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Old May 16th, 2021, 09:12 PM
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Saltmarsh Maps



1. City Gate
Saltmarsh was built on the ruins of a much older settlement. One sign of this is that the town has a small stretch of wall and a single town gate secured by local militia and now a couple of Royals as well.

2. Barracks and Jail
Built on a low hill, the Saltmarsh barracks are also its jail. Currently full of garrisoned royals.

3. The Wicker Goat
Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid and his wife. It is blue collar and frequented by the town guard and the tiefling warehouse workers. The two-story building has sleeping quarters for rent on the upper floor, one of which is an apartment rented long terms by Felice, Lady Primewater's maid. Those who seek an audience with Manistrad can find her here when she’s not working.

4) Primewater Second home. Empty and shuttered. Pearl lives in the small carriage house.

6) The Mage Tower of Keledek the Unspoken -- Has a sea view, a garden, and a sign with a puzzle on it that aspiring visitors mustsolve to enter. OH, WIZARDS! Why are you THIS WAY?

7) Faithful Quartermasters of Luz A Large warehouse where two tieflings, Captain Xendrose and Undercaptain Innovation, oversee the preservation and shipping of fish to the Kingdom of Luz.

8) The Empty Net - A rickety tavern partially supported by stilts driven into the harbor waters. Owned by Kreb Shenker, there is a brothel under, as well as a secret harbor for smugglers.

9) The Green Market - A dozen stalls down to the bridge where a few goats, maybe a mule or horse or ox team, eggs, cloth, marsh plants, and pots etc are available.

10) Sharkfin Bridge spans the river, with shops and homes along its length. The bridge predates the village and is large enough for laden carts to pass two abreast.

11) Marshland Mounts. Stables run by an older woman by the name of Gitty Killbert, the stable offers various good and services including horse boarding, grooming, training, medical attention and should the need arise, disposal. There are a few sturdy, squat marsh ponies for rent, as well as a board listing horses, ponies, donkeys, oxen and other beasts of burden for sale at nearby farms. A limited selection of tack, harness, saddles and other equestrian equipment can be found for sale or rental as well. Gitty employs a number of local children to help with the daily chores while other older children are responsible for training and grooming.

12) Kester’s Leather Goods - Kiorna Kester runs this tannery, where she produces smooth, colorful leather for every purpose and sells both the cured hides and items she fashions from it. Kiorna is keenly interested in acquiring hides from exotic creatures to craft into expensive leather. She pays a fee in gold pieces equal to 100 times a creature’s challenge rating for the intact hide of any beast or monstrosity of challenge rating 3 or higher. Harvesting the hide from such a creature requires an intact carcass, an hour of work, and a successful DC 15 Dexterity (Sleight of Hand) or Wisdom (Survival) check to preserve it in top condition for Kiorna’s purposes. On a failed check, the hide does not meet Kiorna’s standards but can still be sold for a lesser price.

13) The Snapping Line. This popular inn and tavern is built from the planks and hulls of half a dozen decommissioned fishing ships. Its decor is predictably nautical in theme, and its sleeping rooms are plain but comfortable renditions of a ship’s cabins. Owned by the orphaned Saltwinds: Rist (25) Briony (22) Feeona (20) Raya (18) Chani (16) Nell (9--oops)

14. Council Hall -- This large building contains the offices of the town council and the chamber where they meet to discuss the town business. The hall is built from sturdy stone from the nearby cliffs. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which is blown to announce the beginning of a council session or other significant events. The town has a sturdy but weatherbeaten platform and gallows in front of the hall for use in the event of an execution.

15) Saintsday Market Stalls Built around a well dug in the town’s early days, this is a large market square where sea-faring traders of all descriptions gather on the first day of each week to sell their wares. You can find all kinds of fun trash, and also perhaps treasures, depending upon who and how many come.

16) Primewater Estate - One of the nicest houses in town. Certainly the most ostentatious.

17. The Dwarven Anvil Jasker's smithy, well crafted metal armor and other smithed items for sale.

18) King-Owned property. Eliander Fireborn was living on this fine estate up until he melted, and now his Nephew Ticker is Installed.

