DnD5 theSavageTide

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Inro to the Ghost of Saltmarsh/Savage Tide Setting

Ghost of Saltmarsh.jpg

RULE SETTING

This game was originally built as a D&D/Greyhawk world but has expanded. The following rules setting have no effect on the Setting information present below.

D&D 5th edition

CHARACTER CREATION

  • Dungeons & Dragons 5th edition Players Handbook basics
  • 2nd level Character Class
  • Hit Points Max at 1st level and the the Average for every level after that.
  • 27 point buy per the PHB
  • All the species from the PHB except the Drow (no real underdark on this world) or Half-Elves. Half-Orcs are just called Orcs, with the 'Half' Orc being more a nickname for the more civilized kind (most Orcs are part of a heavy pirate/Viking raider culture). Humans gain the basic +1 bonus to all six stats and also gain Proficiency bonus in one additional Skill or Tool or Vehicle type of choice (Water craft is very common in this setting). For Gnomes add Green Camouflage (You have advantage on Dexterity [stealth] checks to hide in forest or jungle terrain) for Forest Gnomes and Stone Camouflage (You have advantage on Dexterity [stealth] checks to hide in rocky terrain) for Rock Gnomes. Also allowing are the Triton (as per Volo's Guide to Monsters). I am ok with the racial Feats from XGE along with the spells found there.
  • Hero Points from the DMG pg. 264
  • Start with a beginning Feat of choice at 1st level (from the PHB or XGE)
  • Start with the begining background and class gear plus an additional 150 gold pieces worth of gear. Unspent gold is lost (only start with what you would gain from your background).
  • For Navel Ships and Crews using ideas from the Ghosts of Saltmarsh adventure.

Yes using Explosives & Firearms (Blackpowder) weapons from the DMG pg. 267. The only rule is the these firearms have the Exra-Loading (2) feature instead of Loading feature, which requires 2 full Actions to reload. Cannons have an even long Extra Loading times. There is also additional gear found in both Prirate Adventures and Naval Combat that can come in handly but will introduce as the game goes on (especially when you gain your own ship).

Savage Worlds Pathfinder

Making Characters - as Savage Worlds Pathfinder (SWPath) pg. 16. (and summery on pg. 21)
For Half-Elf Ancesty add the Hindrance Quirk (driven to prove themselves) and Keen Sense (as full Elves) to the qualities.
NOTE that using many of the updated rules from 50 Fathoms for setting ideas, ships, rules on sailing/navigating, storms. etc.

ADDITIONAL ANCESTIES

TRITON

SWPT.Triton.jpg

From the crushing ocean depths come aquatic folk whom call themselves the Triton. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat of the surface. However the can breath in both underwater and on the surface.

  • Aquatic: Tritons cannot drown in water and move at their full Pace when swimming (See Movement SWADE page 92 for normal swimming rates).
  • Athletic: Tritons are naturally athletic and start with a d6 with that skill instead of d4 with a maximum increased to d12 +1.
  • Dependency: Tritons must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue.
  • Low Light Vision: Tritons are used to the darkness of the depths. They ignore penalties for Dim and Dark Illumination.
  • Spirited: Tritons are generally optimistic beings. They start with a d6 Spirit instead of a d4. This increases their maximum Spirit to d12 + 1.
  • Racial Enemies: As long as history itself the Triton and the Sahuagin have faught an ancient war of genocide against each other. Members of each culture subtract 2 from Persuasion when dealing with each other and often attack on sight.
  • Toughness: Life in the depths of their watery worlds has made triton flesh tough and resilient. Add +1 to their Toughness.

NEW & UPDATED HINDRANCES

Branded (Major): The character was caught committing acts of piracy at some point in the past. He escaped the noose but received a brand on his face labeling him a pirate. He suffers –2 Persuasion among non-pirates. Any vessel he is on that is boarded by privateers is thoroughly searched and the cargo manifest scrutinized. If the character is caught committing an act of piracy by authorities.
Cannot Swim (Major): In this setting this is a Major Hindrance.
Jingoistic (Minor/Major): The character dislikes people from other cultures and believes his own culture to be far superior. He cannot help belittling other cultures at every opportunity. A character taking the Minor version has –1 Persuasion among other cultures. The penalty increases to –2 for the Major Hindrance.
Landlubber (Minor): Not everyone is a sailor. For some, the workings of a ship are incomprehensible. The character cannot buy Boating with his starting skill points. Although he can learn it through advancements, the character never quite grasps the basics and receives a –2 penalty to all Boating rolls.
Seasick (Major): Suffering from seasickness on Caribdus is a big problem. The character must make a Vigor check each time he boards a ship. On a success, the character manages to control his sickness. With a failure he suffers a –2 penalty to all trait rolls until he spends an hour on dry land. Woe betide the character when caught in a storm! He must make a Vigor roll at the start of each round until the storm abates or his sickness kicks in. He still rolls if already suffering seasickness—a failed Vigor roll increases the penalty to –4.
Squanderous (Minor): Your hero is particularly loose with his resources, sometimes spending the equivalent of a year’s pay in a single week of drunken debauchery. The cost for carousing is doubled! See Setting Rules below for a complete description.

