|
Saltwave Campaign Setting Author's Introduction
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 hexapedalhaving 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 ReligionOn 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).
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
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 |