19) Oweland Estate -- Eda and her daughter Thalia live here with a large staff, including Nanny.

20) The Solmar estate

21) King-Owned property. Shella Vissir, Anders's intended, is here now with her retinue. Large estate-style monied home with water views, outbuildings, and gardens

22) The Drallion Estate. A tall, lovely home fallign into disrepair with outbuildings and private docks.

23) A large monied home, currently shut up, but immaculately maintained.

24. Small buildings in various stages of decay and ruin.

25. The Leap - an outcropping of rock nearly a hundred feet above the churning water below. Several stone benches stand near this precipitous edge, and a few stone markers sit in the tall grass nearby. Traditionally, the people of Saltmarsh leap from the cliffs into the water below when a loved one drowns at sea. The jump is rarely fatal; the water below the Leap is free of rocks.

26. Temple of Luminar - Services at this long-standing moon goddess's temple are well attended, and the town reveres her mostly in her aspect as the Tide Puller. The congregation is led by a one-legged, one-eyed, quarter-orc Cleric of Luminar: Wellgar Brinehanded

27) Saltmarsh Cemetery The town’s cemetery is well-kept, but many of its graves are little more than memorial stones laid for those who died at sea. An Orc named Krag, brother of Wellgar, who claims to be a half-orc, lives there and manages it.

28) Winston's --- A general store run by a friendly true neutral Hin who is willing to do shady (but not evil) deals for Falco.You are in Kivalia. Some info below; read it, and let me know if I need to edit any of your geographical backstory---I tried to put you in places that made sense with your lore, but you are welcome to adjust or move and I will tell you any module-mandatory facts about the area you choose. If some spacing is odd, know that I put my own notes in secret text; some/all of it will be unsecreted as we go forward and you learn things.

Last edited by Fillyjonk; Nov 5th, 2022 at 01:20 PM.
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Old Jun 8th, 2021, 06:54 PM
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Natives to this land would know world famous for their music scene...Vallos is the capital city, a bustling metropolis with a huge, busy port for lucrative trade with Savoie. Humans are dominant in Kivalia, there is a large Hin pop spread all over as well, but in Vallos, elves (from Savoie), half-elves, and dwarves abound, plus plenty of tieflings and gnomes and many other exotics. This diversity breeds tolerance. All over the country, Humans and Hin are widely accepted and accepting of each other. The farther east you go, away from Savoie's prime material plane elf-brands, the more likely it becomes that any elf or half-elf might have a fey origin, so they are often mistrusted (esp by humans). In the Meriabrand mountains, some dwarves are in direct competition with humans for mining rights. As you go east and south, the more rural and less regulated and less diverse the world becomes.

The purple area is a swampland past the Meriabrand mountains. This is technically still Kivalia, but the King's navy has a very limited presence, and it is known that there are rifts to the feywild, and man-eating lizards, and weird monsters, and nice folk do not go there. Saltmarsh is a town on a river there that none you have ever visited, but you can decide it you have heard of it.

FALCO! you have very likely been there, but you don't HAVE FRIENDS there. You would come in to trade at the Saturday market, and your "pirates" were goodhearted sorts, more Han Solo smuggler types yes?. Maybe you guys even did a reverse human trafficking thing; when the opportunity presented, you might rescue dral slaves and take them to Kivalia or Savoie for freedom. from Smallish town with a busy port. But your sea battle happened south and a LITTLE east of the Hin town of Woodbottle, and from there you ran north and east, landing DEAD broke in Glotten alone, maybe thinking to GO to Saltmarsh and try to get news of your ship and captain at that busy market or port?

It aspires to be a lawful trading port, but there is no naval presence, smugglers slip in, and often Pirates, too, they have a Saturday Market where MANY (many) things (some of suspect origin) can be found. They want to be TEMPLETOME. They are not.

Pinmarch is the next largest city. Wealthy trading hub. Society, nobility, SOME diversty though majority Human and with a large Hin pop. They have a ruling human duke and duchess. Ore from all the little Meriabrand mining towns is sent to the northernmost peak, where caravans from Pinmarch collect it and take it to through the dangerous swamps to TEMPLETOME to be exported to DRAL.

