  Timeline.....................................................12 
  Map...........................................................13 
  1. LIFE IN SALT IN WOUNDS...........14–27 
  Fiction: That Satisfying Crunch..............14 
  Races of Salt in Wounds.......................15–18 
  Human............................................15 
  Elf....................................................15 
  Half-Elf...........................................15 
  Half-Orc...........................................15 
  Gnome.............................................16 
  Halfling............................................16 
  Ghouls.............................................16 
  Tiefling............................................17 
  Dragonborn....................................17 
  Grippli.............................................17 
  Agogi................................................17 
  Orcs................................................17 
  Duergar............................................18 
  Mites................................................18 
  The Salt in Wounds Calendar..................18 
  Festivals of Salt in Wounds.................18–19 
  Industry, Work, and the Economy 
   
  of Salt in Wounds...........................19–21 
  Meat...........................................................19 
  Horn...........................................................19 
  Scale..........................................................21 
  Alchemy & Medicine..................................21 
  Clearing House for Magical Items 
   
  & Banking.............................................21 
  Salt in Wounds and Water.........................21 
  10 Delicacies of Salt in Wounds................22 
  Special: Water Dens...................................23 
  TABLE OF CONTENTS
  Weather.....................................................24
  The Salt in Wounds Mindset.....................xx 
  Colors, Symbols, and Iconography 
   
  of Salt in Wounds.................................24 
  Example Crimes & Punishments.............25  
  Crime and Punishment.............................25 
  Coins of Salt in Wounds...........................26 
  Language & Slang.....................................26 
  Salt in Wounds and Morality....................27 
  2. DISTRICTS & PLACES...................28–38 
  Fiction: Two Blocks...................................28 
  The Fortress Salzinwuun....................29–30 
  Prime Gate......................................29 
  Giant’s Gate....................................29 
  Butchers Gate.................................30 
  The Charnel Sluice Grates.............30 
  12th Gate.........................................30 
  The Butcher’s Hall.........................30 
  Ballistas....................................30 
  Lord and Lady’s Pagoda................30 
  The High Shrine of Macinfex........30 
  Tail Stones...........................................31–32 
  The Guild Hall of the 
   
  Marrow Miners..........................31 
  The Pewter Cup.............................31 
  The Rachi........................................31 
  Gothmork’s Grub Hub....................31 
  Regga’s Stir Fry..............................31 
  Kutu Lampi.....................................32 
  The Shifting Place.........................32 
  Sage’s Row............................................32–33 
  Testing Field...................................32 
  Seconds & Bits................................32 
  The Flask of Inspiration.................32 
  The Temple of Reason.....................33 
  The Beast Crown District..................33–34 
  The Chine Hall................................33 
  The Stage Courts............................33 
  The Manor-Towers..........................33 
  The Black-Stone Well.....................33 
  The Throat..........................................34–36 
  The Scales & The Sword.................35 
  Skorn’s Ironworks...........................35 
  Herald’s Taven................................35 
  The Unmaimed Man.............36
  Locations Outside the City..36–38
  The Spillway................36
  The Feathered Saddle.36
  Heartsblood Marsh.....36
  
  4
  Capcaps...........................................36 
  Laboratory of Dr. Mundacri..........37 
  Camp of the Mammoth Wardens..37 
  Shatter Peak Mass Grave..............37 
  The Pool of All Forms......................38 
  High Rock Altar...............................38 
  Verdant Fields.................................38 
  Salt in Wounds & The Wider World.38 
  3. PEOPLE & FACTIONS....................39–54 
  Fiction: The Party.....................................39 
  13 Meridian Houses..............................40–48 
  House of the 1st Meridian..............40 
  House of the 2nd Meridian.............41 
  House of the 3rd Meridian..............41 
  House of the 4th Meridian..............42 
  House of the 5th Meridian..............42 
  House of the 6th Meridian.............43 
  House of the 7th Meridian.............44 
  House of the 8th Meridian.............44 
  House of the 9th Meridian.............45 
  House of the 10th Meridian............45 
  House of the 11th Meridian............46 
  House of the 12th Meridian............47 
  House of the 13th Meridian............47 
  The Enders.................................................48 
  The Process Guild......................................48
  Notable Members of 
   
  the Process Guild.......................49
  The Marrow Miners...................................49
  Notable Marrow Miners.................49 
  The House Militias....................................49 
  The Order of God-Butchers.......................50
  Notable God-Butchers....................51 
  Sage’s Council............................................51 
  Notable Council Sages...................52 
  Blood Merchants........................................52
  Notable Blood Merchants...............52 
  Gangs and Organized Crime....................53 
  Notable Organizations....................53 
  Notable Criminals...........................53 
  The Circle of Release (Criminal Faction).53 
  Notable Former Members of 
   
  the Circle of Release..................54 
  4. RELIGION...........................................55–60 
  Fiction: Gratitude......................................55 
     Church of the Monad.......................56–57 
    Notable Members of 
   
  the Church of the Monad..........57 
           Macinfex: God of Butchers
   
         .......................................57–58
  Notable Members of the
   
  Church of the God-Butcher......58 
  Septum Soletirmus - The Holy Writ 
   
  of Coin Everlasting........................58–59 
  Notable Septumists........................59 
  The Cult of Renesec............................59–60 
  Notable Renesec Cultists................60 
  Other Religions..........................................60 
  5. HISTORY.............................................62–67 
  Fiction: Binding.........................................62 
  Prehistory (Before Binding)......................63 
  History of the Ronine Valley.....................63 
  Tarrasque Reemerges................................63 
  The Thirteen Gather.................................63 
  Tarrasque Bound & Construction of
   
  Fortress Salzinwuun Begins...............63 
  Loss of the Armies....................................63 
  Granite Shard War & 
   
  The Harvest Begins.............................64 
  Trade & Population Boom.........................65 
  Enders Founded.........................................65 
  Sovereign City Charter..............................65 
  Creation of the Clear Water Accords........65 
  Defeat of the Wyvern Siege & 
   
  All Consumption Established.............65 
  Heartsblood Marsh Identified.................66 
  Artifact Wars Rage...................................66 
  Circle of Release Founded.......................66 
  Night of Cleavers......................................66 
  12th Meridian Crisis.................................66 
  12th House Coup & 
   
  Creation of the Marrow Miners.........67 
  277 AB: Present Day................................67 
  6. SECRETS & INTRIGUE..................68–77 
  Fiction: Drums...........................................68 
  Mammoth Wardens (Secret Faction)........69 
  Secrets of the Tarrasque............................69 
  Secrets of the Heartsblood Marsh............69 
  3rd House Secrets......................................70 
  5th House Secrets......................................70 
  6th House Secrets......................................70 
  10th House Secrets....................................71 
  12th House Secrets....................................71 
  13th House Secrets....................................72 
  Secrets of Myrida, the Enders, and 
   
  the Marrow Miners..............................72 
  Secrets of the CapCaps..............................73 
  Tuska & the Quest for Divinity.................74 
  The Command Words & Releasing 
   
  the Tarrasque................................75–76 
  
  Secrets of the Circle of Release..............76 
  Alchemist War...........................................77 
  Secrets of the Oni.....................................77 
  7. MONSTERS & HAZARDS.................78–90
  Fiction: The Arena....................................78 
  Animated Objects......................................79
  Ankheg.......................................................79 
  Axe-Beak....................................................79 
  Ghouls & Ghasts........................................79 
  Harpy..........................................................79 
  Otyugh.....................................................79 
  Oni..............................................................79 
  Stirge..........................................................79 
  Yeti...........................................................80 
  Unique Monsters.................................80–90 
  Alchemist Testing Apparatus..80–81 
  Goblin Wormtongue........................82 
  Kolo Birds........................................83 
  Watcher (Dire Kolo Bird)...............84 
  Ledgerman...............................85 
  Ramora Fleas..................................86 
  Red Leech Tide...............................87 
  Tarrasque Flesh Golem..................88 
  Worm Savant..................................89 
  Worm Mother..................................90 
  APPENDIX 1: INTRODUCTORY 
   
  ADVENTURE: GOTHMORK’S 
   
  GRUB HOUSE.............................91–93
   
  Introduction...............................................91 
  The House Stew: Worm Stew....................91 
  The House Ale: Worm Brew......................91 
  Involving the PCs.......................................91 
  Background................................................92 
  The Tavern & Basement...........................92 
  1. The Dining Room........................92 
  2. The Kitchen.................................92 
  3. The Storeroom.............................92 
  4. Basement.....................................93 
  5. The Worm Chamber....................93 
  Ending the Adventure & 
   
  Setting Up the Next.............................93 
  APPENDIX 2: SALT IN WOUNDS, 
   
  SYNOMA & THE WIDER 
   
  WORLD.......................................94–95 
  Synoma: The Fantasy Cold War...............94 
  The Great Game: The Role of Adventurers 
   
  in the Geopolitics of Synoma...............94 
  Salt in Wounds in Synoma.......................95 
  APPENDIX 3: RANDOM ENCOUNTERS 
   
  BY DISTRICT...............................96–98 
  D6 Encounters for Sage’s Row..................96 
  D6 Encounters for the 
   
  Throat Merchant District....................97 
  D6 Encounters for the Tail Stones...........97 
  D6 Encounters for the 
   
  Beast Crown District...........................98 
  5E OGL...........................................................99 
  APPENDIX 4: PATHFINDER 
   
  MONSTERS..............................106–115 
  Alchemist Testing Apparatus..106–107 
  Goblin Wormtongue...........................107 
  Kolo Birds...........................................108 
  Watcher (Dire Kolo Bird)...................109 
  Ledgerman.....................................110 
  Ramora Fleas.....................................111 
  Red Leech Tide...................................112 
  Tarrasque Flesh Golem.....................113 
  Worm Savant......................................114 
  Worm Mother......................................115 
     Pathfinder OGL....................116–120 
  
  6
  FOOTFALLS
  Mayvin ran, his footfalls splashing through the thick 
  red-brown mulch that seemed to cling to every street 
  in this district. His heart raced—what fun! What 
  a delight, to feel the thrum of life and vitality. 
  And to imagine, all it took to know this cascade 
  of sensation was for some abominable horror 
  burrowing below the paving stones to give chase. 
   
  One would think that a simple predator 
  would have grown tired by now, dissuaded 
  after its erstwhile meal had burned out 
  five of its eyes and evaded it for so long. 
  So perhaps it was sent by someone? Who 
  exactly?Nearly tripping over the half-rotted 
  skeleton of a barrel, Mayvin decided that 
  may be a question for another time.
   
  Everyone the sorcerer saw fled into some
  twisting alleyway or through some doorway 
  that was then quickly, audibly barred from 
  within: if not as a reaction to the garishly 
  dressed fop sprinting at full tilt, than in 
  response to the distended bulge of earthworks 
  that betrayed the presence of something hungry 
  and huge just below the surface. Mayvin 
  noted his quickening breath, the distended 
  street (and the thing beneath) gaining on him, 
  and thought, “I wonder how long I can keep 
  this up…”
   
  A quick left brought him face to face with a dead end.
   
  “Well, that answers that…” he spoke aloud, weaving protective magics 
  about himself in anticipation of the creature’s jaws bursting up from below.
  
  7
  Players and GMs can take the in-game per-
  spective of generally ignoring these sensitive 
  subjects in pursuit of other goals and things to 
  explore, or they can grapple with (or revel in) 
  the evil of the city to prime importance within 
  their game—there is no wrong approach. That 
  said in order to make sure you’re best facilitat-
  ing the fun of everyone at the table, keep these 
  things in mind.
  1. Communicate what you want, get consent 
  from all parties, check in regularly, and re-
  turn to “communicate” if anything changes. 
  The concept of the Salt in Wounds campaign 
  setting will probably attract a certain type 
  of player, but that doesn’t mean everyone 
  will be equally available to explore the same 
  (potentially troubling) things. And even 
  when they are…
  2. Understand that people can abide and have 
  fun with variable levels of squick (disturbing 
  sensory details). Even (and especially) if the 
  party agrees to what’s “on the table” with 
  regards to violence and other potentially of-
  fensive topics, understand that there is still 
  nuance to how these things are handled. 
  For instance, say the party has 
  captured an enemy and 
  decided to torture them for 
  information. One way to 
  handle this is for the GM 
  INTRODUCTION: BASICS & HOW TO USE THIS GUIDE
  This book is a campaign setting guide for the fictional city of Salt in Wounds, primarily designed 
  as an accessory to help you—as a game master—play a role playing game (a game of make-believe 
  with a light drizzle of rules and randomization mechanics) with your friends. While this version 
  is specifically intended to supplement the 5th Edition rules of the world’s oldest RPG, the descrip-
  tions of factions, nonplayer characters, maps, history, competing motivations and monsters work 
  well no matter what rules (or lack thereof) you’re playing with. If you’re like the author you’ll read 
  through this book, take inspiration for the adventures you want to run, and you’ll start improvising 
  and making alterations to your Salt in Wounds (occasionally skimming or searching out a section 
  for reference). Alternatively you could play with this guidebook as “cannon”, the absolute truth to 
  your gameworld, and thereby remove much of the need to invent or improvise parts of it as your 
  own. Additionally, you could utilize this book to lift sections, characters, and plots to transplant 
  into other settings, inspire your own fiction, and so on. There is no wrong way to play as long as 
  everyone at the table is enjoying themselves.
   
  What follows broken into self explanatory sections and indexed for ease of navigation.
  For Players
  While not specifically designed with players in 
  mind, you can—as a player—get a lot out of this 
  guide. In general a well informed or properly 
  motivated player character (or player) would 
  know most of the information held within the 
  book with a few small exceptions. If you’re a 
  player in a Salt in Wounds game you should be 
  fine reading all of the guide, just avoid the Se-
  crets section, appendixes, and mind these two 
  important caveats:
  • When in doubt, check with your GM first.
  • If and when your GM presents information 
  that contradicts what’s presented in this 
  guide, it is your GM (not the arrangement 
  of pixels or ink you’re staring at) that is the 
  final arbiter of what is or is not true about 
  Salt in Wounds.
  On Handling Sensitive Topics & 
  Facilitating Fun at Your Table
  Roleplaying games are a fascinating device for 
  people to explore themes of identity, heroism, 
  violence, and more. They can also be used—
  like all stories—to examine sexism, racism, the 
  nature of evil, and any other concept tale-tell-
  ers (which include GMs and their players) put 
  their mind to.
  Salt in Wounds is in particular a morally rep-
  rehensible place, a city where slavery, torture, 
  and violence are extremely common. The set-
  ting increases the likelihood of (but does not 
  necessitate) these issues coming up in game. 
  
  8
  to simply say, “Tenie the cleric is tortured…” and describe the consequences. A different method 
  would be to describe how, “Felina the assassin splays out Tenie’s fingers, binds each of them 
  individually. She lets the cool metal of her clamps caress the wrinkled flesh of Tenie’s knuck-
  les, lingering on that moment before she gets to work on the soft pink below his nails and…” 
  (continuing method two would be a bit much for the author if he were at the table, and would 
  probably get in the way of his fun.) 
   
  It is not immoral, wrong, or even un-fun to use either fictional or rhetorical devices and both 
  have their uses. What would be improper is to use the setting as a way of dismissing the feelings or 
  concerns of anyone at the table, making arguments along the lines of, “you can’t be upset I spent 
  15 minutes describing sexual violence because that’s just something that happens in quasi-medi-
  eval settings.” If the story the table wants to co-create does involve torture (or violence, or sex, or 
  discrimination, or ______) then it’s important for everyone to be on the same page generally about 
  how these things will be handled, because it is not about the desires/needs/sensitivities of any one 
  party, but the desires/needs/sensitivities of everyone at the table.
  Responsibilities & Conflict Resolution at the Table
  As a player or GM, if someone’s behavior bothers you, tell them: respectfully and with as deep 
  a care and consideration for them as a person as you can manage. If you’re sitting together do 
  your best to see your fellow players as—if not friends—than at least as collaborators rather than 
  adversaries (even when and if your characters are enemies). A good framework for talking about 
  behavior can resemble this:
  Jeff, sometimes your <troubling behavior of nitpicking my character’s actions based on their 
  alignment>, <attempts to play out my character tactically>, <rape jokes>, <strong desire to act 
  out these really horrific scenes> makes me feel <emotion> and if you could do <preferred behavior 
  such as tone it down> instead that would really help me out.
  Players should keep in mind that GMs generally act as referees (for rules at least if not for social 
  dynamics at the table) and while whenever possible matters should be resolved personally, it’s 
  smart to go to the GM with with concerns. Voice your concern and ask them for advice about how 
  they’d like to handle the situation. This works a bunch of different ways—if they dismiss your con-
  cerns without hearing you then probably you’re at the wrong table, and if they feel like the situa-
  tion would best be handled on their end they’ll also generally mention it at this point without any 
  feelings of obligation.
   
  GMs have a primary responsibility for the fun and safety of everyone at the table (a respon-
  sibility shared with players). If you notice something going on at the table (for example, a player 
  seems uncomfortable with another player) you’re probably better off making time to talk with all 
  the parties individually to create space for them to discuss what’s going on (though you can’t make 
  anyone talk about anything, and it might literally be a nonexistent/unimportant/temporary conflict 
  without any need for action). GMs are not relationship counselors, police offcers, or ultimately  
  responsible for the behavior of anyone at the table, but they are in the best position to alleviate 
  tensions and facilitate proper flow at the table as there are a number of tools at their disposal up 
  to and including banning players.
   
  In all things GMs and players alike should try to keep everyone at the table, 
  viewing one another as collaborators—when sitting across from adversaries, very lit-
  tle can be done to create peace.
  
  9
  Salt in Wounds at a Glance
  Districts & Locations
  Beast Crown. Aristocratic District. 
  Sage’s Row. Home to the world’s finest alche-
  mists. 
  The Throat. One of the biggest markets in the 
  world, everything is for sale. 
  Tail Stones. Crime ridden slums still in ruins 
  following the 12th Meridian Crisis. 
  Salzinwuun. Fortress core that holds the Tar-
  rasque, inaccessible by the public. 
  Heartsblood Marsh. Mutant fungal swamp 
  crafted from twisted druidic magic that pro-
  cesses Tarrasque runoff like it was chemical 
  waste. 
  Premise & History
  Problem Unkillable, regenerating kaiju Tarrasque rampaging through the countryside. 
  Solution Several kingdoms launch a combined army led by 13 heroes, each equipped with ballis-
  tas armed with immovable harpoons to bind and slay the beast. Despite heavy losses the army is 
  successful and the mighty creature is bound in a high mountain valley—yet still cannot be killed. 
  Defenders start disbanding, low on food, and to feed the populace the newly built fortresses turns 
  to butchering and eating the Tarrasque for rations. War with native stone giants ends with enslav-
  ing the tribe and their labor is used to upgrade the fortification, building the city of Salt in Wounds. 
   
  The heroic Binder-Lords of days old left behind 13 aristocratic houses to control the city, 
  the symbol of their power laying in their knowledge of the command words that can unleash the 
  harpoons holding the beast. Waves of immigrants fleeing famine have made the city one of the 
  most populous in the world, and alchemists experimenting with Tarrasque-derived reagents have 
  further driven its economy to thrive. Only the 12th Meridian crisis—where the titanic monstrosi-
  ty’s tail briefly became unstuck and caused destruction of a section of the city the Tail Stones—has 
  caused major catastrophe in the settlement’s recent history and in the current year of 277 AB (Af-
  ter Binding), the city of Salt in Wounds has blossomed into a weird, evil metropolis built around 
  the perpetual butchery of the Tarrasque. 
  Prominent Factions
  Meridian Houses. Decadent aristocrats who 
  control the city and constantly vie for power. 
  God-Butchers. 
  Ceremonial 
  order 
  of 
  knight-butchers who carve up the Tarrasque 
  Marrow Miners. New organization that works 
  on the Tarrasque, founded after 12th Meridi-
  an Crisis, rivalry with God-Butchers, and ru-
  mored ties with organized crime. 
  Enders. Extinct faction intended to kill the 
  beast 
  House Militias. “Law Enforcement” broken 
  up into 13 distinct groups each loyal to a dif-
  ferent aristocratic house and frequently in 
  conflict with one another. 
  Circle of Release. Druidic insurgency at-
  tempting to free the Tarrasque. 
  Church of Macinfex. Worships the God of 
  Butchers. 
  Church of the Monad. Academics and alche-
  mists who believe in the supreme unity of all 
  things. 
  Solidia Septermus. Religion that believes 
  wealth is God. 
  Faith of Renesec. Worship the God of Muta-
  tions. 
  
  10
  General Information
  • Food is cheap to free but (clean) water is expensive.
  • Horrifying drugs, mutations, monsters, crime, and torture are all common; law enforcement is 
  not. 
  • Weather is an idiosyncratic nearly tropical climate amongst snow covered mountains. 
  • Most “normal” water drinking animals are considered luxuries—axebeaks and other birds or 
  lizards take their place.
  • Ghoulification is legal and ghouls are citizens (eating a prodigious amount of rotting Tarrasque 
  flesh to stay sane). 
  • Paladins, rangers, and druids are generally unwelcome in the city, often operating covertly.
  By Regga Thistlethorn noted Mercenary, Vermin Removal Engineer, and Fry Cook
  APPROACHING THE CITY
  For travelers who have not visited the Salt in Wounds in person, it is hard to conceive of the 
  scale of the place. It is even harder for outsiders to understand how wholly the economic 
  engine of butchering the bound Tarrasque has transformed the society of the still swelling 
  metropolis. Upon approach to the city, the first thing a traveler will note is the sounds of the 
  monster screaming. Its roar echoes for dozens of leagues and the ground occasionally trem-
  bles as the creature at the core of Salt in Wounds thrashes. Most times the God-Butchers 
  and Marrow Miners keep the monstrosity unconscious but even they claim that—despite 
  toiling night and day—they can not extract enough to keep the creature down every hour. 
  Appearing concerned about these sounds and movements is a surefire way locals (colloqui-
  ally known as the “salted”) notice out of towners (“tenderloins”) and a traveler would do well 
  to appear unperturbed to avoid being designated as an easy target for criminal elements. 
   
  Drawing closer, the next oddity most people notice is the shift in ecology and 
  weather; the coniferous forest with its seasonal snows gives way to a humid, almost 
  tropical zone. The temperature for the surrounding area keeps steady at warm or even 
  hot, sometimes stiflingly so even in the dead of what would otherwise be winter. How-
  ever the tropical plants here are unique, twisted and changed from ground soaked in 
  red. Travelers should be aware that from this point on, the water is no longer safe to 
  drink—Salt in Wounds is provided with imported water carried into the city at great 
  expense (see the other side of this pamphlet for recommended, honest water merchants). 
   
  By the time the traveler can see the walls they’ll also see the beast’s horns peaking 
  up above even the tallest manor-towers built by the Binder-Lords. The air above the city is 
  often blackened with a swarm of stirges and hungry gulls cawing to swoop down for scraps 
  from the never-ending butchery. Salt in Wound’s famous marketplace extends far beyond 
  its gates and even a mile outside of the metropolis passerby are assaulted by innumerable 
  merchants hawking their wares. This anarchic bazaar and endless swirls of tents, cara-
  vans, and other temporary accommodations that exist beyond the walls is a city unto itself  
    known as The Spillway.
  
  11
  THE CITY & ITS PEOPLE
  Entering through the main gate, visitors must press through the rich market to gain access to the 
  rest of the city. The vendors of The Throat are only slightly more settled and permanent than those 
  outside and the district is complete with shops, lodgings, places of work, and all else which continues 
  almost to the processing core of Salt in Wounds itself; the fortress Salzinwuun around which the rest 
  of city was built. While a large number of merchants are involved in the selling and buying of water 
  or Tarrasque byproducts, nearly anything can be bought or sold in Salt in Wounds: slaves, drugs, 
  all manner of vice, and even the rare goods that are technically illegal are generally tolerated if the 
  sellers and buyers can learn to behave themselves and pay off the right House Militia Captains. 
   
  To the north the section of Salt in Wounds known as the Beast Crown District holds the 
  manor-towers of the Binder-Lords. Most of these hereditary oligarchs can trace their lineage back 
  to the original adventurer heroes who bound the Tarrasque—their authority an ordained and 
  sacred trust emanating from their possession of one of the 13 Command Words that can release 
  an immovable harpoon keeping the Tarrasque bound—and all wish that their reign never end. It 
  would be wise for travelers to ignore (and certainly never repeat) rumors of the decadent excesses 
  of these aristocrats even though such untruths run rampant throughout the settlement and the 
  world beyond…falsehoods made more attractive by salacious details like the secret orgies fueled 
  by blood wine where biting, cutting, and feral bloodletting intermingle with the carnal merging of 
  bodies in a cacophony of violence, hunger, and lust that can last for as long as the sanguine spirits 
  continue to flow. Of course this is a horrendous slander of the good and just rulers of the city that 
  the humble author of this simple tract would never suggest, only noting that it is something that 
  other people say and merely wishing to better dissuade you—dear traveler—of believing such 
  libelous blasphemy.
   
  The core of the city is dedicated to the eternal harvest itself. Scattered about the Tarrasque 
  are hundreds of workers cutting at the beast, clearing the massive charnel sluices of obstructions, 
  operating cranes to move the larger pieces, or extracting small pearl like granules, subtle glands, 
  and tiny excretions of alchemical reagent. Overseeing it all are the God-Butchers, hulking figures 
  with huge adamantine or Tarrasque bone greatswords strapped to their backs, screaming orders 
  with mouths stained red by skin-chaw. Even the Binder-Lords give these workmen respect as 
  anyone that does not might see that the vicious skills they’ve gained carving the monstrosity can 
  be just as useful in flensing humanoids. Care is needed around Salzinwuun as bloated ramora 
  fleas—parasites turned predator from long gorging on the Tarrasque—sometimes spill out into 
  the city. These creatures range from merely dog-sized to something akin to a draft horse yet are 
  far from the most dangerous hazard of the city. 
   
  Everywhere is the stink of meat cooking, piss being boiled in huge vats, fat being rendered 
  into its base components. When not drowned out by the calls of the beast, the city is loud with 
  the hungry cries of men and other carrion eaters. These are the sounds and smells of my beloved 
  home, the finest city of the world. In all of this traveler, above all act natural—do not gawk, do not 
  wrinkle your nose lest you be marked as one of the tenders.
   
  Depending on what section of the city a traveler finds themselves in, roughly 1 in ev-
  ery 10 citizens may be horrifically mutated or disfigured. The southeastern section of Salt in 
  Wounds is currently referred to as the Tail Stones district, mostly in ruins since the 12th Me-
  ridian Crisis when the beast managed to briefly free its tail to whip at the earth, stones, and  
  
  12
  machinery behind itself and send projectiles hurtling through the air to smash innumerable 
  city blocks like the work of a thousand catapults. While now “safe”, only the desperate and im-
  poverished reside in the Tail Stones (and one would be much better off finding lodgings else-
  where; see the other side of this pamphlet for my recommendations for food and lodging). 
   
  Among Salt in Wounds’ other environs is the notable Sage’s Row, dedicated (primarily) to 
  alchemical research, along with small districts dedicated to particular classes, professions, or even 
  races. Each one of these contains secrets and intrigue well beyond the scope of this slim guide. 
  Timeline
  ~50,000-100 BB (Before Binding): Stone giants and orcs make their home in the Ronine Valley.
  117 BB: Tarrasque reemerges after a period of hibernation, proceeds to rampage for over a centu-
  ry, all attempts at stopping it fail.
  8 BB: The 13 Heroes gather, pledging to stop the Tarrasque. They plan to magically bind it in place 
  so a permanent method of slaying the monster can be discovered.
  8BB-0BB: The 13 Heroes gather a pan-national army to bind the Tarrasque.
  0 AB (After Binding): Sustaining massive casualties and at great cost, the Army of the 13 binds 
  the Tarrasque but are unable to kill the monstrosity. Construction begins on Fortress Salzinwu-
  un to protect the defenders as they develop a permanent solution.
  1 AB: The Army of the 13 disbands, gradually called back by their various rulers or the needs of 
  home and leaving only a skeleton force to continue researching the Tarrasque and defend it until 
  such a time that a permanent means to kill it can be found.
  11 AB–26 AB: The Granite Shard War is fought between the Binders (as they are now called) and 
  the local orc and stone giant tribes.
  18 AB: Due to lack of supplies the harvest and consumption of Tarrasque flesh offcially begins.
  27–49 AB: Trade and population boom.
  34 AB: The God-Butchers are founded.
  44 AB: First documented case of a Tarrasque-Corrupted mutation.
  48 AB: The Enders are founded.
  50 AB: Salzinwuun offcially renames itself as a Sovereign  
   City with a Charter.
  59 AB: Creation of the Clear Water Accords.
  67 AB: The Wyren Siege is defeated and the All Consumption  
  Doctrine is established.
  71 AB: Afridini begins growing the Heartsblood Marsh.
  77 AB–206 AB: The Artifact Wars rage.
  166 AB: Afridini merges with the “fungal sieve”.
  223 AB: The Circle of Release are founded.
  238 AB: Night of Cleavers.
  256 AB: 12th Meridian Crisis.
  257 AB: 12th House Coup.
  257 AB: The Marrow Miners are founded.
  277 AB: Present day.
  
  13
  
  14
  CHAPTER 1: LIFE IN SALT IN WOUNDS
  That Satisfying Crunch
  Toman always enjoyed the feel of cracking a tender’s nose. A lot of places you 
  hit a face and you can break your own knuckles if you ain’t careful, but catch-
  ing them just right—unsuspecting like—in the snoz, you always get a satisfying 
  crunch and the give of cartilage as you flatten that bulge below their eyes. Then 
  it’s all blood and blurbing and disorientation; this time was no different. A hit 
  like that, a smack just right, catches them off guard and makes them unsteady  
  on their feet….which is doubly ‘portant if they’re 
   properly salted and further persuading is called for. 
  Toman didn’t think this scrap of a bully was the  
   sort but she hadn’t lasted this long by thinking  
      nobody was nothing short of a killer in waiting.
   She bent a bit and in a smooth motion 
  that happens before the broken nosed  
  duergar can react she draws one of 
  her daggers—Chastity—and lets it 
  sink past the coarse, bushy beard 
  and nip into the soft flesh below the  
  nape of his neck. Pushing gently,  
    she uses his natural inclination  
  not to have his throat slit to  
    drive his back against the  
    filthy walls of the alley and 
    up on his tiptoes in such  
  a way that her body shields  
    the scene from onlookers; 
     her steady and stable on 
  her feet, him further off 
  balance. 
   
  “Now, my friend,” she whispers. “We’re 
  gonna have a nice, friendly chat about your 
  dealings with 4th House…”
  
  15
  Races of Salt in Wounds
  Salt in Wounds is home to a dizzying array of peoples and it’s commonly said within the city that 
  it’s home to every sentient race on the planet…even those that haven’t been born yet. Represen-
  tatives and sometimes entire communities of the various races come to the metropolis for a wide 
  variety of reasons, from economic opportunity to food security, various plots and adventures, the 
  spectacle of pain, alchemical wonders, or (most commonly) the markets. Of particular note are 
  normally monstrous races which have a recognized legal status within Salt in Wounds. Countless 
  thousands have eked out a place in the human-dominated society in roles that they would be com-
  pletely unable to capitalize upon in any other civilized city, and these beings are usually found in 
  the employ of the Marrow Miners.
   
  What follows is a description of the social place and temperament of the most common races.
  Human
  Humans are the most common race of Salt in 
  Wounds and dominate most power structures. 
  Given the incredible diversity of the city howev-
  er it is important to note that they are not the 
  majority, merely the largest minority. Notably 
  humans of dozens upon dozens of ethnicities 
  live and work in the settlement. Common wis-
  dom holds that human (and demi-human) res-
  idents will lose most of their individual culture 
  as they are integrated into Salt in Wounds in a 
  process generally referred to as becoming prop-
  erly salted. How salted an individual is (accent, 
  manner of dress, indifference to Tarrasque 
  noises and movements) is the most important 
  discriminator for class status as most other hu-
  man racial features (hair, skin, eye color, and 
  so on) are usually ignored. The average human 
  in the city is dark brown skinned, with slight-
  ly curly thick black hair, weighing an average 
  of 200 pounds and standing 6 feet or taller. It 
  should be noted that numerous ethnic enclaves 
  exist within the city (largely populated by more 
  recent waves of émigrés) that hold onto their 
  own values and cultural identity in opposition 
  to those held by Salt in Wounds at large. 
  Elf
  Occasionally, adventuring elves can be found 
  within the city but currently there are no “true” 
  elves living as long term residents—most find 
  the reality of Salt in Wounds to be extremely 
  distasteful. 
  Half-Elf
  Half-elves (that is, individuals with both human 
  and elven ancestors retaining noticeable phe-
  notypic features of each) are a significant eth-
  nic minority. Many work as brokers and agents 
  for their immortal elven progenitors (who by 
  and large refuse to live or even draw close to 
  the metropolis) and 8th House was founded by 
  a female half-elf named Virtan Berkuyin. The 
  still living Binder-Lady has sired hundreds of 
  offspring (technically “quarter” elves) in the 
  centuries of her reign; she is almost always 
  pregnant, with usually each pregnancy begun 
  by a different male who caught her eye and re-
  sulting in the birth of twins, triplets, or even 
  septuplets.
  Dwarf 
  Dwarves are rare in Salt in Wounds in large 
  part because of the significant presence of du-
  ergar. As a population they tend to be quite 
  well-to-do, excelling as skilled hornsmiths and 
  prosperous blood-merchants in addition to com-
  prising 6th House.
  Half-Orc
  Half-orcs are a major demographic component 
  of the population of Salt in Wounds and the 
  most common racial group after humans. Com-
  plicating matters however, there is a widely 
  varied percentage of orcine blood as—again— 
  this racial designation is commonly 
  used to describe mixed ancestry 
  individuals who bear both 
  human and orc features. 
  
  16
  In the early days of the fortress the human de-
  fenders of the Tarrasque hunted down and exter-
  minated the male orcs of the nearby Seven-Tal-
  on clan, enslaving the juveniles and claiming 
  the females as “spoils of victory” (concubines 
  and sex-slaves). From their rapine beginnings 
  the half-orc children of these unions have be-
  come a dominant force in Salt in Wounds and 
  the city's acceptance of these individuals drives 
  a lot of immigration by non-native half-orcs, 
  though this population has come into increas-
  ing conflict with the “true” orc immigrants re-
  cruited by the Marrow Miners. This is especial-
  ly ironic given that no genuine division exists, 
  with mixing of the blood producing a gradient 
  of individuals with various human to orc racial 
  features, each afforded different privileges af-
  forded to them based on which they most close-
  ly resemble (either mixed, human, or orc).
  Gnome
  Gnomes are well represented particularly 
  amongst alchemists. This is largely a result 
  of Tonagree Bumblezaz (an early, prominent 
  gnomish alchemist and first teacher of the 
  famed Bakal Filligreen) sending invitation let-
  ters and offering to help with the resettling of 
  every one of his thousand and eight cousins 
  in addition to their families. Not surprising-
  ly; most Salt in Wounds gnomes are related to 
  the long gone Bumblezaz. The gnomes of Salt 
  in Wounds are known for a playfulness that 
  runs into overt sadism—whether this is some 
  effect of the city or a selection bias of the sorts 
  of gnomes who choose to live in Salt in Wounds 
  is a subject of much barroom speculation.
  Halfling
  Halflings were mostly servants, 
  aides de campe, and slaves of
  the army that originally bound
  the Tarrasque—most of their 
  descendants fit in a similar 
  caste in the present day. This 
  is so often the case that 
  it isn’t uncommon 
  for people to simply 
  assume every 
  halfling they meet 
  is a slave. This is especially troubling for Hal-
  fling courtiers of 13th House (the so-called “peo-
  ple's house”) which was founded by Rexaney 
  Bramblethumb, a teenage halfling servant who 
  stepped into place to accurately fire the final 
  immoveable harpoon when her master fled.
  Ghouls 
  Despite the more poetically minded chroniclers 
  claiming that the entire city is comprised of 
  ghouls and parasites, literal ghouls make up 
  only a small percentage of the population of Salt 
  in Wounds. While the statecraft of 5th House 
  has gained them begrudging legal acceptance 
  by the legislators (the other meridian houses) 
  they are still largely despised and feared by the 
  general population.
   
  The primary legal argument that 5th 
  House presented to justify the sanctioned cre-
  ation of ghouls is that issues of ghoul attacks 
  and violence are driven by unsated hunger 
  for flesh, which they posited would never be 
  a problem in Salt in Wounds. While this isn’t 
  necessarily true, in general by eating twice 
  their own body weight in meat each day (usual-
  ly spoiled Tarrasque flesh) the undead are able 
  to function more or less as any other demi-hu-
  man (though many choose to supplement their 
  diet with meats of all kinds, including that of 
  sentient creatures). Ghoul citizens employed by 
  5th House have now largely replaced otyughs 
  as the primary disposal mechanisms for the 
  tons upon tons of rotting meat produced by Salt 
  in Wounds each week.
   
  5th House offers ghoul contracts, legal-
  ly binding arrangements wherein the alche-
  mist-necromancers of 5th House guarantee to  
          resurrect individuals as ghouls. To enter  
  into the contract the would-be undead  
     must either pay a hefty fee or pledge  
     to serve 5th house tirelessly for a  
     century. This resurrection is usually 
    handled by implantation of a small  
   alchemical device filled with specially  
   modified ghoul fever that bursts when  
     its owner’s life functions have ended 
  (5th House vehemently deny any 
  rumor that the implant can burst 
  upon non-deadly impact.) 
  
  17
   
  While open to individuals of all walks of 
  life, this offer (unsurprisingly) has largely been 
  taken up by the desperate and damned. The 
  ghoul contract is viewed as an insurance poli-
  cy against a less desirable after-life destination 
  or (perhaps more worryingly) the equivalent of 
  an ethical blank-check to live life however one 
  wishes without supernatural consequence. The 
  process of ghoulification—as well as the re-
  sulting creatures—have some distinct though 
  not always predictable differences. Traditional 
  ghouls wrought by the 5th House undead cre-
  ation process are not animated or victims of un-
  holy plague but a marriage of traditional ghoul 
  fever infection and Tarrasque-derived alchemy.
  Tiefling
  Tieflings make up a significant portion of the 
  city’s population yet almost none are born with-
  in the metropolis. They suffer (or enjoy) ste-
  reotypes which position them as ruthless and 
  cunningly effcient, unburdened by squeamish  
  morality. Many guilds and organizations try to 
  enlist tieflings as faces or ambassadors of their 
  institution due to these (often untrue) notions 
  and competition in the settlement exists to hire 
  fiend folk for their visage (and the prestige 
  attached to it) alone. Regardless of their oth-
  er qualities due to these cultural distortions a 
  number of the most effective operatives looking 
  to reform Salt in Wounds—trying to bring an 
  end to cruelty and championing other causes 
  of good—are tieflings that rely on the biases of 
  the city to cloak their true intentions.
  Dragonborn
  Dragonborn are somewhat uncommon in Salt 
  in Wounds but the famous Teeth of Srithie mer-
  cenary company is wholly comprised of the sca-
  lykind. Their kind are so renowned (and other-
  wise rare) that citizens frequently assume that 
  any dragonborn encountered is a member of 
  the Teeth and available for immediate hire.
  Grippli
  Grippli—4 and a half feet tall, 120 pound 
  frog-people—are a regular sight within the 
  Tail Stones district, almost universally asso-
  ciated with poverty. Most are emigres from 
   Heartsblood Marsh either driven out for fear 
  of violence or by wanting something better, 
  greater than anything they could accomplish in 
  the shadow of the fungal sieve. As a population 
  many of them are slaves and those that are free 
  tend to find themselves in the most servile po-
  sitions.
  Agogi
  Easily weighing over three stones and towering 
  over humans, agogi are veritable mountains of 
  muscle covered in leathery reptilian skin and 
  often possessed of a seemingly gruff personali-
  ty. Unfortunately this means they are often dis-
  missed as monstrous brutes by the ignorant, a 
  perception that belies a race notable for an ex-
  tremely altruistic society. Rather than extolling 
  the virtues of benevolence or having a secret 
  agenda of ingratiation, the agogi almost uni-
  versally believe that helping others and being 
  useful to their community strengthens them-
  selves as much as their neighbors, eventually 
  raising them all up to be equals among other 
  races. Even evil agogi can see this communi-
  tarianism as a way to raise their social ranking 
  among others that might look down on their 
  monstrous self, and by taking advantage of the 
  training and resources offered by the commu-
  nity the poor will eventually contribute more 
  themselves as well.
   
