SOTDL: Setting

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This page details the gameworld, noting key locations and describing the peoples that inhabit those locations. There is also a summary of both the Shadowwalkers (PC heroes) and the Wraith (the main supernatural element opposing the PCs}.



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Lands of the Salt Coast[edit]

The Salt Coast is divided into six (6) distinct regions: the western forestlands, the central mountain range, the eastern plains, the coast, the archipelago, and the southern waste.

More than 85% of the population live on the coast itself with the remaining 15% scattered throughout the plains, mountains, forest, and isles.

Clanclave[edit]

The plains between the mountains and the coast as well as the coast itself is known as the Clanclave and is home to the Corsair and their great cities as well as three of the ancient standing stone formations known as the menhir and two of the ruined towers called kir in the forgotten tongue.

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Menhir[edit]

Ancient beyond belief, these great stone megaliths are thought to have been placed for religious or arcane reasons by a forgotten race of giants in the distant past. Each menhir is composed of anywhere from two to five upright stones jutting from the earth and topped with a single lintel stone across the tops of the others.

The individual menhir are named for the predominant carving of a stylistic animal on the lintel stone. All the stones are carved about with illegible runes of unknown origins.

Three of the five menhir stand on lands controlled by the Corsair.


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Hart: Hart Menhir is farthest north of all the Menhir and is located on the plains just east of the Hartshorn foothills south of the headwaters of the Ice River.
Bear: Bear Menhir lies in the flat valley in the center of the Pass of Shale cutting through the Hartshorn mountains, but despite being located in the Hartshorn, the pass itself is held by the Corsair, and so Bear Menhhir is considered to be theirs.
Fox: Fox Menhir Stands in the middle of the Ferrous Wastes in the south. Excepting the coastal cities, no one really lives in the wastes, but the land is claimed by the Corsair.

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Kir[edit]

Relics of the age of heroes, these ancient towers have no doors or windows visible from the outside (though ancient maps always represent them with open gates), and no one is known to have entered them in the current age. Despite having stood for millennia, the great towers seem untouched by time or war or weather as if they had sprung from the earth with the dawn - newly built.

Kir Tor: North of the northernmost Corsair city, Nothreach, Kir Tor clings to the eastmost cliff face of the mountains that overlook the sea of storms.
Kir Ijon: Situated in the foothills between Kaaja and Trader Down, Kir Ijon is a traveler's landmark that can be seen for leagues from nearly any direction across the plain.

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Cities[edit]

Each influential in its own way, the cities of the Salt Coast represent the beating heart of the Corsair.

Adamalash: Adamalash is the capital of the Clanlands and the gateway to the rich ores of the ferrous wastes and the shipping of those ores throughout the Salt Coast.
Taura'an: Taura'an is a mining town grown into a city. It is surrounded by fishing villages.
Faer: Sister city to Taura'an, Faer is also a jumped up metropolis that began life as (and remains) primarily a mining town and subsidizes its existence with a fan of nearby fisherfolk.
Bar Kesh: Easily the largest and most cosmopolitan city on the Salt Coast, Bar Kesh used to house the seat of Corsair government but has grown into the nation's central trade hub.
Kaaja: A very old, very small city, Kaaja specifically supports relations between the corsair and the islanders, and fully half the population is made up of expatriates of the archipelago.
Trader Down: Where Bar Kesh is the central hub of trade between the corsair and the wider world, the twin cities of Trader Down, straddling the mouth of the Salt river where it spills into Salt harbour, facilitates (and taxes) trade between the Hartshorn and the Archipelago. The Down houses the primary shipyards of the Corsair.
The Citadel: As large as Adamalash, the Citadel is home to the Red Adept, the warrior priests of the Corsair. Though not connected with the secular government, edicts from the Adepts are treated as law.
Northreach: This fortress city exists for the sole purpose of standing between the Clanlands and a strategic incursion by the Druidan through the Pass of Jade.

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Hartshorn[edit]

The mountains and the great swath of forest to the west are collectively known as the Hartshorn. There are no cities in the Hartshorn, just small communities huddled far from one another and the two great mead halls of the thanes of the Druidan as well as key fortified villages in the north and the south.

