The Styes Settlement in Matelo Kaloje | World Anvil
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The Styes

The Island of Pleasure; the Sinking City

The Styes is taken directly from information provided in Dungeon Magazine Issue 121, Dungeon Magazine Issue 138, and Ghosts of Saltmarsh.
The Styes is a decaying port on hard times. Once the crown jewel of the Empire of Keoland's Salmon Coast colonies, it is now a wretched sinking city of shadows.

Situated within the fjord that serves as the mouth of the Kasilœ River, the Styes is vast shanty town of pollution and corrpution built entirely on man-made islands and platforms above the waterline. Years of sinking have given the Styes a massive undercity, burying what old architecture remained in water and foul mud.

Overview

Demographics

The species breakdown of the Styes is as follows: 78% human, 9% littlefolk, 7% dwarf, 3% mixed, 3% other.

While the Styes is very religious, steep taxes imposed on the council, combined with the emotional exhaustion of dealing with poor, diseased, and desparate populace means there are no large public temples; only small shrines in nondescript buildings. Some priests can cast up to 6th level spells, though.

Government

The Styes, like most colonial towns in the Empire of Keoland, is ruled by a council of four elected representatives as well as the Captain of the Guard. Said Captain is Captain Ralshen, descendant of nobles of old when The Styes was known as the Island of Pleasures. The other councilors include Mr. Dory, a neighborhood politician involved in maritime trade; Councilwoman Thornwell, a mage supported by many of the alchemists in the Alchemist's Quarter; Councilwoman Sliris, who runs the mortuary and is popular among the city's commisures; and Councilman Dsbk'saal, the oldest serving councilman and only person of Jan Pana heritage to ever be on the council.

Councillors serve for life or until they step down. Upon the death or abdication of a councillor, an election is held to find a replacement. The exception is the Captain of the Guard, who is simply replaced with whomever is promoted to be the new Captain of the Guard. It is due to this process that Councilman Dsbk'saal has stayed in power for so long; the littlefolk won in one of the city's first elections, and has served ever since.

Defences

The town has a city guard, 250 strong, based out of the City Garrison. These guards have a pitiful handful of boats and one ship to navally defend the city, and in general are too young and undertrained to do much more than corruptly patrol the streets.

Industry & Trade

Markets in the Styes

Only items of 1,000 gp value can easily be found here, though items of up to 15,000 gp can be found with some difficulty due to theft.

Taverns and Restruants

There are several taverns with glum and morose patrons, easily stirred to fight. These places would be considered Dives in any other respectable city.

Maritime Trade

The Styes was once a bustly port city, but now is seen as a sleepy backwater. Still, maritime trade is conducted from her ports - though not all of it is savory these days. Fishing is also, of course, a major economic sector.

Industrial Sectors

The Styes' major draw is the exportation of alchemical products, produced by the massive Alchemist's Quarter. These arcanists had a boom of popularity during the war, and while the Cobalt Sea is now nominally at peace, the need for exported potions is still ever-present.

Entertainment

Finally, the Styes has a surprisngly lively entertainment scene, with two major theatres - the grisly Theatres Macabre and mysterious Impiety - along with a colorful puppettering scene, mostly based out of Slapsticker's Gloom.

Districts

While informal divisions, The Styes is colloquially divided into four quarters. These quarters are accessible by foot via piers and walkways, or by skiff. Skiff transport can cost anywhere from 1 cp to 1 sp, depending on the safety of the route and destination.

Low Quarter, or Flotsam

Slowly sinking into the sea, the Low Quarter is the northwest section of the city. The quarter is made up of slum tenements, doubtful taverns, rickety warehouses, and decommissioned ships converted into buildings. Instead of trying to retrofit exisitng buildings to prevent them from being subsumed into the water, new structures are built upon old ones - in places, four or five stories deep. Several of the lower levels are walled off completely, and there are rumors these undercities are rife with hidden temples and black markets. Many disparate parts of this quarter are connected via rope bridge, rather than any more sturdy form of walkway.

Alchemist's Quarter

Formerly the center of academia and religion in the Styes, the northeastern potion of the city's fine universities and cathedrals have been replaced or converted into large factories and laboratories owned and operated by alchemists and industrialists. Lax regulation and even lazier enforcement allows buisnesses to run rampant, producing massive quantities of potions and gear and performing dangerous experiments. Smokestacks release pollutants from massive stoves and furnaces, while solid wastes are released into the riverwaters surrounding the wuarter. In addition to polluting the air all around the city, this careless depositing of waste has gone on so long that swaths of the channel have been turned into a rancid mud of refuse and silt. Sometimes, the poorest of the poor - emulating the Collectors - scavenge the mudflats, looking for anything of value an alchemist may have disposed of with their industrial wastes.

