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The large town of Saltmarsh lies on the shores of the Gulf of Akados and the Sinnar Ocean. It formerly fell under the Suzerainty of Bards Gate, but with the takeover of Gellan Primewater it is now the capital of the Akadian Pact Territories.  

Current Events

The town has had a series of unfortunate events that have led to a shakeup in the political landscape. Eda Oweland was found murdered in her own house, though the assailant was never caught. Not long after, Anders Solmor was slain while traveling north to Darnagal in an effort to establish an overland trade route. This has left Saltmarsh with only three remaining council members.   The Stoneheart Valley Trading Company had begun exerting their influence in the town in an effort to use it as a harbor for inland trade. This has led to conflict with some of the traditionalists in the town, who did not wish to see Bards Gates power in their hometown grow.   The trade route north has been overrun with Orcs who have control over the undead and has been deemed off limits beyond Chimeras Crossing.   In late 3517, Eliander Fireborn attempted to arrest Morrigan Oweland, Zelem and Gellan Primewater. This was badly timed and the guard and townsfolk revolted, arresting Eliander Fireborn and repelling the Stoneheart Valley Trading Company from their shores.   Morrigan Oweland and Gellan Primewater formed the Akadian Pact, bringing the southern town of Orlane, the northern town of Gleamshore into an alliance to resist being incorporated into Bards Gates mercantile Empire. A small army was raised, and sent north to rebuild Zelems new port of Fortunes Crossing. Fortunes Crossing has since joined the Akadian Pact with Zelem as its leader. Nearby, the fort of Cragmaw Castle was rennovated as a bastion against the evil forces rising in the hills to the west.   Not long after the eclipse had subsided, Morrigan Oweland betrayed the realm. She was outed as a vampire, who used powerful magic to plunge a large area of the Plains of Mayfarrow into shadow. It is now an uninhabited land with an impenetrable wall of fog that wards out all those who would enter.  


Saltmarsh Map.jpg

1. Saltmarsh Council Hall

See Saltmarsh Council Hall.  

2. 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 some 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.   Inside are the sleeping beds for numerous guards, higher quality than might be needed for a typical garrison. There is food and water and simple cooking chambers, lots of gear.  

3. Saltmarsh Barracks and Jail

See Saltmarsh Barracks and Jail.  

4. Saltmarsh City Gate

See Saltmarsh City Gate.  

5. Nobles House

This large house was formerly inhabited by Eliander Fireborn. It is now empty.  

6. Oweland Estate

The Owelands owned the Oweland Estate and its main feature, the sprawling mansion, for generations. With Morrigans betrayal the estate and family has fallen into ruin. It now stands as a haunted manor and reminder of the towns troubled past. Gellan Primewater has attempted to send adventures in to clear out the manor, but none have returned.  

Morrigan Oweland

See Morrigan Oweland  

7. Primewater Mansion

See Primewater Mansion  

8. Nobles House

This house was formerly owned by Anders Solmor before his death. It is now upkept by the city and used as a guest house for foreign dignitaries and other important visitors.  

9. Empty Lot

This large square was formerly the site of the Wizard Keledek. With the eclipse over the region and the political instability of the realm, he returned home to Khemit. Without the upkeep of his spell, the tower disappeared overnight.  

10. Mining Company Headquarters

Once a mansion owned by a local noble family, this building was purchased by Bard's Gate following its owners death, and serves as the dwarven mining company's headquarters in Saltmarsh. The noble who owned it had no heirs, and the building itself was a rather strange for a home, so few were interested in it when he passed. It is a single story building and was quite large, having no cellar, and is nothing impressive to look at from its exterior.   The miners were caught in the middle of the succession of Bards Gate, and fearing for their lives agreed to continue working as long as they maintained their independence. They now mine iron in the hills, and make a higher wage than what would normally be found in an iron mine.  

11. The Snapping Line

See The Snapping Line.  

12. The Wicker Goat

See The Wicker Goat.  

13. The Empty Net

See The Empty Net.  

14. The Art of Change

See The Art of Change.  

15. 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. The master smith is an older woman named Mafera. Her son, Jasker is her best journeyman and handles much of the work as Mafera ages, and a couple other apprentices train under them. A small shrine to Dwerfater, God of Dwarves can be found under the buildings overhang, though it is somewhat neglected and not actively worshipped by any of them.   Mafera - Mafera owns the Dwarven Anvil and is a talented Blacksmith. While she used to run the forge with her husband, he passed nearly a decade ago and has run it on her own ever since. Her son handles much of the labor, and the two have begun training others to handle the heavy workload of the expanding town.   Jasker - Jasker is Maferas son, and with his mothers age he now handles much of the work at The Dwarven Anvil. He has resided in Saltmarsh his entire life.  

16. Kesters Leather Goods

See Kesters Leather Goods.  

17. 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.  

18. Fishmongers Plant

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. 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.  

20. Seaside Seminary of Tohoraha

See Seaside Seminary of Tohoraha.  

21. 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. There is a large status to Telophus on it, that overlooks the harbor and is quite visible from both the Green market as well as the Weekly Market. Elves and fey folk feel vaguely nauseated when they cross the bridge, though none in the village are quite sure why.  

22. The Leap

The Leap is 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 usually not fatal, the water below the Leap is free of rocks, and it is a short swim back to dry land.  

23. Saltmarsh Weekly Market

See Saltmarsh Weekly Market.  

24. Saltmarsh Green Market

See Saltmarsh Green Market.  

25. 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. The Half-orc Krag is the town gravedigger. Krag does not do any funeral processions or arrangements, as that is up to the family, but he will allow others to say words before burial.  

