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===Surrounding Area=== Map of the surrounding area[https://wiki.rpg.net/index.php/File:Saltmarsh_region_map.jpg] '''Hool Marshes'''. To the north of Saltmarsh is a massive salt marsh lands called the treacherous Hool Marshes, which are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly trees and great swarms of biting insects. None but the desperate venture into this place, making it the ideal hiding place for outlaws or raiders. There is little dry land within and almost all travel is via flat bed small boats or canoes. Lizardfolk tribes live deep within the swamps but are xenophobic and have no contact with outsiders. :'''Lizardfolk Lair'''. This old abondoned camp has all but been swallowed by the swamp. 20 some years ago the lizardfolk from the marshes would trade with the few merchants from Saltmarsh for the exotic plants and herbs of the deep marshes. But they abondoned it without warning and have never been back. :'''Dunwater River'''. The Dunwater River meanders its way through the marshes and into the Azure Sea. It is a broad, slow-moving body of water. choked with reeds and too shallow in many spots to allow boats other than rafts to traverse it. '''Drowned Forest'''. To the north of Saltmarsh and perched at the edge of the Hool Marshes, the Drowned Forest was once a verdant region. A few decades ago, the marsh began to encroach on this area. As the water level rose, the forest was transformed into a more foreboding place. Shambling mounds and blights appeared in the forest in increasing numbers while the water rotted away the trees themselves. In time, strange mushrooms and fungus sprouted throughout the woods. Today, the Drowned Forest is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud. Mushrooms and other fungi sprout everywhere. A thick cloud of spores fills the air and blots out the sun, allowing the unnatural growths to fiourish. '''Tower of Zenopus'''. The wizard Zenopus once dwelled in this tower on the cliffs outside Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night. the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door·s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. the town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble. '''Abbey Island'''. This island south of Saltmarsh is the site of a small abbey that was long ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. The village has occasional set out adventures or marines to clear it if they start causing trouble for the area. '''Silverstand'''. This small crop of hardwood has a few animals within but ratherly anything danagerous due to the proxity of the fort of Burle. There is an ancient treaten by the name of Wander Root who protects it and does not allow the cutting down of any live trees by the locals. It also acts as an informal ambassador between locals and the wood elves and good-aligned fey of the Dreadwood. :Years ago, the warriors from Saltmarsh helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and Saltmarsh have observed the '''''Wild Flame Pact'''''- a treaty that calls for mutual defense against the Dreadwood's horrors. '''Burle'''. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood. It serves as a key stopover point for travelers venturing inland from the southern coastal region. The community is dominated by a small keep set atop a hill that overlooks the forest it borders. A few farms cluster around it, the locals relying on the garrison to keep them safe from marauders. '''Dreadwood'''. Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Saltmarsh maintains ranger patrols that sweep through the outer reaches of the forest periodically, while several wood Elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check. but at times a threat that avoids them or overcomes them emerges to wreak havoc across the land. Wild rumors say that there is a portal into the mortal world and the '''''Shadowfells''''' is located somewhere within its depts and the cause of much of the regions evil. '''Dwarf Mines'''. These cliff side mines are only one of the dwarven mines in the other is some 8 miles to the west at the base of the Black Opel Mountain range. The mine here is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other towers spaced evenly around the perimeter. The inner area contains a small village with warehouses, workshops, and houses, all erected during the time when the excavation was beginning and enormous amounts of stone became available for building. '''Black Opal Mountains''' about 8 miles west of Saltmarsh are a chain of mountains that split the island from north to south. This is a chain of six long dead volcanic mountains. that run most of the length of the island. The highest, the '''''Eagle Eyrie Mount''''', is 6,000ft above the sea level. All are cloaked in thick jungle forest. Rumors of mineral wealth in the mountains has drawn the Dwarf mining company 'the Copperlocks' to the area. The peeks are said to be home to a nest of Wyvern but if so they must limit their hunting to the west side of the island as most never have personally claimed to have seen one. Other monsterous beasts do roar their foothills and the Dwarfs in the area are suppost to be heavily armed at all times. '''The Azure Sea'''. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of '''''Ameclio''''', emerge from below its waves from time to time.
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