High Quarter

In contrast to the throngs that clog the other three quaters, haunted empty streets used to house the city’s government. The Styes' southeast section was once full of community buildings, with only a few still in operation today. The majority are either deserted or rented to strange and furtive eccentrics. This section of the Styes is the least populated, but guard patrols are the most common here. These patrols are almost all corrupt and in the pockets of a corrupt noble, petty bureaucrat, or powerful merchant.

Merchant's Quarter

Home of mercantile businesses and many fishermen, in the southwest lies the Merchant's Quarter. The edges of the quarter and lined with a multitude of warehouses storing goods awaiting export or deposted from imports, though the vast majority are abandoned and have since become flophouses. Of the four quarters, the Merchant's Quarter is the healthiest and as such is the most welcoming.

Assets

The city has 8,904,000 gp of assets at its disposal.

Guilds and Factions

The Town Council

The councillors of the Styes are far from a united front. Each councillor represents a different interest, with only Senior Councilman Dsbk'sall having much of a history of having the community's best interests at heart. The halls of city hall, when they are filled, are filled with nobles, merchants, and mages bickering and scheming against one another. Public trust in the council is low, and because all five will serve for life or until abdication, little hope remains for a competent city government; especially now that Councilman Dsbk'saal reaches his third century of age.
The City Guard
The Styes Guard - or "constabulary" as they prefer to be known - are led by Captain Rashlen. Well-known for widespread corruption and few honorable guardsmen (such as Constable Jute), the 250 guards operate out of the City Garrison and patrol the streets of the Styes - especially the oft-desolate High Quarter.

The Merchants

Once a city proud of its guilds and organized labor, the merchants of the Styes now are largely a mixture of small business owners struggling to scrape by and business tycoons shipping alchemical goods out of the styes and various manufactured goods into it. While far from the most affluent merchant, councilman Mr. Dory is likely the most well known.

The Kenku Collectors

The Kenku Collectors are a group of raven-kith involved in much of the shady underbelly of the Styes. They collect and trade information, objects, and exotic creatures, selling their questionably-gained goods to clients and fences across the city.

Scholars and Arcanists

There are a variety of strange scientists, scholars, and mages within the Styes. Largely they can be divded into two overlapping groups: alchemists and commisures.
The Alchemists
Occupying an entire quarter of the town, the Styes boasts a massive population of alchemists experimentanting, researching, and polluting in the city. Their potions, tinctures, and equipment are sold not only within the city but also to many other corners of the emprie for civilian and military use. They were drawn to the city for it's wealth, lack of regulations, and prime location along the Salmon Coast. While the city has seen better days, the council keeps the Alchemists unregulated - just the way they like it. While not exactly an Alchemist, the foremost mage of the Styes is undoubtedly Councilwoman Thornwell.
The Commisures
The Commisures are alchemists, scientists, and mages fascinated with life and the prolonging or reviving of it. Many are golem-makers and physicisans, while others are biologists such as Master Antobury. While the commisures shy away from the term, many townsfolk think of them more as necromancers; though generally they do not seek the creation of undeath; at worst they form flesh golems. The most prominent commisure in the city is, of course, Councilwoman Sliris.

A Sinful City

History

Background

In 49 IA, the Treaty of Arrowshore was put into effect after the Msxl-xld tribe's remnants were strong-armed into signing. It saw them ceede their rights to the Kasilœ River, allowing Clan Rolsar to develop the region.

Early Years

The Styes was founded by merchants doing trade with the clan in 52 IA, with the entire structure built on the river partially due to steep cliffs, but also because the river itself was not owned by the clan - only the lands surrounding the Kasilœ. By 67 IA there still was no substantial littlefolk population in the region.

The early Styes was a small collection of piers and boats, but a young rising fir trader named Dsbk'sall from the Msxl-xld tribe helped the provide technical knowledge, canoes, and trade necessary to construct the city above the river. This popularity allowed the littlefolk - after formally dissassociating with the Msxl-xld and swearing fealty to Emperor Kimerlos - to be elected as a Town Councilman in 58 IA following the death of another councilman aboard a ship that sunk in a storm.