NEW EDGESE

BACKGROUND EDGES
Natural Swimmer (Novice, not available to Triton): Your hero wasn’t literally born in the water, but some might believe he was. He takes to it like a fish and can hold his breath longer than most others. Natural swimmers add +2 to their Athletic checks when swimming, add +1 to their Swimming Pace, and can hold their breath 50% longer than others of their species. In a world mostly covered in water, this Edge can be quite important.


COMBAT EDGES
Bilge Rat (Novice, Agility d8+, Fighting d8+): Scuttling around in the bowels of the ship doesn’t suit every sailor, but this character has learned to adjust to the cramped conditions below deck. The character no longer suffers the –2 penalty when Fighting below decks. If the weapon has a Reach value the –2 penalty applies as normal.

Improved Bilge Rat (Seasoned, Bilge Rat): The character can use any weapon below decks without incurring the –2 penalty for Fighting in cramped conditions.

Dirty Fighter (Seasoned): There is no honor among thieves, and the Tenthousand has more than its fair share of scurvy dogs. Those with this Edge will do anything to win out in a fight. The hero gets a free reroll when Testing enemies with any arcane skill, Athletics, Fighting, or Shooting so long as the initial roll was not a critical fumble.

Really Dirty Fighter (Seasoned, Dirty Fighter): The knave is extremely skilled in tactical deceit. By describing the Test and spending a Benny, he may automatically get the drop on any single opponent.

Knife Fighter (Novice, Agility d8+, Fighting d8+): This Edge is for skilled knife-fighters who pride themselves on defeating their opponents up close and personal. Knife fighters move inside most weapons’ reach, adding a bonus to his Fighting check and his Parry equal to the enemy weapon’s Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon. Example: A pirate with Knife Fighter battles a merchant with a cutlass (Reach 0). The pirates’s gains a +1 to Fighting and his Parry is raised by +1.

Improved Knife Fighter (Seasoned, Knife Fighter): These fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds a bonus to his Damage rolls equal to his enemy’s Reach +2.

Oversized Weapon Master (Seasoned, Fighting d8+): The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal.
Ramming Speed! (Seasoned, Boating d8+): When all else fails, a ship can be used as a weapon. The captain receives a +2 bonus to perform a Ram maneuver if captaining the vessel. In addition, the ship takes only half damage from ramming attacks it delivers (one quarter if the ship is fitted with a ram).


LEADERSHIP EDGES
Board ‘Em (Novice, Command, Athletics d8+): The character is a master at judging when to launch grapples against enemy vessels. When he leads the boarding party group Athletics for throwing rolls to grapple an enemy vessel receive a +4 bonus.
Master & Commander (Seasoned, Smarts d8, Boating d10+, Intimidation d8+, Command, must be sole Captain of the vessel when the Edge is used): Crews who serve under these skilled leaders add +2 to their Boating rolls.


PROFESSIONAL EDGES
Boarder (Novice, Boating d6+, Athletics d8+): Many captains instill courage in their men by offering additional rewards to the first man to board an enemy vessel. Few survive to claim their prize. Through skill and luck the character has survived dozens of boarding actions and feels empowered by the adrenaline rush. All Athletics checks involving ropes are made at +2. Anytime he is the first allied character to board an enemy vessel he receives a Benny.
Gunsmith (Novice, Smarts d8+, Repair d8+, Science d6+): Gunsmiths can repair broken firearms and cannons given fire, metal, suitable tools, and a Repair roll. This takes four hours per device, or half that with a raise. They may also use molds to make shot for these weapons.
Merchant (Novice, Persuasion d8+): A character with this Edge is skilled in buying and selling large lots of cargo for resale. Commodities on the Master Trading Table cost 25% less.

Master Merchant (Novice, Merchant): The merchant now sells cargoes for 25% more than listed on the Master Trading Table.

