Saltmarsh Settlement in Not Forgotten Realms | World Anvil

Saltmarsh

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Saltmarsh’s roughly five thousand residents are predominantly human, with the dwarven mining contingent of about two hundred workers the largest non-human faction in town. Elves and halflings draw no special notice, since the Silverstand hosts a wood elf enclave and a few halfling villages are tucked in the hills around town. The residents react to other visitors, especially tieflings and dragonborn, with a mixture of curiosity and fear.  

Locations

 

1. City Gate

  Saltmarsh was built on the ruins of a much older settlement, sometimes called Old Saltmarsh or the Old Harbor. One sign of this is that the town has a small stretch of wall and a single town gate secured by two or three guards. The wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea.   The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to walk patrols. Their eyes are sharp, and they are prone to gossip. A pull from a flask of whiskey or a few silver pieces can persuade them to provide information on recent visitors.  

2. Barracks and Jail

  Built on a low hill, the Saltmarsh barracks are also its jail. It is one of the few structures in Saltmarsh with an underground level. The jailer, Kraddok Stonehorn, is an old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life.  

3. The Wicker Goat

  Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid, a retired officer who caters to the dwarven miners and town guard. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else.  

4. Eliander’s House

  Tucked at the edge of town and overlooking the sea, Eliander’s home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. Eliander maintains the largest library in town; during his days of military service, he made a hobby of collecting rare books. If the characters need information on the history of Saltmarsh, they might find it in Eliander’s archives.  

5. Mining Company Headquarters

  Once a mansion owned by a local noble family, this building was purchased by the crown and serves as the dwarven mining company’s headquarters in Saltmarsh. Manistrad Copperlocks stays here when she must do business in town; otherwise, several dwarf clerks work here during the day, logging deliveries at the docks to be transported to the mine and arranging for the processed ore to be loaded on trade ships bound for distant ports.  

6. Keledek Tower

  This three-story tower is home to the town’s resident sage and wizard, Keledek the Unspoken. Keledek’s dusky skin, bald head, and bright red silk turban — not to mention his height of nearly 7 feet — make him an unmistakable figure in town.  

8. Empty Net

  Partially supported by stilts driven into the harbor waters, this rickety tavern is purportedly a haven for smugglers, mercenaries, assassins and even pirates. The owner, Kreb Shenker, takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor. Characters looking to carouse find this the best place for a rowdy night of drinking and brawling. The town guard comes here only if called.   Kreb works with Gellan Primewater to screen prospective buyers and sellers for smuggled wares. He also recruits local toughs and sailors for Gellan’s ventures, but he prefers those who are business-minded and less likely to cause trouble.  

9. Green Market

  A strip of open land that is the place for everything that isn’t fish, salt, or nautical wares, this market stretches among a dozen stalls down to the bridge. A few goats, eggs, cloth, marsh plants, and pots are available, as well as the occasional mule or ox for hauling carts.  

10. Sharkfin Bridge

  This single large 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. Elves and fey folk feel vaguely nauseated when they cross the bridge, owing to an ancient curse placed on it long before Keoland rose to existence.  

11. Kester’s Leather Goods

  Kiorna Kester (LN female human commoner) 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.  

12. Hoolwatch Tower

  This 60-foot-tall tower was the first defensive building of Saltmarsh, and it still serves as an armory and lookout as well as the official base of the town guard. Eliander spends most of his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower’s entrance.  

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. The smell of fish has never been scrubbed from its walls, and those who stay the night find their belongings steeped in the scent, which lasts for several days. Sailors and fishers gather here to trade stories and drink into the night.   The Snapping Line is run by a young woman named Hanna Rist, who comes from a family of well-known lobster catchers. The Rist family also makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar.  

14. Council Hall

  This large brick 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 and a variety of hardwood from the nearby Hool Marshes. 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. Such punishments are rare, but when they do occur, they draw a large crowd. In any given week, there is a 2 percent chance of an execution, usually of some bandit or other non-native ne’er-do-well.  

15. Weekly Market

  Built around the first well dug for the fishers in the town’s early days is a large market square where merchants of all descriptions gather on the first day of each week to sell their wares. Initially established to sell fish, the market has grown to include a wide variety of goods. The center area of the square contains a dozen long tables where shoppers can eat communally. Items from the Player’s Handbook costing up to 150 gp are available for purchase here.  

16. Primewater Mansion

  Gellan Primewater maintains a large mansion right on the docks, allowing him to oversee his ships from his upstairs window. He sometimes leans out to shout orders or answer questions for his captains and crews, his booming voice echoing over the docks.  

17. The Dwarven Anvil

  The blacksmith’s forge has a single anvil with a clear sign of dwarven origins, and a backlog of orders ten miles long. The human smiths make hooks, nails, harpoons, knives, fishing weights, and much more all day. Their master smith is a dark-skinned woman named Mafera.  

18. Fishmongers’ Plants

  The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the time these places are busy, and the workers have little time for chatter.  

19. Oweland House

  The Oweland family has owned this sprawling mansion for generations. Despite the family’s wealth, the building is a sprawling collection of new construction, expansions, and additions. Each generation of the family has added to the building to accommodate the clan’s growth. The family takes in fishers who have fallen on hard times, sharing their wealth with others until they can recover.  