One of the five menhir and one of the three kir lies within the bounds of the Hatshorn.

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Menhir[edit]

Only one menhir stands uncontested on land controlled by the Druidan.

Wolf: Wolf Menhir stands to the west of the southernmost arm of the Hatrshorn mountain range, surrounded on three sides by foothills in a deep protected valley that opens into the great forest south of Kir Lan and Grimdane vale.

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Kir[edit]

One Kir stands within the borders of the Hartshorn.

Kir Lan: High on the slopes of the western foothills, Kir Lan is forever shrouded in mist and invisible from afar most days, but in the night it glows an evil hazy green in the distance (though up close it only appears to be bathed in clean moonlight - whether the moon shines in the sky or not).

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Halls[edit]

Two Thanes, brother and sister, rule the Druidan of the Hartshorn from their mead halls deep in the central Hartshorn forest

Deepwood: Deepwood Hall stands on a high promontory between two rushing rivers in the heart of the great forest.
Harthome: Harthome Hall is built into the living trunks of the great trees unique to this part of the forest. Bridges span between structures high above the forest floor, and strategic lifts link the treetop hall to the ground below.

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Fortified Villages[edit]

While the halls of the thanes stand in strategic defense against the most obvious point of ingress for invading armies, far to the north and the south, in the western foothills of the Hartshorn, stand a pair of fortified Druidan villages against possible Corsair aggression from the east.

Grimdane Vale: In the shadow of Kir Lan, Grimdane Vale is essentially a penal colony of criminals and ne'er-do-wells who have taken up the task of first line defenders rather than face harsher consequences for their wrongs.
Pass of Jade: The Pass of Jade is defended by the Bastard Thane and her loyal followers. Half sister to the true thanes, she has earned her title with both pride and honor and is widely considered the most dangerous individual in all the Hartshorn.

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Inner Isles[edit]

The Inner Isles is a small archipelago very near to the salt coast. Many barely habitable rocks jut from the sea within the confines of the main body of islands, but five major isles are large enough with fertile land, fresh water, and resources to sustain life year 'round.

Rift: The northernmost and second smallest of the five, Rift is a craggy place with little more than hardy scrub grasses to recommend it. The primary occupants are goat herders and their herds.
Rune: Like Rift, Rune is extremely craggy and rocky, but it has better vegetation and great plateaus where larger cattle can be raised and farming done. There is some evidence that Giants once inhabited Rune.
Horne: The bulk of Horne is taken up by a dormant volcano that itself is draped in dense jungle. The Osprey Menhir stands in the heart of the empty crater.
Ka: Ka has the honor of being the smallest of the five. As on all the isles, fisher villages surround the island's beaches and coves, but inland is the largest tanning and dying operation anywhere in the salt coast.
Ja'an: idyllic and tropical, Ja'an is lush with fruit trees and fibrous vegitation that can be harvested for rope and nets.

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Menhir[edit]

Osprey: This menhir stands directly in the center of the crater of a dormant volcano at the heart of Horne isle.

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Settlements[edit]

Whitecove: A major fishing village and seaport on the east coast of Rune.
Channel: A major fishing village and seaport on the west coast of Rune.
Climbtown: A base camp turned town halfway up Horne's Volcano for the purpose of climbing to the summit and descending to study the Osprey menhir.
Lack: A string of fishing villages on the southern coast of Ja'an that is now a leper colony.

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People of the Salt Coast[edit]

Three settled groups populate the Salt Coat as well as a small nomadic tribe that lives scattered among the others.

Corsair'Na and Corsair'Ja[edit]

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Though they live under the same name, the corsair are a divided people, more a moiety than a society.

The corsair'na are city dwellers and shipbuilders, inhabiting the coast itself, while the corsair'ja are farmers and rivermen and herders and hunters and make their home throughout the plains between the mountains and the sea.

Appearance: Corsair tend to be compact and stocky folk with weathered to light brown skin and dark hair. Their eyes are almost always brown or green.

Government: Every settlement and town has its elders and councils, but the heart of corsair government is to be found in their cities and heavily influenced - controlled - by the five High Houses.

The Five High Houses:
House d'Ruvyen - House d'Ruvyn is in charge of all things miliary, such as training and arming men and women to fight and planning tactics and strategy.
House d'Amasku - House d'Amasku is in charge of trade and commerce and moving goods.
House d'Sceva - House d'Sceva is in charge of shipbuilding.
House d'Jaala - House d'Jaala is in charge of food and potable water and textiles.
House d'Caarn - House d'Caern is in charge of all things related to building and construction. From lowly roads to the cities of the realm.

Religion: The primary gods of the corsair are the Lady, the Smith, and the Three. The Red Adept - warrior priests of the Smith - dwell in their own city known s the Citadel, and their word carries the weight of law throughout the lands of the Clanclave

The Lady: Lithe and young, the Lady is depicted as a young girl clad in a dark cloak with long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her gaze.
The Lady bears a pair of bone daggers, stained a deep red along the blades.
The Smith: Stout and solid, the Smith is a figure in bronze and iron, faceless and massive. The smith is always depicted at his forge and always has a great hammer in his fist.
The Three: As implied by their title, the three are said to have three distinct forms. The first that of a young girl clad in butterflies and laughter. The second a stately matron heavy with child clad in the green growth of the forest. And finally the last form that of an withered crone clad in the crusty windswept salt of the sea.

Economy/Trade: The corsair'na primarily trade in metal ore and metalworks, while the corsair'ja trade in grain.

Language: All Corsair speak the Trade tongue and High Corsair. Players who wish to be conversant in the languages of other peoples may take the knack Tongues under the skill Know - provided that skill is at least d6

This knack will never be rolled, but each step - starting at d6 - grants one additional language.

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Druidan[edit]

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Druidan are mountaineers and woodwights, living in the wild and untamed places of the world, trusting in their own skill and bravery to survive and thrive in their harsh environment.

Appearance: Druidan tend to be tall and hearty with fair skin, fair hair, and light eyes,

Government: Dwelling as separately and remotely as they do, most disputes among the druidan are heard by whatever elders happen to be to hand, however, there are a brother and sister - Aelfryth and Aeowyrd - who stand as Thanes of their people, making decisions for the nation at large.

Religion: The Druidan revere the sister goddesses Maerlwyn and Marwolaeth.

Maerlwyn: Taking the aspect of a tree spirit, Maerlwyn is the goddess of endurance and growth, nurturing her people wherever they may wander. Three glowing stones circle her head at all times and her feet, like roots, forever sink into the ground.
Marwolaeth: Lithe and young, Marwolaeth is depicted as a young girl clad in a dark cloak with long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her gaze.
Marwolaeth bears a pair of bone daggers, stained a deep red along the blades.


Economy/Trade: The druidan primarily trade in cut stone and lumber.

Language: All Druidan speak the Trade tongue and Trailspeak. Players who wish to be conversant in the languages of other peoples may take the knack Tongues under the skill Know - provided that skill is at least d6

This knack will never be rolled, but each step - starting at d6 - grants one additional language.

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Islanders[edit]

Islanders are natives of the archipelago known as the Inner Isles off the eastern shore of the Salt Coast.

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Appearance: Islanders tend to be wiry folk, very dark of skin with black wooly hair and brown or black eyes.

Government: What little government is to be found in the archipelago is closely woven to family and community.

Religion: Islanders honor Mok Ji, Jon Kon, and Kuolema.

Mok Ji: Jovial and mocking and always of good humor, Mok Ji is said to manifest as a three legged, three armed, three eyed, three breasted Islander bearing Lantern, Shears, and Weighted Net and is purported to to offer a challenge to any soul they encounter.
Jon Kon: Jon Kon is a known changeling said to appear to folk first as an animal before transforming into a tousle haired child with a shepherd's crook in one hand and a sling in the other.
Stories say if spurred to action, Jon Kon likes to sling seeds that explode when they hit something.
Kuolema: Lithe and young, Kuolema is depicted as a young girl clad in a dark cloak with long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her gaze.
Kuolema bears a pair of bone daggers, stained a deep red along the blades.

Economy/Trade: Islanders mostly trade in exotic fish, exotic fruit, and plant based medicinals.

Language: All Islanders speak the Trade tongue and the Salt patois. Players who wish to be conversant in the languages of other peoples may take the knack Tongues under the skill Know - provided that skill is at least d6

This knack will never be rolled, but each step - starting at d6 - grants one additional language.

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Kindred[edit]

Appearance: Kindred may appear as members of any peoples, but will always present with one feature that is slightly inhuman - pointed ears, metallic hair, eyes that reflect light in the dark like a beasts, odd markings in the skin, etc.

Government: Kindred tend to be nomadic by nature, dwelling in small family groups in whatever land suits them. They have no government to speak of.

Religion Kindred honor but one deity - Lady Death.

Death: Lithe and young, Death is depicted as a young girl clad in a dark cloak with long blonde hair flowing free behind her and deep, dark eyes. If one looks closely, it is said the twinkling stars can be seen in the depths of her cloak and her gaze.
Death bears a pair of bone daggers, stained a deep red along the blades.

Economy/Trade: Kindred most often trade knowleldge and skill and services for the things they need. Many are performers.

Language: All Kindred speak the Trade tongue and the Whisper. Players who wish to be conversant in the languages of other peoples may take the *knack Tongues under the skill Know - provided that skill is at least d6

This knack will never be rolled, but each step - starting at d6 - grants one additional language.


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Other Ethnicities[edit]

The above peoples represent those that dwell in this corner of the gameworld, but it is far from encompassing of all the folk that might be found beyond this map's edges.

If you would like to play a character of some other ethnicity than those presented, please do. Are you a wanderer come from far beyond the Salt Coast? What are your people like? What other people have you met on your journeys?

Or are you perhaps from here but with a distinct lineage from elsewhere?

I leave the details up to you.

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Shadowwalkers and Wraith[edit]

Central to the stories we will tell here are shadowwalkers (the PCs - and to a lesser extent certain notable GMCs) and the wraith (the primary antagonists).

Below are specific details of each that the players will find key to navigating the game.

Shadowwalkers[edit]

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You became aware of your true nature the first time you died. It was a real death. An awful death. A painful death.

And it didn't take.

You woke in the dry lands between life and death and were forced to fight your way back.

It was there that you gained a horrible understanding of what the high magics of the fallen age had held at bay. An understanding that those ancient powers were finally failing.

Little by little, the darkness the great wards once restrained was slipping free to taint the mortal realm.

Now awakened, the lingering magic of your lineage burns in your blood. You can do things that - in this age - mortals just can't do. You can sense the darkness where it rises. The wraith.

You can also sense other shadowwalkers when they are near.

And you can feel the lingering spectre of lady death at your shoulder, patiently waiting for her chance to take you again.

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Wraith[edit]

The Wraith are bodiless spirits of great malevolence.

Bound in the earth for endless ages, they strain to slip through the newly spreading cracks in their eternal prison to visit havoc on the realm of man.


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However, millennia in the long dark has left them vulnerable. They cannot abide the light of the sun in their spirit form. They must break the minds and *possess the bodies of mortals to walk the world once more, but once they have done so, they are indistinguishable from any other mortal save for their actions - though they may be plainly seen for what they are by the eyes of the shadowwalkers.

Shadowwalkers cannot be possessed by the wraith. Mortals who are possessed never return to themselves even if the wraith inhabiting them flees, remaining mindless husks until time or some merciful hand ends them.



Three things a wraith without a body cannot cross: stone, salt, and *steel. A person standing on any of these cannot be possessed by a wraith.

Embodied, these things do not impede the wraith in the least.

Any significant amount of iron or iron alloy fits under the umbrella of the term steel.


Two things can kill a wraith: the sun if it is without a body, or the death of its host when it cannot flee.

A common tactic for killing a wraith once it has possessed a person is to herd that person onto stone and slay them there, trapping it within the host as it dies.


One thing can stop the wraith from entering the mortal realm: the restoration of the ancient wards - but the magics needed to accomplish this have been lost to time.


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