Musketeer (Novice, Shooting d8+, may not have the All Thumbs Hindrance): Some characters have a natural affinity with firearms, or have trained for years to load quickly even while under fire. Characters with this Edge can reload a firearm with one less action. They may walk while reloading, but may not run. The Edge does not apply to cannon, only to personal arms.
Rope Monkey (Seasoned, Agility d8+, Athletics d10+): Rope Monkeys are those sailors who may as well have been born in the rigging. They always seem to know just the right rope to cut and pull to swing to some other part of the ship and can ride the lines down to avoid an otherwise nasty fall. Rope Monkey has two functions. The first is to allow a character on the exterior of the ship to move to any other exposed part of the ship by swinging from the rigging. This counts as the character’s movement and requires an Athletics check. If successful, he moves to any other external area of the ship. He may not move further this action even by “running.” With a raise, he can move and gains momentary surprise on any foes, adding +2 to any Fighting attacks and damage rolls for the round. This can also be combined with a Tricks (SWA pg. 108). Rope Monkeys may also use this ability in forests with tall trees. In that case, the Athletics is made at –2 and the character may reposition himself within d10”. A foe who wants to take his free attack at a Rope Monkey swinging out of melee must subtract 2 from his roll. The same applies to characters with First Strike—they suffer a –2 penalty to their Fighting roll. Rope Monkeys may also make an Athletics check any time they fall from a ship’s rigging (and are conscious). Success means they take half the usual falling damage by grabbing onto ropes as they tumble. With a raise, the sailor manages to slide down a rope and suffers no damage.
Ship’s Carpenter (Novice, Boating d6+, Common Sense d6+, Repair d8+): The character may use his knowledge of carpentry to repair damage to a ship without taking it to a dry dock. The ship must still be careened, however. Repairing each wound requires a successful Repair roll, takes 1d4 days, and requires a half cargo space worth of timber per wound. With a failure the time and materials are ruined. With a raise, the time is halved. A number of crew equal to the ship’s base Toughness are required. Time can be halved with double the crew, or time is doubled every time that number is halved. Critical wounds require a successful Repair –2 roll and take 1d6 days to fix.
Ship’s Super Tattoo (Novice, Common Knowledge d8+): The Merchant relies on a ship’s sealed manifest as well as bonded sailors called “supers.” Each super bare a tattoo that includes a unique number that is required on all legal cargo’s manifests. Every legal merchant ship requires a legal Super as the cargo master. Gain +1 Persuasion when Trading and dealing with anyone of the Merchant’s League.
Treasure Hound (Novice, Luck): Some scalawags are just luckier than others when it comes to finding treasure. If there’s a single Treasure Hound in a party, the GM increases the value of Booty generated from the Booty Table by 25%. Even better, the chance of finding magical items is increased by 10% as well! Multiple Treasure Hounds in a party have no additional effect.


WEIRD EDGES
Storm Chaser (Novice, Boating d8+): When the weather is at its worst the character is at his best, seeming to read the storm like he would a book. Such characters are respected for their skill but feared for their love of a good storm. The character receives +1 to all Boating rolls made during a storm. In addition, the character may draw two cards each round during a storm and keep the best card so long as they are the captain of the ship. If the character has the Wind Sense Edge as well he draws three cards total.
Wind Sense (Novice, Smarts d8+, Boating d8+): The character has an almost supernatural knowledge of air and wind. He can sense changes in the weather and wind direction long before they actually happen. If the character is piloting a ship he gains +1 to Boating rolls during Contact, using his knowledge of the winds to outrun and catch prey. In addition, the character may draw two cards each round during a storm and keeps the best if they are the Captain of the ship. If the character has the Storm Chaser Edge as well he draws three.

BUYING GEAR

Weapons, armor and gear are mostly found in SWPath (starting on pg. 106) but also add muskets (SWADE pg. 73) and musket ball ammo (SWADE pg. 68). Note that the Kentucky Rifle is renamed a Rifled Musket and increase cost to $400. The Springfield Model is not available.

NOTES ON FIREARMS
Moisture: Water is the enemy of gunpowder. Any time powder gets wet, roll 1d6 per shot. On a roll of 4–6 for damp conditions (drizzling rain, wading through a deep stream), the shot is ruined. If the powder was soaked (heavy rain, swimming), each shot is ruined on a d6 roll of 2–6.
Overcharging: Muskets and pistols may be “overcharged,” meaning the user puts an extra charge of powder in the shot. Overcharging adds an entire die to the weapon’s damage, but risks bursting the barrel. A roll of 1 on the character’s attack die (regardless of the Wild Die) means it has burst the barrel of the weapon and ruined it permanently. In addition to ruining the weapon, the blast causes 3d6 damage to the user.
Powder as Explosive: Gunpowder can also be used as a low-powered explosive. A standard bomb requires 10 rounds of shot and powder. To make a powder bomb, the user bundles the shot and powder into a leather sack, pot, or other container, then sets a small fuse into it. The fuse can be set to any delay with a Smarts roll. Failure means the bomb detonates 10–40% earlier or later than expected. Every 10 shots of gunpowder causes 2d6 damage in a standard Medium Burst Template. A cask of gunpowder causes 5d6 damage in a Large Burst Template. If additional bombs are rigged to explode at the same time, roll damage separately.