20. Solmor House

  The Solmor family owns several buildings in this modest complex. The largest is the personal mansion of the Solmor family. Three smaller buildings house servants, employees of the family’s trading fleet, and secure storage for expensive goods.  

21. Mariners’ Guildhall

  The mariners’ guild serves all the towns along the coast, providing a bunk and a meal for sailors passing through. Sea captains in search of a crew stop here, as do others seeking news from afar. The guildhall is an excellent place to discuss seafaring, as well as the various threats to navigation along the coast.  

22. Ingo the Drover’s House

  Ingo is currently living in Saltmarsh. He goes by the name Ingo the Drover here and is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters.  

23. Carpenters’ Guildhall

  Run by a snobby gnome named Jilar Kanklesten, the carpenters’ guild has plenty of work building houses, assembling fish barrels, repairing docks, and much more. The whole building is a marvel of workmanship, made without a single nail.

Демография

Mostly humans of Chondathan, Turmish descent

Правительство

City Council

  Gellan Primewater, Human Male   Anders Solomor, Human Male   Mannistrad Copperlocks, Dwarven Female   Eliander FIreborn, Human Male   Eda Ewoland, Human Female

Защита

Saltmarsh is a bastion of civilization in the midst of an untamed region. Without its stout defenders, it might have long ago fallen to the depredations of outsiders.  

Militia and Defense

  One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while patrolling in town. The guards work in pairs, operating from two guardhouses built near the road into Saltmarsh. A smaller station at the docks quells the fights that break out there nightly. The captain of the town guard is Eliander Fireborn.   The guard also patrols the area around Saltmarsh on horseback. Groups assigned to this duty are more heavily armed and armored; they wear chain mail and wield longswords and heavy crossbows.   A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since they are expected only to keep an enemy at bay until the king’s forces arrive.   A small force of marines watches over the docks and, if needed, can take to sea to meet the threat of a pirate ship or sahuagin incursion. The marines are hardened veterans of several battles against the Sea Princes. They are led by a married couple, Tom and Will Stoutly, veterans who have fought dozens of engagements against pirates, raiders, and monsters.   The guard is seen as something of a meddlesome force, since most of its members are drawn from the military veterans who migrated here with the crown’s blessing. Townsfolk tend to see them as brutish thugs, though they are quick to call them when trouble arises. Local Law Enforcement   The town guard arrests lawbreakers and imprisons them in the town jail. In most cases, criminals pay a fine and are let go. Those who cannot pay are required to work off their debt, usually put to work sweeping streets or helping with construction projects. If a crime requires a trial, the town council hears evidence and renders a verdict. Crime breaks down into three basic categories in Saltmarsh.   Petty Crime. Public unarmed brawling, pickpocketing, and other crimes that cause up to 50 gp in property damages are classified as petty crimes. The accused pays a fine of 2d6 gp, or one day of hard labor per gold piece owed.   Minor Crime. Armed assault, defined as any nonfatal attack made with a weapon, along with any other assault or property crimes that cause more than 50 gp in damages, but less than 250 gp, are minor crimes. The perpetrator must pay a fine of 100 gp and serve 1d4 years in prison or at forced labor.   Major Crime. Crimes more severe than those outlined above, including murder, are major crimes. The criminal faces 2d10 years of imprisonment, though serious cases earn the death penalty. In most instances, these crimes are dealt with in Seaton, the provincial capital located east of Saltmarsh.

Промышленность

Saltmarsh might be encrusted in sea salt and reek of rotting fish guts, but there is gold aplenty in the coffers of its citizens. For more than a century, the ships of Saltmarsh have worked the rich fishing grounds along the coast. Trade ships from near and far have been using the docks to unload their goods, and lately more ships have come to call as the dwarven mining operation grows. Smuggling has also long been a profitable business here.   The dwarven mining operation promises to bring about a rapid growth in Saltmarsh’s fortunes. Whether that’s a good or a bad thing depends on who you ask. The merchants look forward to more business, but the fishers don’t see how the mines will do anything to enrich their coffers. If anything, they fear that competition for fish will become more ferocious as the town grows. Fishing   More folk in town work in the fishing industry than any other, and it has been the backbone of Saltmarsh for generations. The wealthier families own their own boats, while less well-to-do folk hire out to work as deckhands. The work is difficult and dangerous, but a smart deckhand can save money for several years and eventually buy their own boat. That promise of earned prosperity is important to the townsfolk, and they see newcomers as a threat to it.  

Trading

  The wealthiest families in town own large trading vessels that they use to ship goods across the Sea of Fallen Strars. Saltmarsh exports other foodstuffs from the farms around town. Most manufactured goods, except for rope, nets, and other items created locally to support the fishing industry, are imported into town.  

Mining

  The mine outside town is a new development. Despite the skepticism of the locals, the mine has started to yield silver in growing quantities, and the dwarves are convinced that the nearby cliffs are rich with gold. If the mine takes off, Saltmarsh could transform into a sprawling boomtown overnight.

Расположение

Hills, surrounded by swamps

 
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Maps

  • Saltmarsh
Тип
Town
Население
5000 including surrounding hamlets and farms
Жители
Saltmarshian
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