TEXT:  
   
  SALT IN WOUNDS 
  CAMPAIGN SETTING GUIDE 
   
   
   
   
   
  
   
   
  The City of Salt in Wounds 
  Rough Draft 1st Half Edited, Second Half Rough 
  Campaign Setting Guide 
  By J.M. Perkins 
  Additional Writing by Jesse Brake, Jon Pio, Doug Easterly 
   
  Additional Writers: 
  Adam Dagna, Brandes Stoddard, James Pio, Jesse Brake, Doug Easterly, Rich 
  Howard 
  Art by Jeffrey Chen  
  Additional Art by Justin Bergo 
  Cartography by Ryan Hennesey 
   
  NOTE: Not final art, not final correct attribution and legal info, not final layout, not 
  final edits, not intended for commercial distribution. For any errors spotted/notes 
  please email J.M. Perkins john@jmperkins.com 
   
   
  
   
   
  Contents 
  Fiction: Footfalls .................................................................................................................................. 12 
  INTRODUCTION: BASICS & HOW TO USE THIS GUIDE ................................................................... 14 
  On Handling Sensitive Topics & Facilitating Fun at Your Table........................................................... 15 
  Responsibilities and Conflict Resolution at the Table ......................................................................... 16 
  Salt in Wounds at a Glance .............................................................................................................. 18 
  Premise & History ............................................................................................................................... 18 
  Prominent Factions ............................................................................................................................. 19 
  Districts and Locations ........................................................................................................................ 20 
  General Information ........................................................................................................................... 20 
  [Special] Navigating Salt in Wounds: Information Every Traveler Needs to Know ................................. 21 
  Approaching the City........................................................................................................................... 21 
  The City & Its People ........................................................................................................................... 22 
  Timeline ................................................................................................................................................ 24 
  Map ........................................................................................................................................................ 26 
  1. LIFE IN SALT IN WOUNDS .................................................................................................................. 27 
  Fiction: That Satisfying Crunch ...................................................................................................... 27 
  Races of Salt in Wounds .................................................................................................................... 29 
  Human............................................................................................................................................... 29 
  Elf ....................................................................................................................................................... 30 
  Half-Elf .............................................................................................................................................. 30 
  Half-Orc ............................................................................................................................................ 30 
  Gnome ............................................................................................................................................... 31 
  Halfling ............................................................................................................................................. 31 
  Ghouls ............................................................................................................................................... 31 
  Tiefling .............................................................................................................................................. 32 
  Dragonborn ...................................................................................................................................... 33 
  Grippli ............................................................................................................................................... 33 
  Agogi .................................................................................................................................................. 33 
  Orcs .................................................................................................................................................... 34 
  Duergar ............................................................................................................................................. 34 
  Mites .................................................................................................................................................. 34 
  The Salt in Wounds Calendar .......................................................................................................... 35 
  
   
   
  Festivals of Salt in Wounds ................................................................................................................. 35 
  Industry, Work, and the Economy of Salt in Wounds ................................................................ 37 
  Meat ................................................................................................................................................... 37 
  Horn .................................................................................................................................................... 38 
  Clearing House for Magical Items & Banking ...................................................................................... 39 
  [special] 10 Delicacies of Salt in Wounds .................................................................................. 39 
  Salt in Wounds and Water................................................................................................................ 42 
  Special: Water Dens ....................................................................................................................... 43 
  Weather ................................................................................................................................................. 45 
  The Salt in Wounds Mindset ............................................................................................................ 46 
  Colors, Symbols, and Iconography of Salt in Wounds ............................................................ 47 
  Crime and Punishment ................................................................................................................. 47 
  [special]Example Crimes and their Punishments ................................................................... 48 
  Coins of Salt in Wounds ................................................................................................................ 49 
  Salt in Wounds and Morality ........................................................................................................... 52 
  2. DISTRICTS & PLACES ......................................................................................................................... 53 
  Fiction: Two Blocks ........................................................................................................................ 53 
  The Fortress Salzinwuun .................................................................................................................. 55 
  Prime Gate ....................................................................................................................................... 56 
  Giant's Gate ..................................................................................................................................... 56 
  Butchers Gate .................................................................................................................................. 56 
  The Charnel Sluice Grates ........................................................................................................... 56 
  12th Gate .......................................................................................................................................... 57 
  The Butcher’s Hall .......................................................................................................................... 57 
  Ballistas ............................................................................................................................................ 57 
  Lord and Lady’s Pagoda ................................................................................................................ 57 
  The High Shrine of Macinfex ....................................................................................................... 58 
  Tail Stones ............................................................................................................................................ 59 
  The Guild Hall of the Marrow Miners ....................................................................................... 59 
  The Pewter Cup............................................................................................................................... 60 
  The Rachi .......................................................................................................................................... 60 
  Gothmork’s Grub Hub ................................................................................................................... 60 
  
   
   
  Regga’s Stir Fry ............................................................................................................................... 60 
  Kutu Lampi ...................................................................................................................................... 61 
  The Shifting Place .......................................................................................................................... 61 
  Sage’s Row .............................................................................................................................................. 62 
  Testing Field .................................................................................................................................... 62 
  Seconds & Bits ................................................................................................................................. 62 
  The Flask of Inspiration ................................................................................................................ 63 
  The Temple of Reason .................................................................................................................... 63 
  The Beast Crown District ................................................................................................................. 64 
  The Chine Hall ................................................................................................................................ 64 
  The Stage Courts ............................................................................................................................ 64 
  The Manor-Towers ......................................................................................................................... 65 
  The Black-Stone Well .................................................................................................................... 65 
  The Throat ............................................................................................................................................ 66 
  The Scales & The Sword ............................................................................................................... 67 
  Skorn’s Ironworks ........................................................................................................................... 67 
  Herald’s Taven ................................................................................................................................ 67 
  The Unmaimed Man ...................................................................................................................... 68 
  Locations Outside the City ............................................................................................................... 69 
  The Spillway .................................................................................................................................... 69 
  The Feathered Saddle .................................................................................................................... 69 
  The Heartsblood Marsh ................................................................................................................. 69 
  The Capcaps ..................................................................................................................................... 70 
  The Laboratory of Dr. Mundacri ................................................................................................. 70 
  The Camp of the Mammoth Wardens ........................................................................................ 71 
  Shatter Peak Mass Grave ............................................................................................................. 71 
  The Pool of All Forms ..................................................................................................................... 72 
  High Rock Altar .............................................................................................................................. 72 
  Verdant Fields ................................................................................................................................. 72 
  Special: Salt in Wounds & The Wider World ............................................................................... 73 
  3. PEOPLE & FACTIONS .......................................................................................................................... 74 
  Fiction: The Party ........................................................................................................................... 74 
  
   
   
  13 Meridian Houses ........................................................................................................................... 77 
  House of the 1st Meridian ............................................................................................................. 78 
  House of the 2nd Meridian ................................................................................................................. 79 
  House of the 3rd Meridian ............................................................................................................ 80 
  House of the 4th Meridian ............................................................................................................ 81 
  House of the 5th Meridian ............................................................................................................. 82 
  House of the 6th Meridian ............................................................................................................ 84 
  House of the 7th Meridian ............................................................................................................ 85 
  House of the 8th Meridian ............................................................................................................ 86 
  House of the 9th Meridian ............................................................................................................ 88 
  House of the 10th Meridian .......................................................................................................... 89 
  House of the 11th Meridian .......................................................................................................... 91 
  House of the 12th Meridian .......................................................................................................... 92 
  House of the 13th Meridian .......................................................................................................... 94 
  The Enders ........................................................................................................................................... 96 
  The Process Guild ............................................................................................................................... 97 
  Notable Members of the Process Guild .............................................................................................. 97 
  The Marrow Miners ........................................................................................................................... 99 
  Notable Marrow Miners: .................................................................................................................... 99 
  The House Militias ........................................................................................................................... 101 
  The Order of God-Butchers ............................................................................................................ 102 
  Notable God-Butchers ...................................................................................................................... 104 
  Sage’s Council .................................................................................................................................... 105 
  Sage’s Council Notables .................................................................................................................... 105 
  Blood Merchants ............................................................................................................................... 107 
  Notable Blood Merchants ................................................................................................................. 107 
  Gangs and Organized Crime .......................................................................................................... 108 
  Notable Organizations ...................................................................................................................... 108 
  Notable Criminals .............................................................................................................................. 109 
  The Circle of Release (Criminal Faction) .................................................................................... 110 
  Notable Former Members of the Circle of Release .......................................................................... 110 
  4. RELIGION ............................................................................................................................................ 111 
  Fiction: Gratitude ......................................................................................................................... 111 
  
   
   
  The Church of the Monad ............................................................................................................... 113 
  Notable Members of the Church of the Monad ............................................................................... 115 
  Macinfex - God of Butchers ............................................................................................................ 116 
  Notable Members ............................................................................................................................. 117 
  Septum Soletirmus The Holy Writ of Coin Everlasting. ......................................................... 119 
  Notable Members ............................................................................................................................. 120 
  The Cult of Renesec .......................................................................................................................... 122 
  Notable Members ............................................................................................................................. 123 
  Other Religions ................................................................................................................................. 124 
  5. HISTORY .............................................................................................................................................. 125 
  Fiction: Binding ............................................................................................................................. 125 
  Prehistory >50,000 BB (Before Binding) ........................................................................................... 128 
  History of the Ronine Valley Before Binding  ~50,000-100 BB (Before Binding) .............................. 128 
  117 BB – Tarrasque Reemerges ........................................................................................................ 128 
  8 BB – The 13 Gather ........................................................................................................................ 128 
  0 AB (After Binding) The Tarrasque is Bound.................................................................................... 128 
  0 AB Construction of the fortress Salzinwuun Begun ....................................................................... 129 
  1 AB – The Loss of the Armies ........................................................................................................... 129 
  11 AB – 26 AB The Granite Shard War & The Harvest Begins........................................................... 129 
  27-49 AB Trade & Population Bloom ................................................................................................ 131 
  48 AB Enders Founded ...................................................................................................................... 131 
  50 AB Salzinwuun officially renames itself a Sovereign City with a Charter ..................................... 131 
  59 AB Creation of the Clear Water Accords ...................................................................................... 131 
  67 AB The Wyren Siege is defeated and the All Consumption Doctrine is Established .................... 131 
  71 AB Heartsblood Marsh Identified as a Unique Area .................................................................... 132 
  77AB – 246 AB The Artifact Wars Rage ............................................................................................. 132 
  223 AB Circle of Release Founded .................................................................................................... 132 
  238 AB Night of Cleavers ................................................................................................................... 133 
  256 AB 12th Meridian Crisis ............................................................................................................... 133 
  257 AB 12th House Coup & the Creation of the Marrow Miners ...................................................... 134 
  277 AB Present day. .......................................................................................................................... 134 
  6. SECRETS & INTRIGUE ....................................................................................................................... 135 
  Fiction: Drums ............................................................................................................................... 135 
  
   
   
  Mammoth Wardens (Secret Faction) ........................................................................................... 137 
  Secrets of the Tarrasque ................................................................................................................. 138 
  Secrets of the Heartsblood Marsh ................................................................................................. 139 
  3rd House Secrets .............................................................................................................................. 140 
  5th House Secrets .............................................................................................................................. 140 
  6th House Secrets .............................................................................................................................. 140 
  10th House Secrets ............................................................................................................................ 141 
  12th House Secrets ............................................................................................................................ 142 
  13th House Secrets ............................................................................................................................ 143 
  Secrets of Myrida, the Enders, and the Marrow Miners ......................................................... 144 
  Secrets of the CapCaps .................................................................................................................... 147 
  Tuska & the Quest for Divinity ..................................................................................................... 148 
  The Command Words & Releasing the Tarrasque .................................................................... 150 
  Secrets of the Circle of Release ...................................................................................................... 154 
  Alchemist War ................................................................................................................................... 155 
  Secrets of the Oni .............................................................................................................................. 156 
  7. MONSTERS & HAZARDS .................................................................................................................. 157 
  Fiction: The Arena ........................................................................................................................ 157 
  Animated Objects .......................................................................................................................... 160 
  Ankheg ............................................................................................................................................ 160 
  Axe-Beak ......................................................................................................................................... 160 
  Ghouls & Ghasts ........................................................................................................................... 160 
  Harpy ............................................................................................................................................... 161 
  Otyugh ............................................................................................................................................. 161 
  Oni .................................................................................................................................................... 161 
  Stirge ............................................................................................................................................... 161 
  Yeti ................................................................................................................................................... 162 
  Unique Monsters ............................................................................................................................... 163 
  Goblin Wormtongue ..................................................................................................................... 163 
  Ramora Fleas ................................................................................................................................. 165 
  Worm Savant ................................................................................................................................. 168 
  The Worm Mother ........................................................................................................................ 170 
  
   
   
  Kolo Birds ....................................................................................................................................... 172 
  Tarrasque Flesh Golem ............................................................................................................... 176 
  Alchemist Testing Apparatus .................................................................................................... 179 
  Ledgerman ..................................................................................................................................... 182 
  Red Leech Tide .............................................................................................................................. 185 
  APPENDIX 1: INTRO ADVENTURE ....................................................................................................... 188 
  GOTHMORK”S GRUB HOUSE .................................................................................................... 188 
  Introduction ....................................................................................................................................... 188 
  The House Stew: Worm Stew ..................................................................................................... 188 
  The House Ale: Worm Brew ....................................................................................................... 189 
  Reasons the PCs might get involved ............................................................................................ 189 
  Background ........................................................................................................................................ 190 
  The Tavern and Basement ............................................................................................................. 191 
  1. The Dining Room ...................................................................................................................... 192 
  2. The Kitchen ............................................................................................................................... 192 
  3. The Storeroom ........................................................................................................................... 192 
  4. Basement .................................................................................................................................... 192 
  5. The Worm Chamber ................................................................................................................ 193 
  Ending the Adventure & Setting Up the Next ........................................................................... 193 
  APPENDIX 2: SALT IN WOUNDS, SYNOMA & THE WIDER WORLD ............................................... 194 
  Synoma: The Fantasy Cold War .................................................................................................... 194 
  The Great Game: The Role of Adventurers in the Geopolitics of Synoma ........................... 195 
  Salt in Wounds in Synoma ............................................................................................................. 196 
  APPENDIX 3: RANDOM ENCOUNTERS ............................................................................................... 197 
  D6 Encounters for Sage's Row ....................................................................................................... 197 
  D6 Encounters for the Throat Merchant District ...................................................................... 199 
  D6 Random Encounters for the Tail Stones ............................................................................... 200 
  D6 Encounters for the Beast Crown District .............................................................................. 202 
  OGL Information .................................................................................................................................. 204 
   
   
   
  
   
   
   
   
  
   
   
   
  
   
   
  Fiction: 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 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. 
   
   
   
  
   
   
  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 
  descriptions 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 Secrets section, appendixes, and mind 
  these two important caveats: 
  1. When in doubt, check with your GM first. 
  2. 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-tellers (which include 
  GMs and their players) put their mind to. 
  Salt in Wounds is in particular a morally reprehensible place, a city where 
  slavery, torture, and violence are extremely common. The setting increases the 
  likelihood of (but does not necessitate) these issues coming up in game. Players and 
  GMs can take the in-game perspective 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 facilitating 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 return 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 offensive 
  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 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 knuckles, 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-medieval 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 and 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 concerns without hearing you 
  then probably you’re at the wrong table, and if they feel like the situation 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 responsibility 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 officers, 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 
  little can be done to create peace. 
   
   
  
   
   
  Salt in Wounds at a Glance 
  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 ballistas 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 enslaving 
  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 monstrosity’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 (After 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 Meridian Crisis, rivalry with God-Butchers, and rumored 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 different aristocratic house and frequently in conflict with one another.  
  Circle of Release. Druidic insurgency attempting to free the Tarrasque.  
  Church of Macinfex. Worships the God of Butchers.  
  Church of the Monad. Academics and alchemists who believe in the supreme 
  unity of all things.  
  Solidia Septermus. Religion that believes wealth is God.  
  Faith of Renesec. Worship the God of Mutations.  
   
   
   
  
   
   
  Districts and Locations 
  Beast Crown. Aristocratic District.  
  Sage’s Row. Home to the world’s finest alchemists.  
  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 Tarrasque, inaccessible by the public.  
  Heartsblood Marsh. Mutant fungal swamp crafted from twisted druidic magic 
  that processes Tarrasque runoff like it was chemical waste.  
  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. 
   
   
   
  
   
   
  [Special] Navigating Salt in Wounds: Information Every Traveler Needs to Know 
  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 trembles 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 (colloquially 
  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. However 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 page @@ 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, caravans, and other temporary 
  accommodations that exist beyond the walls is a city unto itself known as The 
  Spillway. 
  
   
   
   
  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 every 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 Meridian Crisis when the beast managed to briefly free its 
  tail to whip at the earth, stones, and 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 impoverished reside 
  in the Tail Stones (and one would be much better off finding lodgings elsewhere; see 
  page @@ 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 century, 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 Salzinwuun 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 
  officially 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 officially 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. 
   
  
   
   
  Map  
   
   
   
   
  
   
   
  1. LIFE IN SALT IN WOUNDS 
  Fiction: 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 catching 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…” 
   
   
   
  
   
   
  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. Representatives 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 completely 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 however 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 wisdom 
  holds that human (and demi-human) residents will lose most of their individual 
  culture as they are integrated into Salt in Wounds in a process generally referred to 
  as becoming properly 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 human racial features (hair, skin, eye 
  color, and so on) are usually ignored. The average human in the city is dark brown 
  skinned, with slightly 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 phenotypic features of each) are a significant ethnic 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 resulting 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 duergar. As a population they tend to be quite well-to-do, excelling as skilled 
  hornsmiths and prosperous blood-merchants in addition to comprising 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. Complicating 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. In the early days of the fortress the human defenders of 
  the Tarrasque hunted down and exterminated the male orcs of the nearby Seven-
  Talon 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 become 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 increasing conflict with the “true” orc 
  immigrants recruited by the Marrow Miners. This is especially 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 
  afforded to them based on which they most closely 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 letters and offering to help 
  with the resettling of every one of his thousand and eight cousins in addition to 
  their families. Not surprisingly; 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 Halfling 
  courtiers of 13th House (the so-called “people'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 creation 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 (usually spoiled Tarrasque flesh) the undead are able to 
  function more or less as any other demi-human (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, legally binding arrangements wherein the 
  alchemist-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.)   
  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 policy 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 resulting creatures—have some distinct though not always predictable 
  differences. Traditional ghouls wrought by the 5th House undead creation process 
  are not animated or victims of unholy 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 within the metropolis. They suffer (or enjoy) stereotypes which position them 
  as ruthless and cunningly efficient, 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 other 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 mercenary company is wholly comprised of the scalykind. Their kind are so 
  renowned (and otherwise 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 associated 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 positions. 
  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 personality. Unfortunately this means they are often dismissed as 
  monstrous brutes by the ignorant, a perception that belies a race notable for an 
  extremely altruistic society. Rather than extolling the virtues of benevolence or 
  having a secret agenda of ingratiation, the agogi almost universally believe that 
  helping others and being useful to their community strengthens themselves as 
  much as their neighbors, eventually raising them all up to be equals among other 
  races. Even evil agogi can see this communitarianism 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 community 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 humans and other 
  settled races, orcs increasingly choose to reside in Salt in Wounds. The distinction 
  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). 
  Duergar 
  These so called “deep dwarves” are squat, short, gray-skinned humanoids who 
  experience sensitivity to sunlight, affirming a culture that celebrates oppressive 
  work and brutal hierarchies 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 eliminated by the other races 
  without much consideration.  
   
   
   
  
   
   
  The Salt in Wounds Calendar 
  Salt in Wounds uses a simplified calendar 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 Binding). While the nature of the city’s 
  unique weather removes most of the markers of traditional 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 ranging 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). 
  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-defamation statutes, trade restrictions, and so on) are temporarily 
  rescinded as citizens are encouraged to act out of character. Gone Day is also a 
  popular time to make overtures of romance, friendship, business, or any other 
  category of offer 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 nothing 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 officially honor learning, quiet 
  contemplation, and “the unifying 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 between the city’s many alchemists 
  wishing to demonstrate their skills. Unity Day also tends to attract visitors from 
  the world over journeying to see what the famous Salt in Wounds alchemists have 
  come up with, culminating at midnight when the city unleashes a stream of 
  fireworks that rivals any display found elsewhere 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-derived 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 literally) given away. 
  As such it is considered the lowest class foodstuff of Salt in Wounds. Beyond that 
  are a range of cuts to satisfy every palate 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 officially served only to high ranking God-
  Butchers or honored guests following a successful Rite of Mutual-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 
  application 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 relatively inexpensive, but conversely when they are damaged or 
  suffering from wear they’re impossible to repair and must instead be replaced. 
   
  High grade Tarrasque scale or horn has properties similar to adamantine and 
  is extensively used by God-Butchers to cut into the Tarrasque and by horn smiths 
  whose craft tools are made of the substance. Such tools and weaponry 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 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 regeneration, 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 comprised primarily of blood which is processed with small, 
  alchemically active amounts of other, rarer reagents. Those skilled in the art (and 
  possessing the proper equipment) can extract one of any number of alchemical 
  functions from these bits, or use a sufficient quantity of specially treated blood 
  tokens in substitution for an otherwise unobtainable reagent. 
  
   
   
  Clearing House for Magical Items & Banking 
  Beyond its industry derived from the Tarrasque, Salt in Wounds has developed in 
  recent years into a central merchant and banking 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 presence of these high value 
  items serves as the collateral for much lending and finance, often used to provide 
  capital adventuring or merchant 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 
  production 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). 
  [special] 10 Delicacies of Salt in Wounds 
  All-Color Pudding. There are very few orchards in Salt in Wounds and fruit is 
  generally 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 manner of foodstuff—even perfectly preserved fruit is 
  usually mashed and boiled together. The traditional 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 
  perfumers and its reputations as being an aphrodisiac. 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 colloquially known as an excellent hangover cure. 
  Bread. Unadorned bread is considered a delicacy within Salt in Wounds as flour is 
  four times the normal cost due to the city’s extreme 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 bread—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, coated in an 
  individualized rub meant to compliment 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 varieties of mushroom and delicately seasoned has been all the culinary rage 
  of late. The gastronomically adventurous search high and low through the Tail 
  Stones for the best, most authentic 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 Tarrasque tongue is only ever served at the 
  celebratory feast when a Journeyman God-Butcher completes their rite of mutual 
  recognition to become 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 caravans. Enterprising 
  trappers obsessively seek to hunt for these creatures as their skeletons are 
  considered an appetizing way to add a pleasant 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 fool-hardy.  
   
   
  
   
   
  Salt in Wounds and 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-supplied 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 essence 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. 
   
  The Clear Water Aqueduct 
  Hundreds of miles upstream, far from the corruption 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 carted to market 
  to be sold by the Water Hauler’s Guild. There is worry that eventually even the 
  distant headwaters that feed the raised aqueduct 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 several 
  decades before that becomes an issue. 
   
  When allowing the Red River to flow unchecked 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. 
   
  
   
   
  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 decreased cost in food to 
  create a cost of living basically in keeping with (or even significantly lower than) 
  other cities. One large exception however is that the keeping of traditional animals 
  (horses, dogs, etc.) is seen as prohibitively expensive by all but the wealthiest, and 
  individuals who own, ride, or otherwise use such animals are automatically 
  assumed to be extremely 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 hatchet beaks (rather than a dog) who—like 
  many other birds of prey—draw their water from the meat they consume. 
   
  Types of Water 
  • 
  Snow Melt. hauled from the local mountains, this is usually seen as a 
  prestige purchase (although sourcing water this way has the added benefit of 
  preventing a complete monopoly capture by the Water Hauler’s Guild). 
  • 
  Aqueduct. This is the main source of water for Salt in Wounds—clear, safe, 
  and affordable (for now) to all but the absolutely poorest 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. 
  Special: 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 gorgeous hosts who handle 
  
   
   
  everything from serving 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 mutations and hard people. Foreign travelers with coin often use 
  these higher end Water Dens as a place to practice local dialects in relative quiet, 
  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 page 
  @@. 
   
   
  
   
   
  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 experience “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 page @@. 
   
   
  
   
   
  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 
  fortunes 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 industrious 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 greater 
  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 Tarrasque—
  and the city has been largely unmolested by traditional military forces ever since.  
  The people of Salt in Wounds think and care little for the outside world. With 
  the exception 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 assume that the Tarrasque will provide for any need—
  and in this they have historically been proven more right than wrong. This makes 
  important projects like securing possible water supplies difficult to organize for and 
  usually means that Salt in Wounds is susceptible to price gouging by organizations 
  like the Water Hauler’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 smugly 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 
  imported 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 (usually 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 placement of which is 
  suggestive of Meridian house loyalty or kinship) or wrapped in chain. Images of 
  axebeaks, ghouls, alchemical glassware, and the oversized swords of God-Butchers 
  are also regularly included. The metropolis’ official 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).  
   
  The official 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 official motto of the city is “Bind the Savage, 
  Honor the Deal, Feed the People.” 
  Crime and 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. 
  
   
   
   
  [special]Example Crimes and 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 punishment which can range from a single copper fine to 
  truncation, depending on the Binder-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 
  practitioner (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. 
   
  
   
   
  Coins of Salt in Wounds 
  While awash with foreign money, as a point of pride Salt in Wounds mints their 
  own coinage. 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 political maneuvering by the 
  Binder-Lords.  
  In addition, the center of each coin features a small conical point on one side 
  with a tiny hollow that can accommodate another coin’s point on the reverse face. 
  These are referred 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 uncomfortably into flesh (or 
  poke out of fabric). Some especially cautious merchants (and devotees of Solidia 
  Septermus) are known to deliberately 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 
  legality (if not wholly black market).  
  Slang Terms for the Denominations of Coin 
  Copper 
  Spike 
  Silver Scale 
  
   
   
  Gold Bone 
  Platinum 
  Horn  
   
  Language and Slang 
  More or less any resident of Salt in Wounds speaks Common and small enclaves of 
  speakers 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 incredibly 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 legal) 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 sexually 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  
   
   
  
   
   
  Salt in Wounds and 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 individual 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 special 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. 
   
   
   
  
   
   
  2. DISTRICTS & PLACES 
  Fiction: 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.  
   
  
   
   
  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 invaders out, 
  massive ballistas (their bolts affixed 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—belly lifts, extraction screws, scalpel-rams—tat 
  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 thoroughfare. This is almost 
  always a snarl of traffic 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 facilitate the currents of citizens and meat (while enforcing or 
  carefully 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. 
  Butchers Gate 
  Butcher’s Gate is a small entrance (the size of a double-wide door) south of Prime 
  Gate, utilized 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 Salzinwuun.  
  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 massive 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 angered their superiors in some way 
  (although something that has in recent years often been subcontracted to Marrow 
  Miners or other laborers). 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 Marrow 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-utilized 
  entrance and exit though delays to use it are much more pronounced as the God-
  Butchers who defend it regularly stop travelers or traffic altogether to conduct 
  (sometimes justified, 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 offices, mess hall, and barracks 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 currently 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 massive damage and 
  (hopefully) overwhelm the Tarrasque’s ability to regenerate should the need arise. 
  Lord and 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, perfumed handkerchiefs, and other luxuries nearby to supply for 
  any visitors. 
  The 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.  
   
   
  
   
   
  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 
  The 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 weapons. Halvan Rine is a large 
  one-eyed man usually found sucking on some piece of imported candy and the 
  tavern he runs is clean, generally 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 entertainment destination in the 
  city, regularly attracting visitors from all walks of life. Adventurers 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 magic (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 @@). 
  Regga’s Stir Fry 
  The sign above this street stall reads “Regga Thistlethorn: Extermination + 
  Security Services & 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 cheerful, thoroughly scarred and dagger-laden halfling usually 
  busy cracking the shell of some squirming thing into a wok filled with delicious 
  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 population. Securing a small 
  fortune’s worth of fresh water, the business provides a place for fertilization, 
  gestation, and the winnowing (ritualized family consumption of most tadpoles) 
  necessary for the grippli reproductive cycle. Currently only the wealthiest of the 
  city’s grippli residents can afford the Kutu Lampi’s services, 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 researchers 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 
  disperses it “harmlessly” though if the skies are still the noxious air settles onto the 
  avenues. Residents quickly get a sense of what color and kinds of smoke should be 
  avoided, instincts that are usually cross-referenced 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 notoriously 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  
  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 
  otherwise 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 emporium 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. 
  
   
   
  The Flask of Inspiration 
  The most famous bar in Sage’s Row, this business is differentiated by its own 
  working in-house apothecary. A three story tavern serves alcohol and assorted 
  depressants on the first floor, hallucinogenic (or otherwise unknown connotations) 
  on the second, and stimulants 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 loor 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.  
  The Temple of Reason 
  This Monadist temple—the most prominent in the world—looks roughly akin and 
  functions much like a university with housing for followers and various educational 
  classes available to the public on a sliding scale. Courses in alchemy, 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 instructions 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 teachings, requiring a demonstration of personal research in their field of 
  expertise in a quarterly qualification event. 
   
   
  
   
   
  The 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 presided 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 traveler 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 
  entertainments, and diversions—of which the world famous Salt in Wounds Opera 
  is the most prominent—and most of the metropolis’ official administration buildings 
  including the courts, tax centers, trade offices, House Militia barracks and more. 
  Notable Locations 
  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. 
  The 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 execution) immediately dispatched in front of the excited crowd. 
  Watching trials is a popular pastime of Salt in Wound residents from all walks of 
  life with most judges relishing their secondary role as entertainers. 
  The Manor-Towers 
  Each Binder-Lord or lady has a fabulous manor-tower that serves as residence, 
  office, playground, and even place of business for the house. More information of the 
  notable manor-towers of the Binder-Lords can be found in the Factions section on 
  page @@. 
  The 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 controlled by 10th House. At the Black-
  Stone Well the masked owner—known only by his title of Precisi—whispers orders 
  to their lovely attendants. 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 contains 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).  
   
   
  
   
   
  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.  
  • 
  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 
  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 attraction 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 selling 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 dwarven proprietor—and his staff specialize in the sale, repair, and occasional 
  production of metal weapons, armor, and various other implements. 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. 
  Various 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 customers are out of towners. 
  Herald’s Taven 
  Run by a former half-orc ghoul named Grendar Hitten, this otherwise nondescript 
  slinger of libations is notable for employing several heralds who deliver speeches 
  summarizing news of the day. Different hours of the day have a different 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 experimenting with utilizing 
  puppets and vellum dolls to act out key stories. 
  
   
   
  The establishment has been regularly frequented by agents of the various Meridian 
  Houses in order 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. 
  The Unmaimed Man 
  This tavern located in the shadow of the Beast Crown District 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 
  maintain peace between accusers, witnesses, victims, and criminals (at least while 
  they’re drinking in her bar) is legendary and seen as nigh supernatural. 
   
   
  
   
   
  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 structures is a sprawling, 
  chaotic marketplace that serves as a functional extension of the Throat. Prices are 
  generally seen as better (as merchants 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 disappear Tuesday. 
  The Feathered Saddle  
  This stable just beyond the city gates southeast 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 lowered 
  standards of breeding and training) while Daphnie believes in upholding the family 
  tradition by resisting any proposed change in the way things are handled. 
  The 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 grippli 
  “rule” the swamp, many empowered by weird magic—with rumors of other, worse 
  things at its core. 
  
   
   
  The Capcaps 
  Almost everyone has heard about the tunnels and passageways that riddle the 
  earth below the city of Salt in Wounds—the so called Capcaps. Unfortunately much 
  of what is known is incorrect, the product of speculation, hearsay, and 
  unsubstantiated rumor liable to get a would-be explorer hopelessly lost. 
  The Capcaps are an odd mix of ever-changing ankheg hunting-tunnels, the ruined 
  vaults and halls of the sepulchral duergar 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 sewers although 
  some waste and refuse of various 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 Salzinwuun in order to slay or drive out the ankhegs that dig their way to 
  the prone Tarrasque to feed. Otherwise the Capcaps are left unpatrolled and as 
  such are favored haunts of smugglers, monsters, and other secret forces drawn to 
  the city but unable to operate in the open. 
  The Laboratory of Dr. Mundacri  
  Located three dozen blocks northeast of the Tail Stones district, this complex of 
  houses, worker lodgings, workshops, and more was established 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 environment) by setting up in a derelict 
  manor and orchard 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 
  mutated vagrants and hundreds of exotic beasts to divine their secrets. Before their 
  correspondence with some fellows based in Sage’s Row stopped, Mundacri claimed 
  to have mastered controlled mutations, spliced together numerous chimeric 
  creatures, and “‘seizing command the fundamental vital force present in the blood of 
  all to create life itself.” That however was several months ago and no one has heard 
  
   
   
  from Mundacri since—neither her friends or her increasingly 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 
  experiments, supplies, and staff. 
   
  The Camp of the Mammoth Wardens 
  The Mammoth Wardens are the remaining faction of the tribe of stone giants who 
  escaped enslavement and now eke out an existence 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 environment. 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 surrounding 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. Witches and necromancers make crude, temporary 
  dwellings all throughout the area,  plying their trade with the living and sentient 
  undead alike.  
  
   
   
   
  The 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 visualize. 
  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 @@) 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 messages back and forth. 
  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 continually refreshed keep the local climate for the few 
  acres of farm impossibly pleasant, and all manner of luxury fruits and vegetables 
  are grown here.    
   
   
  
   
   
  Special: 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 socio-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 officially part of Synoma, a fantasy setting in the midst of a cold war. For 
  more information, see Appendix 3: Salt in Wounds and Synoma on page @@.  
   
   
  
   
   
  3. PEOPLE & FACTIONS 
  Fiction: 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 gashing scratches like something with talons had raked her 
  skin while she dreamt comforting nightmares 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 
  exhchanged 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, saying ‘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 where she could pluck it like 
  a bit of meat from a bowl of stew. Inside, she laughed at his sudden squirming from 
  obvious discomfort, he didn’t know 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 she was never supposed to, and that made 
  what was to come next much the easier.   
  ‘Sir Gaeuv, I have a proposition for you…’ She said, baiting the hook that would lead 
  to this man’s doom. 
   
   
   
  
   
   
  13 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 Tarrasque. Each of the 13 was personally 
  responsible for ensuring that the harpoon in their charge held fast in addition to 
  making arrangements to deal with unforeseen changes. 
  In the last two plus 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 each now claims 
  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 ‘own’ 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 transferred 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 buildings) that loom over the rest of the town. It has also become 
  customary for each of the houses to use the spire of their manor-tower as their 
  house insignia, reasoning the even the illiterate are able to see the high peaks of 
  their works and know wherefrom edicts and orders and sealed contracts emenate. 
  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 & diplomat Hyberean Timult- is known for its 
  conservativism. The house is notoriously risk adverse, 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 
  business interests, they often serve openly as broker and negotiator for other houses 
  (often having interests in both sides of a commercial dispute makes them ‚impartial‘ 
  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 their House Militia that 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 accommodations for the sprawling family and their business ventures. 
  Notable 1st House Members 
  Current Binder-Lord: Amanthia Timult a handsome human woman in her 40s, 
  usually dressed well but not ostentatiously. 
  Founding Binder-Lord: Hyberean Timult was instrumental at keeping the army 
  of the 13 from falling to infighting as his descendents have played a similar role for 
  Salt in Wounds 
  3rd House Sergeant-at-Arms: Yuranthea Timult a human woman in her late 20s 
  with a prominent scar over her cheek, Yuranthea is uniquely interested in training 
  and managing her House Militia and ‘keeping the peace’ through whatever means 
  necessary. 
   
   
  
   
   
  House of the 2nd Meridian 
  Eclectic Pragmatists Inducting Hypercompetitive Members on Merit 
  Founded by male Half-Elf Quinnay Fredding, 2nd House is unique in that its 
  membership (and succession) are not a matter of blood, but instead 
  competence/honor. These traditions have proved to be a double edged sword for the 
  house, as its members tend to be competent, confident, and extremely ready to 
  sabotage their rivals -both without but more commonly within their house- even by 
  the standards of the notoriously intrigue-prone Meridian Houses. Rank is generally 
  determined by ‘amount of value added to 2nd’ (which is usually but not always 
  measured in gold) and proudly worn as medals on 2nd House members (counting 
  down from ten as lowest to 1 as Binder Lord). As a secondary effect of this practice, 
  the house is incredibly diverse and current gnomish Binder-Lord Hatarang 
  Indleprompt-Fredding presides over annual house entrance exams -summed up in 
  the challenge ‘Impress Us’- to admit new members (with entrants that include the 
  recently turned adult children of current members). 
  2nd House Manor Tower District 
  Is an eclectic assortment of styles and clashing visions, as each Binder-Lord or 
  aristocrat demanded their section be built to their specifications. Somehow, it all 
  works together. 
  Notable 2nd House Members 
  Current Binder-Lord Hatarang Indleprompt-Fredding is a devilishly clever gnome 
  who enjoys prospecting and developing talent while ensuring the ambitions of his 
  underlings ultimately thwart each other. 
  Founding Binder-Lord Quinnay Fredding was a Half-Elf known for his exceptional 
  shrewdness and disdain for those he felt had not earned their position.  
  2nd House Sergeant-at-Arms female Tiefling Wizard Kindine Drade (formerly a 
  lesser, lesser cousin of 11th House) won her positions in 2nd House through a show of 
  magical competence and has been steadily climbing the ranks, striving to find some 
  way to advance from Seargeant-at-Arms to named 2nd House heir.  
  
   
   
  House of the 3rd Meridian 
  Shrewd Lords of Spice and Water 
  Founded Roman DuFaine -a human commoner & cook turned valet and eventual 
  heir of a noted war lord- 3rd House has a reputation as shrewd, practical lords of 
  food, spice, and water. DuFaine was notable for his focus on practical education for 
  his descendants, and early investments in the spice trade and infrastructure around 
  the transport of water has seen 3rd House fortunes rise steadily ever since.  
  3rd House Manor Tower District 
  The Manor-house of the Third Meridian is a large, sprawling estate which 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 what are claimed 
  to be the best chefs in the world with a huge staff 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. 
  Notable 3rd House Members 
  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 Roman DuFaine 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. 
  3rd House Sergeant-at-Arms Drummond Carter 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 father.   
  Head Chef Thoma Cetcham is a male Half-Orc who often employs adventurers and 
  mercenaries to bring him ingredients of the more dangerous variety, served 
  nowhere else in the world due to the dangers of collecting them. 
  
   
   
  House of the 4th Meridian 
  Endebted Former Adventuring House Yearning for the Glory Days 
  Founding Binder-Lord Attaxia Ginderhold (deceased) who was an 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 Fourth Meridian- is known 
  today as a house in decline; largely agreed to be the least of the houses. Throughout 
  its history, adventuring parties sponsored by the house were a source of wealth and 
  prestige -shifting from their original purpose of uncovering a weapon or process to 
  kill the Tarrasque to bringing in funds and artifacts that led to 4th House’s 
  expansion and establishment of its famed museum. Unfortunately, the last few 
  decades have seen multiple high cost failures. Coupled with the lavish lifestyle of a 
  large (and largely wastrel) clan, rumors now swirl of outstanding debts to Blood 
  Merchants which are defaulting, and rampant mismanagement, which means that 
  even with the regular income from the flow of viscera is not enough to staunch 
  financial wounds caused by that most terrible of injury – interest.  
  4th House Manor Tower District 
  A sprawling complex showing signs of disrepair, much of it appears like a decrepit 
  museum filled with artifacts and wonders from better days. 
  Notable 4th House Members 
  Current Binder-Lord Trundle Ginderhold is a handsome man in his late 40s with a 
  reputation as a decadent hedonist, he appears to be supremely confident and 
  brushes away any and all concerns and is known to throw lavish parties. 
  4th House Sergeant at arms Youvin 9 Fingers is a female dragonborn who served 
  formerly as a mercenary and adventurer in the employ of the 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 & Ghoulification 
  Founder Anton Dolfen (deceased) was a mysterious human (though some suspect 
  him of being a tiefling) in the army of the thirteen, able to wield great magics but 
  cagey about his own background and 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 would become 
  incredibly valuable). This, coupled with control of ghoulification process, has led to 
  5th House meteoric rise.  
  5th House Monor-Tower District 
  A wonder of design (much of which was said to be drafted by Anton Dolfen), the 
  Manor Tower incorporates icongraphy and shapes from Anton’s southern homeland 
  with architectural possibilities that only came about when building from Tarrasque 
  derived material. Multiple alchemical labs and offices are built into the structure 
  which include the so called ‘Ghoul’s Bank’ (the office in charge of creating and 
  collecting terms of ghoul contracts) sit alongside luxury quarters for aristocrats and 
  visiting nobles. Rumors hold that a secret workforce of ghouls has dug deep below to 
  create dungeons, secret labs where horrid research happens as well as access to the 
  rest of the city via the Cap-Caps. 
  NOTABLE NPCS 
  Binder-Lady Kuolemita Dolfen is a tall, middle aged, female human usually dressed 
  in incredible finery. Kuolemita is viewed as being extremely shrewd, unfailingly 
  polite, 'fair' enough although with a ruthlessness to be expected as one of Salt in 
  Wound's oligarchs. 
  First Consort Merrin Chyn is the non-aristocratic spouse of Kuolemita. He is a male 
  human of middling height with gray hair and tan skin. He can usually be found in 
  soiled, ill-fitting clothing wherever drink is to be served Unlike Kuolemita, Merrin 
  is viewed by the town as a drunken fool, infamous for his philandering ways. 
  
   
   
  (Deceased) Anton Dolfen- Founder of the 5th Meridian House is legendary even 
  amongst the 13, with a legacy that most Binder-Lords only hope to match.  
  Head Alchemist Fidreo Twice-Born is a scheming ghoul who is known for his 
  intense loyalty to the house and desire to bring the alchemists of Salt in Wounds to 
  heel. 
   
   
  
   
   
  House of the 6th Meridian 
  Militant Warriors with Expansionist Dreams & Internal Schisms 
  Founded by Dradeth Bolgath, a renown dwarf fighter who was 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 regularly (unsuccesfuly) lobbies for Salt in Wounds to 
  expand its territory. The House Guards and House Militia members of 6th House 
  have a reputation being incredible sticklers for the laws to the letter, utilizing taxes 
  and fines whenever possible to help fund ever more House Militia and House 
  Guards.  
  6th House Manor Tower District 
  The 6th House Manor Tower has walls covered with weapons & armor alternating 
  with tapestries depicting battle, or standards used or won. The entirety of the 
  central tower is ringed around a large training and parade field. 
  Notable 6th House Members 
  Founding Binder-Lord Dradeth Bolgath – legendary fighter instrumental at the 
  binding of Tarrasque and considered hero of the Granite Shard war. 
  Current Binder-Lord Duradin Bolgath an older dwarf gone to fat, often dressed in 
  ill-fitting armor and uniforms who is considered a poor imitation of his legendary 
  father. 
  Named Heir Thaim Bolgath a younger dwarf with a reputation as a gambler and 
  lover of vice. 
   
   
  
   
   
  House of the 7th Meridian  
  Religiously Devout House invested in the Church 
  Founding Binder-Lady Genevo Thrice-Blessed was a cleric devoted to the God of 
  Healing, who converted after binding to the worship of Macinfex. Since then, 7th 
  House has become near synonymous with the church of Macinfex with four 
  generations of Binder-Lords and ladies all serving as high ranking clergy in 
  addition to their official duties. House finances have been frayed of late as 7th House 
  is deeply invested in relief and rebuilding the Tail Stones which has been ongoing 
  for years but yet to show any profit… a situation current Binder-Lord Harken 
  Knife-Beloved blames on his predecessor.  
  7th House Manor Tower 
  The 7th House Manor Tower is a mixture of decadent aristocratic living otherwise 
  unnotable save for its oversized chapel and many shrines (nearly rivaling the 
  Temple of Macinfex in the Throat in importance).  
  Notable Members 
  Current Binder-Lord Harken Knife-Beloved is a weathered man of his 50s with a 
  nigh-permanent scowl on his face.  
  Founding Binder-Lord Genovo Thrice-Blessed is remembered as a beautific grande 
  dame who has become a virtual saint for the Church of Macinfex.  
  7th House Sergeant-at-Arms Bixbine Billingsford is a male halfling who 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 by Half-Elf Bardic adventurer and still led by Half-Elf Virtan Berkuyin, 
  8th House is known for its innumerable half-elf members and as a patron of the arts, 
  sponsoring various entertainers, and eventually building the Salt in Wounds Opera 
  and gladiatorial 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 lavishes 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 points she invites 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 
  believes 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). 
  Notable Members of 8th House 
  Current Binder-Lord Virtan Berkutin of 8th House – a half-elf 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 - a brownskinned, black haired bard immigrant 
  to Salt in Wounds with a reputation for incredible ruthlessness barely hidden by 
  tremendous charm. Despite not being a blood relation to Virtan, she is heir 
  apparent (and subject to much envy & plots from Virtan’s sprawling brood).  
  8th House Sergeant-at-Arms – Dewaltor Husksire – a pale skinned human man in 
  his early forties, this longtime companion of Delanie was handpicked after her 
  
   
   
  ascension and regularly thwarts threats against Delanie’s life & rule.  
   
   
  
   
   
  House of the 9th Meridian  
  Heriditary Sorcerors with an Interest in Ancient Power  
  Founded by Human Sorceror Xantha Eldurach, 9th House is remarkable for its high 
  degree of sorcerous members, as many of its founding members had bloodline 
  powers and through the years they have sought to ‘marry in’ members with access 
  to similar magics. The house espouses a view that ‘blood will tell’ and believe that 
  they landed 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 appears which manages to express all the haughtiness 
  and gilt for which 9th House is (in)famous.  
  Notable NPCs 
  Current Binder Lord:  Garberlin Terratark a human sorceror known for her 
  command of fire magic.   
  Founding Binder Lord: Xantha Eldurach a light brown skinned sorceror who is 
  always depicted with a smirk on her face.  
  9th House Sergeant-at-Arms: Korth Argelian-Tarratark is a foreign born sorcerer 
  who 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 perhaps induces the most awe, wonder, and speculation. The 
  house is divided between low ranking fuori; numerous and usually younger 
  members known for bawdiness, dueling, and revelry, and 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 offices and ornate masks. Like all Meridian Houses, House Impertabo has its 
  fingers in many a Tarrasque meat pie but 10th has made its future by serving as 
  advisors and legal consultants, heavy investment in Water Dens, in addition to (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 
  known, 10th House’s businesses (and sources of information) are as secretive and 
  labyrinthine as the House can make them. Everyone who is anyone has attended a 
  10th House party, though their memories 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 interior with innumerable Water Dens, flesh pits, and space for volumes 
  upon volumes of books – including the so called ‘Black Library.’ It’s common 
  knowledge that 10th House has dug extensively under its Manor-Tower (which is 
  also believed for many other Houses) but as to what happens there is unknown 
  outside the house.  
  Notable NPCs 
  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 
  hasn’t been seen in public in years). 
  Founding Binder-Lord Piorvani Impertabo (deceased) was a mustachioed dandy 
  known for his love of wine and other, stronger intoxicants.  
  
   
   
  Keeper of the Black Ledgers Altopar Menzogna-Impertabo is a human male in his 
  50s, the highest ranking and most powerful fuori. 
   
   
  
   
   
  House of the 11th Meridian  
  Eccentric Wizards trying to Change the World with Magic 
  The 11th house is an enigma to those outside the house (and even sometimes to 
  those within). Their eccentric nature has led to some of the most innovative spells 
  and devices the world has ever seen. There are countless iterations in the 
  development process that range from intriguing to useless. The 11th house has only 
  the scantest formalized militia, but is protected and flexes its muscle by magically 
  empowered members (as, in order to have formal status within the house, relatives 
  must prove the ability to cast spells) Most of the other houses are dependent on the 
  magical creations of the 11th house. Currently, four factions (each led by a different 
  apprentice for founding Binder-Lord Olgorn) vie for dominance with Kaphressk 
  Arcafor being the fifth apprentice who elevated herself to power by pitting the other 
  sprawling apprentice lines coupled with ruthless displays of raw magical might. 
  11th House Manor District 
  The tower of the 11th house is stands tall, a shimmering decadence of glass and iron. 
  The tower acts as 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. 
  11th House NPCs 
  Current Binder Lord: Kaphressk Apprentice to Olgorn Arcafor is an arch-mage, 
  female gnome apprentice to Olgorn who was named heir; known to be first in power 
  and first in standing. She has let it be known that she is looking for apprentices one 
  of which she would (presumably) name heir. 
  Founding Binder Lord: Olgrorn Arcafor was a slender dwarf who saw the benefit of 
  working magic into everything, even in place of technology. He was ostracized from 
  their clan and took on a new name. Mistrustful of blood ties, Olgorn set up a ‘family’ 
  structure of 11th House where no lineages would be recognized save for those of 
  apprentice and pupil.  
  
   
   
  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 Medirian 
  Crisis, when the house became synonymous with incompetence and was nearly 
  ruined. Following a coup and its contribution to creating the Marrow Miners, 12th 
  House fortunes have been on the rise and it’s become an “open secret” that 12th 
  House has ties to nearly every criminal and underworld organization, something 
  the house leadership barely denies anymore. 
  12th House Manor District  
  A collection of towers and buildings, most of which were built before the 12th 
  Meridian crisis in conservative style are now being retrofitted and worked on nearly 
  constantly. 
  Notable NPCS 
  Founding Binder-Lord Spenser Marcellun (deceased) was the middling founder of 
  12th House. 
  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.  
  Current Binder-Lord Tolviko Marcellun formerly a minor cousin, this a brash (still 
  young) young human male who has been lifting 12th House from its reparation debts 
  by seemingly doing the unthinkable, repeatedly.  
  12th House Militia Commander Roland deWulf the halfling childhood friend of 
  Tolviko has been placed in charge of the Militia as ‘someone Tolviko could trust’ 
  though his apparent mismanagement has seen Darkragg Kelline grow in 
  prominence. 
  12th House Guard Commander: Dakragg Kelline female human Autoxia loyalist 
  
   
   
  who fully expected execution during the night of bolts, Darkragg was instead 
  promoted. Since, she has proved frighteningly competent.  
   
   
  
   
   
  House of the 13th Meridian  
  House of Halflings with Focused on Construction and City Planning 
  Indentured Servant Rexaney Bramblethumb (later Pelago) founded 13th House after 
  having the mantle of leadership unexpectantly thrust upon her when the presiding 
  general she served and most officers 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 
  construction, infrastructure and housing; her engineers and craftspeople being some 
  of the first to utilize construction material composed of crushed Tarrasque scale. 
  Each new wave of refugees brought a housing boom that fed the Pelago coffers. 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. The 
  house throws huge block parties to which all of Salt in Wounds is invited, and is 
  beloved by the common people as much as its loathed by aristocracy 
  13th House Manor Tower 
  A raccous and accessible space, marked by the late age hedonism of Rexaney, 13th 
  House Manor-House doors (usually) stand open and there are often lines of the poor 
  waiting for free water provided by the house.  
  Notable 13th House Members 
  Current Binder-Lord Voth Ikarian is a blonde, tan, and wiry halfling who (much to 
  the consternation of other Binder-Lords and his security staff) can often be found in 
  public. 
  Founding Binder Lord: Rexaney "Bramblethumb" Pelago was a stout halfling 
  woman who grew fatter every year of her life. 
  Lead Engineer Zoop Keljik is the gnome immigrant to Salt in Wounds driven by 
  incredible boredom. 
  Head of Research Welri Haradya is a diminutive (even by halfling standards) 
  
   
   
  female who has been leading field research into CapCaps and Heartsblood Marsh. 
   
   
  
   
   
  The Enders 
  The Enders are the 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 the pursuit as it would, effectively, destroy the economy 
  (existence) of the city. In addition, the majority of those rare individuals who would 
  be interested believe that the lasting death of the Tarrasque is impossible. 
  Occasionally, individuals are prosecuted for the crime of being 'Enders' ('conspiring 
  against the sanctity of the Tarrasque's bounty' being the official charge). 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 their 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 etc. who 
  receive raw Tarrasque viscera wholesale (from the God-Butchers and Marrow 
  Miners) and then process 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 second link in the supply chain which 
  connects the Tarrasque to the citizens and visitors of the city of Salt in Wounds. 
  (The general flow functions something like God-Butchers/Marrow Miners -> Process 
  Guild -> Blood Merchants/Sage's Council -> Everyone else). Raw viscera extracted 
  from the Tarrasque by God-Butchers is usually too large to be suitable for 
  individual resale and/or 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 & owner operators of the various factories/workshops which 
  comprise the Process Guild tend to be working class to lower-middle class. The 
  barriers to licensing are relatively low, which encourages competition and 
  innovation amongst guild members while also generally preventing massive 
  fortunes from being made, puts pressure on the Process Guild members to cut 
  corners and to potentially seek 'extra-legal' options (in contrast to the registered 
  Blood Merchants, who 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 the aegis of the Process Guild (often under 
  terrible working conditions) have an exceedingly high rate of mutations and other 
  health problems (much moreso than the God-Butchers though not to the same 
  degree as the Marrow Miners).  
  Notable Members of the Process Guild  
  Process Guild Chairman Rodirique Algiheel, a male halfling of 72 years- is engaged 
  in a long term project to improve the safety & reduce the criminality of the guild. 
  However, his initiatives to institute enhanced licensing & inspection requirements 
  have been facing institutional resistance and he is constantly on the lookout for 
  special operatives to arrange ‘buys’ and conduct covert inspections. 
  
   
   
  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). 
  Render Shop Owner Fog Over Water – An orange haired male catfolk with an 
  amputated left leg. Known to move his cart 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 Tarrasque and there is plenty of mutual 
  antipathy between the two groups (though in recent years God-Butchers have been 
  subcontracting to Marrow Miners for especially dangerous/difficult work at the 
  other Meridian sites).  
  Founded after the 12th Meridian Crisis, the Marrow Miners have distinguished 
  themselves by taking 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 include reagents and rare cuts which the Marrow Miners hypothetically can't 
  access). The Marrow Miners (in addition 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 Miner have thrived; winning the 12th Meridian Extraction 
  contract, successfully subcontracting numerous duties from the God-Butchers 
  (usually the most dangerous and dirty tasks) and rumor hold that they are close to 
  winning the defection of other Meridian Houses.  
  Notable Marrow Miners: 
  Founder and Leader - Mirayda of the Five Cask Clan: This female dwarf (and 
  former God-Butcher) founded the Marrow Miners over a decade ago and has been 
  leading it ever since. Rumors fly wildly what she was up to after the left the city 
  after failing the rite of mutual recognition and leaving Salt in Wounds, but most of 
  the city has incredible respect for this shrewd businesswoman who has seen the 
  fortunes of her upstart organization (and 12th house with it) soar over the past 
  years.  
  Secretary and Overseer Rancis Kronaw – A former wealthy merchant, Rancis is a 
  thin ghoul with elongated teeth. He works alternating shifts as a secretary for 
  
   
   
  Mirayda and field overseer who handles much of the day to day business of running 
  the miners. Incredibly knowledgeable about the Tarrasque. Rumor holds that 
  Rancis is willing to consider using his position to enrich himself if the opportunity 
  arises, especially if thereâ€™s a negligible chance of getting caught. 
  Research and Development Head Grawlax Tampdrewer – A blue haired, small 
  female gnome who works hard inventing new tehcniques and tools for the Marrow 
  Miners. Somewhat ironically, he has never seen the Tarrasque in person as it 
  terrifies him and has to rely on detailed reports of how his inventions function (and 
  constantly complains about the ‘substandard data provided by the subliterate 
  subhumans who work on the beast… but what can you expect from any fool willing 
  to approach?). 
   
   
  
   
   
  The House Militias 
  The House Militias are the primary source of Law & Order within Salt in Wounds. 
  Each Meridian House is charged with ‘Paying, provisioning, and organizing’ no less 
  than 250 fighting men ‘to enforce the laws of the township and contribute to the 
  general welfare of Salt in Wounds.’ However, interpretation and implementation of 
  this edict varies greatly depending on house. On one end of the spectrum, there are 
  houses who outfit their militia with the bare minimum and then leave these 
  individuals to their own devices: these groupings usually act like traditional city 
  watches you might find in any large city. In the extreme opposite, Sixth House 
  outfits a militia of 7000, armed and trained more for war than policing. 
  Complicating matters further, many Meridians 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 technically 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 -amongst 
  other things- prohibitions against favoring one house over the law of the city with 
  severe mutilation penalties doled out by the largely independent courts for failure 
  to serve the law. 
  These twin influences leads to much secretive conflict, intrigue, sabotage, and 
  checks & balances between the House Militias which is in part an extension of and 
  in part distinct from the power games played amongst the Meridian Houses 
  themselves. 
  Typical armament for a House Militiaman is studded leather armor, round shield, 
  hand-axe, and crows-beak.Notable Militia Captains and Sergeant at Arms are listed 
  under their respective Meridian Houses.  
   
  
   
   
  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 a diet 
  of some of the freshest, most choice cuts from the ever-providing body of the 
  Tarrasque. Most carry their stylized greatswords nearly everywhere. Contrary to 
  popular opinion, these weapons turned tools are not exclusively adamantine; many 
  nowadays are forged of Tarrasque horn, which cuts through its armored carapace 
  well. Still, those who dismiss the butchers as dumb brutes wholly underestimate 
  the order; these are hard eyed men and women who must be intelligent enough to 
  understand the beast’s intricate and shifting anatomy, who must deal regularly 
  with crafty merchants, domineering aristocrats, and suspicious laborers all to 
  perform their duties. 
  While greatly connected to the economic flows of the city, and perhaps not wholly 
  immune to the influence of the coin, the God-Butchers (as a whole) nonetheless take 
  their sacred charge of keeping the beast bound seriously. Their reputation has been 
  tarnished of course by the tragedy of the 12th Meridian Crisis over a decade ago has 
  marred their reputation and the Marrow Miners (with their greatly eased selection 
  criteria) now enjoy a surge in popular support. 
  As an organization, the Order of God-Butchers is fairly egalitarian, although 
  relative prestige can usually be determined by their Meridian assignment 1-13 
  (excepting 12, which is now on assignment to the Marrow Miners), with each 
  Meridian corresponding to what general part of the beast the individual works 
  upon. 
  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 matter- 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 and station, ensuring that 
  they are generally well-liked by the public and quietly mocked by the aristocracy) 
  although most recruits 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 
  and reach ‘Apprentice’ or ‘Journeyman’ levels. These members, despite their 
  lessened titles, 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 and promotes based on evaluation 
  criteria of strength, intelligence, and ability to lead and organize others.  
  The Rite of Mutual-Recognition 
  If a God-Butcher has distinguished himself in strength, intellect, and leadership 
  they are invited to take part in the most sacred rite of the order, that of Mutual-
  Recognition. The difficulty of doing so explains why the number of full 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, to regain as much consciousness as the God-Butchers dare. Then 
  the aspirant must approach the first 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 understanding of the beast they keep bound. Staring into the creature's eye as 
  the beast roars and snaps causes some aspirants to flee; 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 behavior. Gradually, its endless screaming and thrashing slow. Its vision 
  changes, focuses. And, for a moment, it sees them; sees 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 will cease to roar and take a single moment to inhale through 
  its nostrils, wind whipping past the aspirant towards the Tarrasque’s maw as it 
  truly marks the God-Butcher’s scent. (The accepted wisdom is that the Tarrasque to 
  committing this individual to memory. Should the Tarrasque ever gain freedom- the 
  God-Butchers expect that it will hunt all such aspirants and their families, any of 
  those who resemble the aspirant's smell even unto the seventh generation.) 
  In turn, the God-Butcher takes in a long breath through his nose to mark the smell 
  
   
   
  of the beast. 
  As the roars, the endless thrashing against its bonds resumes, 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 will then have a huge feast that evening from the tongue, welcoming 
  another full fledged Master God-Butcher into the fold. 
  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 inspire loyalty, and raw physical strength is 
  respected by all.  
   
  Briddu Yittano – Journeyman journeyman God-Butcher who spectacularly failed 
  the rite of mutual recognition, and has begun mutating extensively following his 
  alchemical treatment. Briddu has been taking more and more jobs away from the 
  butchers, though he is wearing thin his supriorssuperiors patience as they consider 
  expelling him from the order. 
  Helenie – Former Master God-Butcher, who illegally used the 12th Meridian 
  Command word to stop the 12th Mediridian Crisis. 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. 
   
   
  
   
   
   
  Sage’s Council 
  The Sage’s Council is a relatively new faction that has grown greatly in power and 
  influence over the last three decade since its founding. The Council’s stated purpose 
  is to advocate for the interests of academics, ledger-men, wizards, but above all 
  alchemists; anyone who make their living with the aid of pen & paper. The Sage’s 
  Council seeks to facilitate the free exchange of information/discoveries between 
  researchers, contrary to how many alchemists & wizards have traditionally 
  approached their trade (with knowledge being hoarded whenever possible, with 
  primarily information transfer being from teacher to apprentice). They provide 
  support for the various colleges of Salt in Wounds and publish a quarterly journal -
  Tuntume- which publishes research from members and forwards the organization’s 
  goals (which often features contributions from adventurers who share tale 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 independence) the council has 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). 
  Sage’s Council Notables 
  First Speaker Andale Aurenduexiplick  - An ink stained green haired gnome 
  managed exerts some control over the council (by having options to set agendas and 
  ‘speak first) but the body functions mostly along democratic lines with each member 
  voting. Andale is famous for her ongoing feud with Bakal.    
  Alchemist Bakal Filligreen – The fact that Bakal is only a ‘junior’ member of the 
  council belies the fact that this half-elf with a distinctly acid scarred face is perhaps 
  the most gifted alchemist alive (at least according to Salt in Wounds professionals). 
  Bakal rarely attends meetings and is believed to have other schemes that he only 
  rarely tries to utilize the council to achieve.  
  Alchemist Silvas Almaran – This amber eyed female tiefling with a shaved head & 
  slight limp 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 human with messy black hair, brown 
  skin, dark brown eyes serves as bookkeeper for the council as he completes his 
  apprenticeship. He lives in the Tail Stones with his boyfriend and tries to keep a 
  balance between his studies and administrative duties for the Council which 
  include counting votes.  
   
   
  
   
   
  Blood Merchants  
  The Blood Merchants are the (licensed) monopoly for any merchant selling directly 
  to the public (as opposed to process guild which can only sell wholesale) with a few 
  exceptions for most foreign sellers (usually, only the native borne can be ‘official’ 
  blood merchants and any foreign merchant has strong limitations on how they can 
  conduct commerce in the city) and also by profession (alchemists, smiths, etc. have 
  different licensing boards and different regulations regarding their commercial 
  activity). Technically, every merchant (from humble jerky vendor with a single stall 
  up to lord like seller of thousands of slaves) is a Blood Merchant if they have paid 
  their licensing fee and submitted to the rules of commerce in the city, but the term 
  is usually used to denote the very wealthy and/or those that sell Tarrasque derived 
  goods (which includes most of the merchants). In addition to providing licenses for 
  retail buyers & sellers within the city, the organization of Blood Merchants 
  advocates for member interests and will even provide legal or other help for 
  members in good standing who have run into trouble. 
  The Blood Merchants is an incredibly diverse lot and few overarching statements 
  can be made about the group as a whole. Generally however, Blood Merchants 
  advocate for more extraction, lower taxes, higher licensing 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 fifties who is carried on a 
  litter everywhere he goes, Tendirion made his start inheriting a profitable family 
  import/export business and transitioning to focus on banking where he now is 
  responsible for half the debt in Salt in Wounds. Even many Binder-Lords defer to 
  Tendirion.  
  Azure Tertio – A female half-orc who once nearly corned the market on Tarrasque 
  horn, Azure wisely (and lucratively) diversified near peak price for the stuff and 
  now is one of the richest merchants in the city.  
   
  
   
   
  Gangs and Organized Crime 
  Several dozen gangs, mafias, and thieves collectives operate in the city of Salt in 
  Wounds, all with a variable 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/or a 
  specific 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… most especially if any criminal element seems to be gaining in 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 
  official ‘civic reinvestment fees’), limit different types of activities to certain areas, 
  and generally avoid open conflict with one another. These organizations are actually 
  fairly competent (if brutal) at ensuring freebooting thieves, murderers, and other 
  unaffiliated criminals do not operate in their areas of control (as part of ‘the peace’ 
  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 convention must take place between sundown and sunup on no more than 
  three consecutive nights, no more than once a season. (When handled in this way it 
  generally doesn’t force the hand of the various militias). During these conflicts 
  dozens of thugs may turn up dead and many scores are settled, regimes are toppled, 
  and areas of influence shift, change, until a new equilibrium is settled. While 
  murder and violence -both against criminals and civilians alike- does happen from 
  time to time nights claimed for a Bite of the Black Fox (the dates of which are 
  usually cleared by the assorted militias) the rates of such things soars. 
  Travellers and the unwary will often be caught off-guard by these as, while not 
  official their times are usually known by the properly Salted who will 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 – Sellers of (illegal) narcotics who operate in much the Throat. 
  Friends of No-One – Extortion specialists who collect from much of the tail Stones  
  
   
   
  Paving Stones – Smuggler Specialists who operate out of the Tail Stones and often 
  act as go betweens the other organizations. 
  The Thirsty Dogs – Low level gang looking to make money any way they can, will 
  take any applicant. Have a reputation for being low quality but numerous, often in 
  conflict with the other gangs and organizations. 
  Correspondence – A group of assasins who operate worldwide and headquartered in 
  Salt in Wounds.  
  Notable Criminals  
  Antoni Corasio – A brash young human in his early 20s, Antoni is known for 
  wearing bright blue coat and always sporting pair of cutlasses. This smuggler has a 
  reputation around the city and an informal ‘network’ of contacts to get most 
  anything into and out of the city 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 40s is known as a 
  necromancer for hire, regularly working for criminals and specializing in providing 
  extra ‘muscle’ during nights of the black fox.  
  Hannanon Drexine – Never seen by day, this beautiful leader of the Friends of No-
  One has elf features but black skin and pale gray hair and eyes. Has a reputation 
  for utter ruthlessness and has turned the Friends -which specializes in extortion- 
  into one of the more feared organizations 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 adventurers & 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 depending on the telling, but the 
  most common reason involves restoring the natural balance upset by the current 
  state of affairs.  
  This cabal is (or was) primarily comprised of evangelical druids, rangers, and their 
  converts. Almost every other power block in the city denounces and actively opposes 
  the Circle of Release; with the House Militias and God-Butchers hunting down, 
  torturing, and executing any individual suspected of belonging 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 destruction of 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 minority in the 
  city that believes that the Circle of Release does not actually exist, but is instead 
  used by the Aristocratic Houses and Guilds to terrify the city and thus increase 
  their power and control. 
  The symbol for the Circle of Release is a stylized Tarrasque maw, bursting through 
  a broken chain. The circle often leaves this as a calling card (applied with magic or 
  mundane paint) to claim credit for its operations. Members are extremely unlikely 
  to carry this symbol on their person, and it is far more common for such a mark to 
  be planted on a nonmember in an attempt to frame them. 
  Notable Former Members of the Circle of Release 
  Erraya (Deceased) Was the elvish founder and first leader of the Circle of Release, 
  who denounced violence and preferred 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.  
   
  
   
   
  4. RELIGION 
  Fiction: Gratitude 
   
  Yurin Silvenei sat on the towertop. He greeted the morning by miming the 
  ceremonial movements of his faith sharpening his pairing knives & cleaver. Below, 
  beyond, the city stretched out in its leagues… waking now and just beginning to 
  shake the sleep dust out of the corners of its eyes (not that the city, nor the bounty at 
  
   
   
  its heart, ever truly slept). 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 (they must have opened a vein he mused). 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 thankfullness 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.  
   
   
  
   
   
  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, Salt in Wounds is the seat of its power, such as it is. Adherents to the Monad 
  believe in, worship, and seek to better understand & commune with the ‘one thing’ - 
  the subtle Aether (aka 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 & teachings are too 
  academic and 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 immortal 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 Knowledge, Community, Protection, Void 
  Favored Weapon Cestus 
   
  Worshippers and Clergy The Church of Monad has an ecletic 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 
  proletarian, followers of Monad come from every walk of life with a common goal of 
  improving self and community. Alchemists, clerics, and wizards of Monad have been 
  
   
   
  known to offer secular guidance to communities as magisters of science and 
  diplomacy. Followers with a martial lean often serve as magisters of the court, but 
  have been found in roles that range from midwife to shepherd.  
  Given the simplicity of Monad’s symbol, devotees have many ways of brandishing a 
  holy symbol. Clerics receive The Black Bead, a philtrum piercing with a black stud 
  as a holy symbol. 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 
  permanently 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, 
  healing, and access to their comprehensive 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 academia lean of the church, the title of “holy text” is 
  awarded to research and textbooks that are deemed worthy. The individual 
  branches do not always recognize one side’s certification of scripture. With new 
  discoveries, 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 description, 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 presence of The 
  One Thing. Therefore, any alteration to your physical constitution can lead to an 
  alteration of morals. Purification and corruption are equally important to challenge 
  and enact change in institutions of a depraved society. The Subtle Aether is the 
  universal connecting medium, making all beings your brother and sisters with 
  Nature as your common mother. Education is a weapon used to attack the 
  complications of classism, which disrupts the harmony of The All-including. 
  
   
   
  Notable Members of the Church of the Monad 
  First Scholar Haverine Altaphy is a blind male human of advanced age who 
  deigns senility & being hard of hearing while being a brilliant political operator.  
  Adjucator Ferinda Altaphy is Haverine’s granddaughter, who is known for her 
  plain looks, understated style. Ferinda is fiercely competent and works as the 
  ‘bagman’ for her august grandfather; almost 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; 
  honored only occasionally in an odd window of butcher's row. Salt in Wounds is not 
  like the rest of the world, and here he is a if not the primary deity; worshiped by 
  many, respected by all. Only the church of Septum Soletirmus: 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 – Blood, Animal, Repose, Strength 
  Favored Weapon – Handaxe (cleaver) 
  Worshippers and Clergy Macinfex's clergy are very much entwined with the 
  economy of Salt in Wounds; carefully monitoring the selling of meat. Cleric 
  inspectors will survey the merchants, insisting that butchers and sellers throw 
  away (or feed to the ghouls) old, potentially dangerous cuts of Tarrasque, and 
  ensuring that cuts 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 nonliving) things.  
  
   
   
  By Macinfex’s cleric devotees, the imprisonment of the Tarrasque is seen 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 practical requirement for aspirants to 
  reach 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 however located within the Fortress Salzinwuun proper is 
  considered the most holy location for the church. 
  Of late, thanks to a compromise, numerous ghouls have joined the Church… much 
  to the consternation of a traditionalist faction who believe undead creatures to be 
  an abomination and disruption of the natural order of death their god represents. 
  Rumors swirl about these ghoul converts (and other heretics) perform blasphemous 
  rites that extend butchery to sentient creatures 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 life and eating which 
  intersperses parable and stories about the God with specific diagrams for 
  butchering various creatures (including the Tarrasque). For most lay people, 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 learning.  
   
  Appearance 
  Macinfex is usually is depicted as a thin, smiling, good-natured bearded human 
  figure wearing a blood splattered leather apron.  
    
  Dogma Flesh is for the eating, pain is for the lessening, and skill, knowledge, and 
  craft pursued through hard work provide for all.  
  Notable Members 
  High Priestess Sendara Clevandastor – A middle aged female halfling, Sendara 
  gained her position through unquestioning devotion to her god and consistent 
  demonstrations of his favor. 
  
   
   
  Priest Davorine Krandow – a female ghoul who has become to de facto leader of her 
  race within the church, often clashes with traditionalists (which Sendara seeks to 
  respond to compromise). 
   
  
   
   
  Septum Soletirmus The Holy Writ of Coin Everlasting.  
   
  One of the most popular religions in Salt in Wounds, the adherents to Septum 
  Soletirmus aka ‘The Favor of Coins’ worship wealth in all its forms (but most 
  especially gold as the eternal, unrotting perfect embodiment of wealth). Richness is 
  next to godliness for this adherents to this sect, and many Binder-Lords and 
  prosperous merchants count themselves as members. All adherents seek to court 
  ‘the favor of coins’ believing that wealth is a sentient being which flows towards its 
  favored.  
  Septum Soletirmus: Coin everlasting, Gold-god, Holy riches 
  Symbol – A single gold coin with a seven pointed star. bears the image of a gold coin 
  and so on.  
  Alignment – Lawful Neutral 
  Portfolio – Gold, trade, transfers of wealth 
  Domain - Trade, Greed, Nobility 
  Favored Weapon – Light Crossbow 
  Worshippers and Clergy – The church is decentralized, with any who follow its 
  practices being able to call themselves devotees. Many paladins and clerics wander 
  the city and the world, preaching 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 usually use their powers to increase their own wealth 
  (divining the mind of money by watching what sorts of activities generate wealth). 
  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 lavishly 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 -via their 
  generosity- that they are truly wealthy (as most books argue that any money spent 
  this way will be returned 9 fold 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 informally within banks and markets, 
  with the richest individual in attendance leading services as they see fit. But 
  usually culminating with all in attendance counting the coin on their person and/or 
  balancing their ledgers.  
  Holy Texts - Several texts are considered ‘holy’ by Septumists (as the faithful are 
  usually referred to), though different adherents favor some books over others (even 
  discounting others as heretical). These vary in the type of activity they praise and 
  their proscriptions about how one should ‘properly’ acquire wealth/attract the favor 
  of coins (with some blessing inherited wealth while others argue that wealth 
  acquired in ones own lifetime via entreapeurial efforts are best). 
  There is even one tome ‘The Walking Coin’ that argues for theft, fraud, and even 
  murder to acquire wealth (as wealth should flow to the strong, and being able to 
  keep wealth is proof of strength and the favor of coins). While very popular amongst 
  criminals, the book is officially banned in Salt in Wounds (and possession of a copy 
  is a serious offense). 
  Appearance: The faithful Septirmus will usually depicted their object of worship as 
  a stack of coins, usually with vaguely humanoid features and a smile.  
  Dogma – Wealth is holy, Acquiring gold in the right manner increases wealth for all 
  and thus is pleasing to holy coin. 
  Notable Members 
  Bardo Givaltathrop: A male gnome with crazed eyes usually bedecked in enough 
  golden armor to make his movement difficult, this powerful cleric is the unofficial 
  ‘leader’ of the Church of Septum Solitermus who delights in creating wealth 
  through ever more elaborate schemes of derivatives and leveraged obligations.   
  Nataniel Hythian: A figure often depicted but seldom seen, Nataniel is a cleric of 
  
   
   
  Septum Solitermus who authored ‘The Walking 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 part in elaborate frauds to enrich himself 
  and those who serve him.  
   
  
   
   
  The Cult of Renesec 
  To the world at large, Renesec is the obscure, largely unknown God of Change who 
  is said to have no fixed appearance, house or location of worship. His/Her/Its 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 worshippers adopt radically 
  different mannerisms, behaviors, and even personalities at an irregular schedule 
  and hence are despised outcasts as individuals who are not able to function in 
  society writ large or even writ as small as an adventuring party. However, Renesec 
  has a thriving cult in Salt in Wounds who seek to understand and grow close to 
  their God as the ‘Lord of Mutation’ whose power and majesty can best be 
  experienced in the endlessly varied twisted forms of Tarrasque-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 the divine gifts Renesec pours out for his/her/its citizens. 
  While officially tolerated, the cult is large despised and mocked. Even so, the 
  church’s numbers continue to swell as more and more individuals feel the ‘touch of 
  Renesec’ and the scorn of the city only serves to deepen their bonds to one another 
  and their faith. 
  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 Renesec (any manner of mutation) which the 
  organization’s clerics can induce upon request. Especially with the uptick in 
  mutation rates, especially 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 
  refuge 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. 
  Clerics of Renesec have been known to induce mutations for any who ask, to utilize 
  magic to alleviate suffering related to a specific mutation (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 acreated bizarre layers as 
  followers have forever been adhering odd ornamentation cast from powered 
  Tarrasque scale. 
  Holy Texts: The Neverending Stream of Change is the official holy text of 
  Renesec’s church the world over. 
  Notable Members 
  High Priestess: Quinay Mendij is a woman with a beautiful face jutting out of a 
  bloated, massive, horrendously mutated body (claimed to be the most mutated 
  creature in the world). Three mouths split open her back, looping spikes sprout at 
  seeming 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 buldging muscles, who regularly acts as protector of the faithful -or 
  mutated individuals generally- managing to intimidate (or worse) any who threaten 
  the church or its devotees while maintaining 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 adherents to dozens, possibly hundreds of other religions and faiths 
  from across the world. It is likely that a small congregation worshipping just about 
  every major (and most minor) divinity can be found within the city; with shrines to 
  dozens of gods and goddesses found in the Traveler’s Temple within the Throat 
  which -despite its name- serves countless local and native adherents to other gods. 
   
   
  
   
   
  5. HISTORY 
  Fiction: Binding 
   
  I hear you, talking that release pig filth about how the city is a curse, about how it’d 
  be better is we freed the beast. I spit on your words and if it comes to it I’ll spit in 
  
   
   
  your face and 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 13, 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 even as they 
  supported their fellows. Till finally we’d led it to this canyon where we’d fall upon it 
  in earnest, slaying it so the 13 harpoons would hold it fast. 
  We’d tried to goad it into such a battle half a dozen times; and 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.  
  Throughtout the camp, 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 sorcerors and other wielders of 
  magic- engaged and bought us scant minutes and the 13 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 
  Because our captains whipped and guided us to where we’d placed the balistas 
  secured and we couldn’t pin the beast down unless we were sure. So, rather than the 
  orderly fall back as lines, blunting its forward momentum rather than fighting the 
  battle we’d trained, scemed for we died in out 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; 13 be praised. 
   
   
  
   
   
  Prehistory >50,000 BB (Before Binding) 
  The rough area which would become the Ronine valley was home to numerous 
  ‘strata’ from the various conflicts and expansionist eras that left building, ruins, 
  and more. Events such as the Elder Elemental’s War-mate, the slave gods’ revolt 
  against the Primoridials, the extraplanar invasion, the dethronement of the gods, 
  and finally the elf-dwergo war (notably, the valley has access to numerous dwergo 
  ruins as it was formed over their city of Cardouf by geo-scale war druid magic).  
  History of the Ronine Valley Before Binding  ~50,000-100 BB (Before Binding)  
  For thousands of years, tribes of Stone Giants & Orcs made their homes (at least 
  seasonally) in the high mountain Ronine valley that would one day be home to the 
  Tarrasque, finding it excellent forage for their herds. This valley exists on the 
  borders of several major kingdoms (of changing names and borders), but due to its 
  relative geographical isolation it was never claimed by a power. 
  117 BB – Tarrasque Reemerges 
  After several centuries of seeming hibernation, the Tarrasque reemerged on the 
  world stage. For one hundred years, various schemes to slay the beast were 
  attempted (all of which failed) and the nations of men and demi-humans alike 
  resorted to a strategy of attempting to guide the creature away from what they hold 
  deal. It is during this period where a large number of magic items and weapons 
  were embedded in the creature as various failed state and adventurer plots to stop 
  the beast. 
  8 BB – The 13 Gather 
  In 8 BB, 13 exceptional individuals -driven by impulses ranging from prophecy, to 
  greed, to the quest for glory, to legitimate selflessness- come together with a plan; 
  they would bind the Tarrasque in place in order to determine the best way to slay it. 
  For the next several years, they traveled extensively to determine the best location, 
  develop/acquire the supplies they would need (including enchanting the 13 magical 
  harpoons) and convince the various kingdoms to lend material support for their 
  mission. 
  0 AB (After Binding) The Tarrasque is Bound 
  After a tremendous battle (and much loss of life) the Tarrasque is successfully 
  bound. The surviving heroes cheered, buried their dead, and began devising the 
  most efficient ways to slay the beast (so the various scholars could study the 
  
   
   
  creature in hopes of finding a permanent solution).  The binding army settles into a 
  patent of killing the creature twice a day which is difficult even when it is bound. 
  0 AB Construction of the fortress Salzinwuun Begun 
  Soon after the Tarrasque is bound, the binding forces began construction of the 
  fortress Salzinwuun to provide more permanent shelter rather than the tents and 
  better defend themselves against raids by the Ten Talon orc tribe. 
  1 AB – The Loss of the Armies 
  With no end in sight for the slaying of the Tarrasque, most nations recall their 
  remaining regular forces dispatched as part of the army of the 13 binding to deal 
  with domestic matters. The Salzinwuun forces are left with a fraction of the most 
  dedicated (and individually powerful) individuals. 
  11 AB – 26 AB The Granite Shard War & The Harvest Begins 
  Around 11 AB, the binders of Salzinwuun came into conflict with the Mammoth 
  Wardens which were (or are) the tribe of indigenous stone giants native to the area 
  in and around Salt in Wounds. The Granite Shard war was (is) a conflict that took 
  place between them and the defenders of the Fortress Salzinwuun. 
  Since the binding of the Tarrasque a decade prior to the onset of hostilities, tensions 
  had been rising between the stone giants and the polyglot of adventurers, military 
  forces, and merchants encamped around the beast. The continuing presence of the 
  Tarrasque had scared away most big game (including the titular mammoths on 
  which the giants were especially dependent) and there were several incidents of 
  jumpy humans who attacked giants on sight without provocation (though, no one on 
  either side had ever been killed). And, while the Salzinwuun residents hadn't taken 
  part, a merchant slave caravan had attempted to abduct several juvenile stone 
  giants before being slaughtered by the Mammoth Warden tribe. Both Salzinwwun 
  defenders & the stone giants had sent diplomatic envoys, though without much 
  success in alleviating tensions. 
  Meanwhile, a well respected bardic stone giant had a vision of the valley soaked in 
  blood and filled with mutated creatures while humans carried each stone giant to 
  toss in the maw of the Tarrasque. After discussing it for month, the elders decided 
  that they had no choice but to drive off the 'little ones' who had invaded the valley... 
  knowing full well that this would mean loosing the Tarrasque back on the world (so 
  they could finally be free of it). 
  The Granite Shard war opened with a siege like bombardment of Salzinwuun, with 
  
   
   
  huge stone hurled by the giants; an act which caught the fortress wholly off guard. 
  After much of the wooden fortifications were destroyed, the Mammoth Warden 
  warriors charged in to slay and drive off the defenders. This first battle was 
  especially bloody, with tremendous acts of heroism and 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 imprisonment of the monster, the stone giants of the Mammoth 
  Wardens tribe discovered a garrison of martially and magically skilled defenders 
  who proved too much for them. 
  It was around this time that the Ten Talon tribe of orcs, sensing weakness, stepped 
  up their intermittent raids, and their eventually extermination is usually lumped 
  into the campaign of the Granite Shard war (though there is no evidence the two 
  groups coordinated). 
  However, as for the Mammoth Wardens, after their first, best push was repulsed 
  and most of their warriors slain; the stone giants knew they had lost the war, even 
  if it took much time for defeat to finally, fully claim them. 
  No longer with the force necessary to attempt another direct assault, the Mammoth 
  Wardens shifted their tactics to asymmetric warfare; abandoning their traditional 
  encampments sites in the valley lowlands and drifting up the mountainsides where 
  the 'little people' had problems reaching them. The tribal war council also shifted to 
  targeting vulnerable caravans coming into and out of Salzinwuun, hoping that 
  through prolonged isolation they might sap the morale and fighting strength of 
  Salzinwuun. While Tarrasque flesh had previously been eaten by a good portion of 
  the fort's occupants, the effectiveness of the stone giant caravan raids ensured that 
  meat butchered from the beast became the mainstay of every being garrisoned there 
  in addition to bone and horn becoming the preferred material for the crafting of 
  tools & weapons. For their part, the 'little people' sent countless missions to root out 
  and kill\capture the remaining Mammoth Wardens, believing that by taking 
  hostages they might be able to cow the rest of the tribe into peace. Utilizing the 
  hostages to begin rebuilding the fortress Salzinwuun created the demand & legal 
  framework for the mass enslavement which persists till the present day. 
  The Granite Shard War remained actively hostile for years, as the more militant 
  giants were slain while those without the will or capacity to fight were captured and 
  enslaved. When Salzinwuun rangers estimated that there were less than 10 free 
  giants remaining in the nearby mountains, they claimed victory and moved on. 
   
  
   
   
  27-49 AB Trade & Population Bloom 
  Now harvesting the Tarrasque for food and later raw materials, the period directly 
  after the Granite Shard war was marked by a massive increase in commerce as 
  various merchants established and mastered trade routes. Also at this time, the 
  population of Salzinwuun also massively increased as various craft people and 
  refugees immigrated to the location from promises of ready work and a limitless 
  food supply. Many scholars who had persisted to find a permanent death for the 
  Tarrasque despaired and left (or merely died of old age or other misadventure), or 
  else turn their attention to making use of the beast as an exciting field. Canny 
  observers notice at this point the weather and biome of the valley had begun to 
  change and shift towards its tropical humidity it experiences today. 
  It was also during this period that the first Tarrasque-Fed mutation was 
  catalogued. 
  48 AB Enders Founded  
  The organization was created by several scholars who believed that the binders at 
  large had forgotten their original mission and that the only way forward was to 
  further research a permanent solution in opposition. Persecution and changes in the 
  made law drove the organization or forced it into extinction.  
  50 AB Salzinwuun officially renames itself a Sovereign City with a Charter 
  To commemorate 50 years of binding, the fortress Salzinwuun rededicates itself as a 
  city (thought it had effectively been functioning as one for quite some time). A 
  central charter lays out the basic political structure with political authority residing 
  in the ‘Binder-Lords and Ladies’ all the original 13, their descendants or inheritors. 
  59 AB Creation of the Clear Water Accords 
  With groundwater increasingly poisoned, the city created the ‘Clear Water Accords’ 
  officially forming the Water Haulers guild. In the years to come, this will set 
  precedent for establishing the other professional associations that will grow in 
  power in the city from the God-Butchers (which is the formalization of an existing 
  order who had already begun to establish their own traditions and history), the 
  Blood Merchants, the Process Guild, Sage’s Council and finally the Marrow Miners. 
  67 AB The Wyren Siege is defeated and the All Consumption Doctrine is Established 
  In 67 AB, a human mercenary warlord named Segund the Wyvern King (so called 
  
   
   
  for his command of two dozen 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 
  aforementioned Wyverns and other magical support), the brilliant logician managed 
  to scale the steep track to Salt in Wounds with only a minimal loss of life. Before 
  him, he faced hastily conscripted forces of around 2000 militia, mercenaries, and 
  irregulars and so –confident of an easy victory- the general was already plotting 
  how to best leverage this conquest for further gains. 
  He was turned back by Beutex the 9th House Binder-Lady, who threatened to 
  release the Tarrasque. When Segund failed to head her warning, he was slain by his 
  own men who didn’t wish to risk the beast being free again to wreak havoc. 
  With the ‘Wyvern Siege’ was lifted before it even began, and what would come to be 
  called the ‘All Consumption’ was established where any military threat to 
  sovereignty of the Binder-Lords would be met by an unbinding of the Tarrasque. 
  Scholars also argue that this encounter was the earliest (non)battle of the ongoing 
  series of conflicts which would come to be known as the Synoma’s ‘Artifact Wars’ 
  wherein conventional military forces were blunted or made irrelevant by the 
  deployment of epic magic, dangerous creatures, artifacts, and (ultimately) 
  adventurers. 
  71 AB Heartsblood Marsh Identified as a Unique Area 
  Explorers first noted the beginning of the Heartsblood Marsh as a distinct (and 
  hazardous) biome.  
  77AB – 246 AB The Artifact Wars Rage  
  During this period, much of the world was engulfed in a series of conflicts known as 
  the Artifact Wars which saw empires topple or bloom and ultimately culminated in 
  the present day balance of power. Salt in Wounds, geographically isolated and able 
  to maintain its independence- grows massively in power/wealth (by dealing as a 
  broker/banker/neutral power for warring states) and population (absorbing several 
  refugee waves).  
  223 AB Circle of Release Founded 
  The Circle of Release was founded by Errya, a half-elven druid deeply concerned 
  that the imprisonment of the Tarrasque was fouling the ecology not only of the local 
  environment but also that of the entire planet. As evidence, he pointed to the 
  
   
   
  explosion in the population of magical mega-fauna (with the resultant death & food 
  web disruption) in addition to the increase and severity of the so-called ‘savagekind’ 
  wars (the interrelated incursions, skirmishes and wars waged by the often 
  technologically/magically inferior but quick breeding goblinoid and orcine races). 
  Finally, Errya noted to the prevalence of disease, mutation, and violent crime 
  within the city as proof that -destructive though it may be- allowing the Tarrasque 
  to range and roam where it will is the preferred option for all. 
  In his day, Errya was largely dismissed as a kook; no more than a diversion for the 
  poor and desperate with no chance of effecting large scale change. However, as his 
  number of converts began to swell rumors circulated that he'd even managed to 
  bring several influential merchants in addition to one of the Binder-Lords 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- deemed it time to act. 
  238 AB Night of Cleavers  
  On the Night of Cleavers the God-Butchers (acting unilaterally) slew Errya, the 
  dozens of rangers and druids that lived with him in the circle's commune in addition 
  to hundreds of men, women, and children with acknowledged or suspected ties to 
  the Circle of Release. Those killed in the purge included some well connected 
  cousins of the aristocratic Meridian Houses, suggesting to canny observers that the 
  God-Butchers were not controlled by the Binder-Lords to the degree that is 
  commonly assumed. 
  256 AB 12th Meridian Crisis 
  The 12th Meridian Crisis is the name of the largest scale disaster to befall Salt in 
  Wounds thus far. For reasons that are still unclear, the Tarrasque was able to free 
  its tail and it took several hours for the God-Butchers to regain control and 
  containment of the creature. In its thrashing and flailing, approximately 2500 
  people lost their lives from being struck by debris or the monster directly. In 
  addition, numerous pieces of God-Butcher equipment was destroyed, and house 
  sized boulders were flung into the Hind Quarter smashing homes and businesses. 
  While this was happening, a large scale panic gripped the city, and -fearing that the 
  end had finally come- swarms of people tried to flee. In addition to the thousands or 
  so who lost their lives to the direct actions of the Tarrasque, an additional 4000 or 
  so were trampled and killed in the madcap attempts to evacuate Salt in Wounds.  
  Were it not for the actions of (then) Master God-Butcher Helenie in illegally using 
  
   
   
  her knowledge of the 12th Meridian Harpoon command word, the Tarrasque very 
  likely would have freed itself. 
  Eventually, the Tarrasque was brought back under control but with numerous 
  lasting consequences. 
  The God-Butchers suffered a massive setback in public perception and internal 
  shock, with as many as 20% of its ranks leaving the organization (although much of 
  this was influenced by the post-crisis treatment of Helenie). The Hind Quarter was 
  transformed into what is now commonly referred to 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 & the Creation of the Marrow Miners  
  Following the 12th Meridian Crisis, Autoxia Marcellun (then Binder-Lord of 12th 
  House) was usurped by Tolviko Marcellun; then a lesser cousin of 12th House.  
  Moreover, the newly confirmed Binder-Lord of 12th House Tolviko shocked the city 
  several months after the crisis by granting the extraction contract for the 12th 
  Meridian to the newly created Marrow Miners; an organization led by former God-
  Butchers and staffed largely by the so-called ‘monstrous’ races. 
  As no official answer has ever been offered as to how the Tarrasque was able to free 
  itself, numerous theories abound (see Circle of Release). The most widely accepted 
  theory is that Autoxia had lost his divine mandate and so his charge was ‘unloosed.’ 
   
  277 AB Present day. 
   
   
  
   
   
  6. SECRETS & INTRIGUE 
  Fiction: Drums 
   
  Dinnai Eckert glared into the black of the tunnel beyond, seeing nothing more than 
  rocks. He licked his lips and crawled further. He hoped the guide’s information was 
  
   
   
  good, that he had been sold a true map and -even had the dealer been honest- that 
  the quakes hadn’t shifted the passageway enough to twist such instructions to 
  falsehood. 
  Up ahead, he heard drums. That was promising. 
  Slowly, his eyes shifted from darkvision to regular as he caught dancing torchlight 
  from beyond the end of the tunnel. Going careful slow now, he crawled until he could 
  see out the edge. 
  Harpies; three of them and perhaps two dozen zombies ringed around them. The 
  undead banged at drums while the feathered witches worked on a corpse on an altar 
  – it’s middle open and various organs splayed across the table. Without thinking 
  about it, Dinnai started playing with a spot of lyric about, ‘oh the silly birds, fly 
  below the stones, pecking out the hearts, of good men.’ He peered at the dead man on 
  the altar, wouldn’t want 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 merchants 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, hope 
  to learn another secret he might be able to sell. 
  With a slight *whuff* Dinnai flipped from the tunnel overlooking the scene, landing 
  easy and strumming his lute. The harpies turned, cocked their heads like quizzical 
  chickens. Dinnai had often found that starting with a song bought him more time 
  than opening with an arrow or spell. He began to sing. 
  The witches gestured and the zombies dropped their drums, turned to lurch at 
  Dinnai. Too late. When Dinnai struck the last chord -just so- they stopped in their 
  tracks, and now it was Dinnai’s turn to gesture towards the harpies and the undead 
  to stumble that way, intent on bashing the bird fiends to death. 
  Necromancers always got so mad when you took away their toys; it was really quite 
  funny. Dinnai added a bit to his song about it, doding out the way of a thrown 
  dagger.  
  
   
   
   
  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 limited numbers escape (to join their freeborn tribesmen outside the 
  city walls) are considered aberrations. And indeed, a minority of giants gave up long 
  ago on any dreams of slavery’s end -at least on a racial level- and labor to improve 
  their lot as slaves or (more rarely) winning their freedom and making their own 
  place in the economy. 
  However, the vast majority of stone giants consider themselves full members of the 
  Mammoth Warden clan, loyal to hidden elders many (born in captivity) have never 
  met. Some covert communication has been established between giants within and 
  without the city, and they work together to forward their plans. The leaders on both 
  sides of the wall have never accepted that the Granite Shard war was over, but 
  instead have decided to unleash their most terrible weapon to finally win the 
  conflict: patience. They await 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 ‘fade into the 
  background’ with greater power & access coupled with ever diminishing 
  supervision. 
  The Circle of Release has made contact with the hidden, moving village of free 
  Mammoth Wardens, and is currently negotiating an alliance as the aims of the 
  groups seem to dovetail nicely.  
   
   
  
   
   
  Secrets of the Tarrasque 
  The Tarrasque, since its imprisonment, has been growing larger and stronger, 
  something known to a small number of highly placed individuals. Knowledgeable 
  Binder-Lords and Blood Merchants see this as a positive development allowing 
  them to increase their harvest, but keep word of this suppressed lest it panic the 
  populace.  
  Eating a diet too high in Tarrasque meat, drinking ‘red water’ (water tainted by the 
  Tarrasque’s viscera), and other utilizations of Tarrasque harvest leads to side 
  effects: some slow, some fast, some beneficial, and some not. This is general 
  knowledge, though not commonly discussed. Many seek to control these mutations, 
  with the Cult of Renesec and the ancient alchemist Zandon Ras making the most 
  progress. Ras is funded is supported secretly Dakragg Kelline, House Guard 
  Captain of 12th House 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 current time to all is that the Tarrasque is pregnant, with 
  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, assuming that -like 
  mutations- it is an emergent property of the harvest of the Tarrasque. Few know 
  that it is the artificial creation of Afrindi Gunterhix, a mad gnomish druid who 
  crafted the artificial ecosystem, and still guides its development after his ‘death’ 
  forty years ago and his 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; he suppresses the fungal urge to spore and spread and 
  claim ever more for 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) are infested with his spores and transformed into servitors 
  through which he can most directly pursue his goals. 
  The Fungal Sieve is now a castle sized knot of fungus, greedily sucking in the 
  outflowing red river to grow ever larger. The sieve is riddled with tubules large 
  enough for a human sized creature to crawl through (or a child sized creature to 
  walk through). It is also full of room size bladders and empty organs, in which a 
  variety of strange creatures seek shelter (including the spore infectees). These are 
  used by the sieve to force air, water, and other important matter throughout its 
  body. Hostile creatures attempting to move throughout these tubules will most 
  likely have to face crushing, grappling damage alternated with washes of digestive 
  enzymes or water (in addition to housed creatures and parasites) as the sieve 
  attempts to kill any intruders. 
  Near its core are its filter-grinders – thick, web-like strands of fungus coated with 
  alternating rows of bony growths. Blood tainted 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 a day. 
  
   
   
  3rd House Secrets 
  As part of their cornering of the spice and various food markers, Third House 
  (known to eschew magic) maintains vast extra-dimensional spaces full of water and 
  food stores large enough to sustain the house and those who serve “vital 
  relationships” for several years. However, 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 & her consort Merrin of 5th House are both deeply in love, 
  completely loyal & honest with one another (if no one else), and non-monogamous 
  by prior agreement. They have elected to have Merrin assume the role of drunken 
  fool and Kuolemita that of the role of long suffering wife in order to 'play both sides,' 
  imply a division & weakness where none exists, and otherwise create 
  maneuverability to advance their political aims. They both often 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 & 
  Merrin are most interested in securing their own power beyond any contest. Hence, 
  one of their primary goals is to eliminate Dofen: who is the former 5th House 
  Binder-Lord, Kuolemita's grandfather, and powerful wizard currently dead/in 
  hibernation as he transforms himself into a lich. Their current plan is to enlist a 
  group of adventurers to destroy Dofen’s body/phylacroty, and -once that has been 
  accomplished- to condemn these actions and slay the adventurers to pacify the 
  Dofen loyalist faction within their own household.  
  6th House Secrets 
  6th House Founder Dradeth Bolgath is still existent 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, numerous 
  craftspeople and smiths have been abducted to help create engines of war, arms, 
  
   
   
  and armor for many more. Numerous secret passages connect the various rooms of 
  6th House manor-tower, including the hidden sub basement where the insane 
  Dradeth Bolgath lords over and oversees the work of smiths who are 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 he is largely distracted from this goal 
  due to his innumerable debts racked up from his personal vices).  
  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 unidentified fluids 
  extracted from deep within the Tarrasque hindquarters, Veri is the drug upon 
  which the entire House is built. The purest form of Veri is a viscous blood red wine 
  consumed via injection to the throat. A Veri user is gifted with a supernatural 
  ability to determine the truth of a statement. It allows a precisi to cut through 
  layers of context, self-denial, and outright deception to firmly grasp what is true. It 
  is because of this drug that 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 succession, house elders made it a requirement 
  that all members of standing be dosed with Veri at all times. The inability to speak 
  untruths to each other has solidified the unity of the House. It is quite difficult to 
  betray your mother and steal her position when you are completely incapable of 
  lying to her (although this makes the intra-house intrigues all the more complex 
  and creative). Through generations of this tradition, the governance of the House is 
  incredibly loyal and unified, almost to the point of cult-like devotion. 
  To minimize pain from speaking untruth, 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 destiny eventually will 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 consistent 
  Veri usage, 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. The 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 aristocrats for Truth at one of their 
  many banquets and balls is profitable on its own without forcing secrets out of any 
  guest. Uncovering information 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 your own body tears itself apart should you speak untruth.  
  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 – with its pacts 
  and guilds, favors earned and owed. 
  Two Marcellun families have coexisted ever since, one becoming the elder line, 
  heading the family militia, managing the public affairs of the House, and protecting 
  the word. The other becoming the branch line, responsible for managing the House's 
  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 alchemists were also working on a viable 
  Tarrasque-mutation alternative with the end goal being to free the House from the 
  necessity of the God Butchers, the other Houses, and even the Tarrasque itself. With 
  the mutations controllable, the 12th House under Autoxia would have unsurpassed 
  influence in and over the city. When Tolviko killed Autoxia, Dakragg Kelline (one of 
  
   
   
  Autoxia’s baastard children) took over the program where she continues to run it 
  secretly. 
  13th House Secrets 
  Binder-Lord Voth Ikarian claims to be an Salt in Wounds outsider but when 
  pressed, he brushes off questions of his biological lineage, stating that he had 
  parents like anyone else who struggled to make ends meet. He heard of the great 
  city of Salt in Wounds where anyone could make their fortune. Truthfully, Voth 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. Voth constantly challenged his betters and 
  questioned 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 
  someplace to do good in the world. He rambled from city to city, staying long enough 
  to become more disillusioned with his fruitless efforts. He began 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 Voth realized he 
  could be a champion of the common man and pocket 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 district). After, 
  he ingratiated himself to the aging Binder-Lady of 13th House, using a combination 
  of charm, enchantment, and politicking to see him succeed her. He plans on using 
  his new power to destroy the Aristocracy in total.  
   
   
  
   
   
  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 
  as her philosophy and goals shape everything about the organizations (that she 
  founded and now runs, respectively). 
  The Marrow Miners were founded two decades ago by Mirayda of the Five Cask 
  Clan, a female dwarf and former journeywoman God-Butcher who 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 slain –permanently- and that all of the God-Butchers’ considerable 
  resources should be reassigned to discovering, inventing or otherwise implementing 
  a plan to end the threat of the beast once and for all. 
  None of the Masters would listen to her plea, each attempting (with increasing 
  sternness) 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 centuries of harvest) had already proven that it would be 
  impossible to kill the monster. Facing this response, Mirayda resigned from her 
  position 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 travelling to libraries all around the world, to any civilization 
  that had come into contact with the Tarrasque, searching for some clue as to how it 
  might ultimately be slain. Unfortunately, she found only confusion and frustration 
  for years; nearly every account of the creature was –at best- wildly speculative or –
  at worst- a virtual font of misinformation. 
  Mirayda despaired when she realized 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 early correspondence from the first generation 
  
   
   
  of God-Butchers complete with what appeared to be detailed anatomical records. 
  With a flash of inspiration, Mirayda realized that the Tarrasque has changed 
  massively since its imprisonment began. At this point, she knew her answers 
  couldn’t be found in the past but that they would need to be invented through 
  directly working on the Tarrasque as it exists today.  
  During the long journey back to Salt in Wounds, Mirayda agonized over how she’d 
  once again rejoin the God-Butchers after her disgrace and while attempting to keep 
  her aims and motivations secret. She arrived home during the 12th Merdian Crisis 
  and so was provided 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, Mirayda approached the young Binder-Lord with an 
  offer worthy of his brashness: she would found a new organization 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 privileged 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-Butchers 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 Miners possesses advanced techniques to 
  temporarily overwhelm the Tarrasque’s regenerative abilities and are able to 
  quickly cut deep tunnels into the beast. With these secret (and extremely 
  temporary) channels (usually dug at night when God-Butcher activity is lessened) 
  the Marrow Miners: 1) Gain access to rare glandular & organ cuts and 2) Produce 
  more accurate information regarding the Tarrasque’s shifting physiology... 
  information 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 within the next year; an event she is actively anticipating as she 
  hopes the 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 various 
  gangs, criminal organizations, and corrupt Blood-Merchants; selling off their 
  illegally harvested Tarrasque viscera. Mirayda and her trusted lieutenants are also 
  huge importers of rare & custom poisons which they test in bulk against the 
  Tarrasque, always searching for any that will improve their efforts at ever greater 
  extraction or prove promising in 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 unofficial leader of (nearly extinct) 
  and almost wholly disorganized faction of Enders.  
   
   
  
   
   
  Secrets of the CapCaps 
  Other than the exploratory ‘wells’ dug by the God-Butchers into the Capcaps, 
  entrances to the Capcaps 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 city although even the 
  well traveled ‘guides’ know very little about the total shifting geography and usually 
  stick to their five or six favorite ‘routes’ to navigate the mazelike environs. 
  Derro have colonized the deepest parts of Cardouf –the cavernous royal tombs- 
  where they conduct alchemical experiments on captured humans and demi-humans. 
  Most notably, they have recently begun to transform ordinary humans into worm-
  like Alchemical Oblates which are capable of producing high quality imitations of 
  controlled or otherwise unavailable Tarrasque extracts and this technology has 
  begun to be exported to the city at large; a process they’ve begun to share with 
  alchemists they deal with. 
  A cabal of Blood-Merchants has sent down engineers protected by mercenaries to 
  assess the feasibility of opening up and retrofitting 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 back to their exploratory 
  well that could lead them to the surface. Growing increasingly paranoid these 
  groups of scouts assume everyone they encounter are dangerous criminals sent to 
  rob them, or rival operative seeking to undermine their claim. 
  There is an entrance to the underdark in Cardouf, which is currently controlled by 
  the Derro. Several underdark factions suspect this and have been drafting plans to 
  seize this point of access (and the unknown area above it). 
   
   
  
   
   
  Tuska & the Quest for Divinity 
  There are places throughout the planes where torture beyond mortal 
  comprehension takes place. Devils & demons have their hells and stranger, more 
  twisted creatures have odd pits where cruelties are inflicted eternally. And, there 
  are pockets on the mortal plane where incredible 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 mortal plane is always limited by the lifespan 
  of and resiliency of the creature suffering. However, the hundreds of years of 
  torturing the (immortal, regenerating) Tarrasque has created something new.  
  Something unique.  
  Something dangerous. 
  The agony of the Tarrasque has created Tuska. 
  Tuska is the sentient, disembodied, psychic distillation of the Tarrasque’s pain. 
  When Tuska first achieved consciousness, they were barely stronger than a half-
  formed mortal ghost; able -with great effort- to move small objects or whisper 
  suggestions. In the centuries since, as the Tarrasque’s agonies have ever increased 
  Tuska's power until the being has grown in stature until they are akin 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 Tarrasque as a food source. But while the city at 
  large may feast upon the Tarrasque’s flesh, Tuska (and -to a lesser degree- their 
  servants) feed upon the Tarrasque’s agony. 
  Tuska is served as a patron by a tribe of harpies and a dozen or so witches & 
  warlocks in the city of Salt in Wounds. Through skillful political manipulation, 
  assassination, and magical rites performed with the assistance 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 excruciating for 
  the creature than it’s ever been). 
  At present time, Tuska is drawing together 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 celise that will extend its agonies 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 Fex aka Trundle Ginderhold, Binder-Lord of 4th House who wields 
  incredible influence. Fex/Trundle specifically was drawn to Tuska not because of a 
  fetishization of pain, but rather curiosity ambition as to what it would be like to in 
  on the ground floor of the birth of a new god. Since his affiliation with Tuska began, 
  house fortunes have suffered somewhat but only a little, risk that fourth house 
  might break from their orbit. 
   
   
  
   
   
  The Command Words & Releasing the Tarrasque 
  Each of the 13 immoveable harpoons that have been sunk into the Tarrasque, 
  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 Tarrasque (as the Circle of Release intends to do) 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 the 'possessor' of the command word that 
  corresponds to their house's meridian. As possessor, they are the only individual 
  legally entitled to ever 'use' 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-Butcher Helenie. 
   
  Command Word Confirmers and Safeguards 
   
  However, each meridian command word also features a minimum of four others 
  (Master God-Butchers, well connected merchants, and other Binder-Lords) who act 
  as 'confirmers;’ individuals who are aware of the command word, but are charged 
  with using that knowledge to 'check' the knowledge of a Binder-Lord or teach it to a 
  new Binder-Lord (and so are integral to managing Meridian House succession). 
  Binder-Lord and Ladies usually pass on their command words to their successors 
  well before they themselves step down as part of the process of establishing their 
  heir apparent. 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 
  respective meridian command word. After this, the original Binder-Lord or Lady 
  has to be deposed, and then the would be successor needs approval from 3 out of the 
  4 confirmers (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 respective confirmers and possessors, 
  command words can be found in the following places: 
  1. The command words are magically woven 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 
  Meridian houses (crowns, scepters, weapons, etc). There is a rumor that an 
  otherwise 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 controls. 
  2. Command words are sometimes possessed by disgraced or otherwise replaced 
  confirmers or possessors. Some of these individuals are vagrants in distant 
  cities, some are prisoners, some of these individuals are half-insane hermits 
  living in the wildlands. Many of these individuals have had their memories 
  magically altered, or are under a compulsion to reveal their command word(s) 
  only under very specific circumstances. Learning the identity, whereabouts, 
  and communication conditions of such individuals represents a massive 
  magical or academic undertaking. 
  3. In the rarest of cases, command words are written down (generally only for 
  volatile Meridian Houses which have experienced succession 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. 
  4. Certain command words can be obtained (for an exorbitant fee) from one of 
  the half dozen 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 destruction of Salt in 
  Wounds and the reshaping of the world. All major factions and power blocks have 
  an incredible interest in controlling knowledge of the command words. Only the 
  Master God-Butchers (in their role as confirmers and only collectively as a group) 
  possess all 13. In addition to this, 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 Tarrasque immediately, with little trouble if they so 
  desired. 
  The Thirteen Command Words are as follows. 
  The 13 Command Words are as Follows 
  1. Glory 
  2. Finality 
  3. Marisol 
  4. Peace 
  5. Martyr 
  6. Home 
  7. Apropos 
  8. Talon 
  9. Desolation 
  10. Thrice 
  
   
   
  11. Queensguard 
  12. Aftan 
  13. Incarnadine 
   
   
  
   
   
  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 facing violent opposition from nearly every other 
  influential faction in the city is a testament to the half-orc's unrepentant 
  ruthlessness and strategic brilliance. 
  Where -under founder’s Errya's leadership- the circle attracted the poor, the 
  malcontents, theorists & 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 naked 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), 
  all with only tentative communication with and knowledge of the membership and 
  activities of other the 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/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 gathered all 13, Grovask will enact her plan to overwhelm/confound the God-
  Butchers and House Militias long enough to unmoor all the meridian harpoons and 
  finally unleash 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 independents who resist 
  these machinations and who are unofficially led by Bakal Fillagreen. The primary 
  mechanism for the ‘war’ is 5th House using its position as supplier of the vast 
  majority of alchemical reagents to fix prices and direct supply towards its 
  favored/subservient alchemists, theft, blackmail, sabotage, framing various 
  individuals for crimes, extortion, and threats. So far, the independents have focused 
  their efforts on securing independent sources for the reagents they need (beyond the 
  limited quantities they have access to by working with other meridian houses & 
  smugglers) with the emergence/discovery of alchemical oblates (actually a derro 
  innovation) being a huge push. Anonymously employed criminals are the major 
  forces employed in this war (as both sides prefer not to get their hands dirty) with 
  adventurers regularly employed for offense or 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 war going ‘hot’ Bakal Fillagreen has been producing and storing Tarrasque 
  Flesh golems -loyal to him and his associates- at scale 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 who travelled the world disguised as a merchant. When Gurilda 
  happened upon Salt in Wounds a century after its founding, he decided that -due to 
  the multiplicity of its sins- Salt in Wounds would be a perfect place for formless, 
  wandering Oni spirits to physically embody. 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 well as the inherent the evil of the city) has 
  nonetheless led to the incredible numbers of Oni (bound to no master) to incarnate 
  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. 
   
   
  
   
   
  7. MONSTERS & HAZARDS 
  Fiction: 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 all parts of the fights here, in 
  the arena; the money changing hands, the gambling, the big talk-talk, the 
  anticipation & the lust for blood. Ry’s blood he assumed they preferred… though he 
  supposed they’d settler 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 devoted himself to. But his face flashed a brief smile all the same.  
  They’d taken Ry’s potions, his meager gear; leaving him only with his small clothes. 
  But such trivialities hardly mattered; Ry had little need of the magic stored in his 
  clanking phials & glass bottles, in his enchanted weapons, not when he knew and 
  commanded the paths of aether within him 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- held each pose for a breath all the while ‘seeing’ the flows within 
  himself change, glow, and he felt his flesh charge in response. He grew stronger, 
  faster, his mouth filling with steam.  
  Finally, the announcer finished, bowed and the crowd roared in response. The 
  thousands of spectators began to shouting a name like a mantra ‘CHANGA, 
  CHANGA, CHANGA.’ The name of their champion.  
  The portcullis opposite Ry opened, and through the ten foot tall arch a grey skinned, 
  rune inscribed humanoid crouched to get through. In answer to the crowds sounds of 
  appreciation, the stone giant bellowed, raised his arm in anticipation of triumph. 
  Then he charged flat out towards Ry.  
  Ry idly thought the creature was bigger than he’d expected as he finished the last 
  process. 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, even now, after all his master’s lessons to 
  empty his heart of desire he still loved a good fight, loved to test and push and thrill 
  at battle on scales the child he had been could only dream at. 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. 
   
   
   
  
   
   
  The city of Salt in in Wounds is host to many monsters and hazards beyond the 
  rampant crime, corruption, and political infighting. Some are found all over the 
  world, while some are virtually unknown beyond the city’s limits, but all are 
  twisted, made unique by the city’s influence. 
  Animated Objects 
  Animated Objects, used as inexpensive sentries and guards, are a common hazard 
  to thieves or 'explorers' in Salt in Wounds. Alternately, magical instructions placed 
  to guide these objects tend to decay with time or were inexpertly applied in the first 
  place; leading to more than one incident of an unwarranted attack about town. 
  Ankheg 
  Ankhegs are a native apex predator to the region around Salt in Wounds, although 
  they are now far more common than ever before binding. They emerge at seeming 
  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 ankhegs that continue to eat their fill 
  of Tarrasque 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 primary beast of burden/mount for the city; meat being cheaper than 
  the feed required for horses. Feral (and aggressive) axe-beaks can still be found in 
  the surrounding area, and occasionally even domesticated axe-beaks can present a 
  hazard to individuals inside the city walls. 
  Ghouls & Ghasts 
   
  While Ghouls and Ghasts can be citizens of Salt in Wounds (with the same ethical 
  responsibilities 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 mountains around Salt in Wounds, 
  harassing travelers and traders. Uniquely, these harpies include a large number of 
  witches, empowered by a bargain with an unknown entity. These harpy witches 
  (and the flocks they lead) are used as assassins and operatives to further hidden 
  schemes. 
  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 undead picked up the contract for waste disposal, the otyughs -many 
  mutated and made more terrible by their constant diet of Tarrasque flesh- were 
  slated to be executed. The unexpectedly intelligent creatures, led by their emergent 
  sorcerer/blood-shaman leader, were able to anticipate this crisis and stage a mass 
  escape whereupon they fled to CapCaps in addition to Heartsblood Marsh where 
  they’ve thrived. 
  Oni 
  While not historically present to the area, several decades after its founding the city 
  of Salt in Wounds and surrounding lands have become populated with numerous 
  Oni of various types. Some haunt the wilderness and slums, preying on the weak. 
  Some operate in secret, disguising their true nature in service of larger plans. And 
  some few operate openly in the city, accepted as citizens that can keep a bargain, 
  hiring out their labor or selling magic. 
  Stirge 
  Millions of stirges feed upon the bound Tarrasque. 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 sometimes multiple swarms are disturbed and take flight, 
  
   
   
  darkening the sky in 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 in mass; the unlucky or unwary individuals that are 
  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; finding good hunting in the sanguine, 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. Such creatures are generally referred to as blood 
  yetis. 
   
   
  
   
   
  Unique Monsters 
  The following monsters are unique to (or largely originating from) Salt in Wounds.  
  Goblin Wormtongue 
  Goblin Wormtongues are goblins transformed by their exposure to Worm Brew, now 
  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 communion with the worms. 
  Most serve Gothmork but some few have left the Grub House to found their own 
  organizations, a few isolated individuals having left Salt in Wounds all together. 
  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  they cast 
  a spell. 
  Goblin Wormtongue 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 14 (leather armor) 
  Hit Points 14 (4d6) 
  Speed 30ft 
  Str 8 (-1) Dex 14 (+2) Con 10 (+0) Int 12 (+1) Wis 12 (+1) Cha 12 (+1) 
  Skills Stealth +6 
  Senses Darkvision 60 ft, passive Perception 11 
  
   
   
  Languages Common, Goblin 
  Challenge ½  (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 hit and damage with all attacks.  
  Innate Spellcasting: the Gobin Wormtongue’s spellcasting ability is Charisma 
  (spell save DC 11). It can innately cast the following spells, requiring only verbal 
  components. 
  At will: friends, minor illusion 
  Three times per day each: command 
  Once per day each: hideous laughter, charm person 
  Actions 
   
  Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) 
  piercing damage make a Constitution save DC 10 or take an additional 7 (2d6) 
  poison damage. 
  Sling: Ranged Weapon Attack: +4 hit, range 30/120 ft, one target. Hit: 4 (d4+2) 
  bludgeoning damage. 
   
   
  
   
   
  Ramora Fleas 
  The parasites are common throughout Salt in Wounds, bloodsucking creatures like 
  huge ticks or fleas. Despite regular eradication efforts they plague the city and its 
  populace.   
   
  Ramora Flea (Lesser)
   
  Small beast, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 22 (4d6+8) 
  Speed 30ft 
  Str 14 (+2) Dex 12 (+1) Con 15 (+2) Int 2 (-4) Wis 11 (+0) Cha 4 (-3) 
  Skills Stealth +6 
  Senses Blindsight 10 ft, Darkvision 60 ft, passive Perception 10 
  Languages None 
  
   
   
  Challenge ½  (100 xp) 
  Standing Leap. The parasite’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) piercing damage and if the target is a medium or smaller creature, the 
  creature is grappled (escape DC 12). While the creature is grappled, the parasite 
  doesn’t attack. Instead, at the start of each of the parasite’s turns, the target loses  
  5 (1d6+2) hit points due to blood loss. 
  Dire Ramora Flea 
  Large beast, unaligned 
  Armor Class 
  12 
  Hit Points 
  52(7d10+ 14) 
  Speed 
  40 ft. ft. 
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  15 (+2) 
  INT 
  3 (-4) 
  WIS 
  12 (+1) 
  CHA 
  8 (-1) 
  Proficiency Bonus 
  
   
   
  +2 
  Skills 
  Perception +3, Stealth +6 
  Senses 
  Blindsight 10ft, Darkvision 60ft, passive Perception 13 
  Challenge 
  2(450 XP) 
  Standing Leap. The Dire Ramora Flea’s long jump is up to 60 feet and its high 
  jump is up to 30 feet, with or without a running start. 
  Pounce.If the Dire Ramora Flea’s jumps towards a creature and then hits its blood 
  sucking attack  attack on the same turn, that target must succeed on a DC 14 
  Strength saving throw or be knocked prone. 
  Bounding Off One per round as while grappling a medium of smaller creature, the 
  Dire Ramora Flea can make an opposed strength check with the creature grappled. 
  Upon success, the Dire Ramora flea can use its Standing Leap ability to move off 
  with its grappled prey, taking it away from allies/aid.  
  Actions 
  Blood sucking: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 
  (2d6+4) piercing damage and if the target is a large or smaller creature, the 
  creature is grappled (escape DC 15). While the creature is grappled, the parasite 
  doesn’t attack. Instead, at the start of each of the parasite’s turns, the target loses 
  10 (2d6+4) hit points due to blood loss. 
   
   
  
   
   
  Worm Savant 
  The impossible, even paradoxical existence of Worm Savants imbues them with 
  sentience and magical 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, and seek only power and the 
  advancement of themselves and their Worm Mother. If they lack a Worm Mother, 
  they will seek allies to help them grow a new Worm Mother. 
   
  Worm Savant 
  Small monstrosity, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 22 (4d6+8) 
  Speed 20 ft 
  Str 6 (-2) Dex 12 (+1) Con 12 (+1) Int 16 (+3) Wis 15 (+2) Cha 8 (-1) 
  Skills Arcana +5, History +5, Insight +4 
  Senses Darkvision 60 ft, passive Perception 13 
  Languages telepathic communication 120 ft 
  Challenge ½  (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, Prestidigitation, Poison Spray 
  Once per day each: Fog Cloud, Ray of Sickness, Tasha’s Hideous Laughter 
  Actions 
   
  Poison Sting: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d3+1) 
  piercing damage and target must make a Constitution save (DC 11) or be poisoned 
  for 1 hour. If the creature fails its save by 5 or more, the creature is also paralyzed. 
  The creature can make a saving throw at the end of each of its turns, ending its 
  paralyzed status on a successful saving throw. 
   
   
  
   
   
  The Worm Mother 
  Huge, blind, and largely mindless, the Worm Mother seeks only food and the 
  creation of more giant worms. It lives on offal, and is worshipped by the Worm 
  Savants and its cult of goblin servants. It can be calmed by trained tenders, but if 
  not controlled, it will leave its feeding pit to seek living food. 
  Though apparently mindless, Worm Mothers are prized for the unique ability that, 
  when slain, they will sometimes telepathically issue a single true prophecy. For this 
  reason, they are sometimes grown by occultists looking to predict the future 
  (though, they often escape measures designed to control them, creating another 
  worm cult to tend to them out of their erstwhile captors). 
   
  The Worm Mother 
  Huge monstrosity, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 95 (10d12+30) 
  Speed 40 ft 
  
   
   
  Str 20 (+5) Dex 8 (-1) Con 17 (+3) Int 2 (-4) Wis 11 (+0) Cha 6 (-3) 
  Senses Blindsense 30 ft, Tremorsense 60 ft, passive Perception 10 
  Languages None 
  Challenge 3  (700 xp) 
  Actions 
   
  Paralyzing Tentacles: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 10 (2d4+5) bludgeoning damage, target is grappled (escape DC 17), and target 
  must make a Constitution save (DC 15) or be poisoned for 1 hour. While it is 
  poisoned, the creature is also paralyzed. The creature can make a saving throw at 
  the end of each of its turns, ending its paralyzed status on a successful saving 
  throw. 
  Devouring maw: Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target. 
  Hit: 13 (3d6+5) slashing damage. 
  Special 
  Death Throes: Upon death, Worm Mothers (at GM’s discretion) telepathically issue 
  a single true prophecy for all sentient beings within 300 feet to mentally ‘hear.’ 
  However, this single true prophecy is also intermingled with gibberish and images 
  of gore and worm-perspective strangeness. 
  Note: It is up to GMs whether Worm Mothers will issue this sort of prophecy and 
  they are free to use this ability  
   
   
  
   
   
  Kolo Birds 
  Kolo birds are micropredators, using 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 drawn out conflicts. A diet of 
  Tarrasque viscera has seen the small creature grow large and fearsome.  
  Kolo Bird CR 1/8 
   
  This dark-feathered bird has a red undertail and intense yellow eyes, and its 
  hooked beak is congealed with dried blood and viscera. 
  Bloody Beak. A kolo bird attacks by pecking with it's spearhead-shaped beak, the 
  inward curve cutting out bloody ribbons from their victim. 
  
   
   
  Tiny beast, unaligned 
  AC 13 (natural armor) 
  HP 14 (3d4+6) 
  Speed 10 ft., fly 40 ft. 
   
  Str 7, Dex 15, Con 14, Int 2, Wis 15, Cha 7 
  Skills Survival +6 
  Senses passive Perception 12 
  Languages - 
  Challenge 1/8 
  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 advantage on Wisdom (Perception) and 
  tracking checks that rely on smell against creatures who are missing at least half 
  (50% or fewer) of their hit points and the undead. 
  Actions 
  Bloody Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 
  (1d4+2) piercing damage. At the start of each of the wounded creature's turns, it 
  takes 1 piercing damage due to blood loss for each time you've wounded it, and it 
  can then make a DC 13 Constitution saving throw, ending the effect of all such 
  wounds on itself on a success. 
   
   
  
   
   
  WATCHER (DIRE KOLO BIRD) CR 1 
   
  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. Warlocks on the Path of 
  the Chain can select a watcher as one of their familiar options (PHB pg. 107) 
  Small beast, unaligned 
  AC 14 (natural armor) 
  HP 19 (3d6+9) 
  
   
   
  Speed 10 ft., fly 50 ft. 
   
  Str 9, Dex 13, Con 17, Int 2, Wis 15, Cha 7 
  Skills Survival +6 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 12 
  Languages - 
  Challenge 1 
  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 advantage on Wisdom (Perception) and 
  tracking checks that rely on smell against creatures who are missing at least half 
  (50% or fewer) of their hit points and the undead. 
   
  Actions 
  Bloody Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 
  (1d6+1) piercing damage. At the start of each of the wounded creature's turns, it 
  takes 1d4 piercing damage due to blood loss for each time you've wounded it, and it 
  can then make a DC 15 Constitution saving throw, ending the effect of all such 
  wounds on itself on a success. 
   
   
  
   
   
  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 Tarrasque; these 
  golems are 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 golems move faster and are stronger than those composed of 
  other bodies. Even worse for would be  
  opponents, these creations can regenerate from wounds and damage. 
  Notably, Tarrasque flesh golems have two (usually mismatched) humanoid eyes, 
  these most often formerly belonging to a criminal punished by the Stage Courts 
  before being purchased & incorporated into a golem 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 invitation to the runaway regeneration and berserk state that 
  sometimes takes hold of these inventions. 
  Tarrasque flesh golems are utilized extensively by alchemists, with Bakal 
  Filligreen in particular considered a master maker. Several of the Meridian 
  Houses have begun actively exploring the military applications of such constructs. 
   
  TARRASQUE FLESH GOLEM 
  Medium construct, neutral 
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  Speed 35 ft. 
  
   
   
  STR 20 (+5) DEX 9 (-1) CON 18 (+4) INT 6 (-2) WIS 10 (+0) CHA 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 (2700 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. 
  Regeneration The golem regains 5 hit points at the start of its turn if it has at 
  least 1 hitpoint. 
  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. 
  
   
   
   
  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. 
   
   
  
   
   
  Alchemist Testing Apparatus 
  This small, hand-sized construct is an odd assortment of brass clockwork, bone, and 
  machined sinew. Usually constructed by an alchemist looking to help discover 
  medical data, these 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 But Vicious Automaton. Powered by an improbable arrangement of 
  tightly-wound springs, alchemical reactions, and more distressing techniques, the 
  apparatus is also a deadly and easily-hidden sentinel for their makers. Since the 
  apparatus is not fully sapient, it sometimes fails to recognize its creator and 
  attacks. Most apparatus 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. 
  Alchemist Testing Apparatus 
  Tiny construct, unaligned 
  Armor Class 13 
  Hit Points 77 (22d4 + 22) 
  Speed 25 ft, climb 25 ft 
  STR 6 (-2)  DEX 16 (+3)   CON 12 (+1)   INT 6 (-2)   WIS 10 (+0)   CHA 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 character can access the control panel while the alchemist testing 
  apparatus is incapacitated without difficulty. While it is grappled or restrained, a 
  character can use an Intelligence (thieves' tools) ability check as an action to open 
  the panel and change the setting. The DC for this check is the same as the 
  apparatus's AC. 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 gains advantage on attack 
  rolls against that creature. When the apparatus suffers damage, the creature it is 
  latched onto suffers half that amount of damage. Detaching an apparatus requires 
  an attempt to escape a grapple against DC 13 if the escaping character wears light 
  or no armor, and DC 18 if they wear medium or heavy armor. 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: 1d4 
  damage, the apparatus latches on to its target, and use the die result on the table 
  below: 
  1: The target rolls a DC 12 Constitution saving throw. On a failed save, the target 
  suffers 4d8 poison damage and is poisoned until the end of its next turn. On a 
  success, the target suffers half damage and is not poisoned. 
  2: The target rolls a DC 12 Constitution saving throw. On a failed save, the target 
  mutates horrifically, suffering 3d8 necrotic damage and gaining vulnerability to 
  piercing damage for 1 minute. On a success, the target takes half damage, with no 
  further effect. 
  
   
   
  3: The target rolls a DC 12 Constitution saving throw. On a failed save, the target is 
  paralyzed until the end of the apparatus's next turn. 
  4: The target's skin hardens, granting it 15 temporary hit points that last until the 
  end of the apparatus's next turn. If any temporary hit points remain when this 
  effect expires, the target is petrified for 1 minute. The target can roll 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: 
  1d4 damage, and the target rolls 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. 
   
   
   
  
   
   
  Ledgerman 
  This figure takes the shape of any common sentient race that has a concept of debt. 
  Its form is a translucent dark blue or purple. It appears to be clothed in sober, 
  professional clothes, bearing a ledger-book, an 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 Thought-forms. 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, 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, leaving 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 special capacity to 
  locate vaults or counting-houses, but if it found 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 10 (+0)   DEX 12 (+1)   CON 13 (+1)   INT 16 (+3)   WIS 12 (+1)   CHA (+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, frightened, grappled, paralyzed, petrified, 
  poisoned, 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 difficult terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Actions 
  Multiattack. The ledgerman uses Tarnishing Touch twice. 
  Tarnishing Touch. The ledgerman chooses one creature it can see within 5 feet. 
  That creature rolls a Charisma saving throw, suffering 3d10 acid damage on a 
  failed save, or half damage on a success, as the ledgerman's touch corrodes 
  everything of value. 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 deal 10 (3d6) psychic damage to that creature. 
   
   
   
  
   
   
  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.  
  Predator and Parasite. Red leech tides sometimes gain strange powers when 
  they drink the blood of sorcerers or monsters. Particularly when their intellect is 
  enhanced with proximity to additional red leech tide swarms, they favor targets 
  that show signs of innate power that the red leech tides can absorb. 
   Red Leech Tide 
  Medium swarm of tiny beasts, unaligned 
  Armor Class 12 
  Hit Points 77 (14d8 + 14) 
  Speed 20 ft., swim 30 ft. 
  STR 10 (+0)   DEX 14 (+2)    CON 12 (+1)   INT 6 (-2)   WIS 12 (+1)   CHA 3 (-4) 
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, petrified, prone, 
  restrained, stunned 
  Senses blindsight 10 ft., passive Perception 
  Languages -- 
  Challenge 2 (450 XP) 
  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. 
  Blood Drain. A creature that starts its turn grappled by a red leech tide suffers 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) and Cha 7 (-2) and proficiency in Intelligence saves (total modifier 
  +2). If three or more other Medium red leech tides are within 60 feet, all four have 
  Int 12 (+1) and Cha 9 (-1), and they gain telepathy with a 60-ft range and resistance 
  to psychic damage. 
  Actions 
  Bites. Melee Weapon Attack: +4 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. The target is grappled (escape DC 10). 
  Sidebar: Blood is Power 
  Red leech tides often retain a fraction of the power of previous victims. Increase a 
  red leech tide to CR 3 by adding any of the following features. 
  1: The red leech tide fed off of something poisonous. A creature that starts its turn 
  within 5 feet of the red leech tide rolls a DC 10 Constitution saving throw. On a 
  failed save, the creature is poisoned until the beginning of its next turn. 
  2: The red leech tide fed off an aquatic aberration. A creature that suffers damage 
  from the red leech tide's Blood Drain feature must roll a DC 10 Constitution saving 
  throw. On a failed save, tentacles grow from the wound, writhing and hampering 
  coordinated movement. The creature suffers disadvantage on all attacks and ability 
  checks using Strength or Dexterity until the tentacles are removed. Removing the 
  tentacles requires an action that inflicts 1d10 slashing damage on the target, or half 
  that if the creature removing them rolls 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 gain 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, the creature must roll a DC 10 Wisdom saving throw, 
  becoming frightened until the beginning of its next turn on a failure. 
   
   
   
  
   
   
  APPENDIX 1: INTRO ADVENTURE  
  GOTHMORK”S GRUB HOUSE 
  Introduction 
  Gothmork’s Grub House is perhaps the worst eatery in the Tail Stones. Run by a 
  goblin named Gothmork and staffed by 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 no one 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 food 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.  
  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 unpleasant to 
  eat. It doesn’t, however, 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 to 
  goblinoids that lead to delusions of grandeur and feelings of divine inspiration. To 
  non-goblinoids, Worm Brew is an ingested poison. An hour after drinking Worm 
  Brew, a non-goblinoid creature must make a Constitution saving throw, DC 12. If 
  the creature imbibed only one ale, the save is made with advantage. If the creature 
  imbibed more than two, the save is made at disadvantage. If the creature fails its 
  save, it becomes poisoned for one hour. While poisoned, the creature becomes 
  euphoric and highly suggestible: any creature using social skills on a creature 
  poisoned by Worm Brew will have advantage on their rolls against the poisoned 
  creature.  
  Reasons the PCs might get involved 
  Gothmork’s Grub House is a low-level threat, a minor criminal conspiracy and a 
  background 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 player-characters begin to explore the city and make more sense of its 
  players and endless schemes. 
  ● The Grub House is the center of criminal activity led by Gothmork. Gorthmork 
  not only hosts criminal meetings in the Grub House, he also acts as a fence for 
  stolen goods. But more importantly, Gothmork gets minor crime lords drunk on 
  the Worm Brew to turn them into loyal agents. This means that the Grub House 
  can be a place where characters can meet criminal contacts, learn rumors, hire 
  henchmen, or spy on criminal activities. In the process, they can overhear 
  criminal dealings by Gothmork and see his supernatural hold on others and 
  fanatical loyalty from the goblin employees. 
  ● The player characters could be hired to find a young man or woman from a poor 
  family who has suddenly fallen into low-level criminal behavior after 
  frequenting the Grub House and drinking the Worm Brew. The influence of the 
  Brew made the missing person susceptible to influence and led them to 
  becoming a criminal working for one of Gothmork’s enterprises. The player-
  characters need to find the missing person, uncover the conspiracy, and free the 
  person from the influence of the brew. 
  
   
   
  ● The player-characters can 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 criminals to ask the player characters to 
  investigate. The investigation reveals strangely compliant and compulsive 
  behavior among the criminals the player-characters encounter, and the 
  investigation leads the player-characters to Gothmork’s Grub House and a 
  goblin conspiracy. 
  Background 
  Gothmork was a simple goblin who -driven by a uniquely developed sense of self 
  preservation- escaped from his tribe. He wanted independence, wealth, and the kind 
  of ease he saw among the human merchants his people often raided and harassed. 
  Travelling 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 the House Militias, Gothmork decided there had to be an 
  easier way to get rich; he would start a business. Figuring everyone needed to eat, 
  Gothmork opened a restaurant— even though he had no cooking  (or nearly any 
  relevant) skills 
  Unwilling to let go of any wealth, Gothmark searched for ways to find free food: 
  catching singing water lizards, stealing supplies, even seeing if he could raise his 
  own food. But eventually, as is so often the case in Salt in Wounds, he turned to 
  thinking about the Tarrasque. Harvesting the flesh of the beast was out of the 
  question— it was hard and dangerous work. But maybe, the Tarrasque could 
  provide. Searching his neighborhood, he noted that there were worms that seemed 
  to grow from rotting heaps of meat cast off by the various Process Guild render 
  shops 
  Gothmork began to harvest the parasites and worms and became fascinated with 
  the potential of free resources. First, he realized he had an affinity for training the 
  lesser ramora fleas whose eggs he bartered from the Marrow Miners – raising a 
  small number as useful pets, guarding his humble hovel and helping him eliminate 
  rivals. Second, he learned that the worms he had collected could be grown in vats of 
  offal. Some grew 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 them, ferment 
  
   
   
  them, and brew them into a milky liquor that pleased his palate and (more 
  importantly) got him drunk. In addition, when he was intoxicated, he saw visions of 
  the ascendancy of goblins under the rule of a great Worm Mother, serving her to 
  rise from the gutters to drive out humankind, seize control of the Tarrasque, and 
  drive all other races to submission. 
  Once he discovered the Worm Brew, his experiments expanded. He fed the Brew to 
  the types of grubs he used to make the Brew, and they began to change, becoming 
  arm-sized worms with humanoid faces and intellect. The began speaking to him, 
  whispering to him about his visions and their ascendancy. They taught 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 Goblin Ascendancy.  
  The Tavern and Basement  
   
   
  
   
   
  Gothmork’s Grub House is a nondescript, dirty, one-story building. Filthy, dingy, 
  but crowded, the tavern itself is not particularly notable, but the basement below 
  the tavern is heavily excavated to hide Gothmork’s “farming” and other 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 tables as quickly as possible. 
  Often, one or more patrons are playing a version of mummbly-peg, laughing 
  whenever someone is stabbed. 
  Gothmork is often here during business hours, circulating among the regulars and 
  visitors, and taking the chance to make criminal and business deals. 
  Gothmork is a Goblin Wormtongue. 
  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, barrels of water, and worm brew, and salt, 
  the storeroom isn’t particularly exciting. But a spiral staircase descends downward 
  into the basements. 
  4. Basement 
  This appears to be further storage,  including yeast, salt, and water barrels. But 
  some of the boxes also include cultic robes, boxes of hooked goads and leather 
  armor, and other gear for the cultists. The basement is regularly watched by a  
  
   
   
  Goblin Wormtender and a lesser remora flea. 
  5. The Worm Chamber 
  The worm chamber is home to the Worm Mother, overseen by a bevy of Goblin 
  Womtenders. The room is the complicated, but roughly hewn in the style of 
  architecture used by goblins, 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. This pool is home to The Worm Mother. 
  Three captives, gagged and bound, are held here slowly bein 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 Goblin Wormtender 
  will spark a call out to the others in the room, and spur a large-scale fight.  
  B. Fermenting Pools 
  The fermenting pools are filled with a thick, yeasty brew, filled with chopped up 
  worms, on top of which floats a large mat of lichen, yeast, and bacteria. A large 
  wooden spoon hangs over the large stone pools. Two goblins work in over each pool, 
  supervised by a Worm Savant. 
  Ending the Adventure & Setting Up the Next 
  After defeating Gothmark and the Worm Mother, you can use her ‘death throes’ 
  special to provide hints and clues about the next stage of the adventure. 
  Alternately, the party can discover that the captives are connected with offers of 
  thanks to the party and information and offers of employment. 
  
   
   
  APPENDIX 2: SALT IN WOUNDS, SYNOMA & THE WIDER WORLD 
  In the following pages, the basics of the world of Synoma -as well as Salt in Wounds 
  place in it- is outlined. If you’re interested in Synoma, look out for the Synoma 
  Campaign Setting due to be published by Pangolin Press. 
  Synoma: The Fantasy Cold War 
  In the seventh age of Synoma, new kingdoms rose; built upon the ruins of dead or 
  moribund empires. These fledgling powers quickly realized that power was not 
  measured by numbers in your armies, but by the amount of magic you dug up from 
  the ground or developed within your own people. Massive research and exploration 
  efforts began in earnest three hundred years ago and every (easily locatable) 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 specialties and unique artifacts, 
  fought on a titanic scale. After years of escalating war, the powers reached a 
  stalemate as they each possessed magics capable of utterly obliterating their 
  enemies (and possibly 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 and on satellite states & spheres of influence, the 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 nonexistant. Only 
  those most rare savant-like individuals are capable enacting high level magical 
  workings/creation of magical items. The primary ‘resource’ the various states 
  compete over is high level wizards, clerics, sorcerers, and magic item creators. 
  Abundant alchemical goods have replaced most low level magic items, and these are 
  often derived from the special properties of magical creatures (most especially, Salt 
  in Wound’s Tarrasque). 
   
  
   
   
  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 adventurers via leveraging threats 
  to their loved ones, rune-bound exploding slave collars to enforce compliance, and/or 
  mind effecting magic.  The five great powers have have identified ‘22 Paths to 
  Power’ (what serves as character classes in other settings) and rigorously screen 
  their population for any individuals who show aptitude for one of the paths (there is 
  also regular abduction/recruitment of exceptional citizens of other empires). Such 
  individuals are then conscripted (or at least ‘strongly encouraged’) to pursue 
  developing their class abilities whereupon they are incorporated into the traditional 
  armies or sent to join state sponsored adventurer agencies. These agencies are 
  utilized for intrigue, covert dungeon delves (often behind enemy lines), or SWAT 
  like fast response to emergent/quick moving threats for which the army is ill-
  equipped to handle. 
  Most adventurers in Synoma cap out at level 6; to push past is to generally become 
  something more/less than human and insodoing wind up in the crosshairs of the 
  other powers. If adventurers reach this point, they figure greatly into politics & 
  plots of the greater world and have their enemies begin to develop exhaustive 
  dossiers on their strengths & weaknesses in addition to facing regular 
  assassination/recruitment efforts. As such, ‘min-maxing’ is something states 
  regularly do for their squads of adventurers, as they attempt to put together the 
  most effective and versatile teams of possibly insane, inhuman, and largely amoral 
  irregulars who regularly face down threats ‘far above their level.’ However, even as 
  they arm themselves to take down demigods, adventurers must regularly move 
  throughout the paranoid world of Synoma without attracting notice. Some rare 
  adventurers manage to keep their abilities secret and become independent 
  operators; but these are the exception rather than the rule. 
  Adventurers are amongst the only segment of the population with regular 
  knowledge of magical items, and the incredible value of these items make them 
  especially tempting targets.  
  Adventurers in Synoma function as something between secret agents, special forces, 
  
   
   
  and an armored tank division/living WMDs – 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 ‘big five’ powers was 
  founded by a group of adventurers who recovered and artifact that put them on 
  equal footing with the other empires and allowed them to carve out a kingdom of 
  their own. 
  Salt in Wounds in Synoma 
  The City of Salt in Wounds is one of a handful of ‘impossible’ cities in Synoma; that 
  is, cities that can only exist because of some supernatural quality that supports 
  their otherwise untenable existence. Because of its isolation, self-sufficiency, and 
  due to the established policy of the Binder-Lords that they will release the 
  Tarrasque if their rule is threatened by an outside force Salt in Wounds has 
  managed to maintain its independence. As such, it often serves as a meeting place 
  of rival factions and powers, a base to scheme & launch plots + intrigues, and one of 
  the central location wherein an interested party can find neutral, mercenary 
  adventurers. It is also one of the only places in the world where most 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 regular trade partners. Hence, large quantities of magic items flow into the 
  city to pay for all the alchemical goods + Tarrasque derived wondrous items flowing 
  *out* of the city. Salt in Wounds is one of the few places in the world where magical 
  items can often be procured… though higher end magical items can usually only be 
  obtained by providing ‘favors’ or going into ‘debt’ with one of its aristocratic or 
  merchant powers.   
   
  
   
   
  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 looking, 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 aiding magic (though he will 
  probably lose without the party’s intercession). 
  3. A stooped man heavily laden with magical supplies trudges down the street 
  as a cherubim hovers 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?’ 
  If 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 the teens invite them over in order to partake. Upon 
  inhalation, there is a 50% chance that the PC will be poisoned for 24 hours. 
  There is a 50% chance that the vapors will 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 gains a blessing (advantage) on a 
  single attack or ability check made in the next 24 hours. This blessing must 
  be selected for use before dice are rolled.  
   
   
  
   
   
  D6 Encounters for the Throat Merchant District 
  1. The party is confused for a group of exotic slaves (with one of the PCs 
  assumed to be the owner) but Quine Calafax, a foppish gnome slave monger. 
  Quine makes ludicrous offers to buy the individual party members & if told 
  one is not a slave, he simply moves onto bargaining over one of the others. He 
  mentions that due to the PC race/distinguishing feature 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 party is attempted to be pickpocketed. Use Spy Stats for the 
  pickpocket. 
  4. One of the party is mistaken for 'Brown Sutto' by a gang of 4 thugs, who 
  insist that they 'pay their debt' (500gp) before 'something bad happens.' They 
  will back down if the party calls for authorities, but will follow them in the 
  days to come (looking for an opportunity to strike when the party is either 
  isolated or vulnerable). Use 4 thugs for stats. 
  5. Recognizing the party as adventurers (or having heard of their exploits) a 
  grippli bard named Xuzay offers to spend a week comprising an epic poem 
  praising the party (for the nominal fee of 100gp). If they turn her down, she 
  instead immediately produces a dirty sing-song limerick mocking one or more 
  of the party members, which the party will hear randomly 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 Random Encounters for the Tail Stones 
  1. Stegen Oarlock -cleric of the god of wine- has been miraculously producing 
  'wine' (actually, 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, who are demanding that he 
  pay a fine for unauthorized distribution of water. Stegen however is refusing 
  and a crowd of sympathetic rowdies is gathering. 
  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 local 
  shopkeepers may be engaging the creature (though they risk being 
  overwhelmed without help from the party). 
  3. A Fifth House courtier named Haren Harenson is handing out pamphlets and 
  answering questions about the benefits of indentured ghoulification. If any of 
  the party seems interested, he will speak at length about the procedure 
  saying whatever they want to hear (highly motivated by the possibility of a 
  potential comission). 
  4. An oni sits in a lotus pose, eyes closed with a small sign that reads ‘hire me’ 
  in elegant caligraphy.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 will not respond to the party until they reach level seven, at 
  which point it offers any service it is conceivable 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 the 
  have a bare knuckled brawl. The winner (determine with a coin flip) will call 
  out the crowd (including the party) that none is tough enough to face their 
  fists. Stats of Berserker. 
  6. Outside a Process Guild render shop, a dwarf dumps a heap of rotting meat 
  into the street which is immediately set upon by a trio of ghouls dressed in 
  tatters. One of the ghouls breaks from its gorging to hiss and point to one of 
  
   
   
  the party members before returning to glut its hunger.    
   
   
  
   
   
  D6 Encounters for the Beast Crown District 
  1. A wounded man in full-plate 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 resist 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 looking, fashionably androgynous 7th House courtiers speak 
  clearly about their sexual appraisal of the PCs. Change to a 'who would win 
  in a fight' style conversation if your 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 syringe 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 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 2000 gold, 
  blesses and refers to 'gods favored' to anyone carrying more than that. This 
  blessing provides a single one time use advantage on a check involving the 
  exchange of currency which must be selected by the PC before being made, 
  the curse applies a disadvantage at the GM’s choosing. 
  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.' In response to a suave auctioneer shouting from the criminal's 
  right; various alchemists, anatomists & ghouls dressed in finery bid for his 
  body parts with particular interest in procuring his eyes. 
  
   
   
  6. A quartet of House Militiamen featuring 3rd House Livery demand to see the 
  PCs ‘district passes’ (which don’t exist). When the PCs fail to produce them, 
  the Militia demands 5gp per PC in ‘fines.’ 
   
   
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Salt in Wounds/Campaign Setting Guide 5e/6.TheSaltinWoundsCampaignSetting - Advanced Playtest Document - 5e.pdf