Greyhawk Rules - Savage Tide
Savage Tide Locations
Sasserine Region (SSR)
While well situated to reap the bounty of the sea, Sasserine faces numerous challenges in regards to is surrounding lands. For those who dare to venture beyond the safety of stone walls, the following presents an overview of the most noteworthy locales and geographic features within Sasserine’s area of influence.
Here’s a list of the main towns, cities and forts in the Sasserine region including Cauldron and her holdings.
Sasserine (large city) – the defacto southern ‘capital’ along the coast of Jerlea Bay. This city houses many noble lines, slave cartels and merchant houses reaping raw materials from the backwater area, (Hellfurnaces and Amedio Jungle) and selling it to the cities to the north, like Port Toli and Monmurg.
- Population: 15,650 adults
- Coastal city on Jeklea Bay
- Amedio Highway – Paralleling the Thunder River for much of its length, the Amedio Highway connects Sasserine with Cauldron, its sister city high in the caldera of a dormant volcano. Although trade and correspondence between the two cities is brisk, the road’s length is such that it’s possible to go for long stretches without encountering other travelers. Much like the river, the Amedio Highway is relatively safe and crowded with merchant and lumber traffic where it runs through the marshlands and the plantations close to Sasserine. But those who press on into the jungle find themselves increasingly at risk of being waylaid by lizardfolk, jungle predators, and the occasional hunter from the heights of the Hellfurnaces.
- Blisterwall – Angry-looking, red Hellfurnace rock and patches of hairy swamp mold give Blisterwall fortress both its name and a perpetually sore, gangrenous look. Positioned to defend Sasserine’s eastern plantations from jungle threats, the relatively secluded and perpetually moist location makes this post the least appealing assignment in the Sasserine military. The only serviceman who regularly refuses relocation is Erlyn Sveld (male half-elf ranger), a scout who has successfully captured and trained several Hellfurnace hippogriffs and who is considered the most experienced mountain tracker in the region.
- Castle Rakin – The reinforced wooden palisades of Castle Rakin make a regular stropping-off point for lumberjacks and traders along the Thunder River. While the castle proper is merely an unimpressive, three-story stone fortification surrounded by two curtains of sturdy wooden walls, the entire fort is referred to as “the castle.” Although it maintains a small garrison of troops, the fort functions more as a trading post, with noisy crowds of merchants, guides, jungle natives, and charlatans hocking their wares and services along the docks. Much of the business conducted at Castle Rakin would be frowned upon within Sasserine itself, but considerable kickbacks to the fort’s commanding officer, Major Augustine Meravanchi (female human) assures that business proceeds unimpeded.
- Fort Fendawor – A thick-walled coastal fortress erected by the Sea Princes who once held dominance in the region, Fort Fendawor now serves as harbor for Sasserine’s deplete naval powers. Few seaworthy ships moor in the natural harbor beneath the fort’s protective ballistae, the majority patrolling the coast and open sea in hung of pirates. The fiery-tempered Commodore Brandlock (male human) commands the forces at Fort Fendawor and hold the eradication of piracy in the region as his personal crusade. Unfortunately, this efforts are frustrated by limited men, resources, and ships, as well as misinformation—much of which he fears comes from Crimson Fleet operatives within his own fort.
- Plantations (general info) – Just outside Sasserine, nearly 25 miles of jungle and swamp along the Thunder River have been cleared for use as sprawling, privately owned plantations. Providing food crops and exports for the city, the river’s season flooding make the land particularly rich, although those who farm it constantly battle re-encroaching jungle vegetation and beasts. Cassava, coffee, cotton, millet, rice, sugarcane, and tea—as well as some more traditional farm crops—make up Sasserine’s plantations’ most abundant products. Aside from their products, a few particular plantations bear noting.
- Boudinot Plantation – Run by the obese Boss Remming Boudinot, it’s rumored that his fields of high growing sugarcane disguise a harvest of criminal crops and hide other nefarious dealings.