  With immigrant waves beginning 50 
  years ago the agogi have thrived in Salt in 
  Wounds particularly due to their ability to eat 
  carrion, derive water from meat, and extremely 
  supportive kinship networks.
  Orcs
  Often employed by Marrow Miners, these are 
  large, green-gray-skinned, tusked, powerfully 
  built humanoids with “poor impulse control” 
  when compared to a human standard. As more 
  tribes across the globe lose in their wars to hu-
  mans and other settled races, orcs increasing-
  ly choose to reside in Salt in Wounds. The dis-
  tinction between orcs and half-orcs are blurry, 
  often influenced by culture, language, manner, 
  and dress over more objective standards 
  (although generally the more 
  “human featured” an individual 
  is deemed, the more and greater 
  the privileges afforded to them).
  
  18
  Duergar
  These so called “deep dwarves” are squat, 
  short, gray-skinned humanoids who experience 
  sensitivity to sunlight, affrming a culture that  
  celebrates oppressive work and brutal hierar-
  chies for their own sake. Since a few hundred 
  emigrated to Salt in Wounds they have found 
  the city much to their liking, amassing massive 
  power and influence.
  Mites
  Considered odd (and unusually spiteful) by 
  other races, these bone-white halfling-sized fey 
  breed quickly and generally don’t learn much 
  beyond some simple language and the most 
  pressing skills or concerns to get through the 
  day. They are typically used for the worst and 
  most dangerous working jobs in Salt in Wounds 
  which for them is preferable to most other lives 
  in the wider world—mites tend to be predicated 
  upon monstrous elements and are often elimi-
  nated by the other races without much consid-
  eration. 
  The Salt in Wounds Calendar
  Salt in Wounds uses a simplified calen-
  dar based on seasons rather than months. 
  The annual tracking of the calendar begins 
  with the binding of the Tarrasque, hence 
  the current year is 277 AB (After Bind-
  ing). While the nature of the city’s unique  
  weather removes most of the markers of tra-
  ditional seasons, the citizenry still count by 
  them.Each is broken up into a dozen seven day 
  weeks for a total of 84 days per season. A date 
  might read “74 AB – Summer – 37” for the 37th 
  day of summer, 74 years after the binding of 
  the Tarrasque. One quirk of this calendar is 
  that since a year of Synoma is 337 days long, a 
  single “gone day” separates one year from the 
  next, celebrated between last year’s winter and 
  the next year’s spring.
  Festivals of Salt in Wounds
  The city of Salt in Wounds features hundreds of celebrations, block parties, and feast days rang-
  ing from local neighborhood affairs to events put on by obscure religious sects to bacchanalias 
  that surge through the municipality sweeping up young and old alike. What follows are three of 
  the largest and most significant festivals of the city.
  Binder’s Glory
  Celebrated Fall  – 10th–13th each year, this festival is held to commemorate the binding of the 
  Tarrasque. Binder’s Glory is the largest celebration in the metropolis and almost all laborers take 
  up to three days off of work to drink, dress in garish costumes, and revel. The massive festival  
  draws wealthy visitors from hundreds of miles away and features a large parade where floats and  
            performers reenact the now near mythical imprisonment of the monstrosity. It is customary  
                 for each of these reenactments to be expected to be bigger and better than the year  
                         before, and no small amount of intrigue goes into the festivities as they are used to shape  
                          the narrative about Salt in Wound’s history (and thus plays into the politics of today).
  
  19
  Gone Day
  Celebrated on the calendar’s “gone day” between 
  Winter and Spring, Gone Day is a traditionally 
  light-hearted affair in the usually dour Salt in 
  Wounds. Numerous minor laws (anti-defama-
  tion statutes, trade restrictions, and so on) are 
  temporarily rescinded as citizens are encour-
  aged to act out of character. Gone Day is also 
  a popular time to make overtures of romance, 
  friendship, business, or any other category of of-
  fer where one might fear rejection. When these 
  offers are accepted much the better, and should 
  such advances be unwelcome or rebuffed, it is 
  customary for all parties to act as though noth-
  ing ever happened in the spirit of the holiday 
  (quite literally as if the interaction happened 
  during a day that doesn’t actually exist).
  Unity Day
  Celebrated in the middle of Winter, the Church 
  of Monad convinced the city elite decades ago 
  to set aside a single day to offcially h onor  
  learning, quiet contemplation, and “the unify-
  ing principle(s) that connect all things.” What 
  was intended to be a somber day of reflection 
  has largely morphed into a cross between a 
  tradeshow and a session of one upmanship be-
  tween the city’s many alchemists wishing to 
  demonstrate their skills. Unity Day also tends 
  to attract visitors from the world over journey-
  ing to see what the famous Salt in Wounds al-
  chemists have come up with, culminating at 
  midnight when the city unleashes a stream of 
  fireworks that rivals any display found else-
  where in the world. 
  Industry, Work, and the Economy of Salt in Wounds
  The Tarrasque is utilized in a number of different ways to feed the populace and grow the economy 
  of Salt in Wounds, and in recent decades the city has developed method and uses never anticipated. 
  What follows is an overview and common knowledge of some of the most common Tarrasque-de-
  rived products, industrial, and trade activity typical in the metropolis. 
  Meat
  The most commonly used part of the Tarrasque 
  is the meat—muscle and fat tissue cut out for 
  consumption. Meat comes in many forms the 
  most common of which is stringy basale boiled 
  in bulk and practically (or in some cases literal-
  ly) given away. As such it is considered the low-
  est class foodstuff of Salt in Wounds. Beyond 
  that are a range of cuts to satisfy every pal-
  ate and prices vary widely between the almost 
  fishy osseous to prime, red flank to all the most 
  rarefied plates of pith. Cuts of the tongue are 
  valued above all others and offcially s erved  
  only to high ranking God-Butchers or honored 
  guests following a successful Rite of Mutu-
  al-Recognition. There are however numerous 
  black-marketers which claim to sell tongue for 
  exorbitant prices (and at least one who actually 
  does).
   
  Salt in Wounds is a huge exporter of 
  heavily salted jerky which can remain edible 
  for months or even years and—depending on 
  region—will be the most common component of 
  long lasting trail rations.
  Horn
  Low grade Tarrasque horn can be shaped by 
  specialized bone smiths for nearly any applica-
  tion that would commonly call for steel—as a 
  material it exhibits similar hardness, ability to 
  keep an edge, and other functionalities. As such 
  armor, weaponry, and tools in Salt in Wounds 
  and the region beyond are commonly made from 
  pieces of bone taken off the monstrosity. These 
  items have an advantage over steel in being rel-
  atively inexpensive, but conversely when they 
  are damaged or suffering from wear they’re im-
  possible to repair and must instead be replaced. 
   
  High grade Tarrasque scale or horn has 
  properties similar to adamantine and is exten-
  sively used by God-Butchers to cut into the Tar-
  rasque and by horn smiths whose craft tools are 
  made of the substance. Such tools and weapon-
  ry must be specially cared for and occasionally 
  “fed” or they cease approximating adamantine 
  and instead degenerate into “low grade” 
  status ( akin in hardness and 
  utility to steel). Feeding involves 
  heating the item in question in a
  
  20
  
  21
  a forge or open flame, then quenching it in a 
  small quantity of fresh Tarrasque blood mixed 
  with water or tens of gallons of other blood which 
  is absorbed into the item. 
  Scale
  Scale is harvested in massive quantities, crushed, 
  reconstituted and used as a type of concrete-like 
  building material. 
  Alchemy & Medicine
  Alchemy derived from Tarrasque extracts is the 
  metropolis’ second most important industry. 
  Such palliatives, aids, weapons, and boons come 
  in a dizzying array and have been known
  to provide functions as disparate as regenera-
  tion, induction of rage, allow diners to eat near 
  limitless quantities, avoid fear, and so on. Of 
  special note are the so called blood tokens—thin, 
  coin sized wafers made via alchemical distillation 
  that double as a secondary, de facto currency of 
  Salt in Wounds. These tokens are actually com-
  prised primarily of blood which is processed with 
  small, alchemically active amounts of other, rarer 
  reagents. Those skilled in the art (and possess-
  ing the proper equipment) can extract one of any 
  number of alchemical functions from these bits, 
  or use a suffcient quantity of specially treated  
  blood tokens in substitution for an otherwise un-
  obtainable reagent.
  Clearing House for 
  Magical Items & Banking
  Beyond its industry derived from the Tar-
  rasque, Salt in Wounds has developed in re-
  cent years into a central merchant and bank-
  ing hub. Its status as an independent power 
  with low taxes and trade surpluses has made 
  it especially attractive to those who wish to 
  trade magical items and devices. The pres-
  ence of these high value items serves as the 
  collateral for much lending and finance, often 
  used to provide capital adventuring or mer-
  chant expeditions which in turn further feed 
  the booming financial industry. Especially 
  canny, financially minded individuals believe 
  that this industry may well one day supersede 
  Tarrasque-derived manufacture and food pro-
  duction as the prime driver of Salt in Wound’s 
  economy (with the city’s security enshrining 
  it as a truly neutral power where even enemy 
  states can conduct business).
  Salt in Wounds & Water
  When the Tarrasque was first bound a large, sweet stream—almost a river in its own right—ran 
  nearby the encampment that would become the fortress Salzinwuun. Along with several wells the 
  watch drug, the denizens of the fortress and early binders felt that they would always be well-sup-
  plied with ample water to sustain the animals and soldiers.
       The spreading of the Tarrasque’s essence into the stream, the soil, and the surrounding water 
  tables proved this early optimism unfounded.
       Within months of the Tarrasque’s binding the water downstream of the beast became fouled for 
  dozens of miles. It looked and tasted of blood, and any who drank of it were sickened (or worse). 
  Efforts were made to rely more heavily on the wells until they too were corrupted with the red es-
  sence of the perpetually slaughtered Tarrasque. During this time the volume of the stream’s flow 
  increased—some alchemists theorize that the spilled blood of the Tarrasque itself continues to 
  regenerate—and so the flow off from Salt in Wounds was renamed the Red River.
        Daily, haulers would travel upstream to fetch water for the soldiers and beasts of burden. 
  As time passed however, water further and further upriver was corrupted until there 
  was despair over whether or not Salt in Wounds could survive. This crisis occurred 
  right around the ascendancy of the nascent city’s economic viability however, and 
  funds were provided for a massive engineering project: the Clear Water Aqueduct.
  
  22
  10 DELICACIES OF SALT IN WOUNDS
  • All-Color Pudding. There are very few or-
  chards in Salt in Wounds and fruit is gener-
  ally an expensively imported item. Early on, 
  merchants would disguise their rotten apples, 
  pears, and more by mashing the barely edible 
  fruit and boiling it into a pudding. Over time 
  tastes evolved to the point that this is now the 
  preferred way for citizens to consume this man-
  ner of foodstuff—even perfectly preserved fruit 
  is usually mashed and boiled together. The tra-
  ditional recipe for all-color pudding is one part 
  grape to one part apple to one part pear to one 
  part squash liberally seasoned with cloves and 
  tributary leaf.
  • Ambergris. Tarrasque ambergris is worth 
  its weight in gold due to its use amongst per-
  fumers and its reputations as being an aph-
  rodisiac. The extremely wealthy eat it basted, 
  sometimes served with eggs or thin slices of 
  imported celery and rice.
  • Bladed Bakeup. A bake of Axebeak eggs, 
  Tarrasque bacon, peppers, tomatoes, and (for 
  those who can afford it) pig eye is traditional 
  fair for a late, rest-day breakfast and is collo-
  quially known as a superb hangover cure.
  • Bread. Unadorned bread is considered a del-
  icacy within Salt in Wounds as flour is four 
  times the normal cost due to the city’s ex-
  treme distance from any fields and an endemic 
  yeast quickly rots stores of the stuff. As such, 
  bread is not a staple as it is for the rest of the 
  world. The city’s bakers are rare and tend to 
  be extremely skilled in their craft (so as not 
  to waste flour) and visitors often describe the 
  bread of Salt in Wounds—which ranges from 
  light, fluffy blanch bread to heart almost loamy 
  black—as perfect.
  • Five-Roast. Five-roast is a stirge stuffed in a 
  singing house-lizard stuffed in a hatchet beak 
  stuffed in a juvenile ramora flea stuffed in an 
  axe beak. Before encasing it in the next layer, 
  each animal is cleaned, skinned, plucked, coat-
  ed in an individualized rub meant to compli-
  ment its unique flavor, then wrapped in thin 
  strips of Tarrasque flank. Five-roasts are then 
  cooked on a spit for no less than 20 hours, the 
  skin crackling and caramelizing, before being 
  served as part of feast day celebrations. 
  • Marsh Stew. Despite the unappetizing name, 
  this hearty soup comprised of half a dozen va-
  rieties of mushroom and delicately seasoned 
  has been all the culinary rage of late. The gas-
  tronomically adventurous search high and low 
  through the Tail Stones for the best, most au-
  thentic gripple-run street stalls to cook this 
  meal. Gathering ingredients for the stew has 
  sent many adventurers to the Heartsblood 
  Marsh—not all of whom return.
  • Master’s Tongue. This rarefied cut of Tar-
  rasque tongue is only ever served at the cele-
  bratory feast when a Journeyman God-Butcher 
  completes their rite of mutual recognition to be-
  come a Master God-Butcher. It’s usually paired 
  with pickled vegetables and brine soup. Being 
  invited to such a feast is considered recognition 
  of an individual’s status among the elite.
  • Rat Crunch. Rats are not a common pest in 
  Salt in Wounds (due to the general absence 
  of water, singing house lizards seem to better 
  serve that urban ecological niche) but are not 
  wholly unknown and often stow away in cara-
  vans. Enterprising trappers obsessively seek to 
  hunt for these creatures as their skeletons are 
  considered an appetizing way to add a pleas-
  ant crunchy texture to casseroles of Tarrasque 
  pseudo-liver and imported potato.
  • Sweatmeat Jerky. Tarrasque fat coated with 
  honey and root spice then smoked for days, this 
  chew is favored by workers who often gnaw on 
  the taffy-like confection for hours. Sweatmeat 
  jerky can hold its pleasant flavor for hours upon 
  end and supposedly chewing on the substance 
  can sustain one for days, making it a favorite 
  alike for harried laborers without time to sit 
  down for a meal and aristocratic dandies trying 
  to watch their figure. 
  • Tarrasque Sash. Custom and common sense 
  hold that Tarrasque flesh should be served 
  well-done, but raw or lightly-pickled Tarrasque 
  flesh (called sash) can be served with vinegar 
  and garlic paste. There are different notions 
  about how to do this while minimizing the risk 
  of being corrupted by the monstrosity’s meat, 
  but Tarrasque Sash is usually only consumed 
  by the extremely decadent or foolhardy.
  
  23
  The Clear Water Aqueduct
  Hundreds of miles upstream, far from the cor-
  ruption of Tarrasque essence, the Halcon River 
  was diverted onto a massive aqueduct which 
  carries water safely to the city. Water is drawn 
  off of this vital piece of infrastructure and cart-
  ed to market to be sold by the Water Hauler’s 
  Guild. There is worry that eventually even the 
  distant headwaters that feed the raised aque-
  duct will become corrupted—the Tarrasque’s 
  essence slowly creeps uphill, claiming ever more 
  acres to its twisted nature—but at the current 
  rate of ecological change the city still has sever-
  al decades before that becomes an issue.
   
  When allowing the Red River to flow un-
  checked was deemed to be an environmental 
  crisis of the most devastating kind, the mad 
  Gnome Druid Afrindi Gunterhix diverted the 
  waters as well as importing and modifying 
  hundreds of organisms to create Heartsblood 
  Marsh.
  Types of Water
  • Snow Melt. Hauled from the local moun-
  tains, this is usually seen as a prestige pur-
  chase (although sourcing water this way 
  has the added benefit of preventing a com-
  plete monopoly capture by the Water Haul-
  er’s Guild).
  • Aqueduct. This is the main source of water 
  for Salt in Wounds—clear, safe, and afford-
  able (for now) to all but the absolutely poor-
  est residents.
  • Rain. Neither common nor uncommon, 
  rain is always appreciated and directed into 
  thirsty barrels for use later.
  • Riverfall. Where the aqueduct terminates 
  on the northwest corner of Salt in Wounds, 
  any water not already drawn out of it simply 
  spills into the ancient path of the stream. 
  From here it meets runoff of the Tarrasque’s 
  butchering and soaks up corruption from 
  the very earth. The extremely poor
  and desperate try to draw this 
  water (cost free) before it is 
  irrevocably fouled by the 
  monstrosity’s blood.
  WATER DENS
  In a city like Salt in Wounds companionship 
  can be as vital as water. Water dens are billed 
  as social huqqa smoking dens, staffed by gor-
  geous hosts who handle everything from serv-
  ing drinks, tobacco selection, entertainment, 
  pointed conversation and—of course—water.
   
  The quality of a water den is judged not 
  only by the hosts and menu, but what isn't 
  available as well. Higher end establishments 
  don't offer sex or even touching as part of their 
  services, with some existing simply as a tavern 
  for successful merchants and adventurers that 
  is constantly filled with beautiful people. These 
  hosts rarely interact with the patrons, simply 
  existing as eye candy in a city filled with mu-
  tations and hard people. Foreign travelers with 
  coin often use these higher end Water Dens as 
  a place to practice local dialects in relative qui-
  et, with specially built walls absorbing outside 
  sound and the rumble of the Tarrasque.
   
  A majority of high-end establishments 
  are under the purview of House Impertabo, 
  its most famous Water Den being The Library. 
  More information about this location can be 
  found in the Beast Crown District section of 
  this book on pages 33–34.
  Food & Water Prices
  Food—at least food that can be obtained from 
  the Tarrasque—is significantly less expensive 
  (1/10th normal cost) however due to the cost of 
  water, daily ration costs are identical to what 
  one would find in any other large city.
   
  Water is generally affordable to all but 
  the poorest residents and the increased cost of 
  hydration generally counterbalances the de-
  creased cost in food to create a cost of living 
  basically in keeping with (or even significant-
  ly lower than) other cities. One large exception 
  however is that the keeping of traditional ani-
  mals (horses, dogs, etc.) is seen as prohibitively 
  expensive by all but the wealthiest, and indi-
  viduals who own, ride, or otherwise use such 
  animals are automatically assumed to be ex-
  tremely wealthy. Every such animal kept costs 
  the same in upkeep as an average person. Most 
  Salt in Wounds residents favor Axe Beaks (as 
  a replacement mount or draft beast) or hatch-
  et beaks (rather than a dog) who—like many 
  other birds of prey—draw their water from the 
  meat they consume.
  
  24
  Weather
  Salt in Wounds is surrounded by freezing mountains but ranges in temperature akin to what one 
  would find in a humid jungle. Rains occasionally fall on the metropolis but is more likely to ex-
  perience “slurries” (named for the liquid or partially melted snow or hail that rarely falls on the 
  settlement). The city also experiences unique effects (like the terrifying “black sun” days) more 
  information about which can be found in the Hazards section on pages 78–90.
  The Salt in Wounds Mindset
  The culture and common mindset of Salt in Wounds is quite unique to the city. As one of (if not the 
  most) populous places on the planet, the metropolis’ society as a whole is extremely insular and 
  individuals tend to be focused on their own affairs. While traders come from the world over to buy 
  alchemical and magical goods derived from the Tarrasque (and sell to the huge domestic market) 
  the city’s relative isolation ensures that only the most dedicated and skilled visit (although for-
  tunes are made in such ways). Most who reach Salt in Wounds never leave and absorbing several 
  waves of emigres (most often in the form of peoples often fleeing famine) has kept the settlement a 
  polyglot society with individuals at various levels of being naturalized or, more colloquially, salted.
   
  The masses tend to be extremely indus-
  trious with lives that are regularly punctuated 
  by extreme binges of revelatory or even criminal 
  behavior. The aristocracy meanwhile is largely 
  obsessed with their own pleasures or the great-
  er glory of their house at the expense of the city 
  at large. Uniquely, Salt in Wounds tends to be 
  comparatively under-militarized ever since 3rd 
  House Binder-Lord Huzawai turned back the 
  Wyren Siege by threatening to release the Tar-
  rasque—and the city has been largely unmo-
  lested by traditional military forces ever since. 
   
  The people of Salt in Wounds think and 
  care little for the outside world. With the ex-
  ception of some luxury goods (most especially 
  spices, intoxicants, and varieties of food) or as 
  a chance to make their fortunes (either through 
  mercantile or adventuring schemes) most as-
  sume that the Tarrasque will provide for any 
  need—and in this they have historically been 
  proven more right than wrong. This makes im-
  portant projects like securing possible water 
  supplies diffcult t o o rganize f or a nd u sually  
  means that Salt in Wounds is susceptible to price 
  gouging by organizations like the Water Haul-
  er’s Guild.
   
  Salt in Wounds’ citizens are largely  
   
  inured to pain, death, and mutilation— 
   
        legal torture, bar fights that maim  
   
       or even kill, and industrial maiming  
   
   
   of workers are all seen as normal  
   
   
  (if not desirable) by the majority.  
  Even as mutation plagues sweep through 
  much of the city, most salted people are smug-
  ly proud that even the poorest among them 
  don’t go hungry.
  Colors, Symbols, 
  and Iconography 
  of Salt in Wounds
   
  As a polyglot metropolis Salt in Wounds 
  is awash with color, symbols, and imagery im-
  ported from dozens of ethnicities and cultures. 
  However, certain motifs carry over into the 
  sigils, seals, and other identifying marks of 
  the aristocratic houses, merchant guilds, and 
  those belonging to high profile individuals. 
   
  Imagery featuring the Tarrasque (usu-
  ally heavily stylized) reigns supreme and such 
  designs often place special emphasis on the 
  creature’s jaws. Icons of the Tarrasque are 
  usually shown pierced by a harpoon (the place-
  ment of which is suggestive of Meridian house 
  loyalty or kinship) or wrapped in chain. Imag-
  es of axebeaks, ghouls, alchemical glassware, 
  and the oversized swords of God-Butchers  
  are also regularly included. The metropolis’ of-
  ficial colors are dark red (for blood), parchment 
  tan (for flesh), and blue-purple (for the notion 
  that every man is a king, every woman a 
  queen, and that all are independent in Salt  
  in Wounds). 
  
  25
   
  The offcial flag of Salt in Wounds is the bowing head of the Tarrasque bleeding from the  
  contact points where a crown of thirteen harpoons pierce it over a blue-bordered white background. 
  The offcial motto of the city is
   
  “Bind the Savage, Honor the Deal, Feed the People.”
  EXAMPLE CRIMES & THEIR PUNISHMENTS
  • Conspiring to End the Tarrasque's Binding. Truncation or Execution
  • Magical Creation or Unauthorized Import of Water. Fines up to double the water's 
  value and up to 3 Points Maiming
  • Maiming or Assault. Branding and up to 2 Points Maiming
  • Murder. Execution
  • Propagandizing. Special Case - “propagandizing” is any speech deemed to “threaten 
  the economic, social, or cultural well-being of the city” and is a charge which can only be 
  brought by a Binder-Lord. After conviction, the accusing Binder-Lord determines pun-
  ishment which can range from a single copper fine to truncation, depending on the Bind-
  er-Lord’s recommendation.
  • Runaway Slave. Branding, Flogging, and 1 Point Maiming
  • Smuggling. Fines up to five times value, Branding and/or up to 3 Points Maiming 
  • Theft. 1 point Maiming
  • Unlicensed Ghoulification. Destruction of ghoul and 1 Point Maiming for the practi-
  tioner (if applicable)
  • Use of a Command Word by any Non Binder-Lord. Truncation
  • Use of Magic or Alchemy to Remedy Court Ordered Maiming. Maiming equal to what 
  was healed or proposed to be healed.
  Crime & Punishment
  The city of Salt in Wounds tends to have extremely harsh penalties for 
  infractions although imprisonment is almost unheard of. The most 
  common punishments are fines (even for serious crimes for those who 
  can afford it), forced labor, flogging, branding, a variable number 
  of points maiming, execution, and finally truncation.
   
  Points of maiming follow a regular (cumulative)
  order and thus the relative disfigurement of an 
  individual often provides information about the 
  severity of their crimes. This maiming is in the 
  following order: the extraction of an eye, the loss of 
  five toes (across both feet), the loss of five fingers 
  (across both hands), the loss of a hand, the loss of an 
  arm, the loss of a foot, the loss of a leg. This order was 
  selected as it was deemed to give the guilty the best chance 
  to continue contributing economically. If a criminal ever 
  reaches eight points of maiming, they are given the 
  choice between truncation (amputation of both legs, 
  both arms, tongue, and gouging of both eyes) or 
  execution (though the most serious offenders are 
  truncated). Parts taken by these punishments are 
  usually actioned to alchemist constructing flesh (or 
  Tarrasque flesh) golems. As an unfortunate corollary 
  of the city’s legal practices, adventurers, veterans, 
  and even laborers who have lost limbs are usually 
  assumed to be former or current criminals.
  
  26
  Coins of Salt in Wounds
  While awash with foreign money, as a point 
  of pride Salt in Wounds mints their own coin-
  age. The currency of the city features several 
  distinct features. First, the copper, silver, gold 
  and platinum tokens do not sport portraits 
  but instead are pressed with famous phrases, 
  maxims, and laws spouted by the aristocracy. 
  Which phrase is selected for placement on this 
  year’s platinum (and to a lesser degree other 
  metals) is a source of much competition and po-
  litical maneuvering by the Binder-Lords. 
   
  In addition, the center of each coin fea-
  tures a small conical point on one side with 
  a tiny hollow that can accommodate another 
  coin’s point on the reverse face. These are re-
  ferred to as the “tip” and “divet” respectively. 
  This construction makes Salt in Wounds coins 
  easy to stack securely on top of one another 
  (useful for quick counting and pushing stacks 
  of coin back and forth across a table without 
  risk of toppling). Coins are usually kept in neat 
  rows within pouches with reinforced corners. 
  Out of towners can often be identified by how 
  they improperly shove coins into their pockets 
  or bags where they are liable to jut uncomfort-
  ably into flesh (or poke out of fabric). Some es-
  pecially cautious merchants (and devotees of 
  Solidia Septermus) are known to deliberate-
  ly keep the tips of their coin stacks pressing 
  into their skin to be aware if there’s a change 
  in weight resulting from a visit by one of the 
  metropolis’ notorious pickpockets or as part of 
  a religious practice known as the Merchant’s 
  Penance.
   
  To “know the pain of their stack” refers 
  to an individual with business acumen or is 
  otherwise good with money. When discussing 
  transactions or jobs commerce can be described 
  as “tip” which means above board or legal and 
  can be spoken of openly, or as “divet” dealings if 
  secretive, under the table, and of dubious legal-
  ity (if not wholly 
  black market). 
  Slang Terms for 
  Coin Denominations
  Copper
  Spike
  Silver
  Scale
  Gold
  Bone
  Platinum
  Horn 
  Language & Slang
  More or less any resident of Salt in Wounds 
  speaks Common and small enclaves of speak-
  ers of every language can be found within city 
  limits. All the same, citizens are proud of their 
  slang.
  Salt in Wounds Slang
  • Agogi in an Apothecary Used similarly to 
  “bull in a china shop” but with more of an 
  implication that someone made an incredi-
  bly stupid mistake
  • Burke A hard man or woman well suited to 
  life in Salt in Wounds 
  • Bone Sap A term for success or ease
  • By the 13 (Meridians) Curse akin to taking 
  a god’s name in vain 
  • Divet Job Criminal (or at least dubiously le-
  gal) activity
  • Know the Pain of One’s Stack Generally 
  used to describe individuals with financial 
  acumen or great wealth
  • Last Cuts or Last Wednesday's Cuts Term 
  for trash, garbage, shit; exceptionally low 
  quality and undesirable; often used to sexu-
  ally demean a person
  • Salted An individual normalized to Salt in 
  Wounds peculiarities
  • Scraper/Skav Slang for a low class person 
  or scavenger, especially used for people who 
  seem to have no regular employment and 
  are most likely criminals
  • Tip Job Legitimate business
  • Tenderloin or Tender The opposite  
  of a burke; a rube, out of towner,  
  or the target of crime or a con
  • Twelfey or Twelfth man Insult  
  used to denote someone  
  or something as idiotic 
  
  27
  Salt in Wounds & Morality
  Salt in Wounds is an evil place. While the binding of the Tarrasque is perhaps necessary, the city 
  has been built upon its callous torture with no current legitimate efforts to minimize its suffering. 
  The evils of slavery are regarded as commonplace with regular arguments as to the rightness of 
  owning slaves or how it can even be better for them. Numerous historical and ongoing atrocities—
  the literal and cultural genocide of the local orcs and stone giants, the dictatorial powers of the 
  Binder-Lords, incredible corruption at all levels of society, and the economic collusion and abuse by 
  the various merchant organizations—are regularly excused when they are not actively celebrated. 
  More or less everyone in the city is party to this and while that does not mean that every individ-
  ual is evil, it does tend to engender a general disregard to inflicting pain and suffering. As such a 
  significant minority (and most of the leadership of the city) can be considered to be evil. Like every 
  population however the majority should be considered to be neutral, primarily motivated by their 
  own self interests though usually disinterested in hurting others in the pursuit of their own ends 
  and when doing evil typically acting out of a place of ignorance or cultural inertia rather than spe-
  cial malice. Though it should 
  be pointed out that this 
  neutral percentage is the 
  majority by a smaller margin 
  than can be found elsewhere. 
   
  There are exceptional 
  good individuals too—out 
  of town adventurers or 
  travelers, idiosyncratic 
  individuals or families, 
  most of the Agogi, 
  or even those rare 
  creatures working 
  for one of the secret 
  factions laboring to wholly 
  overturn the horrifying 
  status quo.
   
  Due to its strictly 
  hierarchical and 
  legalistic government 
  the city as a whole can 
  be considered lawful, 
  though chaotic 
  individuals can 
  easily thrive in the 
  settlement as 
  rampant corruption 
  affords many 
  opportunities to 
  act freely for oneself.
  
  28
  CHAPTER 2: DISTRICTS & PLACES
  Two Blocks
  What a difference two blocks makes, Karyna Dontier muses as they notch another arrow. Two blocks 
  from here—where Sage’s Row kisses High Throat—might as well be a different world. There, the 
  black fox hasn’t been raised so most everyone was likely asleep, safe and sound in their beds. Two 
  blocks from here, there wasn’t some armored maniac, face obscured by a purple mask, trying to 
  break down the door Karyna had just finished barricading. 
   
  Of course two blocks from here Karyna wouldn’t have had a job, not that such a thing seemed 
  so bad at the moment. They’d always preferred the man-hunting to man-saving but sometimes you 
  took the work available even if you suspected you’d regret it later. Which Karyna did, now.
   
  The only reason they were quite certain the—man, orc, whoever—wasn’t a golem (because no 
  person has any right to be that big) was due to his 
  incredibly loquaciousness. He just wouldn’t shut up. 
  Not even after Karyna had put four arrows in his body…
  which should have killed him a dozen times over 
  but only seemed to piss him off.
   
  From beyond the failing door, Karyna heard 
  him talking, “The night masks want your turf 
  and your head Pipilo…and tonight we’re taking 
  both.” This latest threat was punctuated by a 
  greataxe blow that caved in the top third of the 
  barricaded door.
   
  “Sir Pipilo, as your duly contracted guard 
  I must strenuously suggest that we discuss 
  our strategy for egress.” Karyna said before 
  firing their arrow, catching the bruiser in the 
  eye slot of his mask. It must have been 
  considered the height of comedy where the 
  psycho came from because it only made him 
  laugh as he drew back the axe 
  for another blow, one Karyna 
  suspected would finally cave the 
  door completely. 
   
  The client stammered something 
  about roof access before the hatch he was 
  gesturing towards crashed down with a black 
  cloaked figure wearing a purple mask landing 
  atop it like a dancer. This new black cloaked 
  arrival smoothly drew two daggers, just as axe-
  psycho landed another blow that shattered the 
  door in earnest.
   
  “Well, I guess I’ll be earning my per diem 
   
         tonight.” Karyna thought, dropping their bow 
   
   
    and drawing their blade. 
  
  29
  The Fortress Salzinwuun
  Even the most strident critics of the Tarrasque’s binding—those who preach endlessly about how 
  the creature must be released or slain—must admit that Salzinwuun is a wonder. The modern day 
  fortress walls are over a hundred feet high, constructed of smooth black granite. The skill and craft 
  of the stone giant builders has left barely an inch of space between the seer-mortared blocks; only 
  the most skilled climbers could hope to find toe or finger holds. A faint discoloration betrays where 
  the east facing wall was repaired following the 12th Meridian crisis and otherwise its magnificence 
  is unblemished.
   
  Still referred to as a fortress, Salzinwuun dwarfs most of the continent's castles. Where one 
  would normally expect a keep lays the living, howling Tarrasque. Whereas most similar structures 
  have defensive options aimed outward, Salzinwuun has numerous offensive emplacements aimed 
  both in as well as out: arrow slits and parapets to keep the rest of the city and any would be invad-
  ers out, massive ballistas (their bolts affxed to massive chains sunk into the foundation) pointed  
  towards the Tarrasque to keep it in. First time visitors often confuse the emergency weaponry (of 
  which the wall mounted ballistas are the most prominent) with the weapon-like cutting tools—bel-
  ly lifts, extraction screws, scalpel-rams—that the God-Butchers and Marrow Miners utilize to run 
  their operations.
   
  Besides the gates, extraction tools, and last ditch weaponry the interior of Salzinwuun also 
  sports first stage processing infrastructure from house sized vats and kettles for rendering fat 
  or the boiling of piss and other liquids, to sieves and sifters the size of alleyways for doing rough 
  sorting before export to the various member establishments of the Process Guild. Salzinwuun also 
  features numerous roof stacks (covered, elevated platforms) where large scale exports are held 
  for up to two days while awaiting sale or contracted pickup—usually, anything extracted from the 
  Tarrasque not claimed and transported out the fortress gets dumped into the drains which lead to 
  the Red River.
   
  The largest structure inside Salzinwuun is the God-Butcher’s mess hall, a looming if simple 
  building usually echoing with the sounds of rough, raucous laughter and filled with endless tables 
  and kitchen facilities to feed workers (though this is off limits to Marrow Miners).
  Notable Locations & Gates of Salzinwuun
  Prime Gate
  Prime Gate is set in the west and 
  serves as the main thorough-
  fare. This is almost always a 
  snarl of traffc as merchants and  
  others seek to move under the 
  double raised portcullis and the 
  looming murder-holes between. 
  God-Butchers man checkpoints 
  just without and within to verify 
  bills of lading, inspect cargoes, 
  and do what they can to facili-
  tate the currents of citizens and 
  meat (while enforcing or care-
  fully circumventing the law).
  Giant’s Gate
  Giant’s Gate is almost impossible to spot when closed but can 
  be found north of the west facing Prime Gate. This exit appears 
  simply as another section of wall with curious, faint tracks 
  of wheel ruts emanating from the fortress.When the massive 
  interior cranks are turned (with superhuman strength) what 
  looks like an ordinary stretch of wall shifts lifts to allow egress 
  by massive, rune-inscribed stone giants hauling huge carts 
  filled with meat, lard, bone, and other ephemera delivered in 
  bulk to various Process Guild contacts. No entry is allowed 
  through Giant’s Gate—the carts are hauled easily through 
  Prime Gate at the end of the day—and anyone attempting to 
  enter here would likely be trampled by exiting giants 
  or their carts. The unwary that manage to survive 
  those hazards would be slain by well-armed God-
  Butchers who jealously guard this gate.
  
  30
  Butcher’s Gate
  Butcher’s Gate is a small entrance (the size of 
  a double-wide door) south of Prime Gate, uti-
  lized by God-Butchers and the extremely well 
  connected (Binder-Lords, the wealthiest Blood 
  Merchants, etc.) to avoid the chaos of Prime 
  Gate and quickly get into and out of Salzinwu-
  un. 
  The Charnel Sluice Grates
  Embedded into the southside of Salzinwuun 
  are utilitarian gates unusedby sentient beings. 
  Around the Tarrasque are deep channels dug 
  to direct the flow of excess blood and slurry 
  ground waste out of Salzinwuun, crossed by 
  bridges at regular intervals and through mas-
  sive steel grates out into the Red River. The 
  grates and the channels that feed into and out 
  of them must be regularly cleaned, a common 
  punishment for God-Butchers who have an-
  gered their superiors in some way (although 
  something that has in recent years often been 
  subcontracted to Marrow Miners or other labor-
  ers). While the defenders of Salzinwuun doubt 
  any would brave the foulness of the outflow to 
  try and gain access, they still diligently patrol 
  this feature.
  12th Gate
  Sometimes referred to as the Gate of the Mar-
  row Miners, this an entryway is built into the 
  east facing section of wall that was damaged 
  during the 12th Meridian Crisis, constructed by 
  the Marrow Miners in exchange for extraction 
  and binding services. While not as impressive 
  as Prime Gate, 12th Gate is still a heavily-uti-
  lized entrance and exit though delays to use  
  it are much more pronounced as the God- 
  Butchers who defend it regularly stop travelers 
  or traffc altogether to conduct (sometimes jus-  
  ified, often punitive) searches of the Marrow 
  Miners and their haul. God-Butchers claim 
  that all contraband is smuggled via 12th  
  Gate—while this isn’t entirely accurate,  
   
  numerous criminal elements do make 
   
   
  extensive use of the Gate of the  
   
   
  Marrow Miners (in addition to  
   
   
   making use the Guild of Marrow  
   
   
    Miners themselves).
  The Butcher’s Hall
  These combination offces, mess hall, and bar-
  racks are available for all God-Butchers and 
  their guests, though many choose to reside 
  elsewhere. The meat 
  served here—
  usually cooked on 
  huge barbeques
  —is considered 
  the best in 
  the city.
  Ballistas
  Thirteen of 
  these huge siege 
  weapons are set
  into the parapets
  of Salt in 
  Wounds, 
  massive ballistas 
  that are rebuilt and
  maintained after first being 
  used to bind the Tarrasque. While not current-
  ly loaded with immoveable harpoons, they still 
  maintain that capacity (should the need arise 
  to again fire an enchanted bolt) though their 
  regular ammunition is capable of causing mas-
  sive damage and (hopefully) overwhelm the 
  Tarrasque’s ability to regenerate should the 
  need arise.
  Lord & Lady’s Pagoda
  A raised platform set near the south side wall, 
  this structure was built to entertain visiting 
  Binder-Lords (or other honored gates) so they 
  could “inspect” work while being somewhat 
  isolated from it. A small cadre of servants 
  maintain a supply of delicious potables, per-
  fumed handkerchiefs, and other luxuries near-
  by to supply for any visitors.
  High Shrine of Macinfex
  A statue of Macinfex, Lord of Butchers sits 
  southeast of the Tarrasque, and daily high 
  priests of the Lord of Butchers give blessings 
  to God-Butchers, Marrow Miners, and any who 
  ask.
  