Izdu's Mystery

In 67 IA, under the light if Izdu's Comet on the 32nd of Silver, a ship of then-Councilman Briñon Landgrave named the Sanguine Jewel went missing in the night, presumed stolen. Councilman Dsbk-saal denied any involvement of the Msxl-xld tribe to the southwest. The Sanguine Jewel was never found. On the same night, Rolsar Stronghold was abandoned, though this would not be confirmed until the 27th of Slaying when the investigation lead by Kroaton Pelcobre released their findings.

Landgrave's Folly

In the 80s Imperial Age, eccentric merchant and councilman Briñon Landgrave decided - for reasons still unknown - that he wished to dig a massive pit to determine what lies at the center of the world. While dismissed as mad, the councilman offered to pay the inhabiants well, so the project continued. Choosing to dig on a small islet off the coast, Landgrave's project was apparently doomed to failure due to far more than simple logic. In a few dozen weeks, nearly fifty workers had perished in a series of bizarre and misfortunate accidents. Seeking to rid his pet project of it's ill luck, Councilman Landgrave comissioned the construction of a church on the isle. The night the church was to be consecrated, a localized earthquake sank the island, church, Landgrave, and over a hundred workers sixty feet below the sea. Since then, only the spire of the chapel has broken through the waves of the Cobalt Sea.

The Years of Marble and Pearl

Once, the Styes was a marvelous ocean gateway. Her magnificent build- ings crowned a man-made island which fountained from the ocean itself, held aloft on leviathan forests of great oak piers and boardwalks. These huge beams proudly carried great facades of marble grandeur, crowned with a thousand dancing statues, impossible towers, and dizzily sloping gables, a testament to the quality of the greatest builders the world had to offer. Her streets thronged with richly clothed merchants, exotic cour- tesans, and the passing palanquins of nobility. It was known as the Island of Pleasures, a Xanadu of vice and indo- lence, it was a destination for the rich and decadent of the world.
- Dungeon Magazine, #121

The Cobalt Reconquista

Already on the decline as newer settlements in the west and south outshined the Styes, the late 170s and early 180s IA saw piracy flourish in the Cobalt Sea. As the Pirate Confederacy grew, the Island of Pleasures and surrounding shipping lanes became a prime target for pirate raids due to its immense wealth and prime location on the entrance to the Cobalt Sea. By the official outbreak of the war in 187 IA, the Styes had suffered greatly.

With the Keoish Navy heading westward on the offensive protect settlements such as Seaton and Saltmarsh, the Styes was left undefended and further drained of resouces by heightened taxes to finance the construction of ships in Port Ountzos. Things only worsened during the Ringshadow of 188-189, where Pirate-Governor "Starsword"'s counteroffensive sweeped through the outdated Keoish navy with ease and sacked many cities, including The Styes, in the Month of Vanquishing.

Following the brutal Pirate assault on the Styes, many citizens - previously wishing to stay out of the conflict - enlisted in the Keoish navy, including many of the Styes' mages and scholars, as the Empire's compartive lack of Deck Wizards was a major factor in the Pirates' success. Furthermore, the nature of aquatic warfare necessitated the production of alchemical compounds such as Potions of Water Breathing. Due to a lack of local regulations and its strategic position, the Styes saw an influx of alchemists to fill the void of their enlisted and consripted wizards in the early 190s. These efforts undoubtedly aided the success of the 192 Imperial counteroffensive, but left the Styes radically different than it been just a decade prior.

Post-War

After the Cobalt Reconquista was ended in 194 with the Treaty of Amaya, the Styes was left in disarray. Damage from Sea Prince attacks paired with the disruption of trade and heightened taxes had bled the city dry and left much of it's once-splendid infrastructure and buildings in disrepair. Lacking funds (or motivation) to repair them, the city mired. Imperial reconstruction efforts were focused on more westward cities. The influx of alchemists brought some prosperity to the city, but the benefits of this were countered by pollutants disrupting local fishin operations.

Worse yet, refugees from the war flooded into the city - namely humans and littlefolk - poured into the Island of Pleasure. These refugees had either been displaced by western battles or had been slaves captured by pirates and freed under the treaty. While many were skilled workers, the city did not have the room or infrastructure to reasonably support the newcomers.

