Spoiler Warning: If you’re playing in one of the Salt in Wounds Tabletop Games this weekend, don’t read the following as it contains potential spoilers.
Bakal Filligreen
Race Half-Elf, Male
Age 120 Years Old
Affiliation Council of Sages
Description
The wiry, smartly dressed half-elf peers at you from behind small glasses, the lenses seeming to gleam with opalescent light.
History
The son of a minor cousin of 9th House and a drunken elven berserker who’d come
Game in the fantasy economic powerhouse fueled by centuries of perpetual butchery of an unkillable regenerating giant monster. New Post Every Wednesday
Wednesday, January 27, 2016
Wednesday, January 20, 2016
Moira Tynheart - Halfling Smuggler
Moira Tynheart
Race Halfling, Female
Age 63
Affiliation None
Description
Moira Tynheart is an elderly Halfling, face heavily lined with age. She dresses in poor, baggy clothing that disguise her shape. Despite her many years and apparent poverty, she moves briskly and with confidence; careful observers always note that she still seems strong and vital. She is missing four fingers, a fact she generally disguises by wearing stuffed gloves. Moira can usually be found sifting the outflow of the Salzinwuun Charnel Sluice Grate, looking for odd scraps of value washed out with the rest of the slurry.
Backstory
Moira Tynheart was born to a family of poor halflings, who split their
Race Halfling, Female
Age 63
Affiliation None
Description
Moira Tynheart is an elderly Halfling, face heavily lined with age. She dresses in poor, baggy clothing that disguise her shape. Despite her many years and apparent poverty, she moves briskly and with confidence; careful observers always note that she still seems strong and vital. She is missing four fingers, a fact she generally disguises by wearing stuffed gloves. Moira can usually be found sifting the outflow of the Salzinwuun Charnel Sluice Grate, looking for odd scraps of value washed out with the rest of the slurry.
Backstory
Moira Tynheart was born to a family of poor halflings, who split their
Wednesday, January 13, 2016
The Fortress Salzinwuun
The fortress Salzinwuun is located near the exact center of the city of Salt in Wounds. Though referred to as a fortress, this tremendous black-stone fortification is a wonder of engineering more properly considered a castle. Salzinwuun is and will –in many ways- always serve as heart of Salt in Wounds; it is the base of the God-Butchers, first processing center for Tarrasque viscera, security to prevent untoward access to the beast, and first, best line of defense should the Tarrasque ever free itself.
History
After the first slaying and binding of the Tarrasque, the heroes
History
After the first slaying and binding of the Tarrasque, the heroes
Wednesday, December 30, 2015
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 1000 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 the militia to its 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.
Basically, 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.
Read more: The Monsters of Salt in Wounds Part 1 & 2
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Wednesday, December 23, 2015
The Beast Crown District
The district is further divided into House ‘neighborhoods’ - each populated by members and those favored by each Meridian House. 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 Meridian House. 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 -alternately- fail to produce a token of a Meridian House) face a veritable inquisition by the resident House Militias, a process that will be repeated every few blocks as a traveller passes into a different house neighborhood.
In addition to serving the the sprawling Meridian House families, the Beast Crown District is also home to numerous boutique shops, pricey entertainments & diversions (of which the world famous Salt in Wounds Opera is the most prominent) and most of the official administration buildings of Salt in Wounds including the courts, tax & trade offices, House Militia barracks and more.
Notable Locations
- The Salt in Wounds Opera - Owned and operated by 8th House, the Salt in Wounds Opera 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 finger bones.
- The Stage Courts - Constructed in the style of covered amphitheaters, each of the dozens of courts features seating for hundreds (which have been known to overflow during particularly captivating trials). When in session, each of these courts ring a sitting judge who listens to arguments of accuser and accused before passing judgement (for particularly prominent/important cases, a counsel of six judges will be assembled). Such courts process scores of cases a day, with judgement 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 pastimes of Salt in Wound residents from all walks of life, with most judges relishing their secondary role as entertainers.
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