  31
  Tail Stones
  The Tail Stones District is the area northeast of the fortress Salzinwuun, the central core of Salt in 
  Wounds. Massively damaged during the 12th Meridian Crisis, the Hind Quarter (its formal name) 
  was the stage for the death of thousands and saw many more wounded. The underfunded repair 
  efforts for the homes, businesses, and critical infrastructure in this area is still underway (where 
  it has not been completely abandoned).
   
  By far the poorest district of the city, the Tail Stones is only marginally patrolled by the 
  House Militias with control largely ceded to half a dozen gangs that pay dues to the Binder-Lords 
  and their militia captains.
   
  While the still evident destruction, criminal control, and rampant poverty here keep many 
  with alternatives living elsewhere, the Tail Stones are still a bustling hub of cottage industry. 
  Proprietors of these businesses favor their mean streets for the relative inexpense of setting up 
  shop—and find that paying a gang protection fee for security is simpler than lax law enforcement 
  and paying one of the roaming tax and trade enforcers that are all too common in the rest of the 
  city (who often decide the risk-reward ratio for attempting to collect in the district reason enough 
  to avoid the area).
   
  At night the Tail Stones fill with the smells of cooking that waft from the hundreds of homes 
  and street stalls of dozens of immigrant ethnic groups. It is said that those who know their way 
  around can find better cuisine in the Tail Stones than even the best posh and polished eateries of 
  Beast Crown.
  Notable Locations in the Tail Stones
  Guild Hall of the 
  marrow Miners
  Built several years ago, this large building is 
  the grandest structure in the Tail Stones, seen 
  as a symbol of hope for many of residents and 
  always a bustling hub of activity. 
  The Pewter Cup
  This lower middle-class ale house is known for 
  its pewter cups—imported at some expense to 
  limit their effectiveness as bludgeoning weap-
  ons. Halvan Rine is a large one-eyed man usu-
  ally found sucking on some piece of imported 
  candy and the tavern he runs is clean, gener-
  ally safe, and favored by many Process Guild 
  members.
  The Rachi
  Largely if somewhat miraculously untouched 
  by the 12th Meridian Crisis, this decades old 
  gladiatorial arena is the most popular enter-
  tainment destination in the city, regularly 
  attracting visitors from all walks of life. Ad-
  venturers are the stadium’s favored recruits, 
  their foreign magics and martial skills making  
  for captivating battles that always draw huge 
  crowds and profitable speculator bets. In these 
  fights anything goes save mind-affecting mag-
  ic (as it’s not considered to be exciting enough 
  to please the crowd). Rumors of the arena staff 
  sabotaging or paying off combatants in order to 
  beat the odds are roundly dismissed.
  Gothmork’s Grub Hub
  Goblinoids and the desperately poor frequent 
  this tavern. Word on the street is that any kind 
  of criminal service can be purchased here for 
  rock bottom prices (for more information see 
  Appendix 1 on page 91).
  Regga’s Stir Fry
  The sign above this street stall reads “Regga 
  Thistlethorn: Extermination + Security Ser-
  vices & Best Street Chow This Side of the 
  Beast!” Below it is a small storefront ringed 
  with counters and eaves heavy with 
  various roast carcasses of dog sized 
  lizards, young axe-beaks, and some 
  unidentifiable species of giant 
  insect. The stall is manned by a 
  
  32
  cheerful, thoroughly scarred and dagger-laden 
  halfling usually busy cracking the shell of some 
  squirming thing into a wok filled with deli-
  cious smelling stir fry. Regga is knowledgeable 
  about the various threats one can face in Salt 
  in Wounds and happy to chat with customers.
  Kutu Lampi
  This one of a kind business resembles a spa 
  or public bath but instead provides spawning 
  opportunities to Salt in Wound’s grippli pop-
  ulation. Securing a small fortune’s worth of 
  fresh water, the business provides a place for 
  fertilization, gestation, and the winnowing (rit-
  ualized family consumption of most tadpoles) 
  necessary for the grippli reproductive cycle.  
  Currently only the wealthiest of the city’s grip-
  pli residents can afford the Kutu Lampi’s ser-
  vices, though its owner—a purple spotted and  
  remarkably tall grippli named Tinkinie—is 
  endlessly scheming on how to secure a larger 
  supply of affordable fresh water even as ever 
  more thieves scheme how to steal or syphon 
  off the impressive (and well-fortified) reservoir 
  that sustains the breeding pool.
  The Shifting Place
  The Temple of Renesec, Lord of Mutation is 
  a converted apartment building on which the 
  mutated faithful constantly add new layers of 
  twisting, strange architecture while welcoming 
  any and all who pause even for a moment to 
  look at the strangeness. 
  Sage’s Row
  Sage's Row is a series of interlocking streets famed for its preponderance of alchemists and other re-
  searchers of the arcane and mundane alike. The district is found south of Salzinwuun between the Tail 
  Stones and the Throat. By city edict every other building sports tall smoke stacks—venting clouds of 
  colored fog and ash of variable toxicity. At most times a breeze takes the offending miasma and dispers-
  es it “harmlessly” though if the skies are still the noxious air settles onto the avenues. Residents quick-
  ly get a sense of what color and kinds of smoke should be avoided, instincts that are usually cross-refer-
  enced to the active times of the alchemists with reputations for producing the most caustic substances. 
  Alchemical innovations pioneered in Sage's Row are exported the world over. Inhabitants are noto-
  riously absent minded to the point that it's joked that the average Sage Rower wouldn't notice that 
  the Tarrasque had escaped and leveled half the city till a week later when they failed to receive one 
  of their regularly scheduled deliveries.
  Notable Locations in Sage’s Row
  Testing Field
  After a number of incidents that resulted in 
  property damage and death, a barren field was 
  left open for alchemists and other inventors to 
  test new devices, magics, and even mutagenic 
  effects. This testing area is surrounded by high 
  fences and eagerly watched over by 5th House 
  Militia and curious gawkers alike. At least 
  once a day, something brought here explodes, 
  transforms into a rampaging monster, or other-
  wise gets dangerously out of control though the  
   
  genius of the Testing Field is that the  
   
          problem can easily be contained 
                     (with perhaps only the creator slain  
   
   
  by their hubris instead of injuring  
   
   
  valuable buildings).
  Seconds & Bits
  Run by a dour ghoul named Bling Gerpie (who 
  in fact can see quite well) and found at the 
  boundary between Sage's Row and the Tail 
  Stones, Seconds & Bits is a sprawling empori-
  um that sells junk, castoffs, and the reclaimed 
  “treasures” of laboratories that burst into 
  flame or other, more esoteric disasters. A little 
  of everything can be found here at an incredible 
  price...though no warranties are offered and all 
  is expected to work not quite as advertised.
  Flask of Inspiration
  The most famous bar in Sage’s Row, this 
  business is differentiated by its own working 
  
  33
  in-house apothecary. A three story tavern 
  serves alcohol and assorted depressants on 
  the first floor, hallucinogenic (or otherwise un-
  known connotations) on the second, and stim-
  ulants from coffee to spiced tea and beyond on 
  the third level. The selections also increase in 
  potency from the southside (where the door and 
  stairs are) to the northside. The young 
  and foolhardy are known 
  to dare one another 
  to take a drink 
  from each floor, 
  racing from one 
  floor to the next 
  as quickly as 
  possible. The 
  Flask of 
  Inspiration is 
  owned by a 
  retired bard 
  gnome adventurer
  named Grizanaline 
  Decan who can 
  usually be found 
  singing or poring 
  over her books amidst 
  light cursing. 
  Temple of Reason
  This Monadist temple—the most prominent in 
  the world—looks roughly akin and functions 
  much like a university with housing for follow-
  ers and various educational classes available 
  to the public on a sliding scale. Courses in al-
  chemy, astrology, and aether theory are costly 
  but often regarded as the most advanced in the  
        known world. It has specifically become the  
   
  de facto alchemical teaching facility for 
   
  the city (though opinions differ 
  whether the best learning can be  
  found here or at the personal in-
  structions of master alchemists  
  who have hoarded private 
  knowledge 
  and 
  developed 
  their craft for decades or even 
  centuries).
   
  The church sponsors 
  promising minds who could  
   
   otherwise not afford 
          their advanced teach- 
  ings, requiring a demon-
  stration of personal re-
  search in their field of 
  expertise in a quarterly 
  qualification event.
  Beast Crown District
  The posh district located in the northwest corner of the city is the Beast Crown, bound to the north 
  by Salt in Wound’s walls, to the south by Salzinwuun, in the southwest by the Throat and the south 
  east by the Tail Stones. This part of the metropolis is further divided into “house neighborhoods” 
  populated by members and those favored by the Meridian Houses. Each neighborhood is presid-
  ed over by a manor-tower, a looming structure intended by its owners to display the wealth and 
  power of their respective noble owners. Most of these towers, intentionally or not, also reflect the 
  character of its house in addition to featuring repeated instances of the house number. Even those 
  unfamiliar with the district can fairly easily find their way around.
   
  The streets here are clean and jealously patrolled. While any may freely access the district, 
  individuals who lack an aristocratic bearing (or fail to produce a token of a Meridian House) face a 
  veritable inquisition by the resident House Militias, a process repeated every few blocks as a trav-
  eler passes through different house neighborhoods. In addition to serving the sprawling Meridian 
  House families, the Beast Crown district is also home to numerous boutique shops, pricey enter-
  tainments, and diversions—of which the world famous Salt in Wounds Opera is the 
  most prominent—and most of the metropolis’ offcial administration buildings
   including the courts, tax centers, trade offces, House Militia barracks and more.
  
  34
  The Throat
  Home to merchants, shops, and much of the economic activity that sustains Salt in Wounds, the 
  Throat is the name for the (mainly commercial) district extending roughly from the outer portcullis 
  of the fortress Salzinwuun to the main gate of Salt in Wounds proper (though of course commerce  
   
  extends and pushes ever outward into the spillway). The Throat can further be divided into  
   
   
  three main sections: 
  High Throat. The first segment (located directly outside Salzinwuun) is where the 
  freshest cuts of meat are supposed to be had. High Throat also serves as home to 
  a number of mid-list merchants. 
  Notable Locations in the Beast Crown District
  The Chine Hall
  Owned and operated by 8th House, this Salt in 
  Wounds opera house is known to attract skilled 
  players from around the globe who perform to 
  the haunting accompaniment of a custom built 
  organ constructed from hollowed out Tarrasque 
  finger bones.
  Stage Courts
  Constructed in the style of covered 
  amphitheaters, each of the dozens of 
  courts features seating for hundreds 
  yet even so they’ve been known to 
  overflow during particularly captivating 
  trials. When in session, each of these 
  courts have a sitting judge who 
  listens to arguments of accuser and 
  accused before passing judgement 
  (for particularly prominent and 
  important cases, a counsel of 
  five or even thirteen judges is 
  assembled). Such courts 
  process scores of cases a day 
  with judgment decided and 
  punishment (usually some form of amputation, 
  mutilation, flogging, branding, or even execu-
  tion) immediately dispatched in front of the 
  excited crowd. Watching trials is a popular pas-
  time of Salt in Wound residents from all walks 
  of life with most judges relishing their second-
  ary role as entertainers.
  Black-Stone Well
  The most famous (or infamous) of Salt in 
  Wound’s myriad Water Dens, this locale is a 
  whisper-enforced property rumored to be con-
  trolled by 10th House. At the Black-Stone Well 
  the masked owner—known only by his title of 
  Precisi—whispers orders to their lovely atten-
  dants. The library keeps numerous notebooks 
  with many pages of entries recording details of  
   
  customer birthdays, personal history,  
       relationship status, business trip schedules,  
   
        children's profiles, and more which  
   
   
  will all be recalled and used to 
   
        create ever more pleasing visits.  
  Reservations are placed months in 
  advance and it is considered a great 
  honor to receive an invitation (and  
    thus skip all the waiting).
   
  The Black-Stone Well con-
  tains an expansive arched hall 
  which consists of a reading room, 
  stack room, and a rotunda for  
  lectures. Rumor holds that the Precisi  
       and the rest of the staff of the library can link 
  up relevant parties (adventurers and scheming 
  merchants say) in serendipitous encounters 
  that result in new bargains or accords being 
  reached to forward the interests of all parties 
  (including—presumably—the Black-Stone Well 
  itself and its unknown masters). 
  Manor-Towers
  Each Binder-Lord or lady has a fabulous manor-tower that serves as residence, offce, playground,  
  and even place of business for the house. More information of the notable manor-towers of the Bind-
  er-Lords can be found in the Factions section on pages 40–48.
  
  35
  Core Throat. Numerous high-end merchants, jewelers, slavers, and a scattering of alchemists and 
  wizards reside here though many of these can be found in Sage’s Row or clustered around 5th 
  House’s manor-tower. This section is sandwiched west of High Throat towards the front gate but 
  spreads out further into the city as many vendors prefer not to conduct business along the main 
  thoroughfare. 
  Low Throat. The area around the front gates and is home to merchants who are infamously 
  aggressive with visitors and travelers. This more chaotic section houses sellers of everything 
  else—a little of everything.
   
  Merchants are further organized into clusters; multiple blacksmiths opting to work near to 
  one another, or multiple bakers, or coopers. Hence while giving directions, a citizen might describe 
  their second floor apartment as “Brown Building, Confectioner’s Row, Core Throat.”
   
  Supposedly the name for this section of the city comes from a joke told by one of the first 
  dozen merchants to encamp around Salzinwuun. Between the intermittent roars of the Tarrasque, 
  the constant sounds of work, and the barking of other sellers; the merchant quipped that, “success 
  here has less to due with business acumen and more to do with the strength of one’s throat.” 
  Notable Locations in The Throat
  The Scales & The Sword
  A rowdy, roaring gambling and vice den, this 
  is a place where most illicit substances can 
  be bought and consumed but the main attrac-
  tion is a rotating assortment of beast-beast or 
  beast-man fights. While all manner of creature 
  battle here, owner Lady Gloriana Heatherton’s 
  tastes favor reptilian or amphibian combatants 
  and she is known to pay incredible bounties 
  for any new or exotic creatures that fit the bill 
  (and offers to pay well for the participation of 
  any patron that fits her proclivities regardless 
  of their interest or prowess). Small fortunes 
  can be made in enthusiastic betting and Lady 
  Heatherton has a profitable side-business sell-
  ing monster parts to alchemists (claiming any 
  corpses or loose parts as spoils for the house).
  Skorn’s Ironworks
  This renowned if somewhat unique forge does 
  steady business in the city. Skorn—the dwar-
  ven proprietor—and his staff specialize in 
  the sale, repair, and occasional production of 
  metal weapons, armor, and various other im-
  plements. While metal is largely replaced in 
  Salt in Wounds by bone, horn, and scale as a 
  production material, Skorn’s (in addition to 
  half a dozen other smaller shops) carved out a 
  niche for itself focusing on customers who for 
  whatever reason prefer wielding steel. Var-
  ious individuals seeking to hire out of town  
  adventurers or mercenaries frequently use the 
  bulletin boards (or in person greetings) around 
  Skorn’s Ironworks as the majority of his cus-
  tomers are out of towners.
  Herald’s Tavern
  Run by a former half-orc ghoul named Grendar 
  Hitten, this otherwise nondescript slinger of 
  libations is notable for employing several her-
  alds who deliver speeches summarizing news 
  of the day. Different hours of the day have a dif-
  ferent focus, from economic happenings to local 
  politics, the world at large, and even fashion 
  and entertainment. In recent months sensing 
  the ongoing rise of literacy and publications of 
  broadsheets, Herald’s Tavern has been exper-
  imenting with utilizing puppets and vellum 
  dolls to act out key stories.
  
  36
  The Unmaimed Man
  This tavern located in the shadow of the Beast Crown Dis-
  trict in the Throat District features a sign of a smiling man 
  with broken shackles hanging over the door. It is favored by 
  many who work for the Stage Courts and offers a free drink 
  to anyone tried and either been acquitted, found not-guilty, 
  or sentenced to any punishment less than 1 point Maiming. 
  The half-elven tavernkeep Quoni Deradax’s ability to main-
  tain peace between accusers, witnesses, victims, and crimi-
  nals (at least while they’re drinking in her bar) is legendary 
  and seen as nigh supernatural.
   
  The establishment has been 
  regularly frequented by agents of 
  the various Meridian Houses in or-
  der to keep close eye for any hint 
  of sedition or propaganda. They’ve 
  largely been unable to gain access 
  to the invite-only backroom where 
  politics can be discussed freely—
  and information unfavorable to 
  the Binder-Lords can be exchanged 
  without fear of consequence.
  Locations Outside the City
  Numerous locations are utilized, frequented, or avoided by citizens and visitors of Salt in Wounds 
  alike. What follows is a small sample of them.  
  The Spillway
  Not technically within the walls, the Spillway 
  is still considered by most to be part of the city. 
  This series of tents and other temporary struc-
  tures is a sprawling, chaotic marketplace that 
  serves as a functional extension of the Throat. 
  Prices are generally seen as better (as mer-
  chants here don’t pay a gate fee for entrance 
  into Salt in Wounds) but the goods on offer are 
  generally known to be of lower quality and the 
  merchants less scrupulous—it’s not uncommon 
  for tents to be set up on Monday only to disap-
  pear Tuesday.
  The Feathered Saddle
  This stable just beyond the city gates south-
  east of the Spillway is known as the best seller 
  of axebeaks, hatchetbeaks, and (occasionally) 
  other draft animals with a breeding program 
  and pedigree that stretches back to Before 
  Binding. The business is now in the seventh 
  generation of its family owners though the 
  sisters Daddle and Daphnie Knackie (the two 
  primary owners) are often at odds about the 
  future of the ranch—business minded Daddle 
  pushes for more profit (generally through low-
  ered standards of breeding and training) while 
   
    Daphnie believes in upholding the  
   
   
  family tradition by resisting any  
   
   
  proposed change in the way things  
   
   
     are handled.
  Heartsblood Marsh
  Located dozens of leagues south of the city, 
  Heartsblood Marsh is a bizarre swamp where 
  the tips of the mushroom forest climb hundreds 
  of feet into the sky, and the air is alternately 
  thick with clouds of spores or buzzing insects. 
  Disease is rampant and for that reason alone 
  most travelers avoid it. Huge roaming insects 
  are forever feasting on the blood rich fungus, 
  one another, and the unwary while savage grip-
  pli “rule” the swamp, many empowered by weird 
  magic—with rumors of other, worse things at 
  its core.
  Capcaps
  Almost everyone has heard about the tunnels 
  and passageways that riddle the earth below 
  the city of Salt in Wounds—the so called Cap-
  caps. Unfortunately much of what is known 
  is incorrect, the product of speculation, hear-
  say, and unsubstantiated rumor liable to get a 
  would-be explorer hopelessly lost.
   
  The Capcaps are an odd mix of ev-
  er-changing ankheg hunting-tunnels, the ru-
  ined vaults and halls of the sepulchral duer-
  gar city of CarDouf as well as the mishmash of 
  (more recent) excavations by sentient creatures 
  that connect and build off the other two. These 
  range from meter wide tubes which can only be 
  crawled through to cavernous amphitheaters 
  which seat hundreds. None of these are sew-
  ers although some waste and refuse of various  
  
  37
  kinds do seep into them as—instead—most 
  sewage is generally dumped into the Red River.
  God-Butchers dig testing wells straight down 
  in order to make seasonal forays into these 
  tunnels with the specific aim of securing and 
  destroying any underground access to Salzin-
  wuun in order to slay or drive out the ankhegs 
  that dig their way to the prone Tarrasque to 
  feed. Otherwise the Capcaps are left unpa-
  trolled and as such are favored haunts of smug-
  glers, monsters, and other secret forces drawn 
  to the city but unable to operate in the open.
  Dr. Mundacri’s Laboratory
  Located three dozen blocks northeast of the 
  Tail Stones district, this complex of houses, 
  worker lodgings, workshops, and more was es-
  tablished by Dr. Mundacri and her staff several 
  years ago. Dr. Mundacri is (possibly was) one of 
  the finest alchemists of the age who left Salt in 
  Wounds to pursue research outside of the city’s 
  environs (and in a more controlled environ-
  ment) by setting up in a derelict manor and or-
  chard that had been abandoned when the taint 
  of the Tarrasque soured the land. Rumored to 
  be granted a king’s ransom worth of laborers, 
  material, and funding by unknown backers, the 
  brilliant researcher vivisected dozens of mutat-
  ed vagrants and hundreds of exotic beasts to di-
  vine their secrets. Before their correspondence 
  with some fellows based in Sage’s Row stopped, 
  Mundacri claimed to have mastered controlled 
  mutations, spliced together numerous chime-
  ric creatures, and “‘seizing command the fun-
  damental vital force present in the blood of all 
  to create life itself.” That however was several 
  months ago and no one has heard from Munda-
  cri since—neither her friends or her increasing-
  ly impatient financial backers. The laboratory 
  of Dr. Mundacri is comprised of a main house, 
  servant house, and guest house along with tens 
  of subterranean chambers dug to house experi-
  ments, supplies, and staff.
  Camp of the 
  Mammoth Wardens
  The Mammoth Wardens are the remaining 
  faction of the tribe of stone giants who es-
  caped enslavement and now eke out an exis-
  tence amongst the mountains that ring Salt in 
  Wounds, their numbers increased somewhat by 
  inducted members—mostly small folk druids 
  and rangers with ties to the Circle of Release. 
  The camp moves monthly (on moonless nights) 
  and the tents that comprise are continually 
  re-painted to blend into the surrounding envi-
  ronment. Extreme fire discipline is exercised 
  here to eliminate or hide any smoke making 
  regular use of the hidden caves amongst the 
  crags. It is to this mobile camp that runaway 
  slaves and others fleeing Salt in Wounds often 
  flee, although most die of exposure before ever 
  locating it.
  Shatter Peak Mass Grave
  The binding armies first made battle against 
  the Tarrasque forty miles east of Salt in 
  Wounds. Adopting a fighting retreat, thousands 
  died in the long valley to make a trail of slain 
  that stretched leagues until the monstrosity 
  was finally bound. In the chaos following the 
  battle (where the binders struggled with what 
  to do after failing to find a way to permanently 
  kill the beast) uncountable corpses were left to 
  rot where they lay or became buried, lost in the 
  snow and frost. Clerics and adventurers have 
  managed to cleanse much of the area surround-
  ing the city but there are vast fields where the 
  dead were never granted proper rest, sewing 
  the land with all manner of haunting undead 
  including many powerful disembodied spirits 
  forever raging at the glut of a wicked city whose 
  very existence mocks their sacrifice. Shatter 
  Peak is claimed to be where the battle began 
  after the Tarrasque unexpectedly knocked over 
  a mountain top and caused its greatest carnage 
  of the day in the resultant landslide. Witch-
  es and necromancers make crude, temporary 
  dwellings all throughout the area,  
  plying their trade with the living 
  and sentient undead alike. 
  
  38
  Pool of All Forms
  Fifteen miles southeast of city in a hidden cave 
  past an area of stalagmites (jutting forth like 
  teeth where a man can scarcely squeeze by) is 
  a perfect pool of what at first glance appears to 
  be water. A visitor staring at the pool can—by 
  focusing on a single image—coax the liquid to 
  float in the air and take any form they visual-
  ize. Any attempt to remove the liquid fails (it 
  grows increasingly heavy when it moves away 
  from its source), and distraction (or the visitor 
  leaving) causes the liquid to sink back into its 
  pool.
  High Rock Altar
  Ten miles west of Salt in Wounds in a secluded 
  plateau that offers an incredible view of the city 
  is a seemingly primitive altar of basalt, teeth, 
  and thorns from an unknown plant. This shrine 
  to an unknown entity (see Secrets on page 73) 
  is usually undefended but is inevitably rebuilt 
  or restored by the local flocks of harpies when 
  destroyed or otherwise defiled. Different beings 
  have been glimpsed meeting here regularly and 
  use the altar—it is filled with carefully encoded 
  scrolls devotees sometimes use to send messag-
  es back and forth.
  SALT IN WOUNDS & THE WIDER WORLD
  Note that Salt in Wounds is designed to be largely standalone, isolated “campaign 
  city” with the ability to support a whole campaign without adventurers journeying 
  beyond its environs. The metropolis is also designed to be modular and with relative 
  ease GMs should be able to be place the metropolis right into their favored game 
  world. A good rule of thumb is to simply select an out of the way valley amidst the 
  mountains—preferably somewhere one might imagine daring heroes trying to lure 
  and ambush the Tarrasque—and Salt in Wounds can easily fit there. The city’s unique 
  features make it able to function more or less anywhere with minimal or extreme so-
  cio-economic influence on the wider world (it can even be a semi-legendary “bubble 
  city” widely believed to be a fantasy). 
   
  All the same, Salt in Wounds is offcially part of Synoma, a fantasy setting in  
  the midst of a cold war. For more information, see Appendix 2: Salt in Wounds and 
  Synoma on pages 94–95. 
  Verdant Fields
  An extravagance of a Third Meridian house 
  aristocrat, the Verdant Fields are a pastoral 
  manor built into the side of a mountain where 
  the wealthy of Salt in Wounds can live in an 
  imitation of a more traditional life. Incredibly 
  powerful (and costly) magics that must be con-
  tinually refreshed keep the local climate for 
  the few acres of farm impossibly pleasant, and 
  all manner of luxury fruits and vegetables are 
  grown here.
  
  39
  CHAPTER 3: PEOPLE & FACTIONS
  The Party
  Rebina Maripova woke from her midday nap and—as she did after every sleep—used the full length 
  mirror to check her body for wounds. As usual, they were kept close to her navel and ribs, long gash-
  ing scratches like something with talons had raked her skin while she dreamt comforting night-
  mares she couldn’t recall. As usual, her patron had been kind…ensured that Rebina would be able 
  to hide the marks of patronage with a minimum amount of effort and thus do what was needful. She 
  bandanged herself, her expression something between a wince and a smile as the gauze touched the 
  aching wounds and triggered small fireworks of pain. After, she wrapped the gauze with fine linens 
  to blot any blood that got through before slinking into the fine dress—a beautiful purple number 
  which had to be Pinnay’s finest work yet.
   
  Only after she was dressed did she summon the servants, 
  one to work the tight curls of her hair into elaborate braids, one 
  to apply just the right colors to her face and lips and cheeks; 
  her weapons and armor for this sort of battle (though she 
  much preferred the work where she’d rip apart some trollop 
  with a word). After they’d finished her work it was off to 
  the party.  
   
  Arriving at a fashionably late hour, Rebina entered 
  the gated compound and exchanged pleasantries—
  complimenting Frindini’s wife to distract from her 
  sagging chin, laughing uproariously at Crouxa 
  Adame’s joke that didn’t warrant a titter, and 
  otherwise playing the game as she’d been taught 
  to from childhood on. Through it all she did as 
  she’d done so many times: soaked in the gossip, 
  sowed seeds of discord, and made mental notes of 
  half a dozen opportunities she wished to explore for 
  the greater glory of 10th House, herself, or her Lord 
  (which she ranked in that order).
   
  Finally, the man of the hour appeared: The 
  Honorable Merchant Gaeuv. Rebina waited for the 
  appropriate moment to say, “Gaeuv dear, if I could 
  have a moment of your time.”
   
  She smiled at him, held the smile even as 
  he took a long moment to stare down her neckline 
  before finally returning his eyes to hers, and 
  with an intake of breath she called up into his 
  imagination his most painful memory—
  plucked like a bit of meat from a bowl of stew.
  Inside she laughed at his sudden squirming 
  from obvious discomfort, not knowing why he 
  was remembering the betrayal of his first love, 
  that most agonizing moment of his life.
   
  But now Rebina knew just a little more that she was ever 
  supposed to, and that made what was to come next all the easier.  
   
  “Sir Gaeuv, I have a proposition for you…” she said, baiting the hook that 
  would lead to this man’s doom.
  
  40
  Thirteen Meridian Houses
  When the Tarrasque was first subdued thirteen immovable harpoons were sunk deep into its body, each 
  with a long, thick chain running to an iron anchor sunk into stones. As the founders built the fortress 
  Salzinwuun they recognized 13 guardians, each a hero in the binding of the enormous monstrosity. All 
  were personally responsible for ensuring that the harpoon in their charge held fast in addition to making 
  arrangements to deal with unforeseen changes. In recent history (the past two odd centuries) the status of 
  these guardians has changed. Their descendants (or in some cases, the original hero) are now referred to as 
  Binder-Lords or Binder-Ladies, each still responsible for ensuring that their harpoon remains secure and 
  keeping the beast chained with the caveat that they all claim the area around their harpoon as their charge 
  to exploit and utilize as they deem fit. These sections of control and responsibility are generally referred to 
  as meridians—hence the Binder-Lords and the houses they lead each owning one of the thirteen meridians 
  (and each house has become incredibly wealthy due to being paid via the work of the God-Butchers and now 
  Marrow Miners selling to the various Blood Merchants and Process Guild Shops). Legal authority is trans-
  ferred via legal possession of one of the magical command words that can unlock their respective meridian 
  harpoon.
   
  In recent decades all of the Houses have built manor-towers, a glorious palace or even series of build-
  ings that loom over the rest of the city. It has also become customary for each of the houses to use the spire 
  of their manor-tower as their house insignia, reasoning that even the illiterate are able to see the high peaks 
  of their works and know wherefrom edicts, orders, and sealed contracts emanate.
   
  Decisions that impact the whole city are made by the council of Binders and enforced by the various 
  House Militias. Basic publicly understood knowledge about the houses is written in the following pages 
  while house secrets may be found in the Secrets sections.
  House of the 1st Meridian
  Conservative diplomats who believe they’re holding the city 
  together
  1st House—founded by human soldier and diplomat Hy-
  berean Timult—is known for being conservative. The house 
  is notoriously risk averse and only invests in “sure things” 
  with an eye towards maintaining as much diversification as 
  possible; they seek to have a finger in every pie which means 
  that they have direct business interests to nearly everything 
  that happens in Salt in Wounds. In addition to their busi-
  ness interests they often serve openly as brokers and nego-
  tiators for other houses, claiming that having something to 
  gain in both sides of a commercial dispute makes them im-
  partial (or at least that’s the theory they trot out in contrast 
  to 10th House which is often utilized for more back alley 
  dealings) and that their House Militia is known to be the 
  most interested in traditional law enforcement. 
  1ST HOUSE MANOR-TOWER DISTRICT
  Done in classic coastal style, 1st House Manor-Tower is a comfortable expansive complex with accommoda-
  tions for the sprawling family and their business ventures.
  NOTABLE MEMBERS OF 1ST HOUSE
  Current Binder-Lord: Amanthia Timult, a handsome human woman in her forties usually dressed well 
  but not ostentatiously.
  Founding Binder-Lord (Deceased): Hyberean Timult was instrumental at keeping the Army of 
  the 13 from falling to infighting and his descendants have played similar roles for Salt in Wounds.
  1st House Sergeant-at-Arms: Yuranthea Timult, a human woman in her late twenties with 
  a prominent scar over her cheek, is uniquely interested in training and managing her House 
  Militia and keeping the peace through whatever means necessary.
  
  41
  House of the 2nd Meridian
  Eclectic pragmatists inducting hypercompetitive members on merit
  Founded by Quinnay Fredding, 2nd House is unique in that its 
  membership (and succession) are not a matter of blood, but compe-
  tence and honor. These traditions have proved to be a double-edged 
  sword for the house as its members tend to be competent, confi-
  dent, and extremely ready to sabotage their rivals—both without 
  and more commonly within their house—even by the standards of 
  the notoriously intrigue-prone Meridian Houses. Rank is general-
  ly determined by the amount of value one has added to 2nd House 
  (which is usually but not always measured in gold) and proudly 
  worn as medals by its members (counting down from 10; 1st Rank 
  is Binder-Lord). As a secondary effect of this practice the house is 
  incredibly diverse and current gnomish Binder-Lord Hatarang In-
  dleprompt-Fredding presides over annual house entrance exams 
  (summed up in the challenge “Impress Us”) to admit new mem-
  bers with entrants that include the recently matured children of 
  current members.
   
  2ND HOUSE MANOR-TOWER DISTRICT
  This area of the city is an eclectic assortment of styles and clashing visions, as each Binder-Lord or aristo-
  crat demanded their section be built to their specifications. Somehow, it all works together.
  NOTABLE MEMBERS OF 2ND HOUSE
  Current Binder-Lord: Hatarang Indleprompt-Fredding is a devilishly clever gnome who enjoys prospect-
  ing and developing talent while ensuring the ambitions of his underlings ultimately thwart each other.
  Founding Binder-Lord (Deceased): Quinnay Fredding was a half-elf known for his exceptional shrewd-
  ness and disdain for those he felt had not earned their position. 
  2nd House Sergeant-at-Arms: The tiefling wizard Kindine Drade (formerly a lesser, lesser cousin of 11th 
  House) won her position in 2nd House through a show of magical competence and has been steadily climb-
  ing the ranks, striving to find some way to advance from Sergeant-at-Arms to named 2nd House heir. 
  House of the 3rd Meridian
  Shrewd lords of spice and water
  Founded by Roman DuFaine—a human commoner and cook 
  turned valet and eventual heir of a noted warlord—3rd House 
  has a reputation as shrewd, sensible lords of food, spice, and 
  water. DuFaine was notable for his focus on practical educa-
  tion for his descendants and early investments in the spice 
  trade, but his infrastructure around the transport of water 
  has seen 3rd House fortunes rise steadily since implementa-
  tion. 
   
  3RD HOUSE MANOR-TOWER DISTRICT
  The manor-house of the 3rd Meridian is a large, sprawling es-
  tate that favors function over form. Inside the tower proper is 
  a vast dining hall, elegant in its sheer simplicity.  To service 
  this hall is an equally vast kitchen staffed by what are claimed 
  to be the best chefs in the world each aided by a huge throng of 
  slaves. Guest quarters are unusually sparse for a manor of its size. Only the most important 
  or influential guests are invited to stay at the manor beyond meals and entertainment.
  
  42
  NOTABLE MEMBERS OF 3RD HOUSE
  Current Binder-Lord: Gerard DuFaine is a male 
  human in his early thirties known for his energy 
  and head for business, wielding the wealth and 
  power of 3rd House in ways that only increase its 
  capacity. 
  Founding Binder-Lord (Deceased): Roman Du-
  Faine was a human of common origin who used 
  his head for business (as well as being named 
  heir to a slain aristocrat) to succeed far beyond 
  his wildest dreams.
  House of the 4th Meridian
  Indebted former adventuring house yearning for the glory days
  Founding Binder-Lord Attaxia Ginderhold was a famed human 
  adventurer beloved by many who died still doing her utmost to 
  find a way to kill the Tarrasque. Unfortunately, her legacy—the 
  House of the 4th Meridian—is known today as a house in de-
  cline and largely agreed to be the least of the houses. Through-
  out its history adventuring parties sponsored by the house 
  were a source of wealth and prestige, shifting from their origi-
  nal purpose of uncovering a weapon or process to kill the Tar-
  rasque to bringing in funds and artifacts that led to 4th House’s 
  expansion and establishment of its famed museum. Unfortu-
  nately the last few decades have seen multiple extremely costly 
  failures. Coupled with the lavish lifestyle of a large (and largely 
  wastrel) clan, rumors now swirl of outstanding debts to Blood 
  Merchants now in default and rampant mismanagement, sig-
  nifying that even their regular income from the flow of viscera is not enough to staunch financial wounds 
  caused by that most terrible of injuries: interest. 
   
  4TH HOUSE MANOR-TOWER DISTRICT
  A sprawling complex showing signs of disrepair, much of it appears like a decrepit museum filled with arti-
  facts and wonders from better days.
  3rd House Sergeant-at-Arms: Drummond Car-
  ter is a sixty year old human who often acts as 
  counter to Gerald’s brashness. The two are very 
  close, with Drummond acting as a surrogate fa-
  ther.  
  Head Chef: Thoma Cetcham is a half-orc who 
  often employs adventurers and mercenaries to 
  bring him ingredients of the more lethal variety, 
  serving dishes available nowhere else in the world 
  due to how dangerous their constituent parts are 
  to harvest.
  NOTABLE MEMBERS OF 4TH HOUSE
  Current Binder-Lord: Trundle Ginderhold is a handsome 
  fellow in his late forties with a reputation as a decadent he-
  donist, appearing to be supremely confident as he brushes 
  away any and all concerns in the wake of the lavish parties 
  he is known to regularly host.
  Founding Binder-Lord (Deceased): Easily one of the 
  most honored and favored of the thirteen, the human At-
  taxia Ginderhold never abandoned her crusade to finally 
  kill the Tarrasque.
  4th House Sergeant-at-Arms: Youvin 9 Fingers is a drag-
  onborn that formerly served as a mercenary and adventur-
  er in the employ of 4th House—she is known to have a lot 
  of experience and a nasty temper.
  House of the 5th Meridian
  Powerful alchemist house with control of rare reagents and ghoulification
  Founder Anton Dolfen was a mysterious human (though some suspect him of being a tiefling) 
  in the Army of the 13, able to wield great magics but cagey about his own background and 
  
  43
  history. After binding, the aged human drew up a number of seemingly innocuous long-term contracts with 
  the other houses that granted a near monopoly on important alchemical reagents which in time became 
  incredibly valuable—coupled with control of the ghoulification process, 5th House’s rise has been meteoric.
   
  5TH HOUSE MANOR-TOWER DISTRICT
  A wonder of design (much of which was said to be drafted by Anton Dolfen), the Manor-Tower incorporates 
  iconography and shapes from Anton’s southern homeland with architectural possibilities that only came 
  about when building from Tarrasque-derived material. Multiple alchemical labs and offces are woven into  
  the structure which include the so called Ghoul’s Bank (the offce in charge of creating and collecting terms  
  of ghoul contracts) sitting alongside luxury quarters for aristocrats and visiting nobles. Rumors hold that a 
  secret workforce of ghouls has dug deep below to create dungeons, hidden labs where horrid research hap-
  pens with access to the rest of the city via the Cap-Caps.
   