The issue of slavery within the Empire, not just at the hands of the pirates also greatly harmed the city. Previously a mixture of imported slaves and indigenous workers - who were effectively slaves - under the encomienda had allowed for the enormous profits the city enjoyed previously. With the Treaty of Amaya, slavery was outlawed and the encomienda system abolished within the Salmon Coast Colonies, replaced with the repartmiento system. Under it, the council could conscript littlefolk from the Msxl-xld tribe, but a century and a half of conflict with the empire and a decade of abuse by the Sea Princes had nearly wiped the tribe out. Plus, the reparmiento system nominally required wages to be paid to native workers, further cutting into the profits such consripted work could yield.

But time is cruel. Warfare, corruption, famine, and natural disaster ruined many who loved the Island of Pleasures, and as their resources dwindled, so did this once magnificent Isle. The rich no longer cheered and embraced in her pleasure piers, the boardwalks no longer sang to the redolence of nutmeg, cinnamon, and ginger. The towering warehouses fell silent, their great cranes collapsing into ruin. And when the wars passed, the famine receded, and her neighbors had recovered from disaster, the island of Pleasures remained forgotten. New people came to call the place home, crowding beneath fallen gables in mildew-tattooed hovels — poor people, desperate people. And on their heels came those whose trade would not be scorned here — alchemists who fouled the air and the rivers with failed experiments and belched poison into a yellow sky, sweatshops and factories that all but enslaved the desperate and needy, tanners and millers and butchers who reveled in the convenience of operating in civilization without having to worry about the impact their operations had on their neighbors. The port has always been somewhat sheltered by the trade winds, and as a result the acrid stink of the Alchemists' Quarter has created a permanent miasma of rancid yellowish vapor thaf: hangs above the city and coats walls and roofs with a greasy film. Likewise, the waters under the Styes are thick with sewage, refuse from tan-ers and butchers, and pollution from the alchemists. In the eastern portion of the Styes, the pollution has become so bad that the river's flow has diverted completely, leaving a fair portion of the city's boardwalks suspended over a reach of rancid mud.
- Dungeon Magazine #121

Points of interest

Dungeon 138 p 30

Harbormaster

Situated on a small isle jutting off the south of the Merchant's Quarter, the Harbormaster of the Styes is run by Tak Merkan out of two stone buildings.

Frother's Lamp

Once a proud lighthouse welcoming visitors into the styes, this stone pillar sits dark and dormant on the western edge of town ever since its keeper died mysteriously in a barfight. None took his place, and the landmark lighthouse may one day be consumed by the sprawling city growing up around it or the seas below swallowing it whole.

Marketplace

Full of goods of dubious origins and even worse quality, this open area is always croweded and serves as the economic hub of the Styes. It also houses the defunct - but undergoing repairs, courtesy of Councilwoman Thornwell - Reaper's Clock.

City Garrison

The three-story stone building houses the 250 strong Styes City Guard. Sitting before the garrison is a busy gallows, and from it's doors pour crooked patrols of young guardsmen hired as little more than paid thugs.

City Hall

The mostly empty city hall houses a few clerks and accountants, with the councilmen meeting once or twice a month to conduct their business. While once elegant, the building's rooms have mostly sat empty for over a decade.

Refrum's Workshop

Situated on the inner shore of the Alchemist's Quarter, Master Refrum creates his inventions within the modest wood and brick walls of the Workshop.

Dory's Warehouse

A few blocks northeast from Refrum's Workshop is the home of Councilman Mr. Dory, within the heart of the polluted Alchemist's Quarter. The three story stone structure overlooks the Hemlock Pit, and is partially made of a decomissioned ship, which Dory lives within.

Ralshen Manor

Home to one of the Styes' Councilwomen, this run-down High Quarter home is said to be guarded by "half-golems" and other horrid creatures.

Thornwell Tower

The tallest building in the city, the black and red marble towers above the rest of the town and houses yet another Councilwoman. Locals whisper that beyond it's high stone walls lies ghosts, and even a portal to the Nine Hells.

The Mortuary

A massive complex surrounded by a long-disused graveyard, the Mortuary has furnaces used to cremate the city's many dead in the absence of a strong religious presence. The secretive Councilman Sliris is the mastermind behind the complex, it's eastern wall facing upstream of the Kasilœ River.

Hopene'er Asylum

"Welcome Home" reads the faded letters above the asylum's entrance. A remnant of a time when the city's worst were cared for, this asylum sits near forgotten - but still occassionally in use - in the furthest reaches of the High Quarter along Lamplicker's Way. The old asylum is better described as a prison, with bare walls and barred windows. Physician Emil Trantor and thon's staff of 4 serve 400 within the prison.

Hemlock Pit

A large swath of mud within the Alchemist's Quarter, above which is perched Mr. Dory's home.

