Savage Sound (4e Environment)

Savage Sound

This saltwater sea is home to all manner of unsavory calamities.


Monarch: No rule

Residents: Varies
Heraldry: None
Capital: None
Other Cities: None.
Races: Aquatic, sea-compatible, and overland creatures
Products: Savage Sound is known for natural exploitation products..

Neighbors: Alabastrian Empire, Caliphate, Chisel, Fey Realm, The Mists, Nidvalar, Wild Forest

Geography

The Savage Sound. The map's scale is based on the average medium race's walking speed.

The treacherous salty waters between Mongrel Island and the mainland's southern shore, this Sound is home to pirates and savage shedim. Even the Anthropophagi are known to ply these seas in massive dreadnaughts manned by the fiercest aquatic shedim. The waters are home to massive fish and sea monsters. Even so, the southern shore is also plied by legitimate merchants ferrying trade between Nidvalar, Chisel, the Caliphate and the Alabastrian Empire. For those willing to brave innumerable dangers, the lure of profits is hard to resist.

The piratical ships of the Anthropophagi have begin plying the Savage Sound, attacking merchants and travelers on the once peaceful waters.

Government

The high seas have no government. Every ship is governed by its captain.

Culture

The maritime culture is typical of other cultures: obey the captain or be keelhauled.

History

Historically, the Savage Sound protects the mainland from the Anthropophagi, and preserves the privacy of Mongrel Island. Few people seek to change this status quo.



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gollark: Good idea. Will add.
gollark: *needs extra monitor*
gollark: I prefer to write OSes in scratch.
gollark: -0·-1 KST.
gollark: Lignum: that works though it's rare.
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