  NOTABLE MEMBERS OF 5TH HOUSE
  Current Binder-Lord: Kuolemita Dolfen is a tall middle aged human usually dressed in incredible finery. 
  She is viewed as being extremely shrewd, unfailingly polite, and fair enough (albeit with the edge of ruth-
  lessness to be expected as one of Salt in Wound's oligarchs).
  Founding Binder-Lord (Deceased): Anton Dolfen is legendary even amongst the thirteen, his legacy 
  being the stuff of epics and what most Binder-Lords hope to match. 
  First Consort: Merrin Chyn is the non-aristocratic human spouse of Kuolemita. He is of middling height 
  with gray hair and tan skin, usually found in soiled, ill-fitting clothing wherever drink is served. Unlike 
  his wife, Merrin is viewed by the town as a drunken fool, infamous for his philandering ways.
  Head Alchemist: Fidreo Twice-Born is a scheming ghoul known for his intense loyalty to the house and a 
  desire to bring to heel the alchemists of Salt in Wounds.
  House of the 6th Meridian
  Militant warriors with expansionist dreams and internal 
  schisms
  Founded by Dradeth Bolgath, a renowned dwarven fighter 
  considered a hero of both the War of Binding and the Granite 
  Shard War, 6th House is known as the war house. Dradeth 
  died extremely young for a dwarf and his successor Duradin 
  has done his utmost to honor the martial traditions of his 
  progenitor (though without nearly as much success) and reg-
  ularly (unsuccessfully) lobbies for Salt in Wounds to expand 
  its territory. The house guards and house militia members 
  of 6th House have a reputation for being incredible sticklers 
  for the laws right down to the letter, utilizing taxes and fines 
  whenever possible to help fund ever more recruitment. 
  6TH HOUSE MANOR-TOWER DISTRICT
  The 6th House Manor-Tower has walls covered with weapons and armor alternating with tapestries de-
  picting battle, or standards both used and won. The entirety of the central tower is ringed around a large 
  training and parade field.
  NOTABLE MEMBERS OF 6TH HOUSE
  Current Binder-Lord: Duradin Bolgath is an older dwarf grown too fat, often dressed in an ill-fitting suit 
  of armor or uniform and considered to be a poor imitation of his legendary father.
  Founding Binder-Lord (Deceased): Dradeth Bolgath was a legendary fighter instrumental at the 
  binding of the Tarrasque and considered hero of the Granie-Shard war.
  Named Heir: Thaim Bolgath is a young dwarf with a reputation as a gambler and lover  
  of vice. 
  
  44
  House of the 7th Meridian
  Religiously devout house invested in the church
  Founding Binder-Lady Genevo Thrice-Blessed was once a cler-
  ic devoted to the God of Healing, converted to the worship of 
  Macinfex after the binding. Since then 7th House has become 
  near synonymous with the church of Macinfex with four gen-
  erations of Binder-Lords and ladies all serving as high rank-
  ing clergy in addition to their offcial duties. House finances  
  have been frayed of late as 7th House is deeply invested in relief 
  and rebuilding the Tail Stones, a project that’s been ongoing 
  for years but yet to show any profit—a situation current Bind-
  er-Lord Harken Knife-Beloved blames on his predecessor. 
  7TH HOUSE MANOR-TOWER
  The 7th House Manor-Tower is a mixture of decadent aristo-
  cratic living otherwise mundane save for its oversized chapel 
  and many shrines (its importance nearly rivaling the Temple 
  of Macinfex in the Throat). 
   
  NOTABLE MEMBERS OF 7TH HOUSE
  Current Binder-Lord: Harken Knife-Beloved is a weathered man in his fifties with a nigh-permanent 
  scowl on his face. 
  Founding Binder-Lord (Deceased): Genovo Thrice-Blessed is remembered as a beatific grande dame 
  and has become a virtual saint in the Church of Macinfex. 
  7th House Sergeant-at-Arms: The halfling Bixbine Billingsford has been known to keep militiamen in 
  the Tail Stones investigating crime (and supposedly harassing any worshippers of Renesec).  
  House of the 8th Meridian
  Bardic inheritors with interests in entertainment and story
  Founded and still led by half-elven bard-adventurer Virtan 
  Berkuyin, 8th House is known for its innumerable half-elf mem-
  bers and as a patron of the arts, sponsoring various entertain-
  ers, and eventually building the Salt in Wounds Opera and glad-
  iatorial arena. While now of advanced years, Virtan sponsors 
  ongoing competitions to see who will be her next paramour—she 
  takes the winner of such competitions as a lover who she lav-
  ishes attention, praise, and the utmost fidelity upon until she 
  conceives and births children by them. At that point, her former 
  lover is respectfully told to leave at which point she initiates a 
  new competition and begins the cycle again. The city is littered 
  with former lovers, heartbroken from the loss of love and the 
  sensuous decadence of 8th House (though almost everyone be-
  lieves that they were fools to think that they alone would escape 
  the cycle).
  8TH HOUSE MANOR-TOWER DISTRICT
  A cluster of buildings all with expansive windows to prism light through colored glass, the 8th House Manor- 
   
  Tower proper sports hundreds of art works, frescos, and performance spaces incorporated into the  
   
   
  living quarters. Events held here are usually incredible selective and invitations are hard to  
   
   
  come by even for other members of the aristocracy.
  
  45
  NOTABLE MEMBERS OF 8TH HOUSE
  Current & Founding Binder-Lord: Virtan Ber-
  kutin is known for her love of the arts and as the 
  mother of a significant portion of the city’s half elf 
  population. 
  8th House Mistress of Song Delanie: This 
  brown-skinned, black-haired immigrant to Salt in 
  Wounds has a reputation for incredible ruthless-
  ness barely hidden by tremendous charm. Despite  
  not being a blood relation to Virtan, she is heir 
  apparent and subject to much envy and plots from 
  Virtan’s sprawling brood. 
  8th House Sergeant-at-Arms: Dewaltor Husk-
  sire is a pale-skinned human in his early forties, 
  a longtime companion of Delanie handpicked af-
  ter her ascension—he regularly thwarts threats 
  against her life and rule. 
  House of the 9th Meridian
  Hereditary sorcerers with an interest in ancient power 
  Founded by the human sorcerer Xantha Eldurach, 9th 
  House is remarkable for its high degree of sorcerous blood 
  as many of its founding members were born with powers 
  and through the years they have sought to broker marriages 
  with aristocracy able to access similar magics. The house es-
  pouses a view that “blood will tell” and believe that the land-
  ed nobility are first amongst the people (and 9th House first 
  amongst them). They’ve sponsored innumerable attempts at 
  archeology and adventuring (though they no longer do so 
  in partnership with 4th House) with particular interest to 
  justify and expand their sense of lineage.
   
  9TH HOUSE MANOR-TOWER
  Rough buildings for servants and slaves ring an ornate tower of delicate scaffolding and elaborate glass 
  windows which manage to express all the haughtiness and gilt for which 9th House is (in)famous. 
   
  NOTABLE MEMBERS OF 9TH HOUSE
  Current Binder-Lord: Garberlin Terratark a human sorcerer known for her command over flames.  
  Founding Binder-Lord (Deceased): Xantha Eldurach was a light brown-skinned sorcerer and is always 
  depicted with a smirk on her face. 
  9th House Sergeant-at-Arms: Korth Argelian-Tarratark is a foreign born sorcerer that married into 9th 
  House and has been leading its armed forces ever since. 
   
   
  House of the 10th Meridian
  Secretive house growing rich from brokering information and deals
  Of all the houses, 10th House induces perhaps the most awe, 
  wonder, and speculation. Its members are divided between low 
  ranking fuori (numerous and usually younger members known 
  for bawdiness, dueling, and revelry) or high ranking elder presci 
  who are rarely seen outside their Manor-Tower district (and then 
  only to conduct high level business or political maneuvering) and 
  never known without their robes of offces and ornate masks.  
  Like all Meridian Houses, House Impertabo has its fingers in 
  many a Tarrasque meat pie but 10th House has made its future 
  by serving as advisors and legal consultants, heavy 
  investments in Water Dens, and (the not secret but
  also not commonly known) production of a variety 
  of medical and vanity drugs. Whereas 1st House 
  acts as negotiators by making their connections 
  
  46
  known, 10th House’s businesses (and sources of 
  information) are as secretive and labyrinthine as 
  they can make them. Everyone who is anyone has 
  attended a 10th House party though their memo-
  ries of the events (and distinct flavor of revelry) can 
  be a little hazy.
   
  10TH HOUSE MANOR-TOWER DISTRICT
  The entire district is walled and the otherwise 
  unassuming outward appearance belies an interi-
  or with innumerable Water Dens, flesh pits, and 
  space for volumes upon volumes of books—includ-
  ing the so called Black Library. It’s common knowl-
  edge that 10th House has dug extensively under its 
  Manor-Tower (which is also believed for many other 
  houses) but what happens below the luxurious en-
  virons is unknown to outsiders.
  House of the 11th Meridian
  Eccentric wizards trying to change the world with magic
  11th House is an enigma to outsiders and even sometimes 
  to those within, their eccentric nature leading to some of the 
  most innovative spells and devices the world has ever seen 
  in countless iterations of a development process that ranges 
  from intriguing to useless. The house of the 11th Meridian 
  has only the scantest formalized militia but is protected and 
  flexes its muscle by magically-empowered members—in order 
  to have formal status within the house relatives must prove 
  their ability to cast spells. Most of the other houses are de-
  pendent on the magical creations of the 11th House. Current-
  ly, four factions (each led by a different apprentice of Found-
  ing Binder-Lord Olgorn) vie for dominance with Kaphressk 
  Arcafor being the fifth apprentice who elevated herself to power by pitting her peers’ sprawling apprentice 
  lines coupled with ruthless displays of raw magical might.
  NOTABLE MEMBERS OF 10TH HOUSE
  Current Binder-Lord: Primi Precisi Baldomero 
  Impertabo (known as a rake in his younger days) 
  is now commonly held to be the master of secrets 
  for much of the city though he hasn’t been seen 
  in public in years.
  Founding Binder-Lord (Deceased): Piorvani 
  Impertabo was a mustachioed dandy known for 
  his love of wine and other, stronger intoxicants. 
  Keeper of the Black Ledgers: Altopar Men-
  zogna-Impertabo is a human in his fifties, the 
  highest ranking and most powerful fuori. 
  11TH HOUSE MANOR-TOWER DISTRICT
  The Manor-Tower of 11th House stands tall, a shimmering decadence of glass and iron that is the central 
  focus for the ever-changing area surrounding it. Due to the magical machinations of its members the area is 
  modular and shifts around depending on the needs of the whole house. The sights and sounds are as varied 
  in this area as the world over.
  NOTABLE MEMBERS OF 11TH HOUSE
  Current Binder-Lord: Kaphressk is an arch-mage, gnome genius,  
  former apprentice to Olgorn (who named her heir), and known to be  
  first in power and standing. She has offcially confirmed rumors that  
   she is looking for apprentices—one of which she will (presumably)  
  name her heir.
  Founding Binder-Lord (Deceased): Olgorn Arcafor was a slender  
  dwarf who saw the benefit of working magic into everything, 
  even in place of technology. He was ostracized from his clan 
  and took on a new name; mistrustful of blood ties, 
  Olgorn set up a familial structure in 11th House  
  where no lineages are recognized save for those  
  of apprentice and pupil.
  
  47
  House of the 12th Meridian
  Upstart house on the rise with ties to organized crime
  Founded by Spenser Marcellun, 12th House never seemingly 
  amounted to much (even failure) and was considered especially 
  “middling” until the 12th Meridian Crisis, when they became syn-
  onymous with incompetence and were nearly ruined. Following a 
  coup and their contribution to creating the Marrow Miners, 12th 
  House’s fortunes have been on the rise and it’s become an open 
  secret that it has established ties to nearly every criminal and 
  underworld organization (something the house leadership barely 
  denies anymore).
   
  12TH HOUSE MANOR-TOWER DISTRICT 
  This collection of buildings—most of which were built before the 
  12th Meridian crisis in conservative style—are being retrofitted 
  and worked on nearly constantly.
   
  NOTABLE MEMBERS OF 12TH HOUSE
  Current Binder-Lord: Tolviko Marcellun was formerly a minor cousin; the brash (still young) human fel-
  low has been lifting 12th House from its reparation debts by seemingly doing the unthinkable, repeatedly. 
  Former Binder-Lord: Autoxia Marcellun was the leader of the house during the 12th Meridian Crisis, 
  ultimately slain and usurped by his cousin during the Night of Bolts. 
  Founding Binder-Lord (Deceased): Spenser Marcellun was the middling founder of 12th House.
  12th House Militia Commander: Roland deWulf was the halfling childhood friend of Tolviko and has 
  been placed in charge of the militia for his loyalty, though his apparent mismanagement has seen Dark-
  ragg Kelline grow in prominence.
  12th House Guard Commander: Dakragg Kelline is a human Autoxia loyalist who fully expected execu-
  tion during the night of bolts but was instead promoted. Since then she has proved frighteningly compe-
  tent. 
  House of the 13th Meridian
  House of halflings focused on construction and city planning
  Indentured Servant Rexaney Bramblethumb (later Pelago) 
  founded 13th House after having the mantle of leadership 
  unexpectedly thrust upon her when the presiding general 
  she served and most offcers were slain by the Tarrasque, so  
  she stepped up to fire the final harpoon. As Salt in Wounds 
  grew Rexaney did her best to keep up with the politicking 
  and machinations, carving out a niche for her people in con-
  struction, infrastructure, and housing—her engineers and 
  craftspeople were some of the first to utilize construction ma-
  terial composed of crushed Tarrasque scale. Each new wave 
  of refugees brought a housing boom that fed the Pelago cof-
  fers. The barren Binder-Lady was succeeded by Voth Ikarian, 
  an adopted son who leads as directly as possible (often going 
  so far as to personally labor on house projects). 13th House throws huge block parties to which all of Salt in 
  Wounds is invited and is as beloved by the common people as much as it’s loathed by the aristocracy
  13TH HOUSE MANOR-TOWER
  A raucous and accessible space marked by the late age hedonism of Rexaney, 13th House’s 
  Manor-Tower’s doors usually stand open and there are often lines of the poor waiting for 
  free water provided by the house. 
  
  48
  The Enders
  The Enders are a rumored group of individuals interested in discovering 
  or inventing a way to permanently kill the Tarrasque. While this was the 
  stated goal of the original heroes that bound the monster, most modern 
  citizens of Salt in Wounds have no interest in doing so as it would 
  effectively destroy the economy (and likely existence) of the city. In 
  addition, the majority of those rare few who would be interested 
  believe that the lasting death of the Tarrasque is impossible.
   
  Occasionally individuals are prosecuted for the crime of being 
  Enders under the offcial charge of conspiring against the sanctity
   of the Tarrasque's bounty. This has usually been seen as 
  political theater, a baseless charge used to dispose of persons 
  who've angered the powers that be. Most sent to their 
  deaths or truncation in this way claim their innocence 
  right up until the end while some name co-conspirators 
  (who are then also tried and inevitably found guilty).
   
  The accepted wisdom of the cynical Salt in 
  Wounds populace is that the Enders don't exist beyond 
  a few isolated madmen.
  The Process Guild
  The Process Guild is the institutional organization that handles licensing and 
  represents the interests of the various regular butchers, sorters, refiners, and others 
  who receive raw Tarrasque viscera wholesale (from the God-Butchers and Marrow Miners) and pro-
  cess it into components for later commercial resale to the other dominant professional associations 
  (the Sage's Council and Blood Merchants). The various members of the Process Guild are the sec-
  ond link in the supply chain connecting the Tarrasque to the citizens and visitors of the city of Salt in 
  Wounds. The general flow functions something like God-Butchers and Marrow Miners → Process Guild 
  → Blood Merchants and Sage's Council → everyone else. Raw viscera extracted from the Tarrasque by 
  God-Butchers is typically too large to be suitable for individual resale and often unsorted (comprised of 
  numerous tissue types, dog-sized pseudo-organs which litter the Tarrasque's flesh, varying cuts of meat, 
  neural ganglion, epidermis and so on) which by needs must be dissected into clearly labeled divisions. 
   
  The employees and owner-operators of the various factories and workshops comprising the Process 
  Guild tend to be working class to lower-middle class. Barriers to licensing are relatively low encouraging 
  competition and innovation amongst guild members while also generally preventing massive fortunes from 
  being made, putting pressure on the Process Guild members to cut corners and potentially seek “extra-le-
  gal” options (in contrast to the registered Blood Merchants that operate in a more oligarchical fashion). 
   
  An extremely common crime is Process Guild shops selling directly to the public at large.
   
  Individuals who are employed under their aegis (often under terrible working conditions)  
    have an exceedingly high rate of mutations and other health problems—much more so than  
   
     God-Butchers though not to the same degree as Marrow Miners. 
  NOTABLE MEMBERS OF 13TH HOUSE
  Current Binder-Lord: Voth Ikarian is a blonde, 
  tan, and wiry halfling who (much to the conster-
  nation of other Binder-Lords and his security 
  staff) can often be found in public.
  Founding Binder-Lord (Deceased): Rexaney 
  "Bramblethumb" Pelago was a stout halfling who 
  grew fatter every year of her life, sharing her good 
  fortune with a grace unseen in the city.
  Lead Engineer: Zoop Keljik is a gnome immigrant 
  to Salt in Wounds driven by her incredible bore-
  dom.
  Head of Research: Welri Haradya is a diminutive 
  (even by halfling standards) woman who has been 
  leading field research into the
  CapCaps and Heartsblood 
  Marsh.
  
  49
  NOTABLE MEMBERS OF THE PROCESS GUILD
  Process Guild Chairman: Rodirique Algiheel is a 72-year-old halfling engaged in a long term project to 
  improve the safety and reduce the criminality of the guild. However, his initiatives to institute enhanced 
  licensing and inspection requirements have been facing institutional resistance, and he is constantly on 
  the lookout for special operatives to arrange buys and conduct covert examinations.
  Render Shop Owner and Chef: Parash Feru is a former acrobat working out of the Tail Stones, known 
  for his excellent jerky (which he’s licensed to sell the public directly).
  Rander Shop Owner: Fog Over Water is an orange-haired catfolk with an amputated left leg known to 
  move his cart’s location from week to week and work extremely fast. 
  The Marrow Miners
  The Marrow Miners are the guild with the extraction contract for the 12th Meridian of the Tarrasque. Other 
  than the God-Butchers they are the only group with the legal authority to work directly on the creature and 
  there is plenty of mutual antipathy between the two groups (though in recent years God-Butchers have been 
  subcontracting to Marrow Miners for particularly dangerous and diffcult work at the other Meridian sites).  
  Founded after the 12th Meridian Crisis, the Marrow Miners have distinguished themselves by tak-
  ing any sentient creature willing to work and paying fair wages. Their recruitment efforts include 
  mites, orcs, and many from the lower classes. The general goodwill this generates amongst most of the 
  city is tempered somewhat by racial- and class-based antagonism towards many of the Marrow Miners. 
   
  Since their founding the price of much Tarrasque viscera has lowered precipitously—this includes 
  reagents and rare cuts which the Marrow Miners hypothetically can't access. The Marrow Miners (in addi-
  tion to their 12th House Sponsors) are widely suspected to be major players in the organized crime of Salt 
  in Wounds, particularly in relation to smuggling. The guild however dismisses such rumors as God-Butcher 
  lies meant to discredit the organization.
   
  Even so the Marrow Miners have thrived, winning the 12th Meridian Extraction contract, success-
  fully subcontracting numerous duties from the God-Butchers (usually the most dangerous and dirty tasks), 
  and rumor holds that they are close to winning the defection of other Meridian Houses. 
  The House Militias
  The House Militias are the primary source of law and order within the city around the Tarrasque. 
  Each Meridian House is charged with “paying, provisioning, and organizing no less than 
  250 soldiers to enforce the laws of the township and contribute to the general welfare of Salt 
  in Wounds.” Interpretation and implementation of this edict varies greatly depending on 
  house however—on one end of the spectrum there are houses who outfit their militia with 
  NOTABLE MARROW MINERS
  Founder and Leader: Mirayda of the Five Cask 
  Clan is a former God-Butcher, founded the Mar-
  row Miners over a decade ago, and has been lead-
  ing the organization ever since. Rumors fly wildly 
  about what the dwarf was up to after she left the 
  city once she’d failed the Rite of Mutual-Recogni-
  tion and where she went to after departing Salt in 
  Wounds, but most people have incredible respect 
  for the shrewd businesswoman that has seen the 
  fortunes of her upstart Marrow Miners (and 12th 
  House with it) soar over the past years. 
  Secretary and Overseer: A former wealthy mer-
  chant, the ghoul Rancis Kronaw is thin with elon-
  gated teeth. He works alternating shifts as a sec-
  retary for Mirayda and field overseer who handles 
  much of the day-to-day business of the Marrow 
  Miners. As a result he is incredibly knowledgeable 
  about the Tarrasque and rumor holds that Ran-
  cis is willing to consider using his position to en-
  rich himself if the opportunity arises, especially if 
  there’s a negligible chance of getting caught.
  Research and Development Head: Grawlax 
  Tampdrewer is a small blue-haired gnome that 
  works hard inventing new techniques and tools 
  for the Marrow Miners. Somewhat ironically, he 
  has never seen the Tarrasque in person as it ter-
  rifies him and he has to rely on detailed reports 
  of how his inventions function—and he constantly 
  complains about the “substandard data provided 
  by the subliterate subhumans who work on the 
  beast…but what can be expected from any fool 
  willing to approach it?”
  
  50
  the bare minimum and then leave these individuals 
  to their own devices, usually acting like traditional 
  city watches one might find in any large settlement. 
  In the extreme opposite, 6th House outfits a militia 
  of 7,000 armed and trained more for war than po-
  licing. Complicating matters further, many Meridi-
  an Houses also run House Guards who are distinct 
  from House Militias—with House Militias having 
  a duty to enforce laws while House Guards do not.
   
  Despite this House Militias—while techni-
  cally serving the city as a whole as opposed to their 
  respective house—still often act as an extension of 
  their house and instrument of its machinations. 
  Each Meridian House manages hiring, firing, and 
  promotion within their militia. Meanwhile House  
  Militias are held to a code of behavior which includes 
  The Order of God-Butchers
  Even amidst the city as bustling as Salt in Wounds, the God-Butchers are hard to miss.
   
  Hugely muscled men and women grown strong from a working life of toil and diet of some of the 
  freshest, most choice cuts from the ever-providing body of the Tarrasque. Most carry their stylized greats-
  words nearly everywhere but contrary to popular belief these weapons turned tools are not exclusively 
  adamantine—many nowadays are forged of Tarrasque horn that better cuts through its armored carapace. 
  Still, those who dismiss the butchers as dumb brutes wholly underestimate the order; these are hard-eyed 
  resilient people who must be intelligent enough to understand the beast’s intricate and shifting anatomy, 
  able to regularly deal with crafty merchants, domineering aristocrats, and suspicious laborers all to per-
  form their duties.
   
  While greatly connected to the economic flows of the city and perhaps not wholly immune to the in-
  fluence of the coin, the God-Butchers (as a whole) nonetheless take their sacred charge of keeping the beast 
  bound very seriously. Their reputation has been tarnished of course by the tragedy of the 12th Meridian 
  Crisis over a decade ago, their damaged reputation prompting a surge of popular support for the Marrow 
  Miners (further exacerbated by the lesser group’s greatly eased selection criteria).
   
  As an organization the Order of God-Butchers are fairly egalitarian although relative prestige can 
  usually be determined by their Meridian assignment (1st-13th excepting 12th which is on assignment to 
  the Marrow Miners). While legally the 13 Binder-Lords each have the duty of keeping their Meridian bind 
  functioning and overseeing the section of the Tarrasque assigned to their house, this—as a practical mat-
  ter—has been contracted out to the God-Butchers and (recently) Marrow Miners as the Binder-Lords have 
  turned their attentions to the economy of Salt in Wounds, games of political intrigue with respect to their 
  rivals, and the pursuit of their own pleasures.
   
  The God-Butchers recruit heavily irrespective of class or station (ensuring that they are generally 
  well-liked by the public and quietly mocked by the aristocracy) and most enrollees are drummed out within 
  several months due to the intense rigors of the training regimen. They also promote based on a more or less 
  functioning meritocracy with only a minimum amount of nepotism.
   
  Most members of the God-Butcher Order are not fully-fledged Master God-Butchers—around 95% of 
  the order’s roster only complete their basic requirements, reaching no higher than Apprentice or Journey-
  man levels. Despite their lessened titles these members are nonetheless highly esteemed by the community 
  and well compensated. Moreover for most city residents a God-Butcher is a God-Butcher and there is little 
  distinction. The order selects recruits and advances those evaluated to be exemplary in the criterias of 
  strength, intelligence, and the ability to lead and organize others. 
  THE RITE OF MUTUAL-RECOGNITION
  If a God-Butcher has distinguished themselves in strength, intellect, and leadership they are  
      invited to take part in the most sacred rite of the order, that of Mutual-Recognition. The  
  (amongst other things) prohibitions against favor-
  ing one house over the law of the city with severe 
  mutilation penalties doled out by the largely inde-
  pendent courts for failure to serve the law.
   
  These twin influences lead to rampant se-
  cretive conflict, intrigue, sabotage, and checks and 
  balances between the House Militias which are in 
  part an extension of and yet distinct from the power 
  games played amongst the Meridian Houses them-
  selves.
   
  Typical armament for House Militia is a suit 
  of studded leather armor, round shield, hand-axe, 
  and crows-beak. Notable Militia Captains and Ser-
  geant-at-Arms are listed under their respective Me-
  ridian Houses.
  
  51
  diffculty of doing so explains why the number of fully-fledged Master God-Butchers has remained fairly  
  low (and perhaps why the order has remained largely effective and honorable in a city not known for such 
  qualities).
   
  An hour before the rite begins all work on the beast stops. The Tarrasque is allowed to heal, regain-
  ing as much consciousness as the God-Butchers dare before the aspirant approaches the 1st Meridian: the 
  creature’s head. As the workers, curious citizens, and their fellow God-Butchers watch, the aspirant must 
  stare into the eye of the Tarrasque for a full minute. In so doing they are supposed to gain a fuller under-
  standing of the beast they keep bound. Staring into the creature's eye as it roars and snaps, many a prom-
  ising aspirant flees perhaps leaving the order (or even the city) forever.
   
  The mindless destruction and hate they see within the beast’s eye can unman even those who have 
  lived in Salt in Wounds their entire life.
   
  Those who manage to continue to gaze into the creature’s eye will note a change in the beast’s behav-
  ior. Gradually, its endless screaming and thrashing slows. Its vision changes, massive pupils focusing as, 
  for a moment, it sees them, this man or woman who would keep it bound, who would cut it and serve up its 
  strength to a hungry city. Then the Tarrasque ceases to roar and takes a single moment to inhale through 
  its nostrils, wind whipping past the aspirant towards the Tarrasque’s maw as it truly marks the God-Butch-
  er’s scent. The accepted wisdom is that the Tarrasque is committing these individuals to memory—should 
  the monster ever gain freedom the God-Butchers expect that it will hunt all such aspirants and their fami-
  lies, any of those who resemble the aspirant's smell, even unto the seventh generation descendants.
   
  In turn the God-Butcher takes in a long breath through his nose to mark the smell of the beast.
   
  As it roars, the endless thrashing against its bonds resumes, and to achieve Master rank the 
  God-Butcher then ventures between its snapping jaws, timing a single strike to sever its tongue and heave 
  the mass of flesh clear. The order then has a huge feast that evening from the hard-earned prize, welcoming 
  another fully-fledged Master God-Butcher into the fold.
   
  Sage’s Council
  The Sage’s Council is a relatively new faction that has 
  skyrocketed in power and influence over the last three 
  decades since being founded. Their stated purpose is to 
  advocate for the interests of academics, ledger-men, wizards, 
  and above all alchemists—anyone who makes their living 
  with the aid of pen and paper. Contrary to how many 
  alchemists and wizards have traditionally approached their 
  trade—with knowledge being hoarded whenever possible, 
  with information primarily transferred from teacher to 
  apprentice—The Sage’s Council seeks to facilitate the 
  free exchange of information and discoveries between 
  researchers. They provide support for the various colleges 
  of Salt in Wounds and print the quarterly journal Tuntume 
  which publishes research from members and furthers the 
  organization’s goals, often featuring contributions from 
  NOTABLE GOD-BUTCHERS
  Guild Master: Dangany Farcine is a giant of a 
  man with pale skin and straw colored hair, known 
  for speaking only when absolutely needed. His 
  knowledge of Tarrasque anatomy, ability to in-
  spire loyalty, and raw physical strength make him 
  respected by all. 
  Journeyman Briddu Yittano: This journeyman 
  God-Butcher spectacularly failed the Rite of Mu-
  tual-Recognition and has begun mutating exten-
  sively following his alchemical treatment. Briddu  
  has been taking more and more jobs away from 
  the God-Butchers, though he is wearing thin his 
  superiors’ patience as they consider expelling him 
  from the order.
  Former Master God-Butcher: Helenie illegally 
  used the 12th Meridian Command word to stop 
  the 12th Meridian Crisis. She was punished 
  with truncation and now lives out her days at 
  the Pewter Cup where she is regularly visited by 
  God-Butchers who buy her drinks, help care for 
  her body, and generally treat her as a living saint.
  
  52
  adventurers who share tales of exotic and otherwise unknown creatures, technologies, or magics. While 
  the Sage’s Council is currently a voluntary association (and thus despised by those who love their inde-
  pendence) they have been lobbying for legislation to make membership mandatory for any who wish to ply 
  relevant trades within the city (and the organization is famous enough now that most assume that any 
  alchemist must be part of the council).
  Blood Merchants
  The Blood Merchants are the licensed monopoly for any merchant selling directly to the public (as opposed 
  to the exclusively wholesale purchases made through the Process Guild) with a few exceptions for outsiders 
  and also by profession (alchemists, smiths, and the like have different licensing boards and different reg-
  ulations regarding their commercial activity). Usually only native borne can be offcial Blood Merchants  
  and any foreign merchant has strong limitations on how they can conduct commerce in the city. Technically 
  every trader from humble jerky vendors with a single stall up to lords like sellers of thousands of slaves is a 
  Blood Merchant if they have paid their licensing fee and submitted to the city’s rules of commerce, but the 
  term is typically used to denote the very wealthy or those that sell Tarrasque-derived goods (which includes 
  most everyone). In addition to providing licenses for retail buyers and sellers within the city, the organiza-
  tion of Blood Merchants advocates for member interests and even provides legal or other help for members 
  in good standing when trouble rears.
   
  The Blood Merchants are an incredibly diverse lot and few overarching statements can be made 
  about the group as a whole. Generally however they advocate for more extraction, lower taxes, higher li-
  censing fees (supposedly to ensure quality but mostly to discourage new competitors), and are generally 
  interested in business as usual to continue unabated.
  NOTABLE BLOOD MERCHANTS
  Tendirion Patzadrago: A hugely corpulent human in his fif-
  ties who is carried on a litter everywhere he goes, Tendirion 
  made his start inheriting a profitable family import and ex-
  port business he transitioned to focus on banking—he is now 
  responsible for half the debt in Salt in Wounds and even many 
  Binder-Lords defer to Tendirion. 
  Azure Tertio: A half-orc who once nearly corned 
  the market on Tarrasque horn, Azure wisely 
  (and lucratively) diversified near peak price for 
  the stuff and she is now one of the richest mer-
  chants in the city. 
  NOTABLES COUNCIL SAGES
  First Speaker Aurenduexiplick: Andale Auren-
  duexiplick is an ink-stained green-haired gnome 
  that manages to exert some control over the coun-
  cil (by having options to set agendas and speak 
  first) but the body functions mostly along demo-
  cratic lines with votes from each member. Her on-
  going feud with Bakal has brought both of them 
  some fame.   
  Alchemist Bakal Filligreen: The fact that Bakal 
  is only a junior member of the council belies the 
  fact that the half-elf with a distinctly acid-scarred 
  face is perhaps the most gifted alchemist alive 
  (at least according to Salt in Wounds profession-
  als). He rarely attends meetings and is believed 
  to have other schemes that he only rarely tries to 
  achieve by utilizing the council. 
  Alchemist Silvas Almaran: This amber-eyed 
  tiefling has shaved her head and walks with a 
  slight limp. Silvas specializes in rare alchemical 
  reagents and tonics—specifically those that can’t 
  be manufactured in the city and for those in the 
  know, poisons. 
  Apprentice Misael Nargonde: This rail thin hu-
  man with messy black hair, brown skin, and dark 
  brown eyes serves as bookkeeper for the council 
  as he completes his apprenticeship. Misael lives 
  in the Tail Stones with his boyfriend and tries to 
  keep a balance between his studies and admin-
  istrative duties for the council (which include 
  counting votes). 
  
  53
  Gangs & Organized Crime
  Several dozen gangs, mafias, and thieves collectives operate in the city of Salt in Wounds, all with a vari-
  able level of impunity though none are powerful enough to enjoy any sort of preeminence beyond a few city 
  blocks. By custom each organization develops a different specialty (extortion, theft, smuggling) and a spe-
  cific area of control. Most of the major players are known, and the Militia Captains have no compunctions 
  against hauling them in on real or imagined charges—especially if any criminal element seems to be gain-
  ing too much power. As such an informal arrangement known as “the peace” holds where various criminal 
  enterprises effectively if not literally pay taxes (via regularized bribes and offcial “civic reinvestment fees”),  
  limit different types of activities to certain areas, and generally avoid open conflict with one another. Com-
  pliant groups are actually fairly competent (if brutal) at ensuring freebooting thieves, murderers, and other 
  unaffliated criminals do not operate in their areas of control (as part of their unspoken agreement holds  
  them accountable for criminal behavior in their areas). 
   
  The large exception to “the peace” are swift gang wars known as Black Fox Bites which by conven-
  tion must take place between sundown and sunrise on no more than three consecutive nights, no more than 
  once a season so to stay the hand of the various militias. During these conflicts dozens of thugs may turn 
  up dead and many scores are settled, regimes toppled, and areas of influence shifted or changed until a new 
  equilibrium settles. While murder and violence—both against criminals and civilians alike—does happen 
  from time to time, on nights claimed for a Bite of the Black Fox (the dates of which are usually cleared by 
  the assorted militias) the rates of violence and disreputable acts soars.
   
  Travelers and the unwary will often be caught off-guard by these as while not offcial, their times are  
  usually known by the properly Salted who stay in behind bolted doors with as much extra security as they 
  can afford (if not enjoying the relaxed policing to settle scores or acquire ill-gotten gold of their own).
  NOTABLE ORGANIZATIONS
  Kin of the Stave: This gang of narcotics dealers 
  sell illegal drugs out of the Throat.
  Friends of No-One: Extortion specialists who col-
  lect from much of the Tail Stones 
  Paving Stones: Smugglers operating out of the 
  Tail Stones and often acting as go betweens for 
  other organizations.
  The Thirsty Dogs: These level gangers are look-
  ing to make money any way they can, willingly 
  taking any applicant. They have a reputation for 
  being low quality but numerous, often in conflict 
  with the other gangs and organizations.
  Correspondence: A group of assassins headquar-
  tered in Salt in Wounds but operating on a global 
  level.
  NOTABLE CRIMINALS 
  Antoni Corasio: A brash young human in his early 
  twenties, Antoni is known for his bright blue coat 
  and ever-present pair of cutlasses. This smuggler 
  has a reputation around the city and an informal 
  network of contacts able to get most anything into 
  and out of the settlement’s walls. He serves as 
  a lieutenant of the Paving Stones but regularly 
  works with other organizations and even the rare 
  independent criminal. 
  Sandrix Al'Ragon: This tall dark-haired woman 
  in her early forties is known as a necromancer for 
  hire, regularly working for criminals and special-
  izing in providing extra muscle (literally) during 
  nights of the Bite of the Black Fox. 
  Hannanon Drexine: Never seen by day, this beau-
  tiful leader of the Friends of No-One has elvish 
  features but black skin and pale gray hair and 
  eyes. Her reputation for utter ruthlessness has 
  turned the organization—which specializes in 
  extortion—into one of the more feared criminal 
  enterprises in Salt in Wounds as many of their 
  enemies wind up coincidentally dead, including 
  the odd militia captain. 
  The Circle of Release
  (Criminal Faction) 
  The Circle of Release is (or was) a group of adven-
  turers and others operating covertly in the City 
  of Salt in Wounds with the stated goal of ending 
  the Tarrasque’s imprisonment. Their reasons 
  for doing so vary depend on the telling but the 
  most common belief involves restoring the natu-
  ral balance upset by the current state of affairs.  
   
  This cabal is (or was) primarily comprised of 
  evangelical druids, rangers, and their converts. Al-
  most every other power block in the city denounces 
  and actively opposes the Circle of Release; with the  
  
  54
  House Militias and God-Butchers hunting down, torturing, and executing any individual suspected of be-
  longing to the circle. In addition to acts of intimidation, terror, and economic sabotage for which the group 
  claims credit, much of the populace believes that the 12th Meridian Crisis and resultant devastation of the 
  Tail Stones district is the result of an (un)successful plot by the group. There is also a small but vocal mi-
  nority in the city that believes that the Circle of Release does not actually exist, but is instead only a ruse 
  used by the aristocratic houses and guilds to terrify the citizenry and thus increase their power and control.
  The symbol for the Circle of Release is a stylized Tarrasque maw bursting through a broken chain. They 
  often leave the mark as a calling card (applied with magic or mundane paint) to claim credit for their oper-
  ations. Members are extremely unlikely to carry this symbol on their person and it is far more common for 
  it to be planted on a nonmember in an attempt to frame enemies of the cause.
  NOTABLE FORMER 
  MEMBERS OF THE 
  CIRCLE OF RELEASE
  Erraya (Deceased): 
  The elvish founder and 
  first leader of the Circle 
  of Release denounced 
  violence, preferring to 
  pursue the group’s ends 
  via lobbying and cultural 
  change. She—and all of 
  her known followers—
  were killed during the 
  Night of Cleavers. 
  https://
  www.drive-
  thrurpg.
  com/prod-
  uct/251345/
  Cover-full-
  page--Des-
  ert-Rider-
  without-
  Girl--RPG-
  Stock-Art
  
  55
  CHAPTER 4: RELIGION
  Gratitude
  Yurin Silvenei sat on the top of the tower and greeted the morning by miming the ceremonial move-
  ments of his faith, sharpening his paring knives and cleaver with the city stretched out in its leagues 
  beyond him. Waking now and just beginning to shake the dust of sleep out of the corners of its eyes 
  (not that the city, nor the bounty at its heart, ever truly slept), its merchants hauled out their wares 
  to their stalls—many ritually counting their stacks—to ask for blessings upon their day. 
   
  The gates of the fortress Salzinwuun below him opened to allow for the changing
  of shifts, granting admittance to the next crew of God-Butchers who chose to sleep in 
  the city at large rather than their order’s barracks. The rich copper smell of blood 
  filled Yurin’s nostrils; he mused that they must have opened a vein. Idly he 
  considered the dangers he might face before turning his mind to gratitude 
  as was proper—he loved his city and said aloud the prayer of thankfulness 
  for the bounty of god that had delivered so much to so many.
   
  “Flea!” came the cry from below, echoing from 
  near the beast’s flesh and ending several stories 
  below Yurin. A two hundred pound insect 
  landed on the ground. God-Butchers drew 
  their weapons and approached cautiously 
  while lesser laborers and a handful 
  of merchants fled, scattering.
   
  From atop his tower Yurin 
  raised the implements of 
  his faith to the sky, calling 
  on Macinfex to bless the 
  mortal butchers below. 
  He knew from long 
  experience—from a 
  hundred battles with the 
  unclean carrion feeders that 
  first and foremost he’d need 
  to keep the men and women 
  alive—only after securing them 
  would he move to calling down 
  aggressive, disruptive magic.
   
  Besides, the day was 
  only just beginning and he’d 
  need to conserve his strength. 
  