Ashen Deeps

A shanty town in the Low Quarter. Within it is a bridge named Milden Span.

Antobury's Manse

Once a minor noble's manor, the commisure Antobury has remade the manor into a museum dedicated to arachnids dubbed the Museum of Webbs. Indepdentently wealthy, Antobury relocated to the Styes because gentler societies were disgusted by his work. Viewing his museum costs only a silver piece, but few actually go.

Bleary's Lodgings

The home of Bleary, a local fence living in Flotsam. The building lies of Gin Street, opposite the Broken Walrus Inn.

Slapsticker's Gloom

This shell of a manor house is now used as a marketplace for puppet makers and entertainers selling puppets to and putting on shows for the inhabitants of the Low Quarter.

Hamfist's Lodgings (Hamfist's Medicants)

This small building is the office and home of commisure Hamfist, located near the Merry Tangle in the Low Quarter.

The Rigg

Home of the Kenku Collectors, this decomissioend lighthouse is similar to Frother's Lamp, but instead sits in the mud of the Alchemist's Quarter. It has sunk so much that only half it's height remains above ground, and the kenku have added a network of beams, nets, and ropes to navigate to the tower without touching the foul and eel-infested water and mud on the ground.

The Mouldering Chapel

This small brick chapel has been host to so many different congregations over the decades that nobody cares to keep track of what deity is worshipped there anymore. Currently, it is run by an escaped Hopene'er inmate named Mordecai, and has a following of 16 souls.

Theatres Macabre

Specalizing in shock perfomances, this theatre houses nearly 20 companies that perform magic acts centering on horror, suffering, and misery. The two largest, Penumbra and Lachrymal, are rumored to be run by vampires. Indeed, both perform shows exclusively from dusk to dawn.

The Impiety

Another theatre, this one is run by Grimes and hosts mysterious shows supposedly frequented by the "high society" of the Styes. All the seating is made up of over four score private balconies, accessed by a maze of rickety stairways.

Merry Tangle

This twisting knot of alleyways lies in the shadow of Frother's Lamp, and is frequently by Bleary Grimlet and his puppet show. Merry could not be further from the truth, though: this complex is part of Flotsam, with boardwalks and roofs of sunken levels making up the walkways of this decrepit puppeteer's alleyway. The place is informally run by Hamfist.

Broken Walrus Inn

This small inn lies opposite Bleary's lodgings on Gin Street in the Low Quarter.

Locations Near the Styes

Landgrave's Folly

Long ago a local noble named Landgrave sought to dig a hole to the center of the planet. He chose a small isle off the coast near the Styes, but the project fell under mysterious misfortune with a series of bizarre deaths. Seeking to bless the endevour, a church was constructed on the isle. Upon it's completion, however, a localized earthquake sunk the isle, church, workers, and Landgrave sixty feet under the waves, with only the steeple protruding. Locals have dubbed it "landgrave's folly" ever since.

Standing Tombs

An abandoned mausoleum where corpses stand to save space lies just north of the Styes. Dug into the northern cliffs, the place was abandoned after a sinkhole (known as "Devil's Hole") collapsed much of the interior. It's entrance is on a small beach known as "Misery's Patch."

Architecture

The Styes is entirely built upon man-made islands, or more accurately boardwalks, supported by oak pilings driven into 10 to 20 feet of brackish water. In days of yore, marble facades decorated many of her finer buildings. Now, even the lightest of stone buildings sink due to poor engineering and lack of maintence. Stone structures, such as the old lighthouses known as Frother's Lamp and the Rigg, sink even deeper.

The sinking nature of the city has led to many layers of city being built atop one another, with the lower levels of some complexes being entirely sealed off and underground.

Geography

The Styes is located at the mouth of the Kasilœ River. Given the river's mouth is actually within a fjord, the banks are tall cliffs. Combined with the legality of land ownership, the city was built on the river via platforms, piers, and man-made islands. During Rinshadow, the river's water level drops signifcantly as the glaciers atop the peninsular mountains grow. With the receding of the shadow, the glaciers melt and the river floods.

