Lords of Salt and Sky
Lords of Salt and Sky
Landmarks
D20 Shoreline Ocean Marsh Human town
1 Tidal Pools Channel Buoy Rotting Log Lighthouse
2 Storm wracked Tree Large Sandbar Grassy hill Docks
3 Shipwreck Rocky Islet Lonely Apple tree Lobster trap
stack
4 Crab graveyard Forested Island River Estuary Scuttled Ship
5 Waterspout Seal King’s Island Copse of birches Moored Barge
6 Sea cave Sea witch’s abode Forgotten barrels Storage Silo
7 Granite cliff Oil-rig Overgrown cottage Cargo Crane
8 Limestone bluff Shipwreck, sunken Lilly pond Cargo container
9 Sand-dune Kelp Forest Storm tossed Fisherman’s
wreckage shack
10 Natural Arch Shallow Reef Sunken human Pipeline
excavator
11 Sea Stack Perpetual fog Stone bridge
12 Driftwood log pile Underwater Fae Fallen Pine trees Under-Piers
court
13 Hidden Cove Lighthouse isle Dense thicket Forgotten Dingy
14 Lagoon Beacon Post Swamp rose bush Breakwater
15 Soft Sand Beach Offshore Windmill Field of cordgrass Storm Drain
16 Massive boulder Garbage Gyre Slithering Canal Abandoned
Trailer
17 Sea-Bird nests Human Fish Farm Bird house Beach house
18 Whale Skeleton Moored Cargo Otter Den Amusement park
ship
19 Shoreline path Ferry route Crab Burrows Coastal road
20 Crumbling human Dolphin playground Boardwalk Sea-side hotel
ruin
Coastal Mouse settlements
D20 Notable feature
5 Smuggler’s cave
8 Shrimp farm
11 A Massive Anchor
COASTLINE FACTIONS
Knights of Canig: tin can knights The Latehour Society: intellectual
• Hold and operate an old canning factory. artifact collectors
• Use tin cans as armor and their lids as • Exclusive, privileged club.
shields/weapons. • Have a lot of pull with the upper classes.
• Armor is coveted and rarely given outside the • Educated scholars and noblemice.
order. • Often look down upon the poors.
• Insular and extremely religious to Saint • Defy the Nameless.
Cambel. Watchwolves: professional masked
Marrow-Gnawer: mercenaries
• Lich-ified viper necromancer. • Always wear masks to conceal their identity.
• Opposes the Night Communion. • Hold a code of professionalism.
• Casts spells from runes embedded in • Are forbidden from having any relationship,
fangs, held together only by magic. romantic or otherwise.
• Seeks the vast power of the Death rune • Coveted as master sword-mice.
itself. • Magic users are distrusted.
• Intellectual, enjoys riddles, dismissive of all
life.
• Will never renege on his word.
Night Communion: devoted bat cult
• Seek to summon She Who Lurks Within
The Caves.
• Secretive cult that have infiltrated nearby
villages.
• Use shadow magic and darkbeasts.
• Have an active death warrant for Marrow-
Gnawer.
• Unknowingly competing with the
Nameless.
MAJOR PIRATE FACTIONS
Northbeasts: longship raiders who mind-control terrestrial carnivores to use in their raids. 12 STR
Armor 1. Attacks: d8 war axe, d6 stickbow.
Shore Runners: stealthy plunderers who prefer to use silent boats. 12 DEX. Attacks: d6 slipknife, d4
throwing spikes
The Nameless: Cultist pirates who resurrect corpses into diving-suit-covered Sinkrats. Always have a
necromancer on board. Use a dead turtle as a ship. Attacks: d6 rusted saber.
Fortinhay Freebooters: treasure hunters who are amoral to the core. They'd rather trade than
fight. 6 HP, Armor 1, STR 12. Attacks: d10 grindsword, d6 twigbow.
Brinewater Buccaneers: bigger guns, more powder! Have a Great Cannon attached to their ship.
4 HP. Attacks: d8 hand cannon.
Reefrunners: Not your average bunch of Lilliputian pirates. These scallywags are noted to be
mutated scavengers and artificers, scouring the depths for sunken ships and the treasures within. Resources:
A hardy brig, outfitted with an array of rare 22-pounder guns. The crew have gills to breathe underwater.
Goals: Upgrade the ship, more guns is more plunder, lads! Find the Drowned Altar to make communion
with the Gillfather.