  56
  The Church of the Monad
  The Church of the Monad is a religion favored by many of the intellectuals, alchemists, and monks of Salt 
  in Wounds—while adherents can be found the world over, the city is the seat of its power. Adherents to the 
  Monad believe in, worship, and seek to better understand and commune with the one thing central to their 
  creed: the subtle Aether (also known as the Monad) from which all phenomena is but an aspect.
   
  The church of Monad has never found the acceptance it preaches because of its fantastical, often 
  unpopular views on the mortal and supernal realm. Monadists are dismissed by other religions for their 
  claims that the Aether is responsible for all creation. Their teachings are scorned by much of the aristocracy, 
  believing the message of a single unifying force are a challenge to their social status. In addition, most lower 
  class individuals feel that the church’s interests and teachings are too academic or effete to be of much use.
   
  To those that embrace the church, the followers of Monad find a religion that isn’t faith-based, but 
  a collection of virtues, research, and ideals. Sermons are replaced by powerful polemics. Hymns to an im-
  mortal deity give way to familial pledges to mortal companions. Though church-wide organized events and 
  celebrations are rare, periodic congregations are held to discuss newly discovered or refuted research—as 
  well as partake in new recreational panaceas.
  Monad – The One, The Subtle Aether, 
  The All-Including
  Symbol
  A single black dot
  Alignment
  True Neutral 
  Portfolio
  Alchemy, Truth, Unity, 
  The Unknown
  Domains
  Community, Knowledge, 
  Protection, Void
  Favored Weapon
  Cestus (gauntlet)
  Worshippers and Clergy. The Church of Monad 
  has an eclectic member base divided into two 
  main branches: hagiocratic (believing Monad is a 
  physical entity) and geniocratic (believing Monad 
  is a physical force). From visionary researchers to 
  the proletariat, followers of Monad come from ev-
  ery walk of life with a common goal of improving 
  self and community. Alchemists, clerics, and wiz-
  ards of Monad have been known to offer secular 
  guidance to communities as magisters of science 
  and diplomacy. Followers with a martial lean of-
  ten serve as magisters of the court but have been 
  found in roles that range from midwife to shep-
  herd. 
   
  Given the simplicity of Monad’s symbol, 
  devotees have many ways of brandishing a holy 
  symbol. Clerics receive The Black Bead, a phil-
  trum piercing with a black stud as a holy sym-
  bol. Aetherist monks often paint or tattoo a large 
  black dot in the center of their forehead. Those not 
  wishing to display The One’s symbol permanent-
  ly wear a ring of Monad in lieu of a traditional 
   
  necklace. Members tithe or barter with their  
   
   
  trade skills to receive the benefits of  
   
   
  the church from housing and healing  
  to accessing the order’s comprehen-
  sive library.
  Temples and Shrines. The Temple of Reason in 
  Sage’s Row is the most famous formal temple of 
  the Church of the Monad, although small shrines 
  (typified by a single black dot or globe) are located 
  throughout the world, most especially in libraries. 
  Holy Texts. Given the heavy academic lean of the 
  church, the title of “holy text” is awarded to re-
  search and textbooks that are deemed worthy but 
  the individual branches do not always recognize 
  one side’s certification of scripture. With new dis-
  coveries a thesis once deemed scripture can lose 
  its status as research refutes its claims. This 
  creates a competitive scholarly field the church 
  deems necessary for steady progression. Titles of 
  current holy texts include Continuity and Union 
  Between The Cosmos and Man, Introduction to 
  Absolute Space, Anamnesis Vitae, and Macrocosm 
  and Microcosm.
  Appearance. As the Monad has no physical de-
  scription, it is pictorially depicted as a single 
  black dot.
  Dogma. Beyond the furthest star, Monad resides. 
  All interposing space, be it the distance between 
  worlds or the soul and the body, is filled with the  
  
  57
  presence of The One Thing. Therefore, any al-
  teration to your physical constitution can lead to 
  an alteration of morals. Purification and corrup-
  tion are equally important to challenge and enact 
  change in institutions of a depraved society. The 
  Subtle Aether is the universal connecting medi-
  um, making all beings your brother and sisters 
  with nature as your common mother. Education is 
  a weapon used to attack the complications of clas-
  sism, which disrupts the harmony of The All-In-
  cluding.
  NOTABLE MEMBERS OF 
  THE CHURCH OF MONAD
  First Scholar Haverine Altaphy is a blind male 
  human of advanced age who feigns senility and 
  being hard of hearing to conceal his influence as a 
  brilliant political operator. 
  Adjucator Ferinda Altaphy is Haverine’s grand-
  daughter, known for her plain looks and under-
  stated style. She is fiercely competent and works 
  as the bagman for her august grandfather—al-
  most all who assume Ferinda gained her position 
  through nepotism are sorely disappointed. 
  Macinfex, God of Butchers
  Macinfex is the (demi-)god patron of butchers. For the world at large he is a minor figure, often considered 
  to be barely a divinity or dismissed as an upjumped saint and honored only occasionally in an odd window 
  of butcher's row. Salt in Wounds is not like the rest of the world however and here he is a if not the primary 
  deity—worshiped by many, respected by all. Only the church of Septum Soletirmus the Coin Everlasting 
  boasts as much influence in the city and its ranks are almost exclusively comprised of the rich. In Salt in 
  Wounds, worship of Macinfex extends to all classes and all peoples.
  Macinfex – Lord of Butchers, Grand Cutter, 
  He Who Feeds 
  Symbol
  A cleaver crossed with a paring knife
  Alignment
  Neutral Good
  Portfolio
  Butchery, Animal Husbandry, 
  Blood Letting
  Domains
  Animal, Blood, Repose, Strength
  Favored Weapon Handaxe (cleaver)
  Worshippers and Clergy. Macinfex's clergy are 
  very much entwined with the economy of Salt in 
  Wounds and carefully monitor the selling of meat. 
  Cleric inspectors survey the merchants, insisting 
  that butchers and sellers throw away (or feed to 
  the ghouls) old, potentially dangerous cuts of Tar-
  rasque, and ensuring that portions and quality 
  are carefully labeled all as part of their religious 
  observances. 
   
  Devout worshipers of Macinfex are known 
  to be obsessed with taking things apart to better 
  understand their workings, extending an interest 
  in the anatomy of all living (and even some non-
  living) things. 
   
  The Tarrasque’s imprisonment is seen by 
  Macinfex’s cleric devotees as the butcher god’s 
  greatest gift to humanity: abundant, eternal food 
  for all. It is no surprise that his worship is most 
  fervent amidst the God-Butchers with devotion 
  bordering on religious fundamentalism a practi-
  cal requirement for aspirants reaching the rank 
  of Master God-Butcher.
  Temples and Shrines. Temples and shrines are 
  found everywhere in Salt in Wounds with some 
  doubling as the more prosperous Process Guild 
  locations. The High Shrine to Macinfex is howev-
  er located within the Fortress Salzinwuun proper 
  and considered the church’s most holy location. 
   
  Of late, thanks to a compromise, numerous 
  ghouls have joined the Church—much to the con-
  sternation of a traditionalist faction who believe 
  undead creatures to be an abomination and dis-
  ruption of the natural order of death their god 
  represents. Rumors swirl about these ghoul con-
  verts (and other heretics) performing blasphe-
  mous rites that extend butchery to sentient crea-
  tures but nothing yet has been proven.
  Holy Texts. To Cut, to Eat, To Live is a thousand 
  page holy text of Macinfex’s church detailing how 
  death—properly prepared—allows for eating 
  and thus life, interspersed with 
  parables and stories about the god 
  alongside specific diagrams for 
  butchering various creatures 
  
  58
  (including the Tarrasque). For most laypeople, a 
  simple print showing the butchery diagram of a 
  single animal rich in esoteric meaning serves as 
  a distillation of the much larger corpus of learn-
  ing. 
  Appearance Macinfex is usually is depicted as a 
  thin, smiling, good-natured bearded human figure 
  wearing a leather apron splattered with blood.
  Dogma Flesh is for the eating, pain is for the less-
  ening, and skill, knowledge, and craft pursued 
  through hard work provide for all. 
  Septum Soletirmus and the Holy Writ of Coin Everlasting
  One of the most popular religions in Salt in Wounds praises Septum Soletirmus, the Favor of Coins, wor-
  shiping wealth in all its forms (but most especially gold as the eternal, everlasting, perfect embodiment of 
  wealth). Richness is next to godliness for the adherents to this sect, and many Binder-Lords and prosperous 
  merchants count themselves as members. All adherents seek to court Gold-God believing that prosperity is 
  a sentient being which flows towards its favored. 
  NOTABLE MEMBERS OF 
  THE CHURCH OF THE GOD-BUTCHER
  High Priestess Sendara Clevandastor is a mid-
  dle-aged halfling that gained her position through 
  unquestioning devotion to her god and consistent 
  demonstrations of his favor.
  Priest Davorine Krandow is a female ghoul who 
  has become the de facto leader of her race with-
  in the church, often clashing with traditionalists 
  (which Sendara seeks to respond to with compro-
  mise).
  Septum Soletirmus – Coin Everlasting, 
  Gold-God, Holy Riches
  Symbol
  A single gold coin with a seven 
  pointed star containing the same 
  imagery. 
  Alignment
  Lawful Neutral
  Portfolio
  Gold, Trade, Transfers of Wealth
  Domain
  Greed, Nobility, Trade
  Favored Weapon Light Crossbow
  Worshippers and Clergy. The church is decen-
  tralized with any who follow its practices being 
  able to call themselves devotees. Many paladins 
  and clerics wander the city and the world, preach-
  ing the gospel of coin and expecting to receive 
  heavy tithes for their blessings. Some scant few 
  clerics and paladins gain power by their devotion 
  of the principles of Septum Soletirmus and typ-
  ically use these blessings to increase their own 
  wealth (divining the mind of money by watching 
  what sorts of activities generate profit). They 
  preach a message of personal responsibility and 
  the need to “turn away from the wickedness of 
  poverty” to the lower classes, as well as lavish-
  ly praise the wealthy aristocrats and merchants 
  which make them quite popular in the city. Most 
  adherents tithe (via civic reinvestment) 15% or  
   
  more to prove—by way of their generosity—
  that they are truly wealthy (and most 
  holy books argue that any money spent  
     this way will be returned ninefold  
    to the faithful though other manuals  
  argue that charity in all its form is a terrible sin 
  and disrupts the true will of the coin.) 
  Temples and Shrines. Worship is conducted infor-
  mally within banks and markets with the richest 
  individual in attendance leading services as they 
  see fit. Most services usually culminate with all 
  in attendance counting the coin on their person or 
  balancing their ledgers. 
  Holy Texts. Several texts are considered holy by 
  Septumists although different adherents favor 
  some books over others (even discounting others 
  as heretical). These vary widely in the types of ac-
  tivities they praise and their proscriptions about 
  how one should properly acquire wealth or attract 
  the favor of coins—some espouse blessings of in-
  herited wealth while others argue that wealth ac-
  quired in one’s own lifetime via entrepreneurial 
  efforts are best. There is one indecent tome, The 
  Walking Coin, that argues for theft, fraud, and 
  even murder to acquire wealth (as gold should  
  
  59
  flow to the strong thus being able to keep it 
  is proof of strength and the favor of coins). 
  While very popular amongst criminals, the 
  book is offcially banned in Salt in Wounds  
  and possession of a copy is a serious offense.
  Appearance. The faithful usually depict Sole-
  tirmus on objects of worship such as a stack 
  of coins, typically with vaguely humanoid fea-
  tures and a smile. 
  Dogma. Wealth is holy, acquiring gold in the 
  right manner increases wealth for all and 
  thus is pleasing to holy coin.
  The Cult of Renesec
  To the world at large Renesec is the obscure, largely unknown God of Change said to have no fixed appear-
  ance, house, or location of worship. The enigmatic deity’s few devotees meditate on their god’s presence in 
  the growth of crops, the aging of a face, the overthrow of a government—Renesec’s most ecstatic worshipers 
  adopt radically different mannerisms, behaviors, and even personalities at an irregular schedule and hence 
  are despised as outcasts, individuals who are not able to function in society. However the Ever-Changing 
  has a thriving cult in Salt in Wounds who seek to understand and grow close to their god, and the Lord 
  of Mutation’s power and majesty can best be experienced in the endlessly varied twisted forms of Tar-
  rasque-fed mutations.
   
  Every curl of flesh beyond its original form is deemed holy by the cult and the church of the Lord of 
  Mutations preaches endlessly as to the need for the city to fully embrace these divine gifts Renesec pours 
  out for the blessed.
   
  While offcially tolerated, the cult is large despised and mocked. Even so the church’s numbers con-
  tinue to swell as more and more individuals feel the “touch of Renesec”, the scorn of the city only serving to 
  deepen their bonds to one another and their faith.
  NOTABLE SEPTUMISTS
  Bardo Givaltathrop is a gnome with crazed eyes usu-
  ally bedecked in enough golden armor to make his 
  movement diffcult. H e’s a p owerful c leric a nd t he  
  unoffcial leader of the Church of Septum Solitermus,  
  deigning to create wealth through ever more elaborate 
  schemes of derivatives and leveraged obligations.
  Nataniel Hythian is often depicted but seldom seen. 
  A cleric of Septum Solitermus, he authored The Walk-
  ing Coin and preaches the glory of wealth obtained 
  through crime. Rumor holds that he uses his magic to 
  readily change appearance and plays dozens of parts 
  in elaborate frauds to enrich himself and those who 
  serve him. 
  Renesec – Lord of Mutation, 
  the Ever-Changing, the Twist of Flesh
  Symbol
  A curving forward arrow or (more 
  commonly in Salt in Wounds) Mutated 
  flesh/a pictograph of a mutated man. 
  Alignment
  Chaotic Neutral
  Portfolio
  Mutation, Change 
  Domains
  Chaos, Healing, Liberation, Madness
  Favored Weapon Sickle
  Worshippers and Clergy. The cult provides food, housing, 
  and even water for any so long as they bare the mark of Re-
  nesec (any manner of mutation) and if they do not, the or-
  ganization’s clerics can induce one upon request. Especially 
  with the uptick in mutation rates, canny political observers 
  believe the cult could become a major political force in years 
  to come even though in modern day it is dismissed as a ref-
  uge for the poor, the desperate, and the mad. Rumors
  hold that the cult has plans to spread the 
  mutation throughout the city via the application 
  of divine magic or specially crafted alchemy, 
  but nothing has ever been proven.
  
  60
   
  Clerics of Renesec have been known to con-
  fer mutations unto any who ask, to utilize magic 
  to alleviate suffering related to a specific muta-
  tion (while not curing it), and other abjuration 
  and or metamagic effects. 
  Temples and Shrines. The Shifting Place is the 
  only true temple in the city—what began as a 
  single apartment in the Tail Stones has accrued 
  bizarre layers by the endless stream of followers 
  adhering odd ornamentations cast from powdered 
  Tarrasque scale gradually increasing the build-
  ing's size.
  Holy Texts. The Neverending Stream of Change is 
  the offcial holy text of Renesec’s church the world  
  over.
  NOTABLE RENESEC CULTISTS
  High Priestess Quinay Mendij is a woman with 
  a beautiful face jutting out of a bloated, massive, 
  horrendously mutated body and she is rumored to 
  be the most mutated creature in the world. Three 
  mouths split open her back, looping spikes sprout 
  seemingly at random and twine together to form 
  intricate loops, and despite having ten arms and 
  legs she must be carried on a litter by the church’s 
  faithful (who see this duty as a great honor). 
  Champion of the Blessed Thracine Orange-Eye 
  is a hulking copper dragonborn with extra eyes 
  and bulging muscles who regularly acts as protec-
  tor of the faithful—or mutated individuals gener-
  ally—managing to intimidate (or worse) any who 
  threaten the church or its devotees while main-
  taining cordial (if tense) relationships with the  
   
   
   
  House Militias. 
  Other Religions
  In addition to the four mentioned 
  above, Salt in Wounds serves as 
  home or place of business for ad-
  herents to dozens (possibly hun-
  dreds) of other religions and faiths 
  from across the world. It is likely 
  that a small congregation wor-
  shiping just about every major 
  (and most minor) divinity can be 
  found within the city. Shrines to 
  dozens of gods and goddesses are 
  found in the Traveler’s Temple 
  within the Throat which—despite 
  its name—serves countless local 
  and native 
  worshipers 
  to other 
  deities.
  
  61
  
  62
  CHAPTER 5: HISTORY
  Binding
  I hear you, talking that release pig filth about how the city is a curse, about how it’d be 
  better if we freed the beast. I spit on your words and if it comes to it I’ll spit in your face, 
  then crack your skull if you don’t care for it. You weren’t there, for the War of Binding. I 
  was. I lost friends, lovers, who are worth a score and more each versus the lot of you. Yes, 
  I know I don’t look my age, it’s the elf blood ya see but I was there all the same. 
   
  Piss on the stories you heard, we got lucky. We bound the beast only by the grace 
  of The Thirteen, by the bravery of those few who kept their wits even as the rest of pissed 
  ourselves and ran—useless.
   
  We had a plan you see, one we’d drilled for. All orderly lines—archers and siege 
  placed just so—all with signals to fall back at their appointed hour even as they support-
  ed their fellows. Till finally we’d led it to this canyon where we’d fall upon it in earnest, 
  slaying it so the thirteen harpoons would hold it fast.
   
  We’d tried to goad it into such a battle half a dozen times. Each time it had turned 
  aside, or we’d arrived too late, or otherwise missed our chance. We all had a good feeling 
  as we’d led it into the mountains, went to be hoping the morrow would bring the proper 
  battle. 
   
  I can still hear the sounds of bedlam as we retreated and died like dogs, crushed 
  like vermin. 
   
  It had outrun our own scouts ya see, caught us before dawn with our pants down 
  and our fruits in our hands. I swear it didn’t make a sound until it was already upon us, 
  and then the cold quiet of predawn amongst the peaks was filled with its roar. And the 
  avalanche—stones and ice the size of houses tumbling down slaying man and beast alike.
   
  Men, hard men, old salt of those that hadn’t been slain by the rockfall…most of 
  them soiled themselves and fled. 
   
  Throughout the camp was madness punctuated by the sounds of men dead and 
  dying as the other troops struggled to get armed and armored. Those who fought naked 
  or near enough—southern barbarians, monks, some sorcerers and other wielders of mag-
  ic—engaged and bought us scant minutes and The Thirteen managed to get the rest of us 
  moving, fighting in retreat.
   
  We near routed, but did so at a pace and shaped in a direction that put the beast in 
  the crosshairs.
   
  It was because our captains’ whipped and guided us to where we’d placed the bal-
  listas, solid and secured, and we couldn’t pin the beast down unless we were sure. So 
  rather than fall back orderly in lines blunting its forward momentum, instead of fighting 
   
  the battle we’d trained and scemed for, we died in our hundreds, our thousands,  
   
   
  trampled underfoot and gored and bit, but we died in the right direction at  
   
   
     least, leading the monster to the spot where we’ve held it fast these last  
   
   
      centuries—Thirteen be praised.
  
  63
  Prehistory–50,000 BB 
  (Before Binding)
  The rough area which would become the Ronine 
  Valley is home to numerous strata littered from 
  the various conflicts and expansionist eras that 
  left buildings, ruins, and more in their wake. 
  These events include the Elder Elemental’s 
  war-mate, the slave gods’ revolt against the 
  Primordials, the extraplanar invasion, the de-
  thronement of the gods, and finally the elf-dw-
  ergo war (and notably the valley has access to 
  numerous dwergo ruins as it is formed over 
  their city of Cardouf by geo-scale war druid 
  magic). 
  50,000–100 BB: History of 
  the Ronine Valley
  For thousands of years tribes of stone giants 
  and orcs make their homes (at least seasonally) 
  in the high mountain Ronine Valley that would 
  one day be the Tarrasque’s territory, finding it 
  excellent forage for their herds. This valley ex-
  ists on the borders of several major kingdoms 
  (of changing names and territories) but due 
  to its relative geographical isolation it is un-
  claimed by any power.
  77 BB: Tarrasque Reemerges
  After several centuries of seeming hibernation 
  the Tarrasque reemerges on the world stage. 
  For one hundred years various schemes to slay 
  the beast are attempted (all of which fail) and 
  the nations of men and demihumans alike re-
  sort to a strategy of attempting to guide the 
  creature away from what they hold dear. It is 
  during this period where a large number of 
  magic items and weapons are embedded in the 
  creature as various states and adventurers’ 
  plots fail to stop the beast.
  8 BB: The Thirteen Gather
  Thirteen exceptional individuals—driven by 
  impulses ranging from prophecy to greed, the 
  quest for glory, legitimate selflessness—come 
  together with a plan to bind the Tarrasque in 
  place in order to determine the best way to slay 
  it. For the next several years they travel exten-
  sively to determine the best location, develop  
  and acquire the supplies required (including 
  enchanting thirteen magical harpoons), and 
  convince the various kingdoms to lend material 
  support for their mission.
  0 AB (After Binding): 
  Tarrasque Bound & 
  Construction of 
  Fortress Salzinwuun 
  Begins
  After a tremendous battle (and enormous loss 
  of life) the Tarrasque is successfully bound. The 
  surviving heroes cheer, bury their dead, and 
  begin devising the most effcient ways to slay  
  the beast as various scholars can closely study 
  the creature in hopes of finding a permanent 
  solution. The binding army settles into a pat-
  tern of killing the creature twice a day which is 
  diffcult—even when it is bound.
   
  Soon after the Tarrasque is restrained 
  the binding forces begin construction of the for-
  tress Salzinwuun to provide more permanent 
  shelter than tents and a better way to defend 
  themselves against raids by the Ten Talon orc 
  tribe.
  1 AB: Loss of the Armies
  With no end in sight for the slaying of the Tar-
  rasque, in order to deal with domestic matters 
  most nations recall forces dispatched as part of 
  the binding of the Army of the Thirteen. The 
  Salzinwuun forces left are only a fraction of the 
  most dedicated (and individually powerful) in-
  dividuals.
  
  64
  11 AB–26 AB: Granite Shard 
  War & The Harvest Begins
  Around 11 AB the binders of Salzinwuun come 
  into conflict with the Mammoth Wardens tribe 
  of indigenous stone giants native to the area in 
  and around Salt in Wounds. The Granite Shard 
  War is what most refer to when speaking of the 
  battles between the stone giant natives and the 
  defenders of Fortress Salzinwuun.
   
  Since the binding of the Tarrasque and a 
  decade prior to the onset of hostilities, tensions 
  rose between the stone giants and the polyglot of 
  adventurers, military forces, and merchants en-
  camped around the beast. The continuing pres-
  ence of the enormous monstrosity scare away 
  most big game including the titular mammoths 
  on which the giants are especially dependent 
  and there are several incidents of jumpy hu-
  mans who attack giants on sight without prov-
  ocation yet miraculously no one on either side 
  is killed. Salzinwuun residents do not take part 
  but a merchant slave caravan attempts to ab-
  duct several juvenile stone giants before being 
  slaughtered by the Mammoth Warden tribe. In 
  the rising tensions of the aftermath both Salz-
  inwuun’s defenders and the stone giants send 
  diplomatic envoys; none meet with success. 
   
  Meanwhile a well respected bardic stone 
  giant has a vision of the valley soaked in blood 
  and filled with mutated creatures while hu-
  mans carry each of granite kin to toss into 
  the maw of the Tarrasque. After discussing it 
  for a month the elders decide that they have 
  no choice but to drive off the “little ones” who 
  have invaded the area—knowing full well that 
  this means loosing the Tarrasque back on the 
  world (and that they will finally be free of it). 
   
  The Granite Shard War opens with a 
  siege-like bombardment of Salzinwuun, its 
  walls barraged by huge hurled stones that 
  catch the fortress wholly off guard. After much 
  of the wooden fortifications are destroyed the 
  Mammoth Warden warriors charge in to slay 
  and drive off the defenders. This first battle 
  is especially bloody with tremendous acts of  
   
        heroism, brutality, and loss on both  
   
       sides. Still it had been exceptional  
   
   
  individuals who had originally  
   
   
    bound the Tarrasque and while  
  some of these heroes had wandered off in the 
  long, frustrating years following the impris-
  onment of the monster, the stone giants of the 
  Mammoth Wardens tribe discovered a garrison 
  of martially and magically skilled defenders 
  proved too much for them.
   
  It was around this time that the Ten Tal-
  on tribe of orcs, sensing weakness, step up their 
  intermittent raids. Their eventual extermina-
  tion is usually lumped into the campaign of the 
  Granite Shard War despite any evidence that 
  the two groups coordinated. However as for the 
  Mammoth Wardens, after their first, best push 
  is repulsed and most of their warriors slain, the 
  stone giants know they have lost the war even 
  if it takes much time for defeat to finally, fully 
  claim them.
   
  No longer with the force necessary to 
  attempt another direct assault the Mammoth 
  Wardens alter their tactics to asymmetric war-
  fare—they abandon their traditional encamp-
  ments in the valley lowlands and drift up the 
  mountainsides where the “little people” have 
  problems reaching them. The tribal war coun-
  cil also shifts to targeting vulnerable caravans 
  coming into and out of Salzinwuun, hoping that 
  through prolonged isolation they might sap the 
  fortress of its morale and fighting strength. 
  While Tarrasque flesh had previously been eat-
  en by a good portion of the fort's occupants, the 
  effectiveness of the stone giant caravan raids 
  ensure that meat butchered from the beast be-
  comes the mainstay of every being garrisoned 
  there (in addition to bone and horn becoming 
  the preferred material for the crafting of tools 
  and weapons). For their part the “little people” 
  send countless missions to root out and kill or 
  capture the remaining Mammoth Wardens, 
  taking hostages to cow the rest of the tribe into 
  peace. Utilizing their captives to begin rebuild-
  ing the fortress Salzinwuun creates the demand 
  and legal framework for the mass enslavement 
  which persists in the present day.
   
  The hostilities of the Granite Shard War 
  continue for years as the more militant giants 
  are slain while those without the will or capac-
  ity to fight are captured and enslaved. When 
  Salzinwuun rangers estimate that there are 
  less than 10 free giants remaining in the near-
  by mountains, they claim victory and move on.
  
  65
  27–49 AB: Trade & 
  Population Boom
  Now harvesting the Tarrasque for food and lat-
  er raw materials, the period directly after the 
  Granite Shard War is marked by a massive in-
  crease in commerce as various merchants es-
  tablish and master trade routes. Also at this 
  time, the population of Salzinwuun massively 
  increases as various craft people and refugees 
  immigrate to the location for promises of ready 
  work and a limitless food supply. Many scholars 
  who had persisted to find a permanent death for 
  the Tarrasque despair and leave (or merely die 
  of old age or other misadventure), or else turn 
  their attention to making use of the beast as an 
  exciting field for new focuses of study. Canny 
  observers notice at this point that the weather 
  and biome of the valley begins to change and 
  shift towards tropical humidity.
   
  It is also during this period that the first 
  Tarrasque-Fed mutation is catalogued.
  48 AB: Enders Founded
  The Enders are created by several scholars who 
  believe that the binders at large have forgot-
  ten their original mission—and that the only 
  way forward is to further research a permanent 
  solution to kill the Tarrasque, in opposition to 
  the swelling population that have embraced the 
  blessings it brings. Persecution and changes in 
  the law drive the organization underground or 
  force it into extinction, depending on whom one 
  asks. 
  50 AB: Sovereign 
  City Charter
  Though it had effectively been functioning as 
  one for quite some time, to commemorate half a 
  century of binding the fortress Salzinwuun re-
  dedicates itself as a city. A central charter lays 
  out the basic political structure with authori-
  ty residing in the “Binder-Lords and Ladies”: 
  all the original Thirteen, their descendants, or 
  their inheritors.
  59 AB: Creation of the 
  Clear Water Accords
  With groundwater increasingly poisoned the 
  city 
  creates 
  the 
  Clear 
  Wat
  cially forms the Water Haulers Guild. In the 
  years to come this sets precedent for establish-
  ing the other professional associations that 
  grow in power—the God-Butchers (which is the 
  formalization of an existing order who had al-
  ready begun to establish their own traditions 
  and history), Blood Merchants, Process Guild, 
  Sage’s Council, and finally Marrow Miners.
  67 AB: Defeat of the 
  Wyvern Siege & All 
  Consumption Established
  Mercenary warlord Segund the Wyvern King (a 
  human so called for his command of two doz-
  en of the creatures) set his eyes to conquer the 
  then booming town of Salt in Wounds. Leading 
  an army of 10,000 bolstered by the aforemen-
  tioned monsters and other magical support, the 
  brilliant logician manages to scale the steep 
  track to Salt in Wounds with only a minimal 
  loss of life. He faces hastily conscripted forces of 
  around 2,000 militia, mercenaries, and irregu-
  lars and so—confident of an easy victory—the 
  general plots how to best leverage this conquest 
  for further gains and is ultimately lax in the 
  assault.
  The Wyvern King is turned back by Beutex 
  the 9th House Binder-Lady, who threatens to 
  release the Tarrasque. When Segund fails to 
  heed her warning he is slain by his own men 
  who don’t wish to risk the unstoppable beast 
  being freed again to wreak havoc.
   
  With the Wyvern Siege lifted before it 
  even begins, what becomes the All Consump-
  tion is established where any military threat 
  to sovereignty of the Binder-Lords is met by an 
  unbinding of the Tarrasque. Scholars also ar-
  gue that this encounter is the earliest conflict 
  of the ongoing series of skirmishes which are 
  known as the Synoma’s Artifact Wars wherein 
  conventional military forces are 
  blunted or made irrelevant by the 
  deployment of epic magic, dangerous 
  creatures, artifacts, and 
  (ultimately) adventurers.
  
  66
  71 AB: Heartsblood 
  Marsh Identified
  Explorers first noted the beginning of the 
  Heartsblood Marsh as a distinct (and hazard-
  ous) biome. 
  77 AB–246 AB: 
  Artifact Wars Rage
  Much of the world is engulfed in a series of con-
  flicts that see empires topple or bloom and ulti-
  mately culminate in the present day balance of 
  power. Salt in Wounds—geographically isolated 
  and able to maintain its independence—grows 
  massively in power and wealth (by dealing as a 
  broker, banker, and neutral power for warring 
  states) and population (absorbing several refu-
  gee waves). 
  223 AB: Circle of 
  Release Founded
  The Circle of Release is founded by Errya, a 
  druid deeply concerned that the imprisonment 
  of the Tarrasque is fouling the ecology not only 
  of the local environment but also that of the 
  entire planet. As evidence he points to the ex-
  plosion in the population of magical megafauna 
  (with the resultant death and food web disrup-
  tion) in addition to the increase and severity of 
  the so-called Savagekind Wars (the interrelat-
  ed incursions, skirmishes, and wars waged by 
  the often technologically or magically inferior 
  but quick-breeding goblinoid and orcine races). 
  Finally Errya notes the prevalence of disease, 
  mutation, and violent crime within the city as 
  proof that—destructive though it may be—al-
  lowing the Tarrasque to range and roam where 
  it will is the preferred option for all.
   
  Errya is largely dismissed as a kook, 
  no more than a diversion for the poor and des-
  perate with no chance of effecting large scale 
  change. However as his number of converts 
  swells rumors circulate that he's managed to 
  bring several influential merchants and even 
  a Binder-Lord around to his way of thinking.  
   
  Finally the God-Butchers—who believe  
   
   
  it is their holy duty to continually 
   
   
  slaughter the Tarrasque until the  
   
   
  end of time—deem it is time to act. 
  238 AB: Night of Cleavers
  On the Night of Cleavers the God-Butchers 
  (acting unilaterally) slay Errya, the dozens of 
  rangers and druids that live with him in the 
  circle's commune, and hundreds of men, wom-
  en, and children with acknowledged or suspect-
  ed ties to the Circle of Release. Those killed in 
  the purge include some well connected cousins 
  of the aristocratic Meridian Houses, suggesting 
  to canny observers that the God-Butchers are 
  not controlled by the Binder-Lords to the de-
  gree that is commonly assumed.
  256 AB: 12th 
  Meridian Crisis
  The 12th Meridian Crisis—
  the largest scale disaster to 
  befall Salt in Wounds in its 
  history—rocks the city. For 
  reasons that are still un-
  clear the Tarrasque is able 
  to free its tail and it takes 
  several chaotic hours for 
  the God-Butchers to regain 
  control and containment of 
  the creature. In its thrash-
  ing and flailing approximately 2,500 people 
  lose their lives from debris or the monster’s 
  thrashing. Numerous pieces of God-Butcher 
  equipment are destroyed and house-sized boul-
  ders are flung into the Hind Quarter smashing 
  homes and businesses. While this is happening 
  panic grips the city and—fearing that the end 
  has finally come—swarms of people try to flee. 
  In addition to the thousands or so who die in 
  the wake of the Tarrasque’s direct actions, an 
  additional 4,000 or so are trampled and killed 
  in the madcap attempts to evacuate Salt in 
  Wounds. 
   
  Master God-Butcher Helenie illegally 
  uses her knowledge of the 12th Meridian Har-
  poon command word—very likely the most in-
  fluential act in saving the city and keeping the 
  Tarrasque in captivity.
   
  Eventually the Tarrasque is brought 
  back under control but with numerous lasting 
  consequences.
   
  The God-Butchers suffer a massive set-
  back in public perception and internal shock  
  
  67
  with as many as one in five of its ranks leav-
  ing the organization (although much of this is 
  influenced by the post-crisis treatment of Hele-
  nie). The Hind Quarter is transformed into 
  what is now commonly referred to as the Tail 
  Stones, an area of the city yet to be fully rebuilt 
  and practically given over to lawlessness and 
  grinding poverty.
  257 AB: 12th House Coup 
  & Creation of the 
  Marrow Miners
  Following the 12th Meridian Crisis, Autoxia 
  Marcellun (then Binder-Lord of 12th House) 
  is usurped by Tolviko Marcellun (then a less-
  er cousin of his). Moreover the newly con-
  firmed Binder-Lord of 12th House shocks the 
  city several months after the crisis by grant-
  ing the extraction contract for the 12th Merid-
  ian to the newly created Marrow Miners, an 
  organization led by former God-Butchers and 
  staffed mostly by the so-called monstrous races. 
   
  As no offcial answer is ever been offered  
  as to how the Tarrasque was able to free itself, 
     numerous theories abound (see Circle of  
   
  Release on page 53). The most widely  
   
   
  accepted theory is that Autoxia 
   
   
     has lost his divine mandate and  
   
   
         so his charge was  “unloosed”.
  277 AB: 
  Present Day
  The Tail Stones will never 
  forget it but the high drama 
  of the 12th Meridian Crisis 
  has dulled in the minds of 
  most salted citizens, refer-
  enced only in legal disputes 
  or when one house wishes 
  to goad another in the social 
  arena. For most who come to 
  Salt in Wounds the tarrasque 
  is as it has been for centu-
  ries and will be for centuries 
  more—bound to the settle-
  ment and unable to escape, 
  not unlike the many who 
  come to the city in search of 
  fortune or glory.
  
  68
  CHAPTER 6: SECRETS & INTRIGUE
  Drums
  Dinnai Eckert glared into the black of the tunnel beyond and 
  saw nothing more than rocks. He licks his lips and crawls 
  further, hoping that the guide’srumor monger’s information 
  is good, that he had been sold a true map and—even had 
  the dealer been honest—that the quakes haven’t shifted the 
  passageway enough to twist the instructions into falsehoods.
   
  Up ahead he hears drums. That’s promising.
   
  Slowly his eyes shift from shades of contrasting 
  grays to hues of color as torchlight dances at the end of 
  the tunnel. Going carefully slow now he crawls until 
  he can see out across the edge.
   
  Harpies, three of them and perhaps two dozen 
  zombies ringed around them. The undead bang at drums 
  while the feathered witches work on a corpse on an altar—
  its middle open and various organs splayed across the table. 
  Without thinking about it Dinnai starts playing with a 
  spot of lyric about, “oh the silly birds, fly below the stones, 
  pecking out the hearts, of good men.” He peers at the 
  dead man on the altar, not wanting to disrupt any 
  old ritual unless this was the right one. Green eyes, 
  thatch-colored hair, and a tattoo of an ankheg 
  on his arm—yup, this was the merchant’s son, 
  and yes he was quite dead. 
   
  Time to collect his ransom. After he’d 
  work to discover if these creatures worked for 
  the unknown entity whose handiwork Dinnai 
  had been tracking for some time, hoping to 
  learn another secret he might be able to sell.
   
  With a slight whoosh of air Dinnai flips 
  from the tunnel overlooking the scene, landing 
  easy and strumming his lute. The harpies turn, 
  cocking their heads like quizzical chickens. 
  Dinnai often found that starting with a song bought 
  him more time than opening with an arrow or spell. 
  He began to sing.
   
  The witches gesture and the zombies drop 
  their drums, turning to lurch at Dinnai—too late. 
  When Dinnai strikes the last chord—just so—they stop 
  in their tracks, and now it is Dinnai’s turn to gesture towards the harpies. The undead stumble that 
  way, intent on bashing the bird fiends to death.
   
  Necromancers always get so mad when you take away their toys; it really is quite funny.  
   
   
  Dinnai added a bit to his song about it, dodging out of thrown dagger’s way. 
  
  69
  Note: The following information is generally 
  unknown to Player Characters and the 
  population of Salt in Wounds at large.
  Mammoth Wardens 
  (Secret Faction)
  The stone giants of Salt in Wounds seldom 
  speak and seem extremely obedient leading 
  many citizens to conclude that they are simple 
  creatures and natural born slaves. What limit-
  ed numbers escape to join their freeborn tribes-
  men outside the city walls are considered ab-
  errations and indeed, a minority of their kind 
  gave up long ago on any dreams of an end to 
  their kindred’s enslavement—instead they la-
  bor to improve their lot in servitude or more 
  rarely win their freedom and make their own 
  place in the economy.
   
  Whatever their status the vast majority 
  of stone giants consider themselves full mem-
  bers of the Mammoth Warden clan, loyal to 
  hidden elders that those born in captivity have 
  never met—what they know is from covert com-
  munication between giants within and without 
  the city. Leaders on both sides of the wall nev-
  er accepted an end to the Granite Shard War, 
  deciding instead to unleash their most terrible 
  weapon to finally win the conflict: patience. 
  They wait for their opportunity to win freedom 
  for all (including the Tarrasque) and destroy 
  Salt in Wounds so they can finally reclaim the 
  valley that is theirs by birthright, a goal they 
  move ever closer to realizing as they seeming-
  ly fade into the background while grasping at 
  greater power and access coupled with ever di-
  minishing supervision.
   
  The Circle of Release has made contact 
  with the hidden, moving village of free Mam-
  moth Wardens and is currently negotiating an 
  alliance as the aims of the groups seem to dove-
  tail nicely. 
  Secrets of the Tarrasque
  Since its imprisonment the Tarrasque has been 
  growing larger and stronger, something known 
  to a small number of highly placed individu-
  als. Knowledgeable Binder-Lords and Blood  
  Merchants see this as a positive development 
  allowing them to increase their harvest but 
  keep word of the anomalous development sup-
  pressed lest it panic the populace. 
   
  Eating a diet too high in Tarrasque 
  meat, drinking red water tainted by the crea-
  ture’s viscera, and other utilizations of har-
  vesting the monster lead to side effects: some 
  slow, some fast, some beneficial, and some not. 
  This is general knowledge though not common-
  ly discussed. Many seek to control these muta-
  tions with the Cult of Renesec and the ancient 
  alchemist Zandon Ras making the most prog-
  ress—Ras is funded and secretly supported by 
  Dakragg Kelline (12th House Guard Captain) 
  who hopes to raise an army of mutants to seize 
  control of 12th House and possibly carve an 
  empire for herself. 
   