Due to the cliffs, the Island of Pleasures is protected from the trade winds. While this prevents wind damage from affecting the city, it also means that airborn pollutants from the Alchemist's Quarter are trapped within the valley and hang above the river.
Under smoke-bent gables, palsied carcasses of houses lean against each other — languid, broken, awaiting the peace of collapse, Door frames sag, dislocated from sod walls heavy with mildew, and hemorrhaged timbers hang like broken limbs from rotting boardwalks into the thick, rancid waters of the harbor below. In many places, sections of the boardwalks have fallen away completely, leaving gaping holes that expose polluted waters. This is the Styes, a motley and decayed ... once-important port city
- Dungeon Magazine #121

Maps

  • The Styes Map
    A map of the Styes, as presented in Ghosts of Saltmarsh page 167

Diseased City

The pollution of the Alchemist's Quarter, along with the decaying infrastructure of the city, has turned the Styes into a hotbed for a variety of diseases. The most common of which is known as Redface.

Redface

The result of the acrid yellow clouds hanging above the city, Redface's symptoms include rashes around the eyes, mouth, ears, and nostrils. These rashes are very itchy and can be quite painful. Additionally, the eyelids are painfully inflmaed. These symptoms manifest after a day-long incubation period.

Mechanically speaking, DC 10 consitution saves must be made once per day to resist Redface. Once a save is failed, a day later symptoms manifest, imposing a -2 penalty on all Concentration, Perception, and Investigation checks. No mundane treatments are known for Redface other than leaving the region, after which symptoms will disappate within 1d4 days. Magical healing such as Lesser Restoration also rids a patient of the disease, though re-exposure to the pollutants of the Styes can cause one to become re-infected.

Other Illnesses

Redface is far from the only common affliction in the Styes. Ingesting water from the Kasilœ river or the sea can infect one with blidning sickness. Furthermore, wounds exposed to the elements of the Styes risks catching Filth Fever.

General Information

Founding Date
52
Alternative Name(s)
The Island of Pleasures (formerly)
Type
City
Population
11872
Location under
Ruling/Owning Rank
Owning Organization

Notable Inhabitants

  • Captain Ralshen (he/him) - a human noble serving both as Councilman and Captain of the Guard.
  • Senior Councilman Dsbk'saal (he/him) - a littlefolk who has been on the town council for nearly two hundred years.
  • Councilwoman Thornwell (she/her) - a human mage serving on the town council.
  • Councilwoman Sliris (she/her) - a human commisure serving on the town council, who also runs the Mortuary.
  • Harbormaster Tak Merkan (he/him) - the city harbormaster.
  • Constable Jute (he/him) - a constable in the city guard.
  • Master Refrum (he/him) - a human inventor priest.
  • Jarme Loveage (he/him) - a human fisherman.
  • Eleanor Lovage (she/her) - Jarme's sister.
  • Emil Trantor (thon/thons) - a human physician running Hopene'er Asylum
  • Brey (he/him) - a troubled youth working at Hopene'er
  • Master Loquid (he/him) - a human perfumer.
  • Grotten Longflint (she/her) - a littlefolk freelance adventurer and burglar.
  • Borsk Chumwell (she/her) - a human manager working for Mr. Dory.
  • Harid (he/him) - a human working as a freelance assassin.
  • K'karsh (he/him) - a kenku sorcerer and the de facto leader of the Collectors.
  • Hamfist (he/him) - a human commisure and pillar of the community.
  • Bleary Grimlet (he/him) - a human posing as a puppeter as a cover for his real work as a fence.
  • Master Antobury (he/him) - a human commisure and scholar obsessed with arachnids.
  • Judd (he/him) - a littlefolk servant employed by Antobury.
  • Master Grethwell (he/him) - a human working as the caretaker of the market's Reaper Clock with his extended family, including his wife Aida.
  • Aida Grethwell (she/her) - a human working as the caretaker of the market's Reaper Clock with her etended family, including her husband Master Grethwell.
  • Mordecai (he/him) - a human escapee from Hopene'er who has been leading a small congregation preaching against Emil Trantor.
  • Grimes (they/them) - the mysterious caretaker of the Impiety.
  • Frod (he/him) - a human drunkard and thug patrolling the Merry Tangle.
  • Tatcher (she/her) - a local wizard, currently away on a business trip.

  • Dungeon 138 p 46
    The Rigg


    Cover image: Ghosts of Saltmarsh Page 162 by Wizards of The Coast
    This article has no secrets.

    Comments

    Author's Notes

    Ghosts of Saltmarsh altered the genders of several NPCs from the original Dungeon Magazine #121 module. I have kept some of these changes and altered others were I saw fit, including making a few NPCs non-binary. Furthermore, I would like to thank my mentor and first ever DM for informing me "The Styes" had a sequel module, "The Weavers" in Dungeon Magazine #136.


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