NEW GEAR
Compass: To determine direction on a ship. Without one penalty to navigation. Cost 500, Wt. 1
Grapple gun: are grenade launchers modified to fire a grappling hook and line. When used during chases a boarding maneuver may be attempted when the ship has advantage and a Jack or better—instead of a King or better. A Shooting roll is required in place of the usual Athletics throwing check. Cost 500, Wt. 14
Gunsmith’s Tools: Repairing firearms or cannons with this toolkit provides a +2 bonus (see the Gunsmith edge). It also includes bullet molds which allow the user to create 12 lead balls in an hour with a successful Repair check. A raise halves the time. A gunsmith may purchase additional molds for $50 each, and may work with up to four at one time. (Make one roll for the entire batch.) The metal costs $1 per ball. Cost 300, Wt. 5
Lantern, Bullseye: A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. Cost 50, Wt. 3
Medicine chest: Diseases are commonplace on crowded ships. A medicine chest, a rare items, contains 10 doses of various powders and tonics for treating sickness (but not injuries). A surgeon using a chest has a +2 bonus to Healing rolls to treat diseases. Each use of the chest consumes 1d4 units of medicine. Restocking the chest costs $50 per unit of medicine that weigh ½lb each. Use the Master Trading Table to determine the number of units available in a town. Cost 1,200, Wt. 10
Maps: Include 10 plus pages of the various important islands and ports of the Ten Thousand Isle. There are hundreds of still uncharted islands though. Cost 100, Wt. 1
Oil Bag: specially treated bag can keep items inside reasonably dry from water. Full immersion 1 in 6 chance of water getting in. Can hold up to 10lbs. Cost 50, Wt. 1.
Sailcloth: Replacement sail when damaged by storms or combat. See 50 Fathom for sizes. Cost 5/yard, Wt. 3
Spyglass: Provides x4 magnification in a limited field of view. Cost100, Wt. 2

THE TEN THOUSAND ISLE SETTING

The world is one of vast sea and thousands of islands, a vast archipelago surrounds by a unchatter (and unexplored) waters. There are no continents within the archielago the largest island maybe the size of the British Island or Irland and thses are fairly rare (no more then half a dozen total). The average is closer to the size of Cuba or smaller. Many are mountainous.

This archipelago is centered on the world's equator but the chain stretches into both a frozen northern and icy southern poles. The environment around the equator is hot and wet with many islands covered in thick jungle forests. Those beyond are split mostly between wooden forests and a few barren rocky islands with the occational fertile grassy islands where various plants are grown or herd animals raised.

The game will be using a lot of Greyhawk organization, gods, city-states and secret cabals but with a bit more of an Earthsea feel then standard medieval Europe. Race and sex (or sexuality) are just not things people worry about or comment on normally. Are there racists peoples? Yes. Especially the Fran of the Scarlet Brotherhood (evil pale skinned humans who not only feel superior to non-Humans but other non-Fran Humans), but they are a minority. There are species like the Gnolls and Sahuagin/Sea Devils that are cannibal (meaning they eat other sentient life in this setting) and Mind Flayers (that consume the brains of other sentients) that are considered 'Savages' and 'Evil' by most folk. However you can find many of the other so-called Monsterous sentient species living upon the other species. Most are fairly rare though and tend to still to their own when possible. They are no real true Evil species except maybe Devils and Demons.

Technology is that of very early Industrial with musket weapons and blackpowder only having been discovered and widely distributed in the last hundred years. Sailing ships are fairly advanced and common by all the Known Islands. .

THE SAVAGE TIDE/GHOST OVERVIEW

The first savage tide has already touched the mortal world. Unleashed from the cruel heart of a shadowpearl. The tide swept over an ancient civilizations transforming the citizens of a proud city into feral cannibalistic fiends. The hateful architects of the savage tide watched, taking pride in the ruin they had wrought. Now, after a thousand years, the savage tide is about to return. Yet this time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore. blissfully ignorant of what the tide is about to bring in.

Saltmarsh Port.jpg

The port city of Saltmarsh is on a good sized island called The Black Opal (for real world comparasion; the island to about the size the of Lawrence Island[1] in Alaska, or about 90 miles long and 25 miles wide at its widest. In interior is all volcanic mountain chain). The island itself is located in the western archipelago chain. The city has traded its fish and its farming produces to many other communities for centuries but recently a number of dwarfs have immigrated and set up a mine on the inner mountain range. The city council has also signed the Treaty of Trade about three years ago. These new developments have not gone over well with everyone in the city and a minor factor among the Council would prefer to return to their old ways and remain completely indendent of this treatry or these dwarfs.

