Black Brine world illustration - Fantasy theme
Fantasy

Black Brine

P
ProdigiousMaps

Black Brine’s a rotting tooth on an island of darkness, slick with salt, sin, and secrets best left buried. The mist never lifts, the gods never sleep, and no one dies clean. Power belongs to cutthroats and cults, and coin buys less than a well-placed knife. Taverns drip with blood and confession. Deals are struck in whispers, broken in screams. Out here, loyalty’s just leverage, and survival’s a sacred art. Welcome to Black Brine—hope you brought something sharp.


Author's Note: Black Brine is a dark, character-driven D&D setting set on the cursed island of Sedna shrouded in mist and ruled by superstition, secrets, and ancient gods. Blending nautical horror, occult mystery, and intrigue, it’s a brutal sandbox where power has a price and loyalty is ever-shifting. Players take on the roles of rogues, mystics, and mercenaries fighting to survive in a world drowning under its own forgotten sins.
Played5 times
Cloned0 times
Created
16 days ago
Last Updated
4 days ago
VisibilityPublic
District of Salt Crown
District of Salt Crown
Point of Interest
Details
Coordinates(-9913, 9933)
Description

Salt Crown sits like a blade’s edge above the harbor—gleaming, honed, and always a breath from cutting deep. It’s where the captains count their spoils, merchants count their losses, and the smart ones keep their mouths shut. The district thrums with quiet menace, where every handshake hides a deal, and every smile might cost you. The Lending House bleeds gold for those brave or foolish enough to ask, its rooftop garden a petri dish of decadence and whispered threats. Rita’s forge lights the street like a second sun, hammering steel into stories with every swing. The Chase Gun Condos loom above, a stacked powder box of hard-bitten sailors, dock queens, and quick-fisted gunners, where disputes are settled on the roof—or off it. In Salt Crown, money talks, steel listens, and no one forgets a debt.

Appearance

Skinner’s sits low and squat between taller, prettier buildings—more lair than shop, with windows fogged by years of tannin and smoke. The scent hits first: blood, brine, and beast-fat boiled down to survival. Inside, every coat hangs like a husk, every boot polished like a casket. Skinner watches from the back, needle dancing in his gnarled fingers, eyes like burned coals beneath a wide-brimmed hat. Down the street, the Gentle Rest leans like it’s had one too many. Three stories of weather-warped wood and rusted rails, its painted sign flaking like dried skin. By day it’s sleepy, by night it’s silent—and that’s worse. Folk enter with coin and leave with whispers. The Noose, and his Cutter Gang, run it now, and the inn wears that truth like a bruise. Salt Crown watches all this with indifference, as if daring anyone to care. Most don’t. They’ve got debts to settle and secrets to buy. Or sell.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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