  What is unknown at the current time to 
  all is that the Tarrasque is pregnant, its unlaid 
  eggs ready to hatch and burst out of the deep 
  part of its belly within two years. 
  Secrets of the 
  Heartsblood Marsh
  Most don’t wonder about the origins of the 
  Heartsblood Marsh and assume that like mu-
  tations it is an emergent property of harvesting 
  the Tarrasque. Few know that it is the artificial 
  creation of Afrindi Gunterhix, a mad gnome 
  druid that crafted the artificial ecosystem and 
  still guides its development after his “death” 
  forty years ago (merging with the fungal sieve 
  where he spun his body into endless knots of 
  fungus).
   
  What remains of his druidic impulse to 
  stop the Tarrasque’s corruption wars with his 
  baser fungal nature—suppressing the urge to 
  spore and spread and claim ever more to sate 
  his insatiable need to grow. Most grippli
  of Heartsblood Marsh worship 
  Afrindi while their high priests 
  (in addition to half a dozen 
  adventurers and investigators) 
  
  70
  are infested with his spores, transformed into 
  servitors through which he can more directly 
  pursue his goals.
   
  The Fungal Sieve is now a castle-sized 
  knot of fungus, greedily sucking in the out-
  flowing red river to grow ever larger. The sieve 
  is riddled with tubules large enough for a hu-
  man-sized creature to crawl or a child to walk 
  through. It is also full of room size bladders 
  and empty organs in which a variety of strange 
  creatures seek shelter (including spore infect-
  ees). These are used by the sieve to force air, 
  water, and other important matter throughout 
  its body. 
   
  Near its core are its filter-grinders—
  thick, web-like strands of fungus coated with 
  alternating rows of bony growths. Bloody water 
  and food is shot through this area and matter 
  is digested or sorted and squeezed out to the 
  rest of the sieve’s body. These filter-grinders 
  can also be reached more easily by following 
  the stream’s path directly into the core of the 
  sieve; but the fast rushing flow of water over 
  innumerable rapids make such entry perilous.
   
  Above the filter-grinders looms the face 
  of Afrindi, thick strands of fungus rooted into 
  his eyes and translating the olfactory senses of 
  the sieve into something approaching vision.
   
  The sieve is slowly crawling upstream 
  towards Salt in Wounds at the rate of about a 
  tenth of a mile each day.
  3rd House Secrets
  As part of their cornering of the spice and vari-
  ous food markets, 3rd House (known to eschew 
  magic) maintains vast extra-dimensional spac-
  es full of water and food stores large enough 
  to sustain their members and those who serve 
  “vital relationships” for several years. Howev-
  er none but Binder-Lord Gerard, Sergeant-at-
  Arms Drummond, and foreign wizards paid for 
  the construction know of their existence.
  5th House Secrets
  Binder-Lady Kuolemita and her consort  
   
  Merrin of 5th House are both  
         deeply in love, completely loyal  
   
    and honest with one another (if  
           no one else), and non-monogamous 
   by prior agreement. Merrin has assumed the 
  role of drunken fool and Kuolemita that of the 
  long-suffering wife in order to play both sides, 
  implying a division and weakness where none 
  exists, and otherwise create maneuverability 
  to advance their political aims. They both of-
  ten weave elaborate (and utterly false) tales 
  about their own mistreatment by their spouse, 
  sometimes hinting that they intend to leave the 
  marriage. This is usually done with the intent 
  to entrap the unwary, greedy, and romantic in 
  their schemes.
   
  Besides continuing to grow the influence 
  and wealth of 5th House, Kuolemita and Mer-
  rin are most interested in securing their own 
  power beyond any contest. Hence one of their 
  primary goals is to eliminate Dofen: former 5th 
  House Binder-Lord, Kuolemita's grandfather, 
  and powerful wizard currently in hibernation 
  as he transforms himself into a lich. Their cur-
  rent plan is to enlist a group of adventurers to 
  destroy Dofen’s body and phylactery—once that 
  has been accomplished they’ll condemn these 
  actions and slay the ignorant heroes to paci-
  fy the Dofen loyalist faction within their own 
  household. 
  6th House Secrets
  6th House Founder Dradeth Bolgath is still 
  existing as a ghoul (a situation brought about 
  thanks to the manipulations of 5th House 
  Binder-Lord founder Dofen) and runs the 
  house through his son Duradin Bolgath. On his 
  orders craftspeople and smiths have been ab-
  ducted to help create engines of war, arms, and 
  armor in the thousands. Numerous secret pas-
  sages connect the various rooms of 6th House 
  Manor-Tower, including the hidden 
  sub-basement where the insane 
  Dradeth Bolgath lords over and 
  oversees workers driven to labor 
  to death. Duradin is loyal to his 
  father while his son Thuramin 
  seeks to take over and fix the 
  problems of the house (although 
  the younger Bolgath is largely 
  distracted from this goal due to 
  innumerable debts racked up 
  from personal vices.) 
  
  71
  10th House Secrets
  Even more secret than the narcotics production 
  is House Impertabo's prized creation: a drug 
  called veri. Distilled from a mixture of yet un-
  identified fluids extracted from deep within the 
  Tarrasque hindquarters, the narcotic is the re-
  source upon which the entire House is built—
  in its purest form it is a viscous blood red wine 
  consumed via injection to the throat. A veri user 
  is gifted with a supernatural ability to deter-
  mine the truth of a statement. It allows a pre-
  cisi to cut through layers of context, self-denial, 
  and outright deception to firmly grasp what is 
  true. This drug is why the House is so valued 
  as advisors and consultants. While on veri the 
  user cannot speak untruth themselves without 
  suffering intense pain and even bodily damage. 
  This side effect explains the necessity of having 
  both the fuori and the precisi. 
   
  After a violent intra-house battle of suc-
  cession house elders made it a requirement 
  that all members of standing be dosed with 
  veri at all times. The inability to speak un-
  truths to each other has solidified the unity of 
  10th House—it is quite diffcult to betray one’s  
  mother and steal her position when completely 
  incapable of lying to her (although this makes 
  internal intrigues all the more complex and 
  creative). Through generations of this tradition 
  the governance of its members is incredibly loy-
  al and unified, almost to the point of cult-like 
  devotion.
   
  To minimize pain from speaking un-
  truth the precisi whisper their words to their 
  retinue who then transmit them to clients. The 
  lesser, younger members of House Impertabo, 
  the fuori, exist to interact with the public at 
  large; to be the liars, the faces, and the voice 
  of their precisi masters. All fuori aspire to join 
  the ranks of the precisi in time which is why 
  most of the fuori are loud and boisterous bon 
  vivants. These assistants know that their des-
  tiny is to eventually travel into a life of opulent 
  silence so they seek to make as much noise as 
  possible until that glorious reward is bestowed. 
  The exorbitant parties House Impertabo often 
  throws are as much nostalgia on louder times 
  for the precisi as well as an outlet for the fuori. 
   
  There is another, darker, side effect of 
  veri usage. After mere weeks of consistently 
   consuming the wine, physical deformity starts 
  to manifest from the injection point at the 
  throat and spreads outwards to the face and 
  chest. The disfiguring caused by this long-
  term use is why the precisi wear masks—10th 
  House’s vain and arrogant top clientele would 
  most likely recoil at the true visage of a precisi 
  elder. As per tradition the more beautiful and 
  intricate the mask, the more horrid and vile 
  the disfigurement hidden beneath. 
   
  With veri as their tool the Impertabo 
  earn additional revenue through blackmail and 
  interrogation. Analyzing the small talk of aris-
  tocrats for truth at one of their many banquets 
  and balls is profitable on its own without forc-
  ing secrets out of any guest, but uncovering in-
  formation and prying thoughts out of prisoners 
  is quite easy when dosed with a small amount 
  of veri. There is no need for red hot pokers or 
  rusty pliers when a person’s body tears itself 
  apart from uttering dishonesty. 
  12th House Secrets
  Founder Binder-Lord Spenser had early ties to 
  organized crime with his cohorts creating the 
  arrangement of the criminal underworld as 
  they saw fit—pacts and guilds, favors earned 
  and owed.
   
  Two Marcellun families have coexist-
  ed ever since with one becoming the elder line 
  and heading the family militia, managing the 
  public affairs of 12th House, and protecting the 
  word. The other are the branch line responsi-
  ble for underworld affairs and ensuring that 
  no other house is able to gain enough power to 
  overthrow the Marcellun family. The coup of 
  Tolviko blurred these divisions between public 
  and underworld ventures.
   
  Unbeknownst to Tolviko, Autoxia's al-
  chemists were also working on a viable Tar-
  rasque-mutation alternative with the end goal 
  being to free 12th House from the necessity of 
  the God-Butchers, the other houses, and even 
  the Tarrasque itself. With the mutations con-
  trollable, the 12th House under Autoxia would 
  have unsurpassed influence in and over
  the city—when Tolviko killed him, 
  Dakragg Kelline (one of his bastard 
  children) took over the program 
  where she continues to run it in secret.
  
  72
  13th House Secrets
  Binder-Lord Voth Ikarian claims to be a Salt in 
  Wounds outsider but when pressed, he brush-
  es off questions of his biological lineage and 
  states that he had parents like anyone else who 
  struggled to make ends meet, drawn by tales of 
  the great city of Salt in Wounds where anyone 
  could make their fortune. In truth he was born 
  a slave of the House of the 1st Meridian. As a 
  child growing up he was slow to learn his place 
  in the social hierarchy, constantly challenging 
  his betters and questioning the status quo. His 
  altruism was ridiculed and beaten out of him 
  though in fact this only tempered the steel of his 
  desire. While barely an adolescent, Voth snuck 
  out of Salt in Wounds in the back of a merchant 
  caravan determined to find somewhere to do 
  good in the world. He rambled from city to city, 
  staying long enough to become more disillu-
  sioned with his fruitless efforts until adopting 
  a different approach, cutting down those who 
  were high instead of lifting those who were low. 
  Voth began to see results—he didn't mind that 
  his hands were bloody so long as someone else 
  could smile. His own status increased as well 
  as he realized he could be a champion of the 
  common man while pocketing a fair bit along 
  the way.
   
  Returning to Salt in Wounds he set about 
  killing any who might know his identity (save 
  for his parents, who now live a comfortable life 
  in the Throat). Afterward he ingratiated him-
  self with the aging Binder-Lady of 13th House, 
  using a combination of charm, enchantment, 
  and politicking to succeed her. Once he is able, 
  Voth plans on using his new power to bring to-
  tal ruination to the aristocracy.
  Secrets of Myrida, 
  the Enders, and 
  the Marrow Miners
  In order to understand the Marrow Miners 
  and the modern Enders, it is important to first 
  understand the character and motivations of  
   
    Mirayda of the Five Cask Clan—her  
  philosophy and goals shape every-
  thing about the organizations that  
        she founded and now runs.
   
  The Marrow Miners were created two 
  decades ago after the former journeywoman 
  God-Butcher failed (spectacularly) during the 
  Rite of Mutual Recognition. When she faced 
  off against the Tarrasque and saw the spark of 
  destruction there, Mirayda flew into a berserk 
  rage, stabbing at its eye over and over again 
  trying to end its life in contradiction of all sense 
  and all her training as a God-Butcher. She had 
  to be restrained by half a dozen others. Before 
  any could debrief her she launched into a tirade 
  about how the beast must be permanently slain 
  and that all of the God-Butchers’ considerable 
  resources should be reassigned to discovering, 
  inventing, or otherwise implementing a plan to 
  end the threat once and for all.
   
  None of the Masters would listen to her 
  plea, each attempting (with increasing stern-
  ness) to remind her of the importance of the 
  Tarrasque to the city, assuring her that they 
  had matters well in hand and commenting that 
  the original founders (in addition to two cen-
  turies of harvest) had already proven that it 
  would be impossible to kill the monster. Facing 
  this response, Mirayda resigned from her posi-
  tion as journeywoman God-Butcher and began 
  a quest to discover some manner to finally end 
  the threat of the Tarrasque once and for all. 
   
  She spent decades traveling to libraries 
  all around the world visiting any civilization 
  that had come into contact with the Tarrasque, 
  searching for some clue as to how it might ulti-
  mately be slain. Unfortunately she found only 
  confusion and frustration for years as nearly 
  every account of the creature was at best wildly 
  speculative or at worst a virtual font of misin-
  formation. Mirayda despaired when she real-
  ized that the best information about the beast 
  was available in the God-Butcher archives—to 
  which she no longer had access. 
   
  Still she managed to discover some ear-
  ly correspondence from the first generation of 
  God-Butchers complete with what appeared to 
  be detailed anatomical records. With a flash 
  of inspiration Mirayda comprehended that the 
  Tarrasque has changed massively since its im-
  prisonment began. At this point she knew her 
  answers couldn’t be found in the past but that 
  they would need to be invented through direct-
  ly working on the monstrosity as it exists today.  
  
  73
   
  During the long journey back to Salt 
  in Wounds she agonized over how she’d once 
  again rejoin the God-Butchers after her dis-
  grace, all while attempting to keep her aims 
  and motivations secret—but she arrived home 
  during the 12th Meridian Crisis and was provid-
  ed a different path. Mirayda threw herself into 
  Tail Stones relief efforts, reintroducing herself 
  to much of the city (most especially its poor). 
  When Tolviko Marcellun staged his coup and 
  seized control of 12th House she approached 
  the young Binder-Lord with an offer worthy of 
  his brashness: she would found a new organi-
  zation that would take over the 12th Meridian 
  extraction contract from the God-Butchers who 
  had were re-contracted every year as a matter of 
  course, an outcome so expected that many had 
  forgotten that this was a privilege that could 
  be changed. In exchange for this unprecedented 
  move the ‘Marrow Miners’ would pay fees far in 
  excess of any usually paid by the God-Butch-
  ers in addition to providing smuggled reagents 
  which had previously been unavailable to 12th 
  House.
   
  Tolviko took the deal, and Mirayda of the 
  Five Cask Clan founded the Marrow Miners.
   
  Unbeknownst to most the Marrow Min-
  ers possess advanced techniques to temporar-
  ily overwhelm the Tarrasque’s regenerative 
  abilities and are able to quickly cut deep tun-
  nels into the beast. With these secret (and ex-
  tremely temporary) channels (usually dug at 
  night when God-Butcher activity is lessened) 
  the Marrow Miners both gain access to rare 
  glandular and organ cuts, and they produce 
  more accurate information regarding the Tar-
  rasque’s shifting physiology. It is this vital re-
  search that Mirayda believes will one day allow 
  her to finally slay the beast.
   
  Mirayda is one of five individuals who 
  suspect that the Tarrasque is pregnant and 
  will give live birth soon, an event she is actively 
  anticipating as she hopes to capture a young 
  Tarrasquelet and experiment on it to gain a 
  better understanding of its progenitor.
   
  The Marrow Miners (and their 12th 
  House sponsors) regularly deal with the vari-
  ous gangs, criminal organizations, and corrupt 
  Blood-Merchants when selling off their illegally 
  harvested Tarrasque viscera. Mirayda and her  
  trusted lieutenants are also huge importers 
  of rare and custom poisons which they test in 
  bulk against the Tarrasque, always searching 
  for any substance that will improve their efforts 
  at ever greater extraction or show potential for 
  taking the Tarrasque’s life (although if Tolviko 
  Marcellum or most of the organization knew 
  that was Mirayda’s ultimate goal they would 
  expose her, see her tried by the stage-courts, 
  and reorganize the leadership of the Marrow 
  Miners.) 
   
  Mirayda meets secretly (and in disguise) 
  with a dozen like-minded individuals to discuss 
  what she’s learned and is the current unoffcial  
  leader of the nearly extinct and almost wholly 
  disorganized Enders. 
  Secrets of the Enders Cult
  Mirayda meets secretly (and in disguise) with a 
  dozen like-minded individuals to discuss what 
  she’s learned and is the current unoffcial  
  leader of the nearly extinct and almost wholly 
  disorganized Enders. 
  Secrets of the Capcaps
  Other than the exploratory wells dug by the 
  God-Butchers into the Capcaps, entrances to 
  the subterranean realm 
  can be found in the 
  basements of gang 
  headquarters, in 
  nearby cave systems, 
  and other secret 
  sites throughout 
  the city. Once the 
  Capcaps have been 
  entered there is a 
  path to almost 
  anywhere in the 
  settlement although 
  even well-traveled 
  guides know very 
  little about the total 
  shifting geography, usually 
  sticking to five or six favorite routes to 
  navigate the maze-like environs.
   
  Derro have colonized the 
  deepest parts of Cardouf—the 
  cavernous royal tombs—where 
  
  74
  they conduct alchemical experiments on cap-
  tured humans and demihumans. Most notably 
  they have recently begun to transform ordinary 
  humans into worm-like Alchemical Oblates ca-
  pable of producing high quality imitations of 
  controlled or otherwise unavailable Tarrasque 
  extracts. This technology has begun to be ex-
  ported to the city at large—a process they’ve 
  started to share with the alchemists they deal 
  with.
   
  A cabal of Blood-Merchants has sent 
  down engineers protected by mercenaries to 
  assess the feasibility of opening up and ret-
  rofitting the Capcaps to make it suitable for 
  housing of the poor who don’t mind (or will be 
  forced to accept) underground lodgings. The 
  engineers have set up shop in the former feast 
  hall of Cardouf, though it has been weeks and 
  following the collapse of some tunnels after a 
  Tarrasquequake they no longer know how to 
  find their way back to the exploratory well that 
  leads to the surface. Growing increasingly par-
  anoid these groups of scouts assume everyone 
  they encounter are dangerous criminals sent to 
  rob them or rival operative seeking to under-
  mine their claim.
   
  There is an entrance a possibly global 
  network or caverns and passages in Cardouf, 
  which is currently controlled by the derro. Sev-
  eral factions native to the realm of constant 
  darkness suspect this and have been drafting 
  plans to seize this point of access (and the un-
  known area above it).
  Tuska and the 
  Quest for Divinity
  There are places throughout the planes where 
  torture beyond mortal comprehension takes 
  place. Devils and demons have their hells and 
  stranger, more twisted creatures have odd pits 
  where cruelties are inflicted eternally. Yet there 
  are pockets in the Material Plane where incred-
  ible evil and torment exist: the labyrinthine 
  dungeons of a mad king perhaps, or upon the 
  sacrificial altars of a heartless summoner. But  
   
  pain on the planes of mortals is always  
  limited by the lifespan of and re-
  siliency of the creature suffering— 
         and the hundreds of years of  
  torturing the immortal and regenerating Tar-
  rasque has created something new. 
   
  Something unique. 
   
  Something dangerous.
   
  The agony of the Tarrasque has created 
  Tuska.
   
  Tuska is the sentient, disembodied, psy-
  chic distillation of the Tarrasque’s pain. When 
  Tuska first achieved consciousness they were 
  barely stronger than a half-formed mortal ghost 
  able only to (with great effort) move small ob-
  jects or whisper suggestions. In the centuries 
  since as the monstrosity’s agonies continue 
  they’ve increased Tuska's power, growing in 
  stature until now they are akin to a demigod, 
  able to grant powers to witches and warlocks 
  who claim them as patron.
   
  It is important to note that Tuska is not 
  the Tarrasque: Tuska is a new spiritual being 
  that uses the agony of the creature as a food 
  source. While the city at large may feast upon 
  the monster’s flesh, Tuska (and—to a lesser de-
  gree—their servants) feed upon its agony.
   
  Tuska is served as a patron by a tribe 
  of harpies as well as a dozen or so witches and 
  warlocks in the city of Salt in Wounds. Through 
  skillful political manipulation, assassination, 
  and magical rites performed with the assis-
  tance of their subservient witches, Tuska has 
  blocked or thwarted any change in procedure 
  that would lessen the Tarrasque’s pain (and 
  the Tarrasque harvest of today is more excruci-
  ating for the creature than it’s ever been).
   
  At present time Tuska is drawing togeth-
  er the final elements for a decades old plan to 
  ascend to true godhood—a deification that will 
  first require the Tarrasque to briefly be freed 
  so it can experience its own bestial equivalent 
  to hope and freedom before Tuska cinches tight 
  the final, eternal noose that will extend its ago-
  nies into time without end.
   
  Tuska’s notable allies include the Coven 
  of Three comprised of the powerful witches Fina 
  (a harpy who takes multiple shapes, including 
  a beautiful woman and a rag washer), Funa 
  (a horrendously mutated enforcer who leads a 
  group of fierce assassins and regularly contracts 
  out mercenaries currently often pregnant with 
  a tarrasqueling which—after birth—is ritually 
  slaughtered as part of worship for Tuska), and  
  
  75
  Fex (also known as Trundle Ginderhold, Bind-
  er-Lord of 4th House, who wields incredible in-
  fluence). Fex specifically was drawn to Tuska 
  not because of a fetishization of pain but rather 
  curious ambition as to what it would be like to
  be on the ground floor of the birth of a new god. 
  Since his affliation with T uska began house  
  fortunes have suffered somewhat but only a 
  little, delaying the risk that 4th House might 
  break from their orbit.
  The Command Words & Releasing the Tarrasque
  Each of the thirteen immoveable harpoons that have been sunk into the Tarrasque and binding it 
  in place is controlled by a command word. Knowledge of each of these command words is a closely 
  guarded secret not only due to the practical dangers of someone unbinding the creature (as the 
  Circle of Release intends) but also due to the fact the knowledge of a command word is woven into 
  the formal notions of power within the City of Salt in Wounds.
  COMMAND WORD POSSESSORS
  In theory each Binder-Lord or Lady is in pos-
  session of the command word that corresponds 
  to their house's meridian. As possessor they 
  are the only individual legally entitled to ever 
  make use of the command word and it is in this 
  quality that their formal authority rests. None 
  save the respective Binder-Lord possessor may 
  ever use the command word to unmoor or re-
  moor their respective harpoon under penalty 
  of truncation. The last individual to do so (and 
  suffer the penalty) was Ex-Master God-Butch-
  er Helenie.
   
  In theory each Binder-Lord or Lady is 
  in possession of the command word that corre-
  sponds to their house's meridian. As possessor 
  they are the only individual legally entitled to 
  ever make use of the command word and it is in 
  this quality that their formal authority rests. 
  None save the respective Binder-Lord possessor 
  may ever use the command word to unmoor or 
  remoor their respective harpoon under penalty 
  of truncation. The last individual to do so (and 
  suffer the penalty) was Ex-Master God-Butch-
  er Helenie.
  COMMAND WORD 
  CONFIRMERS & SAFEGUARDS
  Each meridian command word also features a 
  minimum of four others (Master God-Butch-
  ers, well-connected merchants, and other 
  Binder-Lords) who act as confirmers, individ-
  uals who are aware of the command word but 
  charged with using that knowledge to check the 
  that of a Binder-Lord or teach it to a new Bind-
  er-Lord (and so are integral to managing house 
  successions). Binder-Lords and -Ladies usually  
  pass on their command words to their succes-
  sors well before they themselves step down as 
  part of the process of establishing their heir ap-
  parent. Most commonly this honor is bestowed 
  upon the first born of either sex but sometimes 
  it is granted to a different relative or—even 
  more rarely—an unrelated individual who has 
  been adopted into the Meridian House usually 
  as the result of some great service.
   
  While uncommon, coups are possible—
  the first step of which is to discover the respec-
  tive meridian command word. After this the 
  original Binder-Lord or -Lady has to be de-
  posed, and then the would be successor needs 
  approval from 3 out of the 4 confirmers (known 
  as a confirmation). Any individual who is able 
  to gain a (secret) command word, overthrow a 
  Binder-Lord or -Lady, and politically secure a 
  confirmation quorum is generally accepted as 
  possessing all the necessary skills to excel as 
  one of the new oligarchs of Salt in Wounds.
   
  Extensive use of memory magic (like 
  modify memory) or compulsion magic (like geas) 
  is used to prevent leaks and limit knowledge or 
  use of command words.
  OTHER SOURCES FOR 
  COMMAND WORDS
  In addition to residing in the minds of their re-
  spective confirmers and possessors, command 
  words can be found in the following places:
   
  The command words are magically wo-
  ven into the immoveable harpoons themselves. 
  In addition, they also are embedded 
  into and act as the command words 
  for a number of secondary magical 
  items unique to a few of the 
  
  76
  Meridian houses (crowns, scepters, weapons, 
  and the like). There is a rumor that an oth-
  erwise unremarkable halfling wizard named 
  Patrega Thatchthumb operating in the Throat 
  Bazaar has created a device that can extract a 
  magical command word from the item it con-
  trols.
   
  Command words are sometimes pos-
  sessed by disgraced or otherwise replaced con-
  firmers or possessors. Some of these individ-
  uals are vagrants in distant cities, prisoners, 
  or half-insane hermits living in the wildlands. 
  Many of them have had their memories mag-
  ically altered or are under a compulsion to 
  reveal their command words only under very 
  specific circumstances. Learning the identity, 
  whereabouts, and communication conditions of 
  such individuals represents a massive magical 
  or academic undertaking.
   
  In the rarest of cases command words 
  are written down (generally only for volatile 
  Meridian Houses which have experienced suc-
  cession crises or by Binder-Lords who wish to 
  flaunt security conventions). Such instances 
  are under heavy guard, usually secreted in a 
  vault complete with magical and mundane 
  countermeasures to oppose would be thieves.
   
  Certain command words can be obtained 
  (for an exorbitant fee) from one of the half doz-
  en information brokers operating within the 
  city.
  RELEASING THE TARRASQUE
  While sometimes their ritualized political use 
  obscures this fact; the harpoon command words 
  are the true keys that could unlock the destruc-
  tion of Salt in Wounds and the reshaping of the 
  world. All major factions and power blocks have 
  an incredible interest in controlling knowl-
  edge of the command words. Only the Master 
  God-Butchers (in their role as confirmers and 
  only collectively as a group) possess all thirteen. 
  In addition they also control physical access to 
  each of the harpoons (save the 12th, which is 
  currently controlled by the Marrow Miners)  
  and could therefore release the Tar-
  rasque immediately with little 
  trouble if they so desired.
  The Thirteen Command Words are as fol-
  lows. Note that these words can be pronounced 
  in their original language for fantasy flavor. 
  They are as follows.
  Command Word
  Original Pronunciation
  1. Glory
  Uzuko
  2. Finality
  Gqibela
  3. Marisol
  Ulwandle Nelanga
  4. Peace
  Uxolo
  5. Martyr
  Oyingewele
  6. Home
  Ekhaya
  7. Apropos
  Niselo
  8. Talon
  Ukuphosa
  9. Desolation
  Ukuoxotshwa
  10. Thrice
  Kathathu
  11. King’s Guard
  Umlindi Wenkosi
  12. Aftan
  Emba
  13. Incarnadine
  Igazi
  Secrets of the 
  Circle of Release
  Since seizing the reigns of power and reforming 
  the Circle of Release, Grovask—a half-orc who 
  regularly works as a merchant guard—has led 
  the group to the ascendancy of its power and 
  to within a stone's throw of accomplishing its 
  goal. The fact that she has done so while fac-
  ing violent opposition from nearly every other 
  influential faction in the city is a testament to 
  her unrepentant ruthlessness and strategic 
  brilliance.
   
  Where under founder Errya's leader-
  ship the circle attracted the poor, malcontents, 
  theorists, and academics, the modern circle's 
  recruiting efforts are nearly entirely focused 
  on those with the magical or martial capacity 
  necessary for direct, covert action. Hard-edged 
  rangers, druids capable of channeling the na-
  ked ferocity of nature, and even sympathetic 
  rogues, fighters, and wizards of the green faith 
  now comprise the various rings of the Circle of 
  Release.
   
  The Circle of Release is organized as half 
  a dozen semi-independent rings (or cells) each 
  having only tentative communication with and  
  
  77
  knowledge of the membership or activities of other rings. When possible, these rings carry out 
  missions of intimidation or sabotage aimed at making the continued butchery of the Tarrasque 
  untenable. Large scale coordination is utilized on efforts to discover or steal the command words 
  that release the magical, immoveable harpoons that bind the Tarrasque.
   
  To date Grovask has learned 9 of the harpoon command words. When the group has gath-
  ered all 13, Grovask will enact her plan to overwhelm and confound the God-Butchers and House 
  Militias long enough to unmoor all the meridian harpoons—finally unleashing the Tarrasque.
  Alchemist War
  The Alchemist War is an unspoken conflict—now entering 
  its second decade—between alchemists and others loosely 
  aligned into two camps: those allied or under the direction 
  of 5th House (which seeks to establish an effective monopoly 
  upon the alchemical trade in Salt in Wounds) and the in-
  dependents unoffcially led by Bakal Fillagreen who resist  
  these machinations. The primary mechanism for the conflict 
  is 5th House using its position as supplier of the vast ma-
  jority of alchemical reagents to fix prices and direct supply 
  towards its favored, subservient alchemists, a practice rein-
  forced by a litany of crimes like theft, blackmail, sabotage, 
  framing various individuals, extortion, and threats. So far 
  the independents have focused their efforts on securing non-
  house sources for the reagents they need (beyond the limited 
  quantities they have access to by working with other meridi-
  an houses and smugglers) with the emergence and discovery 
  of alchemical oblates (actually a derro innovation) providing 
  a huge push. Anonymously employed criminals are the ma-
  jor forces employed in this war as both sides prefer not to get 
  their hands dirty with adventurers regularly employed for 
  offense, defense, or the collection of some vital piece.
   
  The war has yet to feature confirmed assassinations 
  though both sides suspect the other’s involvement in several suspicious accidental deaths. In 
  preparation of the conflict getting more heated Bakal Fillagreen has been producing and storing 
  Tarrasque Flesh golems—loyal only to him and his associates—in anticipation of needing martial 
  forces to resist 5th House’s might. 
  Secrets of the Oni
  Oni are quite common in and around Salt in Wounds. While the spirits' origins are unknown to 
  most their preponderance is due to the schemes of Gurilda, a now deceased oni prince that trav-
  eled the world disguised as a merchant. When he happened upon Salt in Wounds a century after 
  its founding he decided that due to the multiplicity of its sins the city would be a perfect place for 
  formless, wandering oni spirits to physically embody themselves. Aiming to become king of such 
  beings, Gurilda performed an intricate ritual to create a magical anchor to attract and bind other 
  oni. His personal plans for glory were foiled when he was slain by a group of adventurers but his 
  magic (as well as the inherent evil of the city) has nonetheless led to incredible numbers of master-
  less oni incarnating in and around Salt in Wounds. It is suggested that if Gurilda's 
  essence could ever be reconstituted into physical form all the oni would be compelled 
  to follow his commands—or the commands of the one who controlled Gurilda.
  
  78
  CHAPTER 7: MONSTERS & HAZARDS
  The Arena
  Ry stood, marking his breath. 
   
  All around, the crowd murmured but Ry gave them no mind.
   
  In the center of the sand some foppish talker yelled through some manner of amplification 
  cone, working up the onlookers. This was a part of the fights here, in the arena; the money changing 
  hands, the gambling, the big talk-talk, the anticipation and the lust for blood. Ry’s blood he as-
  sumed they preferred...though he supposed they’d settle for the reigning champion’s after the half-orc 
  broke him apart.
   
  Ry tried not to smile at the thought—it was unbecoming to the life of contemplation he’d de-
  voted himself to—but his face flashed a brief smile all the same. 
   
  They’d taken Ry’s potions and meager gear leaving him only with his small clothes, but such 
  trivialities hardly mattered. He had little need of the magic stored in his clanking phials and glass 
  bottles, in his enchanted weapons, not when he knew and commanded the paths of aether within 
  and how each could be unlocked, shifted to fill himself with power. Intuiting that the time for bluster 
  and talk was drawing to a close he began to move, assuming the correct postures: crane takes fish, 
  contented lion, lizard climbs. He held each pose for a breath all the while seeing the flows inside 
  change, glow, and he felt his flesh charge in response. He grew stronger, faster, his mouth filling with 
  steam. 
   
  Finally the announcer finished and bowed, the crowd roaring in response. The thousands of 
  spectators began shouting one word like a mantra, the name of their champion: “CHANGA! 
  CHANGA! CHANGA!” 
   
  The portcullis opposite Ry opened and through the ten 
  foot tall arch a gray-skinned rune-inscribed humanoid 
  crouched to get through. In answer to the crowds sounds 
  of appreciation the stone giant bellowed, raising his arm 
  in anticipation of triumph.
   
  Then he charged flat out towards Ry. 
   
  As Ry finished the last process he idly thought that 
  the creature was bigger than he’d expected. Not for the 
  first time he wondered how a seeker of knowledge 
  like himself ended up in situations like this—and, 
  despite countless hours of meditation to banish 
  such base dross—he felt that flicker of a smile 
  return larger than before to split his lips and 
  reveal his sharp teeth. As a young half-orc he’d 
  loved nothing more than fisticuffs and even now, 
  decades later, after all his master’s lessons to empty
  his heart of desire he still loved a good fight, to test 
  and push in the thrill of battle on scales the child he 
  had been could only dream. Perhaps he always would 
  love it. He allowed himself the grin for another breath, 
  suppressed his desire to scream in joy-rage, and 
  returned his face to a mask of calm.
         Empowered by his final process, Ry
  leapt fifteen feet into the air to catch the 
  charging stone giant right in the chin 
  with a punch that would have done 
  his master proud.
  
  79
  Salt in Wounds is host to many monsters and hazards beyond rampant crime, corruption, and po-
  litical infighting. Some are found all over the world while others are virtually unknown beyond the 
  city’s limits but all are twisted and made unique by the city’s influence.
  Animated Objects
  Animated Objects are used as inexpensive sen-
  tries and guards, a common hazard to thieves 
  or “explorers” in Salt in Wounds. Sometimes 
  the magical instructions placed to guide these 
  objects decay with time or were inexpertly ap-
  plied in the first place leading to more than one 
  incident of an unwarranted assault about town.
  Ankheg
  Ankhegs are a native apex predator to the re-
  gion around Salt in Wounds although they are 
  now far more common than ever before bind-
  ing. They emerge seemingly at random from 
  the ground outside the city and sometimes 
  even within the walls themselves—thousands 
  have been glimpsed feasting below the bound 
  Tarrasque, growing bloated and huge as they 
  dig into the monster's belly. God-Butchers and 
  Marrow Miners purge them once a season but 
  they always return. Most often the terrifying 
  individual ankhegs encountered as hazards are 
  the weakest specimens of the city’s population, 
  pushed out by stronger creatures that continue 
  to eat their fill of enormous monstrosity’s flesh 
  as they grow ever larger.
  Axe-Beak
  These dangerous, large birds are native to the 
  steppes around Salt in Wounds and work as 
  the city’s primary beasts of burden and mounts 
  (their meat being cheaper than the feed re-
  quired for horses). Feral and aggressive axe-
  beaks can still be found in the surrounding 
  area, though occasionally even the domesticat-
  ed beasts can present a hazard to passerby in-
  side the city walls.
  Ghouls & Ghasts
  While ghouls and ghasts can be citizens of Salt 
  in Wounds with the same ethical responsibili-
  ties of any other humanoid it is not unheard of 
  for individuals to revert to a bestial, mindless 
  state and attack on sight.
  Harpy
  Numerous flocks of harpies roost in the moun-
  tains around Salt in Wounds harassing travel-
  ers and traders. Uniquely these monsters in-
  clude a large number of witches empowered by 
  a bargain with an unknown entity. These har-
  py witches (and the flocks they lead) are assas-
  sins and operatives working to further hidden 
  schemes (for the right price or prize).
  Oni
  While not historically present to the area several de-
  cades after its founding the city of Salt in Wounds and 
  surrounding lands have became populated with nu-
  merous oni of various types—some haunt the wilder-
  ness and slums to prey on the weak, others operate in 
  secret and disguise their true nature in service of larger 
  plans, and a few operate openly in the city hiring out 
  their labor or selling magic and accepted as citizens 
  that can keep a bargain.
  Otyugh
  Before the legalization of ghouls in Salt in 
  Wounds hundreds of imported otyughs were 
  used to help dispose of the masses of rotting 
  meat. After 5th House and its sanctioned un-
  dead picked up the contract for waste disposal, 
  the monsters—many mutated and made more 
  terrible by their constant diet of Tarrasque 
  flesh—were slated to be executed. Led by their 
  emergent sorcerous blood-shaman leader the 
  unexpectedly intelligent creatures anticipated 
  the crisis and staged a mass escape, fleeing to 
  CapCaps and Heartsblood Marsh where they’ve 
  since thrived.
  Stirge
  Millions of stirges feed upon the bound Tar-
  rasque and even with dedicated purge efforts 
  swarms of these creatures represent a serious 
  hazard in Salt in Wounds. Most of the 
  time they are content to grow fat 
  and bloated drinking the tremendous 
  beast's blood, but when multiple 
  
  80
  Unique Monsters
  Alchemist Testing Apparatus
  This small, hand-sized construct is an odd assortment of brass clockwork, bone, and machined 
  sinew. Typically constructed by an alchemist trying to discover medical data, the devices have 
  six copper legs that end in hooked talons and a mosquito like ”face” comprised of a thick syringe. 
  Small clear vials of brightly colored, viscous liquid cover its back.
   
  Small, Vicious Automaton. Powered by an improbable arrangement of tightly-wound springs, 
  alchemical reactions, and more distressing techniques, the apparatus is also a deadly and easi-
  ly-hidden sentinel for its maker. Since the device is not fully sapient it sometimes fails to recognize 
   
       its creator and attacks. Most owners keep them set to inactive until moments before  
   
         releasing them into a contained environment, such as a guard post they don't plan  
   
   
  to enter again. Alchemist testing apparatuses can recognize constructs and undead,  
   
   
    and do not attempt to "test" them.
  swarms are disturbed and take flight 
  the sky is darkened by their incredible 
  locust-like numbers. During these so 
  called Black-Sun days residents bar their 
  doors and windows against the stirges 
  until they can burned out of the air en 
  masse—the unlucky or unwary individu-
  als caught outdoors are often discovered 
  later as nothing more than desiccated 
  husks.
  Yeti
  These primates reside in the nearby mountains 
  though they have recently been spreading down into 
  the lowlands, discovering good hunting in the san-
  guine, fecund, and flesh-choked environs around Salt 
  in Wounds. Those that no longer live amidst the snow 
  continually rub their fur in the viscera of their kills to 
  better blend in with the red tinted landscape—crea-
  tures generally referred to as blood yetis.
  