Crab
10hp, STR 12, DEX 9, WIL 9, Armor 2
Attacks: d6 claw, d6 claw
Critical Damage: Restrained, d4 STR damage
per round until rescued/escape. Claw cannot
attack another target.
Wants: Food, and shelter...
Other Types of Crabs
1. Hermit Crab- Lives in a shell, prefers not
to be bothered. 1d4 claw, Armor 3, WIL
6
2. Spider crab- Somehow can spin a web.
DEX 15, Critical damage: Carry away in
New Rat Gangs web
1. Wave-rippers- Expert surfers/navigators and 3. Spy Crab- Gentleme- I mean Mice?
laid back/kinder than other rat gangs; Capable of speech, French accent. Turn
Tubular my dudes/dudettes, (+2 reaction invisible until next attack as action
roll) 4. Giant Crab- It’s a Giant enemy crab!
2. Bilge-Rats- Scavengers, black marketeers, 15hp, STR 16, d8 claws Treat as War-
and slavers; They will sell anything to the band scale enemy
highest bidder. 5. Rock Crab- Big and brutish. 12hp, STR
3. Sea-Wolves- Tough, experienced raiders 14, Critical damage: Inflict Bleed
lead by Jarl Graymane 6hp, WIL 12 condition
4. Jury riggers- Mad scientists; have all sorts 6. Fight crab- Who gave it a knife?! 1d10
of strange human tech/diving equipment knife, 1d6 claw, WIL 12
they use.
5. Rangatira Pāpaka - Maori like culture and
weapons; Have tamed Crabs and can
perform The Haka
6. Angler-rats- Take delight in hunting sea-
creatures for sport. DEX 10, Heavy
harpoon d10 damage or Throwing spear
1d6
Horseshoe Crab Sage
14hp, STR 13, DEX 9, WIL 16, Armor 2
Attacks: 1d6 Ram or 1d4 ineffectual clawing if
prone.
Knows Be understood, innately and have two
other spells on their person from the spells
list.
Wants to find pawns for a now cold
primordial war.
Jellyfish
Xiphosura Sages 2hp, STR 6, DEX 6, WIL – (Brainless)
1. Diotima- Able to manipulate the Attacks: d6 poison sting (damages DEX
emotions of love and desire like a instead of STR)
violinist with their bow. Critical damage: Venom takes effect, d10
2. Apollonius- Can see into the distant past damage to STR
with their gaze, and many events of the Immobile out of water, melee attackers or
present. those who touch it barepaw must save vs luck
3. Aeolus- Mother nature herself appears or receive a poison sting attack.
allied with them; storms speak their name Wants to float and devour.
in thunder.
Wonderous Jellyfish
4. Heraclitus- Their mastery of fire is to be
noted well and from a distance. 1. Moon Jelly- Shimmers like the moon,
5. Pythagoras- Their mathematical equations DEX 8
are inevitable and foretell the future. 2. Lion’s mane- Dark red tentacles, d8
6. Semiramis- Has many ‘lovers’ brought poison sting, Critical damage: Inflict
back from the dead, each heed their call Berserk status
alone. 3. Sailing Jelly- Has a sail, Moves 2x speed
4. Man’O’War- Stay away from this beast,
hp10, STR 10, Critical damage: Paralyze
Condition and 1d12 STR damage.
5. Grape Jelly- Tastes delicious if you
remove the stingers.
6. Glowing Jelly- Treat as Torch if put in a
jar.
Cephalopod Star-Crawler
6hp, STR 10, DEX 10, WIL 10 hp5, STR 15, DEX 5, WIL 10
Attacks: Tentacle (Grapple) 1d4, Beak 1d8 Attacks: Slam 1d4, Stomach sack 1d8
Moves 2x speed underwater, flops half speed (If target prone)
above water, Ink cloud 1/watch as Darkness Wants To crawl, pry open things
Spell. and Eat them
Wants to observe, and to plan unknowable
schemes. Types of Star-fish
Clever Cephalopods 1. Crown of thorns- Regal a king of the
seafloor,, Melee attackers take 1 damage,
1. Octopus- Brute strength and cunning
WIL 15
intellect, Move regular speed above water,
2. Shooting star- 1d6 spark bolt ranged
STR 18
attack
2. Squid- Eyes to see in the deepest dark,
3. Brittle Star- Fragile, but quick, Moves
and darting movements, Move 3x speed
normal speed, hp1, DEX 15
in water, Dex 18, can see in darkness.
