TEXT: The City of Salt in Wounds at a Glance 
  By J.M. Perkins 
  This sheet serves as a player handout/GM Quick Reference to quickly establish basics for the city.
  *History & Basics* 
  Problem Unkillable, regenerating kaiju 
  ‘Tarrasque’ rampaging through the countryside. 
  Solution Empire launches army, led by 13 heroes 
  equipped with ballistas armed with ‘immoveable 
  harpoons’ to bind beast & slay it. 
  Army successful, Tarrasque is bound in a high 
  mountain valley but still cannot be killed. 
  Defenders start disbanding, low on food. 
  Newly built fortress turns to butchering/eating 
  the Tarrasque for rations. 
  War with native stone giants end with enslaving 
  the tribe & their labor is used to upgrade the 
  fortress and build the city of Salt in Wounds. 
  13 Heroes dubbed ‘Binder-Lords’ found the 
  aristocratic houses that control the city, symbol 
  of power is knowledge of command words that 
  can unleash the harpoons holding the beast. 
  Lots of immigrants fleeing famine makes the city 
  one of the most populous in the world. 
  Alchemists begin experimenting with Tarrasque 
  derived reagents, booming business. 
  12th Meridian crisis, the Tarrasque’s tail briefly 
  became unstuck and causes destruction of a 
  section of the city (the Tail Stones). 
  217 AB (After Binding) Present - the City of Salt 
  in Wounds is a weird, evil metropolis built 
  around the perpetual butchery of the Tarrasque. 
  Prominent Factions 
  Meridian Houses Decadent aristocrats who 
  control the city and constantly vie for power. 
  God-Butchers Ceremonial order of knight-
  butchers who carve up the Tarrasque 
  Marrow Miners New organization that works on 
  Tarrasque founded after 12th Meridian Crisis, 
  rivalry with God-Butchers & rumored ties with 
  organized crime. 
  Enders Extinct faction pledged to kill the beast 
  House Militias ‘Law Enforcement’ broken up into 
  13 distinct groups (each loyal to a different 
  aristocratic house) in conflict with one another. 
  Circle of Release Druidic insurgency attempting 
  to free the Tarrasque. 
  Church of Macinfex Worships the God of 
  Butchers. 
  Church of the Monad Academics and alchemists 
  who believe in supreme unity of all things. 
  Solidia Septermus Believe wealth is God. 
  *Districts and Locations* 
  Beast Crown Aristocratic District. 
  Sage’s Row Home to world’s best alchemists. 
  The Throat One of the biggest markets in the 
  world, everything is for sale. 
  Tail Stones Crime ridden slums still in ruins 
  following 12th Meridian Crisis. 
  Salzinwuun Fortress core that holds Tarrasque, 
  inaccessible by the public. 
  Heartsblood Marsh Mutant fungal swamp 
  crafted from twisted druidic magic, processing 
  Tarrasque runoff like it was chemical waste. 
  *Other Information* 
  Food = cheap | (Clean) Water = Expensive 
  Horrifying Drugs, mutations, monsters, crime, 
  torture all common; law enforcement lax. 
  Weather Tropical climate amongst snow covered 
  mountains. 
  Most ‘normal’ water drinking animals luxuries; 
  axebeaks and other birds/lizards take their place 
  Ghoulification is legal and ghouls are citizens 
  (eat a prodigious amount of rotting Tarrasque 
  flesh to stay sane). 
  Paladins, rangers, and druids not generally 
  welcome in the city, operate covertly 
   
  Learn more at 
  www.saltinwoundssetting.com 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Salt in Wounds/At a Glance/Salt in Wounds At a Glance.pdf