  81
  Alchemist Testing Apparatus
  Tiny construct, unaligned
  Armor Class 13
  Hit Points 77 (22d4+22)
  Speed 25 ft., climb 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  16 (+3) 12 (+1)
  6 (-2)
  10 (+0)
  8 (-1)
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  Senses blindsight 30 ft.
  Languages —
  Challenge 3 (700 XP)
  Control Panel. An alchemist testing apparatus has a control panel hidden on its body. A creature 
  can access the control panel while the alchemist testing apparatus is incapacitated without dif-
  ficulty. While it is grappled or restrained, a creature can use an action to make an Intelligence 
  (thieves' tools) check (DC equal to AC), opening the panel and changing the setting on a success. 
  The three settings are Inactive Mode, Experiment Mode, and Defend Mode. 
  • While in Inactive Mode, the alchemical testing apparatus is incapacitated. 
  • While in Experiment Mode, it uses its Primary Syringe.
  • While in Defend Mode, it uses its Secondary Syringe. 
  Latch On. While latched on to a creature the apparatus has advantage on attack rolls against it. 
  When the apparatus suffers damage, the creature it is latched onto suffers half that amount of 
  damage. The apparatus can end the latch as a free action.
  ACTIONS
  Primary Syringe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) damage, 
  the apparatus latches on to its target (escape DC 13, or if wearing medium or heavy armor escape 
  DC 18), and roll 1d4:
  1—The target makes a DC 12 Constitution saving throw. On a failed save, the target takes  
  18 (4d8) poison damage and is poisoned until the end of its next turn. On a success, the target 
  takes half as much damage and is not poisoned.
  2—The target makes a DC 12 Constitution saving throw. On a failed save, the target mutates 
  horrifically, taking 13 (3d8) necrotic damage and gaining vulnerability to piercing damage for 
  1 minute. On a success, the target takes half as much damage with no further effect.
  3—The target makes a DC 12 Constitution saving throw. On a failed save, the target is para-
  lyzed until the end of the apparatus' next turn.
  4—The target's skin hardens, granting it 15 temporary hit points that last until the end of the 
  apparatus' next turn. If any temporary hit points remain when this effect expires, the target 
  is petrified for 1 minute. The target can make a DC 12 Strength saving throw at the end of 
  each of its turns, ending the petrification on a success. 
  Secondary Syringe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) dam-
  age, the apparatus latches on to its target (escape DC 13, or if wearing medium or heavy armor 
  escape DC 18), and the target makes a DC 12 Wisdom saving throw. On a failed save, the target 
  is charmed. As long as the apparatus remains latched on and the creature remains charmed, the 
  apparatus takes no actions and the target makes its most effective melee weapon attacks against 
  one of the apparatus's enemies, moving if necessary. The target receives a new saving 
  throw at the end of each of its turns, ending the charmed condition on a success.
  
  82
  Goblin Wormtongue
  Goblin wormtongues are goblins transformed by 
  their exposure to Worm Brew and colonized 
  by parasites. They are able to command 
  loyalty from other goblins, are tied to 
  the worms, and have been awakened 
  to mystical power by the Worm 
  Brew and their wriggling 
  communion. Most serve 
  Gothmork but some have left 
  the Grub House to found 
  their own organizations, a 
  few having left Salt in Wounds 
  entirely. Where their tongue 
  would normally be is instead a 
  tangle of worms. When a goblin 
  wormtongue speaks it is actually 
  a chorus of small-mouthed worm 
  voices speaking in unison with 
  the goblin host—goblin wormtongues keep 
  their mouth as closed as possible when they 
  speak but their condition becomes especially 
  apparent when they cast a spell.
  Goblin Wormtongue
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (leather armor)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  10 (+0)
  12 (+1)
  12 (+1)
  12 (+1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 1/2  (100 XP)
  Nimble Escape. The goblin can take the Disengage 
  or Hide actions as a bonus action on each of its turns.
  Inspirational Figure. All goblinoid allies within 50 feet of the goblin wormtongue who 
  can hear its voice gain a +2 bonus to attack and damage rolls. 
  Innate Spellcasting. The goblin’s spellcasting ability is Charisma (spell save DC 11). It can in-
  nately cast the following spells, requiring only verbal components.
  At will: friends, minor illusion
  3/day: command
  1/day: charm person, hideous laughter
  ACTIONS
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) pierc-
  ing damage and the target makes a DC 10 Constitution saving throw or takes an 
  extra 7 (2d6) poison damage.
  Sling. Ranged Weapon Attack: +4 hit, range 30/120 ft., one target. Hit: 4 (1d4+2) 
  bludgeoning damage.
  
  83
  Kolo Birds
  This dark-feathered avian has a red undertail, intense yellow eyes, and its hooked beak is con-
  gealed with dried blood and viscera. Kolo birds are micropredators that use their incredibly sharp 
  beaks to create nesting cavities and grievous wounds. Although they do not typically hunt, kolo 
  bird flocks (knows as wakes) seek out wounded creatures with their keen carrion sense, preferring 
  to deliver a swift coup de grace rather than engaging in drawn out conflicts.
  Kolo Bird
  Tiny beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 14 (3d4+6)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2) 14 (+2)
  2 (-4)
  15 (+2)
  7 (-2)
  Skills Survival +6
  Senses passive Perception 12
  Languages —
  Challenge 1/8 (25 XP)
  Blood Frenzy. The kolo bird has advantage on 
  melee attack rolls against any creature that 
  doesn't have all its hit points.
  Keen Carrion Smell. The kolo bird has ad-
  vantage on Wisdom (Perception) and tracking 
  checks that rely on smell against creatures 
  who are either missing at least half (50% or 
  fewer) of their hit points or undead.
  ACTIONS
  Bloody Beak. Melee Weapon Attack: +0 to hit, 
  reach 5 ft., one creature. Hit: 1 (1d4-2) pierc-
  ing damage. At the start of each of the target's 
  turns, it takes 1 piercing damage from blood 
  loss for each time it has been hit by this at-
  tack. At the end of each of its turns, a wound-
  ed target makes a DC 13 Constitution saving 
  throw, ending the effect of all such wounds on 
  itself on a success.
  Mottled and sporting minor vestigial muta-
  tions, watchers are kolo birds that have mutat-
  ed due to a steady diet of Tarrasque. They’re 
  larger, hardier, and more resistant to virulent 
  damage than their smaller cousins. 
   
  Warlocks that have selected 
  the Pact of the Chain can choose 
  a watcher as a familiar.
  
  84
  Watcher (Dire Kolo Bird)
  Small beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 19 (3d6+9)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  13 (+1) 17 (+3)
  2 (-4)
  15 (+2)
  7 (-2)
  Skills Survival +6
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Blood Frenzy. The watcher has 
  advantage on melee attack rolls 
  against any creature that doesn’t have all its 
  hit points. 
  Keen Carrion Smell. The watcher has advan-
  tage on Wisdom (Perception) and tracking 
  checks that rely on smell against creatures 
  who are either missing at least half (50% or 
  fewer) of their hit points or undead.
  ACTIONS
  Bloody Beak. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one creature. Hit: 4 (1d6+1) pierc-
  ing damage. At the start of each of the target's 
  turns, it takes 1 piercing damage from blood 
  loss for each time it has been hit by this at-
  tack. At the end of each of its turns, a wound-
  ed target makes a DC 15 Constitution saving 
  throw, ending the effect of all such wounds on 
  itself on a success.
  
  85
  Ledgerman
  This figure takes the shape of any common sentient race that has a concept of debt, its form a 
  translucent dark blue or purple. It appears to be clothed in sober, professional attire, bearing a led-
  ger-book, abacus, or anything else that current or previous local cultures used to manage financial 
  matters. Often appearing in groups, ledgermen ruthlessly seek out debtors (real or imagined) and 
  extract wealth from them.
  Astral Thoughtforms. Though they look ghostly and indeed are often believed to be un-
  dead, ledgermen are instead the reified thought-form of a populace's fear of unpaid debts. When 
  destroyed a ledgerman disperses back to the psychic winds of the Astral Plane but it is never 
  long before a new one takes its place. They are especially likely to manifest when someone dies 
  while desperately in debt.
  Hunger for Wealth. The ledgerman's nature drives it to destroy physical wealth in the form 
  of coins, gemstones, precious metals (though not ore still in a vein), art objects, or magic items. 
  When given wealth in any of these forms, it takes time to note the payment in its ledgers—leav-
  ing it distracted and vulnerable. If left in the presence of unattended wealth and not threatened 
  with violence, it disintegrates large quantities of treasure at a time. The ledgerman has no spe-
  cial capacity to locate vaults or counting-houses, but if it finds one by chance, it could wipe out 
  vast fortunes in minutes.
   Ledgerman
  Small or Medium construct, lawful evil
  Armor Class 11
  Hit Points 176 (32d8+32)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 12 (+1) 13 (+1) 16 (+3) 12 (+1) 13 (+1) 
  Skills Insight +4, Intimidation +4
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons that 
  aren't silvered
  Damage Immunities poison
  Condition Immunities exhaustion, fright-
  ened, grappled, paralyzed, petrified, poi-
  soned, restrained
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 7 (2,900 XP)
  Debts to Pay. When a willing creature gives a 
  ledgerman coins, precious metals, gemstones, 
  art objects, or magic items worth at least 
  50 gold pieces, the ledgerman 
  takes no actions and 
  becomes vulnerable 
  to all damage types 
  except poison until 
  the end of that 
  creature’s next 
  turn.
  Incorporeal Movement. The ledgerman can 
  move through other creatures and objects as 
  if they were diffcult terrain. It takes 5 (1d10)  
  force damage if it ends its turn inside an ob-
  ject.
  Stocked. The ledgerman uses d8s for hit dice 
  regardless of size.
  ACTIONS
  Multiattack. The ledgerman attacks twice.
  Tarnishing Touch. The ledgerman chooses 
  one creature it can see within 5 feet. The tar-
  get makes a DC 15 Charisma saving throw, 
  taking 16 (3d10) acid damage on a failed save, 
  or half as much damage on a success as the 
  ledgerman's touch corrodes everything of val-
  ue. It can also target unattended inanimate 
  objects; one Tarnishing Touch destroys up to 
  300 gp in value.
  REACTIONS
  Balance the Scales. When a creature 
  within 10 feet deals damage to it, the 
  ledgerman can use its reaction 
  to cause its attacker to take  
      10 (3d6) psychic damage.
  
  86
  Ramora Fleas
  These bloodsucking parasites are like huge ticks or fleas and the creatures are common throughout 
  Salt in Wounds. 
  Ramora Flea (Lesser)
  Small beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 22 (4d6+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1) 15 (+2)
  2 (-4)
  11 (+0)
  4 (-3)
  Skills Stealth +6
  Senses blindsight 10 ft., darkvision 60 ft., pas-
  sive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Standing Leap. The flea’s long jump is up to 
  30 feet and its high jump is up to 15 feet, with 
  or without a running start.
  ACTIONS
  Blood Sucking. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 5 (1d6+2) pierc-
  ing damage and if the target is Medium or 
  smaller it is grappled (escape DC 12). While 
  the target is grappled, the flea doesn’t attack. 
  Instead, at the start of each of the flea’s turns,  
  the target takes 5 (1d6+2) untyped damage 
  from blood loss.
  Dire Ramora Flea
  Large beast, unaligned
  Armor Class 12
  Hit Points 52 (7d10+14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2)
  3 (-4)
  12 (+1)
  8 (-1)
  Skills Perception +3, Stealth +6
  Senses blindsight 10 ft., darkvision 60 ft., pas-
  sive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Bounding Off. Once per round while grap-
  pling a Medium or smaller creature, the flea 
  can make an opposed Strength check. On a 
  success, the flea jumps off of the creature, 
  dealing 5 (2d4) bludgeoning damage.
  Pounce. If the flea jumps towards a creature 
  and then hits with Blood Sucking on the same 
  turn, the creature must succeed on a DC 14 
  Strength saving throw or be knocked prone.
  Standing Leap. The flea’s long jump is up to 
  60 feet and its high jump is up to 30 feet, with 
  or without a running start.
  ACTIONS
  Blood Sucking. Melee Weapon Attack: +8 to 
  hit, reach 5 ft., one target. 
   Hit: 11 (2d6+4) piercing damage and if the 
  target is Large or smaller it is grappled (es-
  cape DC 15). While the target is grappled, 
  the flea doesn’t attack. Instead, at the start 
  of each of the flea’s turns, the target takes 11 
  (2d6+4) untyped damage from blood loss.
  
  87
  Red Leech Tide
  Even the leeches of Salt-in-Wounds are changed by the city's effluvium. Red leech tides are swarms 
  of red leeches connected by a hivemind that grants them lethal cunning when in large groups. As 
  predators they engage in ambush tactics against far greater prey than common leeches would dare 
  pursue. 
  Predator & Parasite. Red leech tides sometimes gain strange powers when they drink the 
  blood of sorcerers or monsters. They favor targets that show signs of innate power that the red 
  leech tides can absorb (particularly when their intellect is enhanced by proximity to additional 
  red leech tide swarms).
  Red Leech Tide
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 77 (14d8+14)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 12 (+1)
  6 (-2)
  12 (+1)
  3 (-4) 
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed,  
  frightened, paralyzed, petrified,  
  prone, restrained, stunned
  Senses blindsight 10 ft.,  
  passive Perception 11
  Languages —
  Challenge 2 (450 XP)
  Blood Drain. A creature that  
  starts its turn grappled by a red  
  leech tide takes 10 (3d6) necrotic  
  damage from blood drain. 
  Hivemind. If one other Medium  
  red leech tide is within 60 feet,  
  both have Int 8 (-1) and Cha 5 (-3).  
  If two other Medium red leech  
  tides are within 60 feet, all three  
  have Int 10 (+0), Cha 7 (-2), and  
  proficiency in Intelligence saving  
  throws (total modifier +2). If three  
  or more other Medium red leech  
  tides are within 60 feet, all have  
  Int 12 (+1), Cha 9 (-1), proficiency  
  in Intelligence saving throws (total  
  modifier +3), telepathy (60 ft.), and  
  resistance to psychic damage.
  Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny red leech. The swarm can't regain hit points or 
  gain temporary hit points.
  ACTIONS
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one creature in the swarm's space.  
  Hit: 9 (2d6+2) piercing damage, or 5 (1d6+2) if the red leech tide has half its hit  
  points or fewer. In addition, the target is grappled (escape DC 10).
  BLOOD IS POWER
  Red leech tides often retain a fraction of the power of previous vic-
  tims. Increase a red leech tide to CR 3 by adding any of the following 
  features (roll 1d4 to randomly determine which).
  1—The red leech tide fed off of something poisonous. A creature 
  that starts its turn within 5 feet of the red leech tide makes a 
  DC 10 Constitution saving throw. On a failed save, the crea-
  ture is poisoned until the beginning of its next turn.
  2—The red leech tide fed off an aquatic aberration. A creature 
  that takes damage from the red leech tide's Blood Drain 
  makes a DC 10 Constitution saving throw. On a failed save, 
  tentacles grow from the wound, writhing and hampering co-
  ordinated movement. The creature has disadvantage on all 
  attacks and ability checks using Strength or Dexterity until 
  the tentacles are removed. Removing the tentacles requires 
  an action that inflicts 5 (1d10) slashing damage on the target, 
  or half that if the creature removing them uses a bonus action 
  to make a successful DC 15 Wisdom (Medicine) check.
  3—The red leech tide fed off a humanoid with a magically-potent 
  bloodline. The red leech tide and all creatures of its choice 
  within 10 feet have advantage on saving throws against 
  spells. When a creature casts a spell within 10 feet of the red 
  leech tide, the red leech tide can spend its reaction to deal its 
  Blood Drain damage to that creature.
  4—The red leech tide fed off of a fiend. When a creature starts 
  its turn within 10 feet of the red leech tide, it must make a 
  DC 10 Wisdom saving throw, becoming frightened until the 
  beginning of its next turn on a failure.
  
  88
  Tarrasque Flesh Golem
  Tarrasque flesh golems are terrifying 
  constructs utilized in and around Salt in 
  Wounds while being virtually unknown be-
  yond city limits. Crafted primarily from the 
  freshly extracted flesh, carved bone, and 
  neural tissue of the enormous monster—
  pulsating, oozing figures which seem to 
  pulse with life even as their creators insist 
  that they are merely constructs. As a result 
  of the material used in their creation, these 
  automatons move faster and are stron-
  ger than those composed of other bodies. 
  Even worse for would-be  opponents, they 
  can regenerate from wounds and damage. 
  Notably, Tarrasque flesh golems have two 
  (usually mismatched) humanoid eyes, most 
  often formerly belonging to a criminal pun-
  ished by the Stage Courts before being pur-
  chased and incorporated by an enterprising 
  alchemist.
   
  While most of these constructs hew 
  to a classic man-like shape forms as varied 
  as centaur, spider, or even serpentine have 
  been utilized. However crafting a Tarrasque 
  flesh golem to resemble the Tarrasque itself 
  is considered extremely bad luck and an in-
  vitation to the runaway regeneration and 
  berserk state that sometimes takes hold of 
  these abominations. Several of the Meridi-
  an Houses have begun actively exploring the 
  military applications of the constructs and 
  currently Tarrasque flesh golems are uti-
  lized extensively by alchemists, with Bakal 
  Filligreen in particular considered a mas-
  ter maker. 
  Tarrasque Flesh Golem
  Medium construct, neutral
  Armor Class 9
  Hit Points 93 (11d8+44)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (-1)
  18 (+4)
  6 (-2)
  10 (+0)
  5 (-3)
  Damage Immunities fire, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  that aren't adamantine
  Condition Immunities  charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft., passive Perception 10
  Languages  understands the languages of its 
  creator but can't speak
  Challenge 7 (2,700 XP)
  Berserk.  Whenever the Tarrasque flesh golem 
  starts its turn with 40 hit points or fewer, roll 
  a d6. On a 6, the golem goes berserk. On each 
  of its turns while berserk, the golem attacks the 
  nearest creature it can see. If no creature is near 
  enough to move to and attack, the golem attacks 
  an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it 
  continues to do so until it is destroyed or regains 
  all its hit points. The golem's creator, if within 
  60 feet of the berserk golem, can try to calm it 
  by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an 
  action to make a DC 15 Charisma (Persuasion) 
  check. If the check succeeds, the golem ceases 
  being berserk. If it takes damage while still at 40 
  hit points or fewer, the golem might go berserk 
  again.
  Immutable Form. The golem is immune to any 
  spell or effect that would alter its form.
  Magic Resistance. The golem has advantage on saving throws against spells and other magical 
  effects.
  Magic Weapons. The golem's weapon attacks are magical.
  Regeneration. The golem regains 5 hit points at the start of its turn if it has at least 1 hit point 
  and is not incapacitated.
  ACTIONS
  Multiattack. The golem makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage.
  
  89
  Worm Mother
  Huge, blind, and largely mindless, the worm mother seeks only food and the creation of more giant 
  worms. It lives on offal, worshiped by worm savants and its cult of goblin servants. It can be calmed 
  by trained tenders but if not controlled it leaves its feeding pit to seek living food. Though appar-
  ently mindless worm mothers are prized for the unique ability that when slain they sometimes 
  telepathically issue a single true prophecy. For this reason some occultists grow the creatures, 
  looking to predict the future though they often escape (creating another worm cult to tend to its 
  offspring away from captivity).
  Worm Mother
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 95 (10d12+30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  17 (+3)
  2 (-4)
  11 (+0)
  6 (-3)
  Senses blindsight 30 ft., tremorsense 60 ft.,  
  passive Perception 10
  Languages all (tongues); telepathy 120 ft.
  Challenge 3 (700 XP)
  Death Throes. Upon death worm  
  mothers telepathically issue a  
  single true prophecy to all sentient  
  beings within 300 feet though it  
  is intermingled with gibberish,  
  images of gore, and worm-
   perspective strangeness. 
   Note that it is up to the 
   GM as to whether or not a  
  worm mother will issue 
   this sort of prophecy.
  ACTIONS
  Paralyzing Tentacles. Melee 
   Weapon Attack: +9 to hit, 
   reach 10 ft., one target. 
   Hit: 10 (2d4+5) bludgeoning 
   damage, the target is grappled  
  (escape DC 17), and the 
   target must make a DC 15 
   Constitution saving throw or 
   be poisoned for 1 hour. While it 
   is poisoned, the target is also paralyzed. 
   The target can make a saving throw at the end of 
   each of its turns, ending the effect on a success.
  Devouring Maw. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target. 
   Hit: 15 (3d6+5) slashing damage.
  
  90
  Worm Savant
  The impossible, even paradoxical existence of worm savants imbues them with sentience and mag-
  ical power. Fat, orange-brown, arm-sized grubs with smooth, vaguely humanoid faces that issue a 
  constant stream of unintelligible whispers, these creatures communicate in riddles and puzzles, 
  seeking only power and the advancement of themselves and their worm mother—if they lack a 
  worm mother they find allies to help them grow a new one.
   
  Worm Savant
  Small monstrosity, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 22 (4d6+8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1) 12 (+1) 16 (+3) 15 (+2)
  8 (-1)
  Skills Arcana +5, History +5, Insight +4, Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages all (tongues); telepathy 120 ft.
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The worm savant’s spellcasting ability 
  is Intelligence (spell save DC 13). It can innately cast 
   the following spells, requiring only verbal components.
  At will: mage hand, message, poison spray, 
    
  prestidigitation
  1/day: fog cloud, hideous laughter, 
    
  ray of sickness
  ACTIONS
  Poison Sting. Melee Weapon Attack: +3 to hit,  
  reach 5 ft., one target. Hit: 3 (1d4+1) piercing 
   damage and target must make a DC 11 Constitution 
   saving throw or be poisoned for 1 hour. If the target 
   fails its save by 5 or more, the target is also 
   paralyzed. The target can make a saving throw 
   at the end of each of its turns, ending the effect 
   on a success.
  
  91
  APPENDIX 1: GOTHMORK’S GRUB HOUSE
  Introduction
  Gothmork’s Grub House is perhaps the worst eatery in the Tail Stones. Run and staffed by Goth-
  mork and a crew of scruffy goblin cooks, servers, and servants, the Grub House serves lousy food 
  and worse ale in dirty and crowded conditions to anyone desperate enough to come in for a meal 
  and a terrible drink. The regular customers here are goblins, half-orcs, criminals, and the abject 
  poor. In addition this is often used as a place for brigands, gangsters, ne’er-do-wells, and more to 
  meet up where they know no one cares what they are doing and nobody is likely to call on the law 
  to interfere.
   
  The Grub House sells two regular items: a huge bowl of grub stew for 1 copper piece and a 
  giant tankard (about a half liter) of ale for 1 copper piece. No one asks about the source of the food, 
  and the cuisine and drink are both blandly unpleasant. Both are made from the bodies of grubs 
  that Gothmork has been growing in his basement for years, parasites harvested from the skin and 
  feces of the Tarrasque. 
  Involving the PCs
  Gothmork’s Grub House is a low-level encoun-
  ter, a minor criminal conspiracy, and a back-
  ground threat that lurks around the edges of 
  the campaign. This could be used to introduce 
  investigation, intrigue, and a sense of danger 
  as a background story arc as the adventurers 
  begin to explore the city to make more sense of 
  its players and endless schemes.
  • The Grub House is the center of criminal 
  activity led by Gothmork. He not only hosts 
  criminal meetings in the Grub House, 
  he also acts as a fence for stolen goods. 
  More importantly the goblin gets minor 
  crime lords drunk on worm brew to turn 
  them into loyal agents. This means that 
  the Grub House can be a place where PCs 
  can meet criminal contacts, learn rumors, 
  hire henchmen, or spy on illegal activities. 
  In the process they can overhear criminal 
  dealings by Gothmork, see his supernatu-
  ral hold on others, and witness his goblin 
  employees’ fanatical loyalty.
  • The party could be hired to find a young 
  man or woman from a poor family who has 
  suddenly fallen into low-level criminal be-
  havior after frequenting the Grub House 
  and drinking worm brew. The drink made 
  the missing person susceptible to influence 
  and led them into working for one of Goth-
  mork’s illegal enterprises. The adventurers 
  need to find the missing person, uncover 
  the conspiracy, and free the victim from the 
  brew’s influence.
  THE HOUSE STEW: WORM STEW
  Worm stew is bland, filling, rich, and tastes vaguely 
  like a mix of chicken, onions, porridge, and a pinch of 
  dirt. It would be generous to say that it isn’t unpleas-
  ant to eat but it doesn’t taste good by any stretch of 
  the imagination. Worm stew is a filling meal though 
  and works as food—it is not at all dangerous to eat.
  THE HOUSE ALE: WORM BREW
  Worm brew is a strong alcoholic beverage with mild 
  hallucinogenic properties for goblinoids that lead to 
  delusions of grandeur and feelings of divine inspira-
  tion. To non-goblinoids it an ingested poison. An hour 
  after drinking worm brew, a non-goblinoid creature 
  must make a DC 12 Constitution saving throw. If the 
  creature imbibed only one ale, the save is made with 
  advantage. If the creature imbibed more than two, 
  the creature has disadvantage on its saving throw. On 
  a failure, the creature is poisoned for one hour. While 
  poisoned, the creature becomes euphoric and highly 
  suggestible—Intelligence, Wisdom, and Charisma 
  ability checks are made with advantage against a 
  creature poisoned by worm brew. 
  • The PCs find a growing gang war among the 
  lower-levels of crime in the Throat. Several 
  small-time hoods seem to be consolidating 
  operations, leading more powerful crimi-
  nals to ask the party to investigate. Clues 
  reveals strangely compliant and compulsive 
  behavior among the criminals the 
  adventurers encounter, and the 
  investigation leads the PCs to 
  Gothmork’s Grub House and 
  a goblin conspiracy.
  
  92
  Background
  Gothmork was a simple goblin that escaped 
  from his tribe driven by a uniquely developed 
  sense of self-preservation—he wanted inde-
  pendence, wealth, and the kind of eased life he 
  saw among the human merchants his people 
  often raided and harassed. Traveling to Salt 
  in Wounds seeking his fortune he worked his 
  way from beggar to thief, smuggler, and finally 
  dealer in various forms of Tarrasque-derived 
  narcotics. After several run-ins with House Mi-
  litias the goblin decided there had to be an eas-
  ier way to get rich; he would start a business. 
  Figuring everyone needed to eat, Gothmork 
  opened a restaurant—even though he had no 
  cooking skills (or anything like them).
   
  Unwilling to let go of any wealth Goth-
  mork searched for ways to find free food: catch-
  ing singing water lizards, stealing supplies, 
  even seeing if he could raise his own meat, 
  but eventually as is so often the case in Salt in 
  Wounds, he turned to thinking about the Tar-
  rasque. Harvesting the flesh of the beast was 
  out of the question—it was hard and dangerous 
  work, not to mention exclusive—yet maybe the 
  monster could still provide. 
   
  Searching his neighborhood he noted 
  that the worms growing from rotting heaps 
  of meat cast off by the various Process Guild 
  render shops. Gothmork began to harvest the 
  creatures and became fascinated with their po-
  tential as a free resource. First he realized he  
  had an affnity for training the lesser ramora  
  fleas whose eggs he bartered from the Mar-
  row Miners, raising a small number as use-
  ful pets, guarding his humble hovel and help-
  ing him eliminate rivals. Second he learned 
  that the worms he’d collected could be grown 
  in vats of offal—some into meaty grubs that 
  he could make into steaks and stews that he 
  and other goblins found delicious, and humans 
  found oddly palatable. Others were smaller, 
  and with time and experimentation he found 
  he could pull, ferment, and brew them into a 
  milky liquor that pleased his palate and (more  
   
  importantly) got him drunk. When he  
   
           was intoxicated by this worm brew  
   
        he saw visions of the ascendancy of  
   
   
   goblins under the rule of a great  
   
            worm mother, rising from the  
  gutters to overcome humankind, seize control 
  of the Tarrasque, and drive all other races to 
  submission. 
   
  Once he discovered the worm brew, 
  Gothmork’s experiments expanded. He fed the 
  drink to the types of grubs he used to make it 
  and they began to change, becoming arm-sized 
  worms with humanoid faces and intellect. They 
  started speaking to him, whispering to about 
  his visions and their ascendancy, teaching 
  him the ways of magic and how to choose one 
  of the grubs in his vat, feed it, and nurture it 
  into their worm mother. They also helped him 
  to gather a following of goblins to serve as a 
  loyal cult—all under the influence of the worm 
  brew—to breed worms, feed the mother, and 
  prepare for the rise of goblinkind. 
  THE TAVERN & BASEMENT
  Gothmork’s Grub House is a nondescript, dirty, 
  one-story building. Filthy and dingy yet crowd-
  ed, the tavern itself is not particularly notable 
  but the basement below the tavern is heavily 
  excavated to hide Gothmork’s farming and oth-
  er cult activity.
  1. THE DINING ROOM
  Crowded whenever the Grub House is open, the 
  dining room is filled with goblinoids, criminals, 
  and paupers. Goblins serve the tables—they 
  are quick, surly, and try to clear out customers 
  as quickly as possible. Typically one or more 
  patrons are playing a version of mummbly-
  peg, laughing whenever someone is stabbed, 
  and Gothmork (a goblin wormtongue) is often 
  here during business hours circulating among 
  the regulars and visitors taking the chance to 
  make criminal and business deals.
  2. THE KITCHEN 
  A team of goblin cooks work in the hot kitchens, 
  making the stew and dishing out meals. The 
  prep area and the pots are disgusting as the 
  goblins break down worms into the soup.
  3. THE STOREROOM
  Filled with boxes of potatoes and onions along-
  side barrels of water, worm brew, and salt, the  
  
  93
  storeroom isn’t particularly exciting aside from 
  the spiral staircase that descends into the base-
  ments.
  4. BASEMENT
  This appears to be further storage including 
  yeast, salt, and water barrels, but some of the 
  boxes also include cultic robes, hooked goads, 
  leather armor, and other gear for the cultists. 
  The basement is regularly watched by a goblin 
  wormtender and a lesser ramora flea.
  5. THE WORM CHAMBER
  The worm chamber is home to the worm moth-
  er, overseen by a bevy of goblin wormtenders. 
  The room uses a complicated but roughly hewn 
  goblin style of architecture with a crudely 
  arched ceiling. Short, circular steps descend 
  to the central chamber, the middle of which is 
  a large pool filled with murky liquid—home to 
  the worm mother. Three captives are gagged 
  and bound here slowly being bled into various 
  fermenting pools. The worm mother is tended 
  by three goblin wormtenders led by a goblin 
  wormtongue.
  A. WORMTENDERS
  Each landing holds wormtenders watching 
  over the scene—one goblin wormtender and a 
  lesser ramora flea. Challenging the first gob-
  lin wormtender sparks a call out to the others 
  in the room and spurs a large-scale fight.
  B. FERMENTING POOLS
  The fermenting pools are filled with a thick, 
  yeasty brew of chopped up worms on top of 
  which floats a sizable mat of lichen, yeast, and 
  bacteria. A large wooden spoon hangs over the 
  large stone pools. Two goblins work over each 
  pool under the supervision of a worm savant.
  ENDING THE ADVENTURE 
  & FORESHADOWING
  After defeating Gothmork and the worm moth-
  er, the GM can use its Death Throes trait to pro-
  vide hints and clues about the next stage of the 
  adventure. Alternatively the party can discover 
  that the captives are connected and have 
  offers of thanks to the party, useful 
  information, and opportunities 
  for employment.
  
  94
  APPENDIX 2: SALT IN WOUNDS, 
  THE WIDER WORLD, AND SYNOMA
  The following pages outline the basics of the world of Synoma and Salt in Wound’s place in it. More 
  information about Synoma is available in the Synoma Campaign Setting from Pangolin Press.
  SYNOMA: 
  THE FANTASY COLD WAR
  In the seventh age of Synoma new kingdoms 
  rose upon the ruins of dead or moribund em-
  pires. These fledgling powers quickly realized 
  that power was not measured by the size of 
  armies, but by the amount of magic dug up 
  from the ground or developed by one’s peoples. 
  Massive research and exploration efforts began 
  in earnest three hundred years ago and every 
  easily located ruin or dungeon was secured by 
  a state and plumbed for its power. A series of 
  conflicts which would come to be known as the 
  Artifact Wars rocked the world as the various 
  national powers, each with their own special-
  ties and unique relics, fought on a titanic scale. 
  After years of escalating war they reached a 
  stalemate as each possessed magics capable of 
  utterly obliterating their enemies—and possi-
  bly themselves. With open war too costly to 
  conceive of (or at least that’s the hope of 
  ordinary citizens) conflict has transferred 
  to proxy wars fought over satellite states 
  and spheres of influence, relentless 
  crusades to push back monstrous, demonic, 
  or undead forces, and finally the so 
  called “great game” of adventurers. 
   
  Magic items are extremely 
  rare and high level magic is virtually 
  nonexistent. Only those most rare 
  savant-like individuals are capable 
  enacting high level magical workings 
  or to craft permanent enchantments. 
  The primary resource the various states 
  compete over is high level wizards, 
  clerics, sorcerers, and creators of magic 
  items. Abundant alchemical goods have 
  replaced most low level magic items and 
  these are often derived from the special 
  properties of magical creatures 
  (most especially the Tarrasque 
  of Salt in Wounds).
  THE GREAT GAME: THE 
  ROLE OF ADVENTURERS 
  IN THE GEOPOLITICS 
  OF SYNOMA
  Most adventurers in Synoma are loyalists 
  pledged to one of the five great powers although 
  occasionally they are mercenaries happy to 
  take the pay of whoever offers the most coin. 
  More paranoid states control their adventur-
  ers via leveraging threats to their loved ones, 
  rune-bound exploding slave collars to enforce 
  compliance, or mind-affecting magic. These 
  nation-states have have identified twenty-two 
  “Paths to Power” (what in other settings are 
  character classes) and rigorously screen their 
  population for any individuals who show apti-
  tude for one of the paths (there is also regular 
  abduction and recruitment of exceptional citi-
  zens of other empires). Such persons are then  
  conscripted (or at least strongly encour-
  aged) to pursue developing their abili-
  ties whereupon they are incorporated  
  into traditional armies or sent to  
    join state-sponsored adventurer  
  agencies. These organizations 
  are utilized for intrigue, covert 
  dungeon delves (often behind 
  enemy lines), or a swift milita-
  ristic response to emergent and 
  quick moving threats for which  
   
  the army is ill-equipped to  
   
     handle.
   
  Most adventurers in 
   Synoma do not attain  
   epic heights (capping  
  out at 6th level) and to push 
  past this ceiling is to generally 
  become something more than 
  human (or greatly divergent) 
  and in so doing wind up in the 
  crosshairs of enemy powers. 
  After reaching this point they 
  
  95
  figure greatly into politics and plots of the 
  greater world as their enemies begin devel-
  oping exhaustive dossiers on their strengths 
  and weaknesses (all while facing regular as-
  sassination and recruitment efforts). As such 
  the maximizing of potential (“min-maxing”) is 
  something states regularly do for their squads 
  of adventurers, attempting to put together the 
  most effective and versatile teams of possibly 
  insane, inhuman, and largely amoral irregu-
  lars to regularly face down threats “far above 
  their level.” 
   
  However even as they arm themselves 
  to take down demigods, adventurers must reg-
  ularly move throughout the paranoid world of 
  Synoma without attracting notice. Some rare 
  few manage to keep their abilities secret and 
  become independent operators but these are 
  the exception rather than the rule. Adventur-
  ers are amongst the only segment of the popu-
  lation with regular knowledge of magical items 
  and the incredible value of any make the owner 
  especially tempting targets. 
   
  In Synoma adventurers function as some-
  thing between secret agents, special forces, and 
  an armored tank division or living weapons of 
  mass destruction—with their sponsor states 
  ready to disavow or betray them following a 
  failure, or even if they seem to have grown too 
  powerful. This is of particular import as one of 
  the current five great powers was founded 
  by a group of adventurers who 
  recovered an artifact that put 
  them on equal footing with the 
  other empires, allowing them 
  to carve out a kingdom of 
  their own.
  SALT IN WOUNDS 
  IN SYNOMA
  Salt in Wounds is one of a handful of impos-
  sible cities in Synoma—settlements that can 
  only exist because of some supernatural qual-
  ity that supports their otherwise untenable ex-
  istence. It has managed to maintain its inde-
  pendence due to its isolation, self-suffciency,  
  and the established policy of the Binder-Lords 
  that they will release the Tarrasque if their 
  rule is threatened by an outside force. As such, 
  Salt in Wounds often serves as a meeting place 
  for rival factions and powers, a base to scheme 
  and launch plots and intrigues, and one of the  
  central locations wherein an interested party 
  can find neutral, mercenary adventurers. It is 
  also one of the only places in the world where 
  most commoners have witnessed high level 
  magic at some point in their lives.
   
  Another unique feature is that due to 
  the incredible value of its alchemical exports in 
  a world largely void of magic, Salt in Wounds 
  runs a huge trade deficit with most of its reg-
  ular trade partners. Hence large quantities of 
  magic items flow into the city to pay for all the 
  alchemical goods and Tarrasque-derived won-
  drous items flowing out of the city. It is one of 
  the few places in the world where magical items
  can often be procured...though 
  higher end pieces can usually only  
   
   be obtained by providing  
   
     favors or going into debt  
   
   with one of its aristocratic  
   
       or merchant powers.
  
  96
  APPENDIX 3: RANDOM ENCOUNTERS
  D6 ENCOUNTERS FOR SAGE’S ROW
  1. The party encounters a half-elven street peddler named Tianti Tani who offers a variety of odd 
  jury-rigged magical items of dubious utility.
  2. A Tarrasque flesh golem has gone berserk and is attacking at random. Depending on party level, 
  a low powered wizard is already engaging the construct with hastily summoned monsters and 
  other distracting magic (though he will probably lose without the adventurers’ intercession).
  3. A stooped man heavily laden with magical supplies trudges down the street as a cherubim hov-
  ers above him raining down curses and the occasional blow. Any attempt to speak to the man or 
  the apparent angel causes the cherubim to respond, “pike off, mind 
  your own thrice-damned business.”
  4. A street cryer calls out, “Anyone looking for work? Anyone  
  looking for work?” When queried she reveals her employers  
  are looking for anyone interested in being the subject of  
  (perfectly safe!) medical experimentation. The deal is,  
  if any PC is willing to wear an alchemist testing  
  apparatus (set to Experiment Mode)  
  for a month they will be paid  
  200 gold pieces.
  5. An alchemist’s shop has a series of 
  exhaust pipes emanating puffs of odd-
  colored smoke. A giggling trio of teens 
  inhale some of the vapors and if the 
  party shows any interest they are 
  invited to partake. Upon inhalation 
  there is a 50% chance that the PC is 
  poisoned for 24 hours. Otherwise the vapors 
  produce an intense euphoria and vivid 
  hallucinations that amidst nonsensical imagery 
  contain portentous truths about the party’s 
  upcoming adventures. Up to three turns with 
  the vapors can be taken before the shopkeeper 
  comes out to chase away the assembled by 
  threatening to summon the militia.
  6. A small procession of individuals move past 
  a shrine to Macinfex, God of Butchers. Each 
  genuflect with a bow and a pantomime of 
  sharpening knives before taking a small 
  piece of raw meat (held in a bowl in the 
  statue’s hands) into their mouths. Any PC 
  who imitates is blessed with advantage on a 
  single attack roll or ability check made in the 
  next 24 hours. This blessing must be selected  
   
   for use before dice are rolled. 
  