The Treaty of Trade was intially started some 598 years ago in the Free City-Port of Greyhawk. Gathering many local indendent ports together they formed the Merchant League with this treaty. In order to promote trade within the League and combat pirates, every legal merchant ship is required to have a legal Super as the cargo master. This Super bares a unquie and semi-magical tattoo with a hidden number within it. All legal cargo carried by a merchant ship of the legal then stamps their cargo with this number and carries legal document manifest, bearing where the cargo is from etc.

When Saltmarsh joined the League they agreed to this rules on shipping. The traditionalist are not happy as they enjoyed a lot of 'smuggler' trade between various League members of the Hold of the Sea Prines.

The Hold of the City Princes is a group of islands to the southeast of Saltmarsh that is made up of pirates, slavers, smugglers and all around unruley raiders who have been a plauge to the League for hundreds of years. Saltmarsh itself has been a victim of their attacks in the past also which is why most on the council favored joining the League -- for protections and and end to the lawlessness.

Saltmarsh

The sea port of Seamarsh is a nondescript fishing village tucked away on the south-eastern coast of Black Opal Island. It was formed on the bedrock of an oldern unknown town or village that disappeared serval centuries ago (its old wall still remains on the south part of the village). 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. 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.

In time, the city's council (made up of the seven riches landowners and merchants of the town) decided that their best course was to sigh the Treaty of Trade out of Greyhawk and join the Merchant League for protection against these raids. That was three years ago and the village has seen a lot of influx of new comers in that time. Not everyone is happy but the fact that the pirate slave raids have dropped off is a testament to most.

Map Key

Map of the port city of Saltmarsh[2] and [3]

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.
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. Location of the Town's Guard (most Merchant League mercenaries).
3. The Wicker Goat. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (Human male), a retired officer of the Keoish army (island nation to the north of Saltmarsh) who caters to the dwarven miners and town guard.
4. Ellander's Manor. One of the city's council members. 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.
5. Mining Company Headquarters. Once a mansion owned by a local landowning family, this building was purchased by the crown and serves as the dwarven mining company's headquarters in Saltmarsh. Manistrad Copperlocks (Dwarf female) 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's Tower. This three-story tower is home to the town's resident sage and wizard, Keledek the Unspoken (Human male). 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.
7. Faithful Quartermasters of Iuz. A trade delegation led by Captain Xendros (Tiefling female) has come to Saltmarsh to acquire large quantities of fish (salted and preserved for transport) in the name of luz, a mighty cambion and demigod who rules a number of islands in the distant north. She is also the only known person in town who might be interested in purchasing or selling of random magical items.
8. The 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 (Human male), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor.
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.
10. The 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, rumored becayse of an ancient curse placed on it long before Greyhawk rose to existence.
11. Kester's Leather Goods. Kiorna Kester (Gnome female) 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.
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 cheif, one Eliander Fireborn (Human male, he also sits on the city council).
13. The Slapping 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 chose who stay the night find their belongings steeped in the scent, which lasts for several days. The inn is run by Line is run by a young woman named Hanna Rist (Human female), who comes from a family of well-known lobster catchers.
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.
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.
16. Pinewood Mansion. Gellan Primewater (Human male) 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 an elderly. dark-skinned woman named Mafera (Human female). Her son, Jasker (Human male), is her best journeyman.
18. The Fishmongers' Plate. 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. The 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. The 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. The Mariners' Guildhouse. The mariners' guild serves all the towns among the League, providing a bunk and a meal for sailors passing through. Sea captains in search of a crew stop here, as do others seekjng news from afar.
22. lngo the Drover's House. A fairly recent arrive to Saltmarsh from places unknown, lngo the Drover (Dragonborn male) is slowly building a reputation as a good source for guards, marines, and muscle when sailing through difficult waters. Many such mercenaries live at his home when passing through the village.
23. The Carpenters Guildhouse. Run by a snobby gnome named Jilar Kanklesten (Gnome female), 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. jilar is obsessed with rare woods; she pays handsomely for adventurers to make expeditions in search of specific trees in the Hool Marshes, the Drowned Porest, and even from the Dreadwood.
24. Crabbers' Cover. Just east of the docks, built along the shores of a secluded bay, are a handful of buildings known collectively as Crabber's Cove. The buildings are weathered, abandoned by the residents of Saltmarsh years ago. Since then, thousands of crabs have taken up residence in the crumbling remains. Crabbers from Saltmarsh are cautious about the cove, as more than one overeager fisher has disappeared into the clacking darkness. never to be seen again.
25. 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 Sahmarsh 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.
26. Temple of Procan. Services at this long-standing sea god's temple are well attended by the locals (especially fisher families). The congregation is led by a one-legged former whaler: Wellgar Brinehanded (Human male) priest), an older man with a sharp memory for every storm, lost ship, and enormous catch ever brought into Saltmarsh harbor. He knows many fanciful stories of shipwrecks, lucky escapes, and famous captains.
27. The 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. Krag (Orc male) is the town gravedigger, as well as something of a town historian and local loremaster. He has conducted extensive research into the folk buried here and events in the region.
28. The Winston Store. The owner of this establishment, Winston (Halfling male), is often telling tales and seems to know a great deal about the Hool Marshes. His general store carries most common items and goods.
29. Sea Grove of Obad-Hai. Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an information market for traders and trappers. Ferrin Kastilar (Halfling male), a somewhat melancholy individual of middle years, tends the shrine with his bullfrog companion.
30. The Standing Stones. Two enormous runcstones stand on this island. In ages past, legends tell that a siren was chained to the stones here and sacrificed by an evil human tribe as an offering to the sea. Since then, the fishing in the region has flourished. Or so the legend goes...