4. Super star- Has a cape/blue red
3. Nautilus- Ancient survivors of a
coloration, Flies normal speed, Slam 1d8.
primordial war, Immobile out of water,
5. Fractal star- Splits into two more Star
WIL 16, has one random spell known
crawlers when damaged critically once.
innately, Armor 2.
6. Rock star- Made out of animated stone,
4. Cuttlefish- Hypnotic patterns ripple across
+1 Armor, hp10.
its skin, Special: Hypnotize, Creatures
that look at the cuttlefish must make a Northern Weasel
WIL save or be paralyzed. Warband scale.
5. Vampire squid- True ancient horrors that 12 hp, 15 STR, 15 DEX, WIL 10
hide in dark places. Attacks: Spiked Attacks: d8 claws, d6 bite.
tentacle 1d6, Special: Heals one point of
HP for each successful attack. 12hp.
Necromancer
4 hp, 8 STR, 10 DEX, 12 WIL
11Str, 12Dex
Attacks: Cultist knife (d6)
6. Mimic- Able to completely mimic the
Spells: Resurrect Dead, Bilge Rot
looks and mannerisms of another creature
or object its size. Special: Copy- Can Sinkrat
resemble any other non warband creature 8 hp, 15 STR, 8 DEX, 8 WIL, Armor 2
it has seen or non-ship sized objects. Attacks: Hookarm (d10), speargun (d6)
Rises again unless the head is obliterated.
Sea Birds
Lords of SKy
1. Gull- dangerous for mice, equivalent to
wyverns.
2. Puffin- Nicer to mice, can swim/fly
equally well.
3. Frigate bird- Territorial, but don't bother
mice otherwise
4. Albatross (Warband scale)- signed
compacts with mouse communities, get
food in exchange for long range transport
of goods/mice
5. Comorrant- Compete with fisher-mice,
expert divers, will occasionally come into
conflict with sea-mice communities for
food.
6. Sea duck- Pacifists, potential allies to find
on the sea.
Pirate Generator
They are They
d8 the... Their vessel is... act... They seek... Because they....
are cursed in some way or
1 River Runners a barely-functional derelict. Impetuously. a lost magical tablet. fashion.
waterlogged and needing were left for dead, recovering
2 Gagron's Galleons repairs. Boorishly. a treasure of legend. recently.
a great oceanic are mindless undead, following
3 South Sea Saltdogs a heavily-armed galleon. Apprehensively. creature. orders.
4 Riptide Reavers a fish-hunting vessel. Underhandedly. an uncharted island. were tasked by a powerful beast.
are being manipulated into their
5 Black Spots a repurposed fishing trawler. Mysteriously. a way back home. behavior.
the score of a found a treasure map leading
6 Ruckland Raiders part ship, part cathedral. Decisively. lifetime. them along.
Scurvy Strait a prison ship, transporting a powerful recently found an ancient artifact
7 Terrors captures. Cautiously. necromancer. in a raid.
a ghost ship, fading into the revenge against have been driven insane by some
8 Darkwater Brigands mists. Aggressively. another. power.
Necromancer Generator
They They They hold allegiance
d8 Species favor... act... to... Because they...
1 Mouse Skeletons Rashly. a band of pirates. owe a blood debt to a powerful creature.
seek out fame, fortune, and/or vast
2 Rat Walking Corpses Cowardly. Marrow-Gnawer. power.
3 Shrew Blood Elementals Timidly. the Latehour Society. were cast out from their home village
4 Mole Amalgamations Ambitiously. the leader of a town or village. descend from an influential bloodline.
5 Hedgehog Stitchcrafts Sadistically. the Night's Communion. are woefully inept at everything else.
received a doomed vision in their
6 Jerboa Darkbeasts Reasonably. an intelligent, powerful beast. dreams.
AMMO TYPES
d6 Ammo Effect
1 Chain Shot deals DEX damage instead of STR
2 Screaming Skulls damages crew WIL instead of ship STR
3 Incendiary places a Fire tile on a random deck section.
4 Bilge Shot places a Water tile on a random hold section.
5 Smoke Shot No damage, but covers the ship in mist.
6 Blessed Shot Adv. on damage if used against undead.
Ship Examples
Fishbone Spear
While cheaper to produce, Fishbone spears
automatically have their usage marked after a
fight.