- Dromdal Plantation – The sharp-tongued yet genteel Josiah Imfried Dromdal commands the largest plantation (cotton and tea) in the area. His greatest prides are his handsome manor house and widely desired daughter, Chablis. Josiah’s six strapping sons prove quick to defend both his and their sister’s honor.
- Misroi Plantation – A cursed place, this untended plantation and burnt-out manor house once belonged to one Anton Misroi, a cruel man who murdered his wife by drowning her in a nearby quicksand bog. When her corpse returned to slay her treacherous husband, the plantation’s fearful workers burned the manor house and forever fled.
- Boudinot Plantation – Run by the obese Boss Remming Boudinot, it’s rumored that his fields of high growing sugarcane disguise a harvest of criminal crops and hide other nefarious dealings.
Cauldron (small city) – an oddity of design, this small city in a volcano is little more than a very large walled town. However, its remote location along key merhcant roads makes it a hub for merchants. It’s a 2-3 day to the south of the coastal city of Sasserine.
- Population: 7,500 adults
- Authority figures: Lord Mayor Severn Navalant (male human); the Mayor’s office has been held by the Navalant family for 200 years; Severen is well liked by the populace
- Mixed population, with significant halfling and gnome communities, although all races are present
- Town emblem: a watchful eye wreathed in flames
Clyr-San (small town)
- Nearest Scarlet Brotherhood outpost
- Northwest of Cauldron, about 8-9 days travel
Gradsul (large town)
- northwest of Cauldron, about 7 days travel
- Population: 460 adults
- Economy: brewing, plantation farming
- East of Cauldron
Kingfisher Hollow (large town)
- Populaiton: 2,100 adults
- Economy: plantation farming, exotic wood
- Northeast of Cauldron
- Population: 600 adults
- Economy: farming and mining
- South of Cauldron
Sites of Interest
Countless civilizations have risen and fallen within the depths of the Amedio Jungle, their names often being the only evidence they ever existed.
Beroarak’s Maw – Ancient and terrifying to behold, no vegetation encroaches on the midnight-black rock of this immense, steeped pyramid. Formed of six great tiers, hundreds of shallow, man-0sized alcoves riddle the structure—a shriveled humanoid corpse propped within each. For the majority of the year, Chekitewan is merely a mysterious, shunned place, where no beast, jungle native, or explorer dares venture. On the nights of lunar eclipses, when the Olman god Tezcatlipoca turns his ever-watchful eye away from the world, these corpses stalk from their open-air tomb. Throughout these accursed nights, the undead search for victims to drag back to their black ruin, their corpselight torches sometimes seen as far north as Sasserine’s plantation holdings. While many whisper that those kidnapped become sacrifices to forgotten heathen gods, the descendants of the Olman—after making signs to ward off evil—claim that these walking dead are ancient heroes. And the blood they spill temporarily sates the undying hunger of some eternal evil long imprisoned within the dreaded ziggurat.
Carver’s Pit – For a hundred years, Carver’s Pit was the primary stone quarry for Sasserine. Year by year the quarry grew deeper, until one day a workman’s pick broke through the stone floor and released a rush of chittering monstrosities. The horrors swept the quarry floor clean of all life, then just as quickly as they came, swirled back into the opening and were gone.
Though panic spread as survivors and tales of the attack reached Sasserine, the deposition of Orren Teraknian and subsequent takeover by the Sea Princes only a few days later threw the city into such chaos that Carver’s Pit was quickly forgotten.