Other Locations in Saltmarsh

(31). Mechant League's Office and Manor (just above #17 in the square open building). This building has been greatly exadened as the offices for the Merchant League after the signing of the growing importants the village has in the League. Many popular fish types and sea marsh plants have become very popular within the greater League.

Surrounding Area

Map of the surrounding area[4]

Hool Marshes. To the north of Saltmarsh is a massive salt marsh lands called the treacherous Hool Marshes, which are notorious for pools of water that seem easy to cross but hide deep wells and layers of mud. The area is full of tall, sickly trees and great swarms of biting insects. None but the desperate venture into this place, making it the ideal hiding place for outlaws or raiders. There is little dry land within and almost all travel is via flat bed small boats or canoes. Lizardfolk tribes live deep within the swamps but are xenophobic and have no contact with outsiders.

Lizardfolk Lair. This old abondoned camp has all but been swallowed by the swamp. 20 some years ago the lizardfolk from the marshes would trade with the few merchants from Saltmarsh for the exotic plants and herbs of the deep marshes. But they abondoned it without warning and have never been back.
Dunwater River. The Dunwater River meanders its way through the marshes and into the Azure Sea. It is a broad, slow-moving body of water. choked with reeds and too shallow in many spots to allow boats other than rafts to traverse it.

Drowned Forest. To the north of Saltmarsh and perched at the edge of the Hool Marshes, the Drowned Forest was once a verdant region. A few decades ago, the marsh began to encroach on this area. As the water level rose, the forest was transformed into a more foreboding place. Shambling mounds and blights appeared in the forest in increasing numbers while the water rotted away the trees themselves. In time, strange mushrooms and fungus sprouted throughout the woods. Today, the Drowned Forest is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud. Mushrooms and other fungi sprout everywhere. A thick cloud of spores fills the air and blots out the sun, allowing the unnatural growths to fiourish.

Tower of Zenopus. The wizard Zenopus once dwelled in this tower on the cliffs outside Saltmarsh. He built his lair next to the remains of an ancient graveyard rumored to be haunted. One night. the tower was engulfed in a fiery green aura. A few brave folks from town investigated the tower and found it abandoned. The door at the base of the cellar stairs was covered with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door·s runes nearly killed her. Shortly afterward, strange spirits and capering fey were seen atop the tower. After a few travelers went missing nearby. the town council asked a Keoish galleon to bombard the structure with catapult fire until it was battered into rubble.

Abbey Island. This island south of Saltmarsh is the site of a small abbey that was long ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. The village has occasional set out adventures or marines to clear it if they start causing trouble for the area.

Silverstand. This small crop of hardwood has a few animals within but ratherly anything danagerous due to the proxity of the fort of Burle. There is an ancient treaten by the name of Wander Root who protects it and does not allow the cutting down of any live trees by the locals. It also acts as an informal ambassador between locals and the wood elves and good-aligned fey of the Dreadwood.

Years ago, the warriors from Saltmarsh helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and Saltmarsh have observed the Wild Flame Pact- a treaty that calls for mutual defense against the Dreadwood's horrors.

Burle. Burle is a fortified outpost that is always on guard for monsters emerging from the Dreadwood. It serves as a key stopover point for travelers venturing inland from the southern coastal region. The community is dominated by a small keep set atop a hill that overlooks the forest it borders. A few farms cluster around it, the locals relying on the garrison to keep them safe from marauders.

Dreadwood. Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Saltmarsh maintains ranger patrols that sweep through the outer reaches of the forest periodically, while several wood Elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check. but at times a threat that avoids them or overcomes them emerges to wreak havoc across the land. Wild rumors say that there is a portal into the mortal world and the Shadowfells is located somewhere within its depts and the cause of much of the regions evil.