The Dawn war, As told by the Xiphosura sages
Eons ago, when the world was young and life had yet to crawl upon the land, the first
civilization emerged, in the form of the Trilobita. They were the first to attain sapience, and it was
their loneliness that saw them to seek out and uplift other species from the clay of the Cambrian.
They are the reason for the ‘Cambrian explosion’ as the humans call it, our progenitors, and seeders
of life. Even that which would eventually become mouse-kind had its roots in this time of discovery
and world shifting artifice.
Yet such times of wonder and peace would not last, and as millennia passed, for the
Trilobita made their first, and fatal mistake in uplifting the beings known as Cephalopods… Despite
what gifts the forebearers gave to their newest disciples; self-awareness, knowledge, and appendages to
change the world around them, their new students simply wanted more, and grew jealous of the
achievements of their mentors. As relations deteriorated over many centuries, the Cephalopods
eventually struck their erstwhile guides with brutal efficiency, the seas became blue with blood, and
remain so stained even to this day as memento of such treachery.
Yet the trilobites did not capitulate so easily, such was their advancements in knowledge and
breadth of the oceans they had colonized. The Trilobita had learned how they could bend the very
laws of reality to their whim. It was during the opening of this first bloody war that Spells were
created en mass, and it is the same spells we carry that were first forged so many trillions of nights
ago.
The spells we have now that have survived are best thought of as punctuation marks,
asterisks, and periods. The spells the Trilobita knew were akin to words that spelt commands to the
universe. It was unfortunate that the Cephalopods were quick learners with their own stolen spell
forges.
This was the crux of the dawn war, THE first war, that which lasted many epochs and all
other conflicts are merely Lampoons of. Where both Cephalopod and Trilobita used grand spells,
living horrors, and uplifted allies to turn the tide again and again against one another over millions
upon millions of years. New spells were created, tested, waged war and were lost by the decade than
any can hope to remember. Eventually, as the war dragged on and resources became scarcer; the spells
waned in power, and weapons to combat one another became a race for the land by proxy instead of
merely by achievement for its magic reserves.
The trilobites won the first leg of the race with arthropods teeming across the surface,
establishing, and terraforming the land for their purposes, enriching the sky with the breath of life. Yet
the Cephalopods countered by investing in the once overlooked fish and vertebrates as their minions,
which outcompeted the largest invertebrates, and sent the Trilobites back to the evolutionary drawing
board.
The proxy war on the land was important, but it was simply a means to fuel the battles that
went on in the waves. To speak on their vagaries, the switching of sides, of the triumphs and failures
of both axes of the conflict would take another eon to tell, so we shall instead focus upon its climax…
It was the great dying which saw to the end of this monolithic struggle when the world had
had enough of the constant bloodshed and sought to vent its frustrations at being abused for so long.
A time when the seas boiled with unchained magic, rents opened in the earth beneath cities of
Trilobita and Cephalopod, and the skies burned with arcane technologies long lost to the passage of
time. Untold billions of lives were lost; so much knowledge burned in thaumaturgical or physical
energies never to be re-learned. Superweapons that you could only dream of, that humans have barely
learned the inkling of swept clean entire hemispheres of all life or choked the very life-force with spells
that targeted an individual species’ thaumaturgical imprint.
In the end, neither side truly won, for while the Cephalopods had slain their ancient uplifters
in a final push that saw a continent leveled, they could not control the seismic forces which heaved
and broke apart the world, and the creations of the Trilobita evolved and adapted even as the world
changed.
Thaumaturgical and biological elements arose which eventually forced the Cephalopods into
an ultimatum, die like their erstwhile progenitors, or pass on their knowledge to a protegee while they
regressed to a more adaptable form. You can guess they chose the latter, and that their chosen disciple
is now humanity. Even now the humans terraform and pollute this globe into a hotter, warmer world,
emptying the seas of competition so that the Cephalopod might rise once more with just the right
spark to ignite it.
Yet, the Trilobita had foreseen this, and planned accordingly for this eventuality. Suppressed
in our ancestors, instinctual knowledge of technologies locked in the foundation of our very being that
you would hardly understand, changed us, or at least, some of us on a fundamental level. You see
before you a primitive creature that looks out of place, a hard shell and biology meant for surviving in
a harsh environment….
But We… are the Xiphosura. The Trilobita made us their successors and tasked us with
continuing a now cold war against the Cephalopods. It is we who have written on the spells you seek
over countless centuries. It is we who have delved into their mysteries and sing songs older than your
civilization. It is we who were here before you, and if your species is not careful, we will be here long
after you.