Chekitewan – Ancient and terrifying to behold, no vegetation encroaches on the midnight-black rock of this immense, steeped pyramid. Formed of six great tiers, hundreds of shallow, man-0sized alcoves riddle the structure—a shriveled humanoid corpse propped within each. For the majority of the year, Chekitewan is merely a mysterious, shunned place, where no beast, jungle native, or explorer dares venture. On the nights of lunar eclipses, when the Olman god Tezcatlipoca turns his ever-watchful eye away from the world, these corpses stalk from their open-air tomb. Throughout these accursed nights, the undead search for victims to drag back to their black ruin, their corpselight torches sometimes seen as far north as Sasserine’s plantation holdings. While many whisper that those kidnapped become sacrifices to forgotten heathen gods, the descendants of the Olman—after making signs to ward off evil—claim that these walking dead are ancient heroes. And the blood they spill temporarily sates the undying hunger of some eternal evil long imprisoned within the dreaded ziggurat.
Demonskar – Deep in the jungle there is a crater where a great city once stood. It is reported to be infested by demons to this day.
Dungeon of Rust and Fire – High in a stony alpine valley stands the massive Dungeon of Rust and Fire, a windowless pillar of jagged, rusting metal. No paths lead to or from this monument, but those tracing the Emerald River to its subterranean headwaters occasionally catch a glimpse of the tower outlined against the sky. At night, the top of the silent tower erupts in periodic bursts of flame, and close to dawn spindly, insect-like forms can sometimes be seen moving ponderously around its base. It’s at these times that the streams feed the Emerald run black and red, with fish floating belly-up or bearing strange mutations. Scholars who have studied the tower from afar believe it to be somehow related to the ruined gnome enclave of Jzadirune below Cauldron, but something has obviously gone horribly wrong.
Eagles Hold – a convocation of friendly giant eagles to the south of Cauldron has reportedly been harassed by gargoyles.
Evermine – In the vast and trackless fens east of the Emerald River, a wooden village stands on stilts. Building in the tiny frontier town hang suspended over the water at varying heights, from docks just inches above the water to well-to-do houses several stories high, all linked by rope ladders and narrow boardwalks. Completely empty except for small animal nests, these buildings remain weathered but serviceable with no indication as to why their occupants abandoned them. Stranger still is the ancient tree at the town’s center covered in Elven runes, all of which translates as gibberish except for the repetition of the name “Evermire”. Few in Sasserine have ventured this far into the swamps and no official record of an elven colony in the area exists.
Fiddler’s Cave – Carnellio Fenderthan was the greatest musician in Sasserine’s history, and also one of the most mysterious. The more popular Carnellio’s music became, the stranger he acted, withdrawing into himself and spending vast amounts of time in the wilderness. By the time he was 25, he was a complete hermit, speaking to none and performing only once per year to an enraptured crowd at the e Sasserine Opera House before melting back into the marshes and jungles. Folks whispered that the beauty of his own music had driven him insane, or that he’d sold his soul to a demon in exchange for his remarkable skill. Finally, after last year’s “Requiem for a Sky Afire” left the whole of Noble District in tears, one of Carnellio’s more daring fans tracked him back to a cave deep in the mountains. Only to discover that the cave ended in a wall of shimmering green light, with Carnellio nowhere to be seen. Frightened, the fan fled back to the city, where word of his discovery spread quickly through taverns and dancehalls. Now, with the year drawing to a close and the next concert only a few weeks away, curiosity about the Fiddler’s Cave is once again rising to a fever pitch.
Ganitor Mines – these mines run by the Taskerhill family recently dug into an undiscovered cavern; green smoke began billowing out the mine, preventing its operations from continuing.
Eskanburg – a dwarven noble is attempting to settle a new mining village north of Cauldron, and is hiring adventurers to secure the area.
Haunted Village – This is a ruined settlement in the foothills south of Cauldron. It is rumored to be haunted by powerful undead.
Jarl Khurok’s Keep – Years ago, a powerful frost giant, Jarl Khurok, united all of the ogre and giant tribes in the region far southeast of Cauldron. A band of adventurers assassinated him; no one knows what lurks in the abandoned keep.