  97
  D6 ENCOUNTERS 
  FOR THE THROAT 
  MERCHANT DISTRICT
  1. The party is confused for a group of exot-
  ic slaves (with one of the PCs assumed to 
  be the owner) by Quine Calafax, a foppish 
  gnome slave monger. Quine makes ludi-
  crous offers to buy the individual party 
  members and if told one is not a slave, he 
  simply moves onto bargaining over one of 
  the others. He mentions that due to the 
  PC’s race or distinguishing features that 
  they would “complete his collection.”
  2. An overladen hand cart has tipped over 
  and casks filled with water have spilled 
  out into the street. Various people are 
  darting in and out, absconding with the 
  barrels while a woman bellows for help 
  to stop the thieves.
  3. On a roll of 3, roll again. While otherwise 
  engaged with the results of the second 
  roll, the adventurers are targeted by a 
  pickpocket (use the statistics of a spy).
  4. One of the party is mistaken for Brown 
  Sutto by a gang of 4 thugs who insist 
  that they pay their debt (500 gp) before 
  something bad happens. The ruffans  
  back down if the adventurers call for au-
  thorities but will follow them in the days 
  to come (looking for an opportunity to 
  strike when the PCs are either isolated 
  or vulnerable).
  5. Recognizing the party as adventurers 
  (or having heard of their exploits) a grip-
  pli bard named Xuzay offers to spend a 
  week comprising an epic poem praising 
  the party—for the nominal fee of 100 gp. 
  If they turn her down she instead imme-
  diately produces a dirty sing-song lim-
  erick mocking one or more of the party 
  members, a melody the party will hear 
  randomly while in the city for months to 
  come.
  6. An axebeak has bucked its rider and is 
  viciously attacking the man, perhaps 
  mortally tearing at him with its wicked 
  beak. A crowd has gathered to laugh at 
  the proceedings. 
  D6 ENCOUNTERS FOR 
  THE TAIL STONES
  1. Stegen Oarlock—cleric of the god of wine—has 
  been miraculously producing “wine” (actual-
  ly, clean water with only a hint of grape) out 
  of thin air to freely provide for the thirsty poor 
  who can't afford to purchase their own. He is 
  currently being harrassed by House Militiamen 
  demanding that he pay a fine for unauthorized 
  distribution of water. Stegen however is refus-
  ing and a crowd of sympathetic rowdies is gath-
  ering.
  2. A blood-fat ankheg has burst out of the ground 
  and people are fleeing in terror. Depending on 
  the party's level, a badly-equipped group of lo-
  cal shopkeepers may be engaging the creature 
  (though they risk being overwhelmed without 
  help from the adventurers).
  3. A 5th House courtier named Haren Harenson 
  is handing out pamphlets and answering ques-
  tions about the benefits of indentured ghoulifi-
  cation. If any of the party seems interested, he 
  speaks at length about the procedure saying 
  whatever they want to hear (highly motivated 
  by the possibility of a potential commission).
  4. An oni sits in a lotus pose, eyes closed with a 
  small sign that reads “Hire Me” in elegant cal-
  ligraphy. Everyone other than the party either 
  is unable to see the spirit or is ignoring him (and 
  would also lie if asked if they see the creature). 
  It does not respond to the party until they’ve 
  reached 7th level at which point it offers any 
  service it is conceivably capable of (though at 
  the cost of a single favor).
  5. In the center of a cheering crowd hastily placing 
  bets, a female human apprentice God-Butcher 
  and a male half-orc Marrow Miner are about to 
  have a bare knuckled brawl (both are berserk-
  ers). The winner (determined with a coin flip) 
  calls out to the crowd (including the party) that 
  none are tough enough to face their fists.
  6. A dwarf dumps a heap of rotting meat into the 
  street outside a Process Guild render shop and 
  it is immediately set upon by a trio of ghouls 
  dressed in tatters. One of the undead breaks 
  from its gorging to hiss and point to 
  one of the party members before 
  returning to glut its hunger.
  
  98
  D6 ENCOUNTERS FOR THE BEAST CROWN DISTRICT
  1. A wounded man in plate mail stands over the stilled corpse of a ghoul, brandishing his glowing 
  sword towards a cadre of 5th House Militiamen. Whether the man is a paladin who couldn't re-
  sist cutting down an “undead monster” that was taunting him or an innocent warrior who was 
  defending himself is up to the GM (but the militia believes it to be the former).
  2. A trio of bored, fashionably androgynous 7th House courtiers speak clearly about their sexual 
  appraisal of the PCs. The GM should instead have them in a discussion of who would win in a 
  fight if the group prefers to avoid issues of sexuality in game.
  3. A cursing half-orc commands a scantily-clad, sobbing woman to hold still while he holds a sy-
  ringe full of green liquid next to her arm. He asks, “do you want to get paid or not?” to which 
  the woman responds, “yes, yes I'm sorry.” Around them stand multiple figures that look like 
  hyper-realistic statues but close inspection reveals them to be paralyzed humanoids in various 
  poses. When the half-orc (and artist named Vinkelheim) spots the party, he requests their help, 
  “holding this damn fool model still so he can settle the pose.” If the party assists he gives them 
  a dose of sculptor's paralytic poison as thanks. Use crawler mucus with application via syringe 
  only.
  4. A half-elven cleric decked with gold chains stands behind a lectern preaching that wealth is 
  godliness. He curses at any PC carrying less than 2,000 gold, referring to anyone carrying more 
  than that as “gods favored” and blessing them. This blessing grants advantage on a single abil-
  ity check involving the exchange of currency, 
  decided before the check is made.
  At the GM’s discretion, the blessing 
  is secretly a curse that causes 
  the ability check to made with 
  disadvantage.
  5. At the sentencing platform for 
  the stage courts a hard-eyed 
  man gazes out at the crowd. A 
  sign around his neck reads 
  “Crime - Burglary | Punishment - 
  Vivisection”. Various alchemists, 
  anatomists, and ghouls dressed in 
  finery bid for his body parts 
  (with particular 
  interest in procuring 
  his eyes) in response to 
  a suave auctioneer 
  shouting from the 
  criminal's right.
  6. A quartet of House 
  Militiamen featuring
  the livery of 3rd House 
  demand to see the 
  party’s “district 
  passes” (which don’t 
   
  exist). When the 
   
   
  PCs fail to produce any 
   
   
  (or provide forgeries) they 
   
   
    demand 5 gp in “fines.”
  
  99
  OGL
  The following text is the property of Wizards of the Coast, Inc. and 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original mate-
  rial by E. Gary Gygax and Dave Arneson.
  Salt in Wounds: Campaign Setting Guide Copyright 2018 Pangolin 
  Press; Author J.M. Perkins
  
  100
  Adrian Colbert
  Alan Walters
  Tracy Landrum
  Marc Margelli
  Roman
  Doomedpaladin
  Jonathan Pio
  Ross Thompson
  James Lawson
  Greg
  Michael Egan
  Nicholas Kerr
  The High Frontier
  Jacob Hogan
  Ben McFarland
  J.M. Perkins writes stories, designs 
  games, and spends far too much time 
  thinking about monsters.
  You can learn more about him and his 
  work at www.jmperkins.com or send 
  him an email at john@jmperkins.com
  About the Author
  Special Thanks to all the Kickstarter 
  Backers: your patience, early support, 
  and incredible ideas helped make this 
  work what it is.
  Paul Wynns
  Clint Smith
  Erich L.
  Patrick Harris
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  Dylan Verden
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  ARCH DIXON
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  Erik
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  Martin PapsÃ¸e
  Derek
  Joseph Scott
  Edward O'Bryan
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  101
  Jim Hart
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  Praxidicae: Vindi-
  cator of Phoenix 
  Rising
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  102
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  Impact! Miniatures
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  Dark Naga Adventures 
  (Kevin Watson)
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  103
  Sean Aliff
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  Edgeland Games
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  104
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  105
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  Adam Thrash
  Alexander T Gomez
  Bryan McIntyre
  Stewart MacLean
  Wesley Kern
  Toby Welch
  Jim Heston
  Brion Abel
  Taylor Evans
  Aaron L Funk
  James Howard Jr
  Patrick Walsh
  Charonen
  Lynn Reed
  Drake Phillips
  Johnathan Allen
  Joshua Laudise
  Leanna Bender
  Aaron Benjamin Carter
  Charles Haywood
  Darren
  Blarghedy
  Nick Mendola
  James Miller-Marquez
  Kristopher Rodrigues
  Austin Hoffman
  Sean Donnelly
  Nathan Beal
  Proze
  Harry John Shephard
  Alvin Lee
  Adrienne
  CJ_Trachta
  Blake Anthony Morgan
  jtopian
  Steven DeBirk
  Jason Weigel
  John Burchett
  Erik Stratton
  Thomas
  Mark Fazzari
  Addison Voldeng
  Spencer Hobson
  Tanner Houghton
  Charlie Mehl
  Samuel Kohner
  John D.
  Ryan Kent
  Robert O'Neill
  Nathan Marigoni
  bejan paknia
  Odin
  Hananda
  Pikey
  Alex
  Winthrop Wilcox
  Kenneth Faulkner
  Joshua Godfrey
  Alexandra Collins
  Matt Andrews
  Chris Furness
  Dan
  Belltrap
  Sorokin Boris
  Javier MalÃ³n
  Jared Robinson-Kam
  Kyle Spens
  Jay Muir
  Luca
  Kimberley Smith
  Davae Breon Jaxon
  Bryan Dotson
  Jon Boylan
  Jeffrey Schultz
  Gamechild Studios
  Shane Martin
  Lewis Crown
  josiah
  Rick
  Todd Kes
  thomas schaeffer
  Jared Boles
  Hadschi Halef Omar
  Mike Prokop
  Jo-Herman Haugholt
  Kristian Williams
  Christian Barry
  chris stewart
  Paul Casagrande
  Sam Hillaire
  John Riegerix
  Brendan Townsend
  Warren Nelson
  roshaun helsin
  J Langenbacher
  Ryan Woodroof
  Baheru Mengistu
  Delkaetre
  Christopher Henry
  Zac Zembo
  Jordan Ferch
  Ira Taraday
  WL Tay
  Benjamin Reece
  Brandon Ulvenes
  Chris Jordan
  Joe Wilkinson
  Daryl Boyer
  Philippe Niederkorn
  Stephen kline
  Michael Anthony 
  Hunt
  Charles Hughes
  Randal Estevez
  Danielle Montanari
  Evan Steiner
  Karl Cutler
  Allen White
  Sam Clifton
  Michele Jacobsen
  Ronald Paul White
  Riley Ruppert
  francis cole
  Mike Broduer
  Raphael Bressel
  Jason Karl-Wolfe 
  Leisemann
  John Ely
  Nathaniel Winkler
  Gordon Cranford
  Jay Kint
  Matthew Fridley
  Brett Keizer
  GEOFFREY 
  PIEPER
  Ryan Mitchell
  Gabriel Miller
  Kyle Moore
  Devin R Whittington
  Steve Bush
  Devin R Whittington
  Bryan K Strahm
  Christine Watson
  Christopher Van 
  Fleet
  Chantz Turner
  Andrew Steven
  Scott Isaac Reichelt
  Colton Goodrich
  Samuel Petto
  Daniele CalÃ  Cam-
  pana
  Daniele CalÃ  Cam-
  pana
  John M. Portley
  David Tyler
  Samantha Greenall
  Charles Richard 
  Koeppel II
  Alec Queen
  David McMichael
  
  106
  Appendix 4: Pathfinder Monsters
  ALCHEMIST TESTING APPARATUS CR 3
  XP 800
  N Tiny construct
  Init +3; Senses blindsight 30 ft.; Perception +0
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 26 (4d10+4)
  Fort +1, Ref +4, Will +1
  Immune construct traits
  OFFENSE
  Speed 25 ft., climb 25 ft.
  Melee primary syringe +3 (1d6-2 plus attach 
  and primary concoctions) or secondary syringe 
  +3 (1d4-2 plus attach and secondary concoc-
  tion)
  Space 2.5 ft.; Reach 0 ft.
  STATISTICS
  Str 6, Dex 16, Con —, Int 6, Wis 10, Cha 8
  Base Atk +3; CMB -1; CMD 12
  Feats ToughnessB
  Languages —
  SQ control panel, latch on
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, or fleet (4-12)
  Treasure none
  SPECIAL ABILITIES
  Control Panel (Ex) An alchemist testing ap-
  paratus has a control panel hidden on its body. 
  A creature can access the control panel while  
  the alchemist testing apparatus 
  is 
  incapacitated 
  without 
  diffcul- 
  ty. While it is grappled or pinned, a  
      creature can use a standard ac-
  tion to make an Intelligence check  
  (DC equal to AC), opening the panel and chang-
  ing the setting on a success. The three settings 
  are Inactive Mode, Experiment Mode, and De-
  fend Mode.
  • While in Inactive Mode, the alchemical test-
  ing apparatus is incapacitated. 
  • While in Experiment Mode, it uses its Pri-
  mary Syringe.
  • While in Defend Mode, it uses its Secondary 
  Syringe. 
  Latch On (Ex) While attached to a creature 
  the apparatus rolls twice when making attack 
  rolls against it and takes the better result. 
  When the apparatus suffers damage, the crea-
  ture it is attached onto takes half that amount 
  of damage. The apparatus can end the latch as 
  a free action.
  ACTIONS
  Primary Concoctions (Ex) When the alche-
  mist testing apparatus deals damage with this 
  weapon, roll 1d4:
  1—The target makes a DC 12 Fortitude save. 
  On a failure the target takes 4d8 damage 
  from poison and until the end of its next 
  turn whenever it rolls a d20, it rolls twice 
  and takes the worst result. On a success, 
  the target takes half as much damage and 
  is otherwise unaffected.
  2—The target makes a DC 12 Fortitude save. 
  On a failure the target mutates horrifically, 
  taking 3d8 negative energy damage and for 
  the next minute takes double damage from 
  piercing. On a success, the target takes half 
  as much damage and is otherwise unaffected. 
  Alchemist Testing apparatus
  This small, hand-sized construct is an odd assortment of brass clockwork, bone, and machined 
  sinew. Typically constructed by an alchemist trying to discover medical data, the devices have 
  six copper legs that end in hooked talons and a mosquito like ”face” comprised of a thick syringe. 
  Small clear vials of brightly colored, viscous liquid cover its back.
  Small, Vicious Automaton. Powered by an improbable arrangement of tightly-wound springs, 
  alchemical reactions, and more distressing techniques, the apparatus is also a deadly and eas-
  ily-hidden sentinel for its maker. Since the device is not fully sapient it sometimes fails to rec-
  ognize its creator and attacks. Most owners keep them set to inactive until moments before re-
  leasing them into a contained environment, such as a guard post they don't plan to enter again. 
  Alchemist testing apparatuses can recognize constructs and undead, and do not attempt to "test" 
  them. 
  
  107
  Secondary Concoction (Ex) The target 
  makes a DC 12 Will save. On a failure, the tar-
  get is charmed (as charm monster). As long as 
  the apparatus remains latched on and the crea-
  ture remains charmed, the apparatus takes no 
  actions and the target makes its most effective 
  melee weapon attacks against one of the appa-
  ratus's enemies, moving if necessary. The tar-
  get receives a new DC 12 Will save at the end of 
  each of its turns, 
  ending the 
  charmed effect 
  on a success.
  Goblin Wormtongue
  Goblin wormtongues are goblins transformed by their exposure to Worm Brew and colonized by 
  parasites. They are able to command loyalty from other goblins, are tied to the worms, and have 
  been awakened to mystical power by the Worm Brew and their wriggling communion. Most serve 
  Gothmork but some few have left the Grub House to found their own organizations, a few having 
  left Salt in Wounds entirely. Where their tongue would normally be is instead a tangle of worms. 
  When a goblin wormtongue speaks it is actually a chorus of small-mouthed worm voices speaking 
  in unison with the goblin host—goblin wormtongues keep their mouth as closed as possible when 
  they speak but their condition becomes especially apparent when they cast a spell.
  3—The target makes a DC 12 Fortitude sav-
  ing throw. On a failed save, the target is 
  paralyzed until the end of the apparatus' 
  next turn.
  4—The target's skin hardens, granting it 15 
  temporary hit points that last until the end 
  of the apparatus' next turn. If any tempo-
  rary hit points remain when this effect ex-
  pires, the target is petrified for 1 minute. 
  The target can make a DC 12 Fortitude 
  saving throw at the end of each of its turns, 
  ending the petrification on a success. 
  GOBLIN WORMTONGUE                   CR 1
  XP 400
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 
  Dex, +1 size)
  hp 11 (2d8+2)
  Fort +1, Ref +2, Will +4
  OFFENSE
  Speed 30 ft.
  Melee dagger +0 (1d4-1, Crit 19-20/x2)
  Ranged sling +3 (1d4, Range 50 ft.)
  Spell-Like Abilities (CL 2nd; concentration +3)
  At will—silent image
  3/day—command
  1/day—charm person, hideous laughter
  STATISTICS
  Str 8 (-1), Dex 15 (+2), Con 13 (+1), Int 12 
  (+1), Wis 13 (+1), Cha 12 (+1)
  Base Atk +1; CMB -1; CMD 11
  Feats Improved Initiative
  Skills Perception +5, Ride +6, Stealth +10; Ra-
  cial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  Gear leather armor, small centipede poison (2)
  SPECIAL ABILITIES
  Nimble Escape (Ex) The goblin wormtongue 
  can use its swift action to take use Stealth to 
  hide or Withdraw.
  Inspirational Figure (Su) All goblinoid al-
  lies within 50 feet of the 
  goblin wormtongue who 
  can hear its voice 
  gain a +2 insight 
  bonus to attack 
  and damage 
  rolls. 
  
  108
  Kolo Birds
  This dark-feathered avian has a red undertail, intense yellow eyes, and its hooked beak is con-
  gealed with dried blood and viscera. Kolo birds are micropredators that use their incredibly sharp 
  beaks to create nesting cavities and grievous wounds. Although they do not typically hunt, kolo 
  bird flocks (knows as wakes) seek out wounded creatures with their keen carrion sense, preferring 
  to deliver a swift coup de grace rather than engaging in drawn out conflicts.
  KOLO BIRD                                      CR 1/3
  XP 135
  N Tiny animal
  Init +2; Senses low-light vision; Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +5, Will +2
  Immune poison; Resist negative 5
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee beak +2 (1d4–2 plus bleed)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks bleed (1d4)
  STATISTICS
  Str 6, Dex 15, Con 11, Int 2, Wis 15, Cha 6
  Base Atk +0; CMB -4; CMD 8
  Feats Weapon Finesse
  Skills Fly +7, Survival +6
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, murder (4-7), or 
  wake (12-20)
  Treasure none
  SPECIAL ABILITIES
  Blood Frenzy (Ex) Once per day, a kolo bird 
  that takes damage in combat can fly into a fren-
  zy in the following round. It gains +2 Constitu-
  tion and +2 Strength, but takes a –2 penalty to 
  its AC. The frenzy lasts as long as the battle or 
  1 minute, whichever is shorter.
  Carrion Sense (Ex) A kolo bird has a scent 
  ability that only functions for corpses and badly 
  wounded creatures (50% or fewer hit points).
  
  109
  Mottled and sporting minor vestigial mutations, watchers are kolo birds that have mutated due to 
  a steady diet of Tarrasque. They are larger, hardier, and more resistant to virulent damage than 
  their smaller cousins. At the GM’s discretion, watchers can be selected as familiars.
  WATCHER (DIRE KOLO BIRD)          CR 1
  XP 400
  N Small animal
  Init +1; Senses low-light vision; Perception +2
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +2 nat-
  ural, +1 size)
  hp 15 (2d8+6)
  Fort +5, Ref +4, Will +2
  Immune poison; Resist negative 10
  OFFENSE
  Speed 10 ft., fly 50 ft. (average)
  Melee beak +1 (1d6–1 plus bleed)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks bleed (1d6)
  STATISTICS
  Str 9, Dex 13, Con 17, Int 2, Wis 15, Cha 7
  Base Atk +0; CMB +0; CMD 9
  Feats Weapon Finesse
  Skills Fly +6, Survival +6 
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, murder (4-6), or 
  wake (10-14)
  Treasure none
  SPECIAL ABILITIES
  Blood Frenzy (Ex) Once per day, a kolo bird 
  that takes damage in combat can fly into a fren-
  zy in the following round. It gains +2 Constitu-
  tion and +2 Strength, but takes a –2 penalty to 
  its AC. The frenzy lasts as long as the battle or 
  1 minute, whichever is shorter.
  Carrion Sense (Ex) A kolo bird has a 
  scent ability that only functions 
  for corpses and badly wounded 
  creatures (50% or fewer hit 
  points).
  
  110
  Ledgerman
  This figure takes the shape of any common sentient race that has a concept of debt, its form a translucent 
  dark blue or purple. It appears to be clothed in sober, professional attire, bearing a ledger-book, abacus, or 
  anything else that current or previous local cultures used to manage financial matters. Often appearing in 
  groups, ledgermen ruthlessly seek out debtors (real or imagined) and extract wealth from them.
  Astral Thoughtforms. Though they look ghostly and indeed are often believed to be undead, ledgermen 
  are instead the reified thought-form of a populace's fear of unpaid debts. When destroyed a ledgerman 
  disperses back to the psychic winds of the Astral Plane but it is never long before a new one takes its place. 
  They are especially likely to manifest when someone dies while desperately in debt.
  Hunger for Wealth. The ledgerman's nature drives it to destroy physical wealth in the form of coins, gem-
  stones, precious metals (though not ore still in a vein), art objects, or magic items. When given wealth in 
  any of these forms, it takes time to note the payment in its ledgers—leaving it distracted and vulnerable. 
  If left in the presence of unattended wealth and not threatened with violence, it disintegrates large quan-
  tities of treasure at a time. The ledgerman has no special capacity to locate vaults or counting-houses, but 
  if it finds one by chance, it could wipe out vast fortunes in minutes.
   LEDGERMAN                                      CR 7
  XP 3,200
  LE Medium construct
  Init +5; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 50 (4d10+28)
  Fort +1, Ref +2, Will +2
  Defensive Abilities incorporeal; DR 10/magic and silver; Immune construct traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee tarnishing touch +4/+4
  Special Attacks balance the scales, 
  STATISTICS
  Str 10, Dex 12, Con —, Int 16, Wis 12, Cha 13
  Base Atk +4; CMB +4; CMD 15
  Feats Improved Initiative, Toughness
  Skills Appraise +7, Intimidation +5, Perception +5, Sense Motive +5, Survival +5
  Languages Common
  SQ debts to pay, stocked
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, or gang (3-6)
  Treasure none
  SPECIAL ABILITIES
  Balance the Scales (Su) When a creature within 10 feet deals damage to it, the ledgerman can 
  use its immediate action to cause its attacker to take 3d6 psychic damage.
  Debts to Pay (Su) When a willing creature gives a ledgerman coins, precious metals, gemstones, 
  art objects, or magic items worth at least 50 gold pieces, the ledgerman takes no actions and be-
  comes vulnerable to all damage types except poison until the end of that creature's next turn.
  Stocked (Su) Some ledgermen are Small-sized. This does not modify their statistics.
  Tarnishing Touch (Su) The target makes a DC 15 Will save, taking 3d10 acid damage  
   on a failed save, or half as much damage on a success as the ledgerman's touch corrodes  
    everything of value. It can also target unattended inanimate objects. When specifically  
   
    targeting an object with this ability, the ledgerman destroys up to 300 gp in value.
  
  111
  Ramora Fleas
  These bloodsucking parasites are like huge ticks or fleas quite common throughout Salt in Wounds. 
  RAMORA FLEA (Lesser)                        CR 1/2
  XP 200
  N Small vermin
  Init +2; Senses blindsight 10 ft., darkvision 60 
  ft.; Perception +0
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 13 (2d8+4)
  Fort +3, Ref +2, Will +0
  OFFENSE
  Speed 30 ft.
  Melee bite +2 (1d4+1 plus blood drain)
  Special Attacks blood drain (1d2 Constitu-
  tion)
  STATISTICS
  Str 12, Dex 15, Con 15, Int —, Wis 11, Cha 6
  Base Atk +0; CMB +0; CMD 12
  Skills Acrobatics +0 (+20 when jumping), 
  Stealth +6; Racial Modifiers +20 Acrobatics 
  when jumping
  SQ uncanny leap
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, cluster (2–6), or colony 
  (7–12)
  Treasure none
  SPECIAL ABILITIES
  Uncanny Leap (Ex) As a full-round action, a 
  remora flea can jump up to 40 feet. A flea can 
  treat this jump as a charge, as long as the leap 
  is made in a straight line.
  RAMORA FLEA (Dire)                           CR 2
  XP 600
  N Large vermin
  Init +0; Senses blindsight 10 ft., darkvision 60 
  ft.; Perception +0
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+6 natural, -1 
  size)
  hp 21 (2d8+12)
  Fort +7, Ref +0, Will +0
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d8+5 plus blood drain)
  Special Attacks blood drain (1d4 Constitu-
  tion), bounding off
  STATISTICS
  Str 20, Dex 11, Con 23, Int —, Wis 11, Cha 6
  Base Atk +0; CMB +6; CMD 16
  Skills Acrobatics +0 (+20 when jumping), 
  Stealth +0; Racial Modifiers +20 Acrobatics 
  when jumping
  SQ uncanny leap
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Bounding Off (Ex) Once per round while 
  grappling a Medium or smaller creature, the 
  flea can make an opposed Strength check. On  
      a success, the flea jumps off of the creature,  
            dealing 2d4+5 bludgeoning damage.
  Uncanny Leap (Ex) As a full-round 
  action, a remora flea can jump up to 
  80 feet. A flea can treat this jump as 
  a charge, as long as the leap is made 
  in a straight line.
  
  112
  Red Leech Tide
  Even the leeches of Salt-in-Wounds are changed by the city's effluvium. Red leech tides are swarms of red 
  leeches connected by a hivemind that grants them lethal cunning when in large groups. As predators they 
  engage in ambush tactics against far greater prey than common leeches would dare pursue. 
  Predator & Parasite. Red leech tides sometimes gain strange powers when they drink the blood of 
  sorcerers or monsters. They favor targets that show signs of innate power that the red leech tides can 
  absorb (particularly when their intellect is enhanced by proximity to additional red leech tide swarms).
  RED LEECH TIDE                               CR 2
  XP 600
  N Diminutive vermin (swarm)
  Init +2; Senses blindsight 30 ft.; Perception +0
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 19 (3d8+6)
  Fort +7, Ref +6, Will +3
  Immune mind-affecting effects, swarm traits, 
  weapon damage
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee swarm (1d8 plus bleed 1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks blood drain, distraction (DC 12)
  STATISTICS
  Str 1 (-5), Dex 14 (+2), Con 12 (+1), Int 6 (-2), Wis 
  12 (+1), Cha 3 (-4)
  Base Atk +4; CMB —; CMD —
  Skills Stealth +13, Swim +11; Racial Modifiers 
  uses Dexterity to modify Swim checks
  SQ hivemind
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, or infestation (3-6 
  swarms)
  Treasure none
  SPECIAL ABILITIES
  Blood Drain (Ex) Any living creature that begins 
  its turn with a leech swarm in its space is drained 
  of its blood and takes 1d3 points of Str and Con 
  damage.
  Hivemind (Su) If one other Medium red leech 
  tide is within 60 feet, both have Int 8 (-1) and 
  Cha 5 (-3). If two other Medium red leech tides 
  are within 60 feet, all three have Int 10 (+0), 
  Cha 7 (-2), and a +2 enhancement bonus on Will  
  saves (total modifier +5). If three or more other  
   
  Medium red leech tides are within 60 feet,  
   
   
  all have Int 12 (+1), Cha 9 (-1), a +3  
   
         enhancement bonus on Will saves (total  
   
   
    modifier +4), and telepathy with a  
   
   
    range of 60 feet.
  BLOOD IS POWER
  Red leech tides often retain a fraction of the 
  power of previous victims. Increase a red 
  leech tide to CR 4 by adding any of the follow-
  ing features (roll 1d4 to randomly determine 
  which).
  1—The red leech tide fed off of something 
  poisonous. A creature that starts its turn 
  within 5 feet of the red leech tide makes a 
  DC 10 Fortitude save. On a failure, until 
  the end of its next turn whenever it rolls 
  a d20, it rolls twice and takes the worst 
  result.
  2—The red leech tide fed off an aquatic aber-
  ration. A creature that takes damage from 
  the red leech tide's Blood Drain makes a 
  DC 10 Fortitude save. On a failure, ten-
  tacles grow from the wound, writhing 
  and hampering coordinated movement. 
  Until the tentacles are removed, whenev-
  er the creature rolls a d20 that is not for 
  a save, it rolls twice and takes the worst 
  result. Removing the tentacles requires a 
  standard action that inflicts 1d10 slash-
  ing damage on the target, or half that if 
  the creature removing them uses a move 
  action to make a successful DC 15 Heal 
  check.
  3—The red leech tide fed off a humanoid 
  with a magically-potent bloodline. The red 
  leech tide and all creatures of its choice 
  within 10 feet have a +5 enhancement bo-
  nus on saves made against spells. When 
  a creature casts a spell within 10 feet of 
  the red leech tide, the red leech tide can 
  spend use its immediate action to target 
  the creature with Blood Drain.
  4—The red leech tide fed off of a fiend. When 
  a creature starts its turn within 10 feet of 
  the red leech tide, it must make a DC 10 
  Will save, becoming frightened until the 
  beginning of its next turn on a failure.
  
  113
  Tarrasque Flesh Golem
  Tarrasque flesh golems are terrifying constructs utilized in and around Salt in Wounds while being 
  virtually unknown beyond city limits. Crafted primarily from the freshly extracted flesh, carved 
  bone, and neural tissue of the enormous monster—pulsating, oozing figures which seem to pulse 
  with life even as their creators insist that they are merely constructs. As a result of the material 
  used in their creation, these automatons move faster and are stronger than those composed of oth-
  er bodies. Even worse for would-be opponents, they can regenerate from wounds and damage. No-
  tably, Tarrasque flesh golems have two (usually mismatched) humanoid eyes, most often formerly 
  belonging to a criminal punished by the Stage Courts before being purchased and incorporated by 
  an enterprising alchemist.
   
  While most of these constructs hew to a classic man-like shape forms as varied as centaur, 
  spider, or even serpentine have been utilized. However crafting a Tarrasque flesh golem to resem-
  ble the Tarrasque itself is considered extremely bad luck and an invitation to the runaway regener-
  ation and berserk state that sometimes takes hold of these abominations. Several of the Meridian 
  Houses have begun actively exploring the military applications of the constructs and currently 
  Tarrasque flesh golems are utilized extensively by alchemists, with Bakal Filligreen in particular 
  considered a master maker. 
   TARRASQUE FLESH GOLEM                  CR 7
  XP 3,200
  N Large construct
  Init –1; Senses blindsight 60 ft.; Perception +0
  DEFENSE
  AC 18, touch 8, flat-footed 18; (–1 Dex, +10 nat-
  ural, –1 size)
  hp 79 (9d10+30); regeneration 10
  Fort +3, Ref +2, Will +3
  DR 5/adamantine; Immune construct traits, 
  fire, polymorph; SR 18
  OFFENSE
  Speed 35 ft.
  Melee bite +13 (1d8+5) and claws +11/+11 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks berserk, enchanted animos-
  ity
  STATISTICS
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +9; CMB +15; CMD 24
  Languages none
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, or gang (3-6)
  Treasure none
  SPECIAL ABILITIES
  Berserk (Ex) When a flesh golem enters com-
  bat, there is a cumulative 1% chance each round 
  that its elemental spirit breaks free and the 
  golem goes berserk. The uncontrolled golem 
  goes on a rampage, attacking the nearest liv-
  ing creature or smashing some object smaller 
  than itself if no creature is within reach, then 
  moving on to spread more destruction. The  
  golem's creator, if within 60 feet, can try to re-
  gain control by speaking firmly and persuasively 
  to the golem, which requires a DC 19 Charisma 
  check. It takes 1 minute of inactivity by the go-
  lem to reset the golem's berserk chance to 0%.
  Enchanted Animosity (Su) The Tarrasque 
  flesh golem’s attacks are considered to be magi-
  cal (whether natural or manufactured weapons).
  Worm Mother
  Huge, blind, and largely mindless, the worm mother seeks only food and the creation of more giant 
  worms. It lives on offal, worshiped by worm savants and its cult of goblin servants. It can be calmed 
  by trained tenders but if not controlled it leaves its feeding pit to seek living food. Though 
  apparently mindless worm mothers are prized for the unique ability that when slain 
  they sometimes telepathically issue a single true prophecy. For this reason some 
  occultists grow the creatures, looking to predict the future though they often escape 
  (creating another worm cult to tend to its offspring away from captivity).
  
  114
  WORM MOTHER                                   CR 3
  XP 800
  N Huge aberration
  Init +3 Senses blindsense 30 ft., tremorsense 60 ft.; Perception +6
  DEFENSE
  AC 15, touch 7, flat-footed 15 (-1 Dex, +8 natural, -2 size)
  hp 34 (4d8+16)
  Fort +4, Ref +0, Will +3
  Immune prone
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d8+5) and tentacle +0 (1d4+5)
  Space 15 ft.; Reach 15 ft. (20 ft. tentacles)
  STATISTICS
  Str 20, Dex 8, Con 17, Int 2, Wis 11, Cha 6
  Base Atk +2; CMB +9; CMD 18
  Feats Improved Initiative, Toughness
  Skills Perception +6, Sense Motive +6
  Languages all (tongues); telepathy 120 ft.
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Death Throes (Su) Upon death a 
  worm mother telepathically issues a 
  single true prophecy to all sentient 
  beings within 300 feet though it is in-
  termingled with gibberish, images of 
  gore, and worm-perspective strange-
  ness. Note that it is up to the GM as to 
  whether or not a worm 
  mother will issue this sort of prophecy.
  Poison (Ex) Tentacles—injury; save 
  Fort DC 15; frequency 1/round; effect 
  paralyzed 1 hour; cure 1 save.
  
  115
  Worm Savant
  The impossible, even paradoxical existence of worm savants imbues them with sentience and mag-
  ical power. Fat, orange-brown, arm-sized grubs with smooth, vaguely humanoid faces that issue a 
  constant stream of unintelligible whispers, these creatures communicate in riddles and puzzles, 
  seeking only power and the advancement of themselves and their worm mother—if they lack a 
  worm mother they find allies to help them grow a new one.
   
  WORM SAVANT                                 CR 1/2
  XP 200
  NE Small aberration
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 5 (1d8+1)
  Fort +1, Ref +1, Will +4
  Immune prone
  OFFENSE
  Speed 20 ft.
  Melee stinger +2 (1d4-2 plus poison)
  Spell-Like Abilities (CL 1st; concentration +4)
  At will—acid splash, mage hand, message, 
   
   
  prestidigitation
  1/day—fog cloud, hideous laughter, ray of sickening
  STATISTICS
  Str 6, Dex 12, Con 12, Int 16, Wis 15, Cha 8
  Base Atk +0; CMB -3; CMD 8
  Feats Improved Initiative
  Skills Perception +6, Sense Motive +6
  Languages all (tongues); telepathy 120 ft.
  ECOLOGY
  Environment Salt in Wounds
  Organization solitary, pair, swarm (3-8), or 
  infestation (12-18)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; 
  save Fort DC 12; 
  frequency 1/round; 
  effect paralyzed 
  1 hour; cure 1 save.
  
  116
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Pub-
  lishing, LLC; Author: Jason Bulmahn, based on material by Jona-
  than Tweet, Monte Cook, and Skip Williams.
  OGL
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Ben-
  ner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, 
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; AUthors: Dennis Baker, Jesse Ben-
  ner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Ja-
  son Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Aman-
  da Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, 
  Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwwartz, Mark Seifter, Mike 
  SHel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob Mc-
  Creary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, 
  Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, 
  James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Bak-
  er, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Rad-
  ney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean 
  K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Ja-
  son Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, 
  Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim 
  Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nel-
  son, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, 
  Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Ja-
  son Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark 
  Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFar-
  land, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitch-
  cock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Rad-
  ney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ 
  Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim 
  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Fer-
  guson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, 
  Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James Jacobs and 
  Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  
  117
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Un-
  derworld Oracle.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Neville White.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original mate-
  rial by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Roger Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original mate-
  rial by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original mate-
  rial by J.D. Morris.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian McDowell and Douglas Naismith.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. Nereid from the Tome of Horrors 
  Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, 
  Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Pat-
  rick Lawinger, and Bill Webb; Based on original content from TSR.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors: John 
  Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kage-
  mann, Phillip Larwood, Richard Pett, and Stan!
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; Published 
  and distributed by Frog God Games; Authors: Clark Greene and Clark Peterseon, based on original 
  material by Gary Gygax.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original material by Guy Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thor: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thor: Scott Greene, based on original material by E. Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games,Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  
  118
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Salt in Wounds: Campaign Setting Guide Copyright 2018 Pangolin Press; Author J.M. Perkins
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Muckdweller from the Tome of Horrors Complete, © 20111, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by 
  Roger Musson.
  
  119
  
  KEEN ON MORE EXCELLENT WORLDS FOR FIFTH EDITION? 
  VISIT WWW.MIKEMYLER.COM FOR FREE PDFS 
  AND SEE IF ANY OF THESE WONDERFUL 
  TOMES SUIT YOU!
  KEEN ON MORE EXCELLENT WORLDS FOR FIFTH EDITION? 
  VISIT WWW.MIKEMYLER.COM FOR FREE PDFS 
  AND SEE IF ANY OF THESE WONDERFUL 
  TOMES SUIT YOU!
  
   has everything you 
  need to run or explore the fabled evil mega-city built around a bound 
  Tarrasque, who is slain and butchered everyday to feed a hungry 
  Pathfinder Roleplaying 
   rulesets, this book features 10 unique monsters, pages of 
  random encounters, an introductory adventure, dozens of locations 
  and NPCs, and much much more. Learn about the terrible secrets 
  of the city, gain an understanding of the city’s myriad factions all 
  scheming for advantage, explore the city’s history from the centuries 
  from before the great binding to today and game in the city destined 
  to launch a thousand adventures... because no matter what, 
  everyone around the table is about to have a bloody good time.
   
  SALT IN WOUNDS IS THE MOST IMAGINATIVE 
  ROLEPLAYING GAME SETTING IT’S BEEN MY  
  J.M. PERKINS HAS CREATED HERE IS MASTERFULLY 
  REALIZED AND INTRIGUINGLY BELIEVABLE. 
  I HIGHLY RECOMMEND A VISIT TO THE CITY 
  OF SALT IN WOUNDS—IF YOU HAVE A STRONG 
   
  THIS ONE STANDS OUT.
   
     —Lou Anders, Author of the Thrones and Bones Trilogy
   has everything you 
  need to run or explore the fabled evil mega-city built around a bound 
  Tarrasque, who is slain and butchered everyday to feed a hungry 
  Pathfinder Roleplaying 
   rulesets, this book features 10 unique monsters, pages of 
  random encounters, an introductory adventure, dozens of locations 
  and NPCs, and much much more. Learn about the terrible secrets 
  of the city, gain an understanding of the city’s myriad factions all 
  scheming for advantage, explore the city’s history from the centuries 
  from before the great binding to today and game in the city destined 
  to launch a thousand adventures... because no matter what, 
  everyone around the table is about to have a bloody good time.
   
  SALT IN WOUNDS IS THE MOST IMAGINATIVE 
  ROLEPLAYING GAME SETTING IT’S BEEN MY  
  J.M. PERKINS HAS CREATED HERE IS MASTERFULLY 
  REALIZED AND INTRIGUINGLY BELIEVABLE. 
  I HIGHLY RECOMMEND A VISIT TO THE CITY 
  OF SALT IN WOUNDS—IF YOU HAVE A STRONG 
   
  THIS ONE STANDS OUT.
   
     —Lou Anders, Author of the Thrones and Bones Trilogy
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Salt in Wounds/Campaign Setting Guide Print/Salt in Wounds Campaign Setting Guide 5E and PF (WEB).pdf