Dwarf Mines. These cliff side mines are only one of the dwarven mines in the other is some 8 miles to the west at the base of the Black Opel Mountain range. The mine here is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other towers spaced evenly around the perimeter. The inner area contains a small village with warehouses, workshops, and houses, all erected during the time when the excavation was beginning and enormous amounts of stone became available for building.

Black Opal Mountains about 8 miles west of Saltmarsh are a chain of mountains that split the island from north to south. This is a chain of six long dead volcanic mountains. that run most of the length of the island. The highest, the Eagle Eyrie Mount, is 6,000ft above the sea level. All are cloaked in thick jungle forest. Rumors of mineral wealth in the mountains has drawn the Dwarf mining company 'the Copperlocks' to the area. The peeks are said to be home to a nest of Wyvern but if so they must limit their hunting to the west side of the island as most never have personally claimed to have seen one. Other monsterous beasts do roar their foothills and the Dwarfs in the area are suppost to be heavily armed at all times.

The Azure Sea. The Azure Sea has long been a turbulent body of water in every sense. Its storms have sent countless ships to their doom, and warfare of one sort of another is conducted across its surface all the lime. Pirates affiliated with the Sea Princes, along with independent marauders, prey on ships that attempting to cross it to other civilized isles. Strange monsters, including vicious dinosaurs from the southeastern island chains of Ameclio, emerge from below its waves from time to time.

CULTURES OF THE ISLAND

BASIC HUMAN CULTURES

  • Baklunish. These are golden-skinned humans. They dwell mostly on the Eastern part of the Island Archipelago chains. Many of their island nations have joined the Merchant League and their ships can been found throughout.
  • Flannae. These are the aboriginal inhabitants of the northern Archipelago Island chains, their bronze skin ranges from a lighter coppery hue to deep brown. Their hair tends to be wavy or curly, and from black to brown. They have strong, broad faces and sturdy builds. Many have immigrated to other Human Islands and migled well with the other nations.
  • Oeridian. These people have olive or tan skin and any color of hair from honey-blonde to black. The Oeridians founded the mighty Great Kingdom of the Easter-Northern Island Chain (on one of the largest Islands of the Archipelago) and co-founded the kingdom of Keoland (in the West-Nothern chain), so their influence on everything from language to culture in the A is considerable.
  • Olman. The Olman are a brown-skinned people found mainly in the tropics of Hepmonaland and the Amedio Jungle Islands of the Central Archipelago. Their hair is straight and black, and their eyes are very dark. They have high cheek bones and high-bridged noses.
  • Rhennee. The Rhennee have olive-toned skin like the Oeridians, but darker, curlier hair. They tend to be short, but wiry and strong. They are a very different people culturally, thought to have originated on another plane of existence. In the Archipelago, they exist culturally as nomadic sea wanders aboard great galleys where many of the live full time. While few of their ship-homes have joined the Merchant League they are on good terms with Greyhawk and many other members and enjoyed favored statues even through not members.
  • Suloise. The Suloise are pale, some nearly albino, with kinky or curly hair of blonde or red. They tend to be narrow and lean. Their island nations are concenttrated in the southern polar regions of the Archipelago.
  • Touv. The Touv have dark brown or nearly black skin, straight or wavy black hair, and brown or startlingly blue eyes. They dwell mostly in the island nations along the equator to the east and west of then the more central jungle islands. They tend towards isolationism but a few city-states have joined the Merchant League.

Island Nations

Most of the civilized nations form a ring of island chains around the central islands of the equator (which are mostly jungle islands).