26. Saltmarsh Standing Stones

Two enormous runic stones stand on this island. Their purpose, meaning and magic has been long forgotten. The centuries of salty air and wind have heavily eroded and damaged them.  

27. Crabber's Cove

Most of the crabbers live in this cove, one of the poorer spots in town. They are often relegated to taking crabs from this area despite more crabs being found further south. They often get in disagreements with the fisherman whos rudders get caught in their crabbing buoys.


The demographics of Saltmarsh are mostly Foerdewaith. Because of the proximity, and friendly terms with, the Kingdom of Oceanus, some oceanders have taken up permanent residence in the village. The Coast Road sees a lot of traffic, and a few Heldring from Freegate have moved up north as well.   Other traders from far off lands can occasionally be found here, but most of the deep-sea vessels that brave the Sinnar Ocean find themselves at the larger port of Freegate. The village finds itself home to a variety of dwarves who have recently moved here from The Lyre Valley after an agreement was reached with the mining guild to dig into the hills. The occasional Elf, gnome, halfling and a variety of other races also call the port home, though not in any significant numbers.


Saltmarsh is governed by the town council. Traditionally this was the heads of three noble family heads who were wealthy and powerful enough to rule over the village. After they signed the Treatise of Saltmarsh with their parent state of Bards Gate, it has maintained this council but agreed to various terms in return for the cities support.    WIth recent events the town is now co-governed by Morrigan Oweland and Gellan Primewater.   History
The original council positions would be allowed to maintain their positions for life, but on the retirement or passing of a member the positions would be filled be a resident of the village that would be elected by a newly introduced democratic vote. The new positions would also be limited to a span of five years and then would go up for reelection. The vote to determine new councilmen is done across the entire town, but if the villages population swells to over ten thousand one of it would be divided into districts who would each elect a member.   If the town swelled to over five thousand residents, the council would increase from the traditional three, to five. This population growth happened earlier this year as per the official census, revealing the true intentions of this clause to the more perceptive of Saltmarsh's residents. While reelections would be democratic, the new positions were appointed by the city itself as per some technicality in the agreement. There was a bit of disagreement and protest over this, but none could deny that it was in the original Treatise and they begrudgingly accepted it. These new positions were filled by Eliander Fireborn and Manistrad Copperlocks, both loyalists to Bards Gate and have been using their new positions to expand the cities interests.   Gellan Primewater was one the first member elected nearly five years ago, who promised a return to the towns traditional values. Opposing him was a bureaucrat who had just moved from the big city, who lacked charisma and was called out for the outsider he was.   Anders Solmor is the last member, elected during the Huun siege when the focus of Bards Gate and the surrounding region was fixated on more pressing concerns. He's the youngest person of the council, aged 18 and looks even younger than this suggests. He got the position after a brief campaign by his mother who took advantage of the turmoil to help install him as a member. With his mothers untimely passing, he has taken over her fishing vessels and has become a popular council member. He generally sides with the traditionalists who oppose Bards Gates expanding influence, but often sees the merits of the proposals by Eliander and Manistrad.   The last position was filled by Eda Oweland before her untimely demise. With her murder, the council seat remains open until the position is filled by a Bards Gate tribunal. This treatise has since expired with the repulsion of Bards Gate from its shores, and is now ruled by two council members.


60 Town Guard, with 50 additional that can be called in from reserve. The town also has the support of the admiralty of Bards Gate, though it does not have authority over them if the town was threatened it would likely come to their aid

Industry & Trade

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. Saltmarsh exports other foodstuffs from the many farms around town. Most manufactured goods, except for rope, nets. and other items created locally to support the fishing industry, are imported into town.   Smuggling
As a sleepy backwater town, Saltmarsh has long been an ideal market for illegal goods. Pirates, agents of the Sea Princes, and nobles looking to evade taxes have all helped fuel a bustling local black market. Some fishing boats meet ships at sea to load and unload illegal goods, while other cartels conduct business at isolated points along the shore near town. The locals see smuggling as a victimless crime and often resent Bards Gates growing insistence on cracking down on it.   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.


Its parent states benign neglect in the last few decades allowed piracy and banditry to flourish. Saltmarsh and similar towns kept to fishing, intent on maintaining a low profile and avoid entanglements with the Foerde crown and the Kingdom of Oceanus. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. With the rise of that nation came increased raids on Saltmarsh and its neighbors. The Sea Princes raiding ships pillaged the coast for more slaves to support their growing realm, and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals hatred of the Sea Princes runs deep.   It was at this time that the village turned to the burgeoning realms of Bards Gate and the tempting offer presented by their leadership. After a bitter debate the town agreed to terms presented. Saltmarsh would officially fall under their suzerainty, and adopt its laws. They would agree to pay the official taxes designated by the Burghers, and give official mooring rights to both traders friendly to the city as well as the admiralty. Another difficult to accept term was that the council would no longer be those that called themselves nobles, but would open up the village for elections to its inhabitants.   In return the admiralty would use its impressive armada, traditionally located in their naval base of Telar Brindel, to challenge the Sea Princes ambitions. Saltmarsh would also be allowed to maintain its normal council leadership, something that at the time made the offer far more tempting. With the agreement signed, the navies were mobilized, giving way to a series of victories that dealt a sharp check to the sea princes as they were ill-prepared to counter the high magic and man'o'wars that Bards Gate could field. The Huun invasion has slowed Bards Gates expansion, but with it over and things returning to normal they have renewed their interests in Saltmarsh.
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