Lair of Hookface – Somewhere to the north of Cauldron lies the home of the notorious red dragon Hookface. His lair is a gapping pit, several hundred feet deep, that cuts to the molten heart of a volcanic mountain. Amid the lava pools of a single great chamber Hookface spends much of his time sleeping surrounded by his massive hoard, rousing only to hunt, char intruders, or investigate upheaval within the mountainous area he considers his domain. He hasn’t stirred in about a century, and everyone is happy with leaving the place alone.(Hookface’s depredations are further detailed in the Shackled City Adventure Path)
Lucky Monkey – This is a roadhouse on the way to Sasserine. It has a chapel to Fharlanghn, which is occasionally visited by a wandering cleric. It lies to the northwest of Cauldron.
Magalarve – The contested City of Scales, tribes of both lizardfolk and bullywugs claim this ravaged wooden city as their rightful home. While many surprisingly complex structures cover the ground, much of the city rests upon platforms amid the branches of ancient deklo trees, interconnected by an intricate network of bridges and moldering ropes. While neither of the reptilian tribes that contest the city lives there now, warriors from both engage in a decades-old guerrilla war, each seeking to drive out the perceived interlopers.
Mashwan – Meaning “memory” in the ancient Olman dialect, Mashwan is a place of forgetfulness. Within this wide jungle clearing stand twelve stone obelisks surrounding an incredibly intricate sculpted stone disk lying upon the ground. While investigators hypothesize that the precise sections and runes upon the disk comprise some sort of clock or calendar, none know for sure, as all who near the circle blank out and lose all memory of the previous several hours.
Tower of Bagrains – this tower, supposedly founded by an apprentice of Surabar Spellmason, lies off of the road leading to Kingfisher Hollow; it is reported to be protected by an unearthly glow.
Spire of Long Shadows – The one-time seat of the demigod Kyuss" power. The ruined city of Kuluth-mar surrounds this towering, crumbling stone ziggurat, impossibly shaped like a stylized leafless tree or arcane glyph. Tales tell of foul halls beneath this monolith and, although the Wormgod has been defeated, evidence of his dark and terrible power doubtlessly still writes beneath his ruined throne.
Frequent rains, humid heat waves, powerful rivers, and seasonal monsoons nurture tangle jungles and sprawling swamps in the region surrounding Sasserine. Those who brave the wilds are sure to encounter the rich and often dangerous flora and fauna that flourish within these fecund reaches.
Amedio Jungle – Amedio Jungle
This lush tropical jungle dominates the region. Ancient, widely spaced trees form a dense canopy, which in turn cloaks the jungle floor in an endless green night. Broadleaf plants, creeping vines, pervasive streams, and tracks of bogs characterize the jungle floor. All manner of insects and animals (some of monstrous size), predatory plants, oozes, and even occasional will-o’-wisps, hags, hydras, or black dragons lair in these verdant depths. Far from civilization, clans of lizardfolk, bullywugs, and strangely colored goblins make their homes, along with primitive tribes of short humans known as the Olman and lithe, dark-skinned elves called the grugach.
Blood Bay –
There are many stories behind the color of blood Bay. Some old salts hold that the waves run scarlet with the blood of Gulrotha, a kraken too wounded by sailors to return to the open ocean. Others think it a pirate plot, the entire bay dyed red in an effort to scare the curious away from their underhanded dealings. Sages scoff at both ideas, claiming the bay’s unique coloring is merely the result of iron deposits swept down from the mountains by the Hungry Fish River.
Crab River –
Cut off—to a degree—from the larger predators of the Amedio Jungle, the swamps around the Crab River are largely considered safer than those to the east. As such, smugglers, outcasts, and followers of a gruesome aggregate religion make the river banks their home. Despite the river’s name, aside from small populations of crayfish and hermit crabs, no sizable species of crustaceans scuttle below these meandering waters. Local legends tell of a chuul-like creature of incredible size that lairs deep within the swamp, and whenever someone goes mysteriously missing on the river, local swampers are quick to claim that “ol’Rek Claw gottem!”
