Saltwave Campaign Setting

Author's Introduction


The Cheery DM
My Words of Wisdom

By SilverDragon

I created the Saltwave Campaign early in 1990 with several ideas in mind. Many of the AD&D games that I had played in or run the past had the stereotypical elements of Good and Evil, nasty Orcs, and scattered ruins of unexplained lost civilizations. The inconsistencies of the AD&D Second Edition were weighing heavily upon my mind, as well. The logical workings AD&D magic system have never been really well explained. I think that part of the reason for this was that the original authors of the Dungeons and Dragons game were specifically trying to avoid any resemblance to the traditions of real-world religions or worshippers. I found a much better explanation and set of rules in FASA Corporation’s Shadowrun game. 

Science Fiction meets Fantasy

At the same time, if I was going to change the role of the orcish race, I would have to install another primary campaign villain to take over the orcs’ accustomed role. The kzinti, originally created by science fiction author Larry Niven, were an excellent choice. They are big, strong, fast, intelligent, and carnivorous to the point of keeping and eating humans. Their nasty tempers and constant plans to conquer the galaxy also make them great character villains and opponents for player characters. The "demihuman" equivalents of the kzinti, the prrexi, tabaxi, and yaati, came about later through continued play in the game world. After all, if the basic strain of humanity fragemented into multiple races upon exposure to a mana-rich world, why wouldn't kzinkind?

My initial concept was that both humanity and the kzinti were colonists of this world. They each started off with very high technology and gained footholds on the planet. At some later time, they destroyed each other's advanced civilizations, along with those of the indigenous inhabitants. This set the stage for a lot of ancient mysteries and ruins, as well as a millenia-long feud between the protagonist races.

Kenku Front
Kenku Back
Kenku

If both humanity and kzinti were colonists of this world, then there should be lost technology to scavenge. The reactions of the original inhabitants of Saltwave to the advanced colonist races should be mixed. The Dae Shiru and the Kenku were weird enough to serve well as the original “alien” inhabitants. Living in relative isolation from either kzinti or humanity after the initial cataclysmic wars between the two, the native races were free to harbor suspicion (Dae Shiru) or fuming resentment (Kenku) of the newcomers. Note that all indigenous species on saltwave are hexapedal—having six limbs. This makes the origin of dragons a mystery. Did they originate here, or did they come from somewhere else, too?

Campaign Monsters and Races

In general, though, I felt that there were already too many different races and species available in the Monstrous Manual and Compendiums. I wanted to specifically prohibit certain major monster groups from being included in the campaign. Lycanthropes, most giants and humanoids, halfings, gnomes, and many lesser known species (as well as the hated Kender!) were eliminated or severely curtailed. Instead, I emphasized “mutant” monsters born of wild magic and the “kill spirits” or radiation of the War of Falling Stars. I assigned nature spirits, both good and evil and no two alike, a large role in the campaign.

Of course, I became horrendously lax about these restrictions as time went on. If I found a great idea that featured prohibited creatures, I used it. A magic-dead zone around a special island where inhabitants turned into cats (were-cats) if they left? No problem, toss it right in. Someone wants to play a drow half-elf? Sure, I can figure out an explanation. Flinds? Grimlocks? Miscellaneous humanoid raiders? Sure, no problem; they're just mutant versions of existing races. Even with my loosening of my self-imposed guidelines, I was still able to maintain a consistent flavor to the campaign world. That's what I was really after.

The primary conflicts were designed to be between kzinti and humanity and between different nations and outlooks of humanity, including the humans, elves, half-elves, dwarves, and orcs. From time to time, I allowed extraplanar visitors arrive to wreak havoc. The drow and illithids have been favorites in this category, with cloakers and fiends thrown in, as well. I have used many more fiendish influences in recent years. They are just such great villains to be the corruption behind the evil human or kzin villains' power.

Campaign Religion

On the subject of religion, I felt that the traditional AD&D polytheism was both unrealistic and overly “politically correct.” The major religions that have influenced humanity have always been monotheistic (Judaism, Buddhism, Christianity, Islam), and it was logical for this tradition to continue as humanity managed to colonize other worlds. The strong and obvious influence of the spirits of nature gave rise to druidism and to quasi-shamanistic worship. While these religions are able to call upon power, only the monotheist tradition enables great civilizations to arise. The early emergence of the Komatsine Revalation created a nearly universal faith for humanity. Since mankind has always been able to twist the true words of the prophets to their own meanings, I added false religions to foment discord (Holists, Fiendish Cults).

Campaign Flavor and Centers of Play

I intended the Saltwave campaign to have a strong flavor of technofantasy, in terms of the deeds that the characters could accomplish, and at the same time be fairly gritty and realistic in game play. Magic would be the pre-eminent force, but the remains of technology would frequently enhance the player characters (and their opponents), as well. 