  • Greyhawk. Home of the Merchant League, this city-state is located in the north-cemtral parts of Archipelago chain. Their merchant ships are found throughout the Ten-Thousands Islands and they are one of the best known city-states.
  • Keoland. Located in the western parts of the Archipelago, it controls five islands. It is a full member of the Merchant League and trades thoughout the Ten-Thosand Island. This nation state has existed for many centuries and has had a great deal of influence of much of the western island chains.
  • Furyondy. Once a part of the Great Kingdom it gained its independence over two hundred years ago. Located in the south-western parts of the Archipelago, this island nation-state controls at least a dozen islands (most of only average size), but their navey is very strong (one of the strongest in fact) and they can be found through the Ten-Thousand Islands (both war and tradeships as they are also part of the Merchant League).
  • The Great Kingdom. Only a shell of its former glory, the island where the nation-state was first form is only partially held by them today. Other port cities on the island are full independent of the Kingdom which is now rumored to be lead by an undead 'Emperor'.
  • Kingdom of Iuz. A chain of some eight islands (of various sizes) in the north-eastern chain. Ruled over by luz, a supposedly mighty cambion (deamon) and demigod. These lands are dark and forboddin and almost no one trades directly with them. They have been at 'peace' with most other island nations however for over a hundred years. Most just assume their ruler is bidding his time for something.
  • Hold of the Sea Princes. Pirate nation formed by so-called Pirate Kings and Queens some 20 years ago. Many up of all species and cultures of the Archipelago. These islands are located in the south, far-western parts of the islands.
  • The Frost Islands. Located in the far southern parts of the Archipelago these islands are home to the Frost, Snow and Ice Barbarians tribes of Human, Dwarf and Elf origins. They are have similar cultures to the Blood Stone Orcs of the north but they are also just as likely to hire themselves out as mercenaries for a season or two.
  • Ironhold. The largest Nation-State of the Dwarfs is located in the southern extermes Island of the Archipelago on one of the largest islands. This nation state has joined the Merchant League and Dwarf Ironclad ships due prowl the Seas to trade but most trade they conduct is at their own island markets.
  • The Steel Islands. Located in the south-eastern Island chain of the Archipelago is the island Chain of Steel as it is called. Here the Dwarfs have a string of six islands where they dig deep into the volcanic mountains of the chain. They trade with the League but are not members (nor are the allied with Ironhold). Gnomes are also common here and are a few villages of Halflings and Human farmers who feed the nation.
  • Celene. Another large forested island located in the south-western Archipelago is where the Elf nation of Celene is located and is home to both High and Wood Elf. Somewhat isolationist they never the less have the Port of Green on the western coast where the trade with anyone who wishes to come (and stay peaceful).
  • Marsh Hilled Islands. Located in the north-western far fringes of the Archipelago are a seven islands chain where the Halflings hold sway and their rather peaceful nation sits. Two of the islands are full members of the Merchant League but the nations only have a few merchant craft that are manned by other species and a few Halfling captains.
  • Blood Stone Islands. This is a collection of Islands in the far northern exterme of the Archipelago where the Orcs (amd many of their Ogre allies) reside. Their culture is very 'Sea Raider' based. Most Trall warriors are farmers and herds people during much of the year but 'go a raiding' during the late summer period. Many peoples fear these raids as they do not consider anyone 'civilian' and they especially like to attack and pillage holy sites and places of worship. Their own gods encourage this among them.
  • Ring of Surtr. Within the Blood Stone Islands these islands are inhabited by the Silfursvin clan of orcs, who dwelled on a small island chain. The central island of this chain, the largest, ad bares a volcano known as the Eye of Imix; clan legend held that a portal to the Underworld lay deep within it, and it was true that the mountain would at times disgorge terrible monsters: fiends, mutated animals, creatures of living lava, and worse. The Silfursvins believed it was their sacred duty to contain the horrors within the mountain, and their greatest warriors, the Andariddari, dedicated their lives to doing just that. Their patron was the god Silfurloginn, seen as an enormous silver boar with the silver scales of a dragon and tusks of fire, and whose sign was flames that burned silver.

Otherwise all people and cultures have intermingles on many of these islands. The Merchant League trades with most except those of the Blood Stone Islands and the Hold of the Sea Princes.

Other Islands and Unusual Features

These islands hold no real dominate nation-state but are well known and occasionally visited. Some even have minor ports set up as semi-permentant cities run by other nation-states or independently.

  • The Bone Isle: Located south of the main Great Kingdom island, this curse island was the sight of a great battle where the dead where abondent in the aftermath. A necromancer (or two) set up shop here and is rumored to import bodies from unsavory sorts to the island. It is now overrun by the undead and avoided by all but the desterate or greedy.
  • Bright Islands. These three larger islands located in the north-eastern part of the Archipelago chain are rocky deserts with little or no vegetation on them and even less life. They are avoid by most and rumored cursed. However there does seem to have been an ancient civilization on it at one time in its past and ruined stone structures can be seen dotting the islands.
  • Hepmonalands. A chain of volcanic islands near the center and eastern-cental parts of the Archipelago chain. Many of these islands are quite large and most are only lightly populated by sentient beings. Thunder lizards and other mythal monsterous creatures are far more comman and plentiful.
  • Amedio Jungle Islands. Another island volcanic jungle chain of islands these are located on the western-central parts of the Archipelago chain. They tend to have more civilized cultures and ports then then in the Hepmonalands but are also populated by a great number of 'thunder-lizards' (big dinosaurs) that threaten all peoples.
  • The Pomarj. Located south-western chain this is a heavily forested and cursed island. Fairly large in size it is home to only one sentient species -- the Gnolls. These cannablist tribes fight each other as much as they raid the surrounding islands for their demon god Yeenoghu.
  • Crystalmist Islands. These huge volcanic islands are located on the far eastern fringes of the Archipelago chain. They are the location of some of the tallest islands in the Known World and many have no places for a ship to easily land on. They are for the most part inhabated only by Dragons and a few other wild flying beasts. This chain is made up of at least a dozen fairly large islands.
  • The Sargