This is a fan contribution, suggested by reddit user 0thMxma (and expanded a bit by me).
He began his pitch by writing; I was thinking, let’s take this into the future a bit, where's this place gonna be in a few centuries…
In the nine centuries since the binding of the Tarrasque, Salt in Wounds has grown from a fortress, to a city-state, to one of the great empires that now rule the globe. Rail tracks run for miles in every direction; great locomotives made of carved bone and burning gasified tallow ship meat to conquered kingdoms, ship back
Game in the fantasy economic powerhouse fueled by centuries of perpetual butchery of an unkillable regenerating giant monster. New Post Every Wednesday
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Showing posts with label Fan Contributions. Show all posts
Showing posts with label Fan Contributions. Show all posts
Thursday, December 10, 2015
Wednesday, July 29, 2015
Pathfinder Fan Conversion for Weal and Woe Tarrasque-Fed Mutations
This is a conversion by Salt in Wounds fan Aeschenkarnos of the tarrasque-fed mutations for the Pathfinder Roleplaying game.
All creatures effected by Tarrasque-fed mutations gain the following qualities:
- Gain the Magical Beast creature type
- When subjected to detect evil, will give positive results regardless of actual alignment (detect good etc will also continue to give positive results if applicable)
- You can understand the spoken language Aklo but cannot speak or read it unless you have spent a skill point on Linguistics to learn it
WEALD
- Increased Strength:
Tuesday, July 28, 2015
More Mutations, Taints, and other Pathfinder Character Options from LokiOathbreaker
I wanted to share a ton of alternate options and suggestions created by reddit user LokiOathBreaker (shared with permission, of course). These are all created with the Pathfinder Role Playing game in mind, but can pretty easily be adapted to a bunch of alternate systems.
Tarrasque Taint
This system assumes that all residents of Salt in Wounds live under the threat of potential mutation, though the rift between rich and poor is quite evident. The threat of mutation is tracked by how much 'Tarrasque taint' or simply 'taint' people carry within them.
Simply being within Salt in Wounds long enough exposes a character to the Tarrasque's essence. The water, meat, even the very air they breathe is tainted to varying degrees and as such Taint automatically increases by 1 point per week of living in Salt in Wounds. It must be mitigated or reduced if one is to avoid mutation
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