LANDERS: The general tone of the central campaign kingdom of Landers was one in which magic has been widely used and respected, and technology and science are regarded as highly useful. The overall level of technology is equivalent to our late Renaissance and early Industrial Era, and the attitudes of the people are egalitarian, morally upright, and in favor of education. This society has a distinctly Victorian Era feel to it.

Chummly

Chummly the Ogre

Most adventurers in this environment fall somewhere between the extremes of rough and tumble treasure hunters and educated and honorable champions of the kingdom. The highly efficient and well organized law enforcement and priesthood make Landers a very dangerous place for the nasty characters that some players like to role-play. Killing innocent people leads to quick and firm capture and punishment. There are, of course, many other young adventurers who would jump at the chance to collect the bounty on evil PCs! 

LEBENSBRÜKE: Lebensbrüke (Living Bridge, in Smeisserander, the common tongue) is the recommended starting place for players and DM's new to Saltwave. It is a Lawful Good kingdom that is closer to the book D&D campaign setting than Landers, to the north. The overall level of technology is equivalent to our early Renaissance, and most people are neutral in outlook with good tendencies. They rally around the very charismatic Queen Anissette and King Drake, but have been beset by troubles that make ripe work for adventurers.

The ideals of equality and prosperity upon which Lebensbrüke is founded are under constant challenge from humanoid raiders, barbarian hordes across the mountains, and evil wizards and fiends. Many people are understandably somewhat suspicious of strangers. The ruling class does the best they can to promote peace and prosperity in the midst of unknown danger. Adventurers are welcomed only after they have earned the trust of the locals. Then, of course, they are regarded as great heroes!

Lebensbrüke was formed from the former Grand Dominion of Smeisserand and the Republic of Kyriabor. Both of these nations were thrown into chaos and destroyed during the War of Falling Stars some 20 years ago (given the current campaign year of LY 2164, the war took place over three weeks in LY 2143).

Smeisserand was a strict, militant, and lawful evil kingdom ruled by a bigoted race of humans. The Kraanicher nobles hated racial impurity, especially as it manifested in half-elves. They kept the other races under strict control for many years. Only recently, two decades after the Lebensbrüke rebellion, are those attitudes really loosening.

Kyriabor was a democratic, progressive nation ruled by a senate elected from the upper class. The republic was ruled with justice and wisdom, but was destroyed from within by the plots of a powerful secret society. Then, an invasion from beyond the stars occured and shattered what remained of civil order in Kyriabor. Lebensbrüke expanded into the western territory of the former republic and restored order and peace. The remainder of the old republic is the domain of Gurdish barbarian tribes and petty warlords.

Lebensbrüke is a fairly large nation that spans the Alaan Mountain range and covers the northwestern third of the continent of Jaastenland. It is about the size of modern France, Belgium, the Netherlands, and Germany combined. It is home to both old and recent ruins and beings of nearly all races. The Voyreem Introduction has more detail on the capitol of Lebensbrüke as it was 21 game years ago, immediately after the rebellion of 2143.

Special Campaign Modifications

Torodin the Dwarf

As you will see in the player's introduction section on character classes and races, there are some campaign-specific modifications.

Gamemasters and players in Saltwave will have to bear in mind that all humanoids (orcs, ogres, goblins, kobolds, etc.) will not necessarily be evil. In addition, there are several altered game mechanics for classes, armor and equipment options, feats, and backgrounds.


What's Happening as of this Writing?

The Saltwave campaign is in a more-or-less hiatus since argentwyrm and I have been playing online in the City of Heroes/City of Villains world (Virtue and Victory servers, mostly) for quite some time.

That said, as I have new and interesting things to share, I occasionally post more to the site. Quite a few things have been updated to D&D 3.5 rules, while older content remains in 3.0 or AD&D 2nd Edition format. Pick and choose what works for you.

Dread Squidgy Ball
My players know and fear the

Dread Squidgy Ball!

I have available adventures, maps, situations, settings, game rules, and notes about the NPCs and items for this campaign, if you have an interest, for some strange reason. In addition, you can get a copy of the campaign journal of what's happening in Saltwave. All of this material is freely given with only the expectation that you drop me notes every now and again about any creative things your players do to run roughshod upon the stage of Saltwave!

Go ahead and use the link below to send me email. I am usually able to respond within a couple of days or so. The more requests I get, the greater my incentive to share material with others. The squeeky wheel gets the grease...

Good Hunting!

SilverDragon, 2006


Last updated 18-Aug-2006
Content copyright © 1998-2003 by SilverDragon.