Emerald River –
The Emerald River takes its name from a unique form of algae that grows atop its slow-moving water. Sapping minerals from the river shore and runoff from the Hellfurnaces, this green vegetation forms a quartz-like layer that, from a distance, looks like sheets of floating emerald. While quite beautiful, the shiny algae makes perfect camouflage for the slick scales of the crocodiles, snakes, frogs and the gigantic varieties of each that lurk within.
Volcanic instability, violently changing features, frigid winds, and searing lava flows all characterize this angry range of mountains. Extremely difficult to travel and inhospitable to the majority of life, only the most rugged and determined creatures—often those that relish scorching heat and flame—hunt these treacherous heights.
Hungry Fish River –
Coursing through some of the densest stretches of jungle before meeting up with the Tiger River and feeding into Blood Bay, Hungry Fish River is avoided by locals as much for the dangerous animals—and worse—that stalk its banks as for the malicious piranha swarms that are its namesake. Rumor has it that the tiny fish have even learned how to capsize canoes and skiffs by rushing them en masse from the side.
Jeklea Bay –
Largely isolated form the rest of the Azure Sea by the Hellfurnaces on one side and the Hook Peninsula on the other, Jeklea Bay spent many years as a holding of the Sea Princes before public unrest and assassinations arranged by the Scarlet Brotherhood saw it fall into anarchy. Though the now-autonomous city of Sasserine has begun to emerge as the main power in the region, Brotherhood shops still frequently ply the waters along this coast to maintain their holdings in the rich and fertile southern jungles. Due to the bay’s shape, a steady current swirls the waters counterclockwise along the shore, speeding the passage of frequent merchant, smuggler, an slaver ships as they spur on the sudden resurgence of colonization in the Amedio.
Kraken’s Cove –
Rumored to be guarded by the legendary kraken Gulrotha, this cove is shrouded in mystery. Barely visible as a dark patch among rocky cliffs, any safe port here is walled off from the rest of the bay by a wide swath of reefs, rocks, and the occasional scuttled ship, lead-tipped masts just inches below the waves.
Skyfroth River –
Thundering down from the Hellfurnaces, crashing falls and deadly rapids exemplify this frothing white water river. The two largest falls, the Crushwater (5 miles from the Thunder River) and Jairador’s Leap (10 miles from the Thunder River), bar the waterway from any substantial use in commerce or travel. Seemingly just for that reason, a semi-permanent encampment of monks, the Speakers of the Roaring Way, reside in an area of numerous smaller cascades and cliff-side grottos between the two greater falls.
Thunder River –
Thunder river is the lifeblood of Sasserine’s thriving lumber industry. Lumberjacks upriver in the dense jungles south of Castle Rakin fell huge numbers of exotic hardwood trees, limbing and floating the logs downstream to Sasserine for milling and shipping. Along the way, the logs are tended by the brave and foolhardy logriders, who make the thirty-plus mile journey balanced on crudely-lashed logs bundles and wielding log piles, both to prevent jams and to guard shipments form competing logging concerns. Pay for both the lumberjacks and the logriders is high, as in addition to the standard hazards of their job they must keep a sharp eye out for lizardfolk, river monsters, and the deadly rapids and waterfalls that give the river its name.
Tiger River –
While tigers and other large predators do inhabit the eastern reaches of the Amedio Jungle, the Tiger River takes its name from the ferocity of its aquatic inhabitants. The river is best known for its small population of a rare freshwater species of seacat. The bright scales and pelts of these tropical magical beasts fetch high prices, making hunting the aquatic felines as lucrative as it is deadly.
Reported Wilderness Encounters
- Mountains: Apes, Giant birds, Giants, Ogres, Orcs
- Lowlands: Dinosaurs, Dragons, Giant insects, Giants, Lions
- Jungle: Demons, Dire animals, Gnolls, Tigers, Undead
This information taken from: Bagnas Savage Tide Website