Templetome is a bustling, lawful, well ordered town on a plateau. The swamps are held at bay here, and The Watchers, an order of Paladins in service to King Bryce, have traditionally secured the route through the swamps to Pinmarch. There is a strong, Royal Navy presence permanently stationed there as well. Officers, minor nobles... The ONLY Lawful trade between Kivalia and Dral (a profligate, wealthy wetland country where a lot of medicines and luxury items to trade) is run out of TEMPLETOME. It is STRICTLY regulated, permits to trade there are highly sought and mostly controlled by the nobility, and it is virtually impossible for pirates or smugglers to so much as dock there. The few that try are generally swiftly hung.

SALTMARSH is mostly good, and aspires to lawfulness...but...well.

<-----You are currently on the RED X and the initial post will give you more information about this town. NO one but Fela is familiar with this tiny hamlet.
left-aligned image


Below is a world map with some geographical suggestions for your origins. If a place has your name on it, it is the main setting of your backstory, so other than the WORLD TRUTHS outlined above, you have a lot of agency to invent it.

GeneT, Kasja likely was operating in Vallos as it is large/bustling enough for grifters to do well and has a port, so she could have run into slavers. Slavery is illegal in Kivalia, so it is more likely she ran across Pirates whose activities include transporting human cargo from any of the free continents to Dral. She might not see a difference. Vallos would have available all the guilds and shops and goods and services that any large DND coastal city has, and most of the Nobility live here, and there are a lot of suburbs full of middle class rubes to fleece, and tourists, so you have a lot of room as you imagine what Kasja's life was like.

Bothers, Tumble's monastery is SOMEWHERE, but she has had decades so it might be cooler and give you more room if she is from some totally unseen not-on-this-map continent that you can wholly invent as we go. Or you can placce her where you like. Maybe she came through SAVOIE (NON-eladrin Elf-Dominant country. Good soap and wine!) or came by boat to Vallos or the adorable Hin fishing village of Woodbottle and has worked her way across Kivalia to Glotten, so she would know the basics about the country.

Maybe Bingle's gnomes live in in the woods off the map, very secret upmapped snowy woods well above Pinmarch. Not a lot of gnomes once you leave her community. Cheerio, I like snow for Bingle, but the closer-to-Glotten woods make more sense. I get the sense Bingle has not been out of her village long? Is this correct? Maybe let's pretend the north-east woods have some steep elevation that makes them snowy and ends the swampy part. And maybe her village is the tiniest bit too close to the swamp, which would explain where the basilisk came from, and also add another reason for them to be insular...

Ptwiddle you are more strictured as you invent Fela's location, because your town is so close to Saltmarsh and the trade routes and where the navy is and how piracy operates all matter to the module, but we have discussed that in DMs and as long as you keep the important truths true, you have total freedom to invent your family and history and locations etc. \

Dragoonie, Dusk Maiden would be roaming the seas between Kivalia and Savoie and Dral, I imagine with NO true home? Maybe Falco grew up in Frog Hollow, a Hin farm community, and met the Cap'n in Woodbottle, a CUTE Hin fishing village with a port and relaxed Hin rules (very near the edge of the swamps so chaotic enough to allow suspect-ish ships...
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Old Jul 5th, 2021, 01:33 PM
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PLACES IN SALT MARSH


TEMPLE OF LUMINAR




Snapping Line Tavern, Level 1



Snapping Line Tavern, Level 2






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Old Jul 5th, 2021, 01:33 PM
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BOAT MAPS AND STAT BLOCKS

THE DUSKMAIDEN

Crew 8 - 15 (skeleton crew = 6, levels of exhaustion +1 per day after 3 days)
Passengers 10 Max
Stat Block Modifiers: Only 2 side cannon





Kreb Shenker's Illusioned Keelboat Link to Stat Block

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Old Jul 5th, 2021, 01:36 PM
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HOUSE

Current condition: Very Hurt/ Condition: Mortal Wound
Green areas are damage from potions (inside) and fall (porch)
Bucket Winch (N) is usable. Chair Winch (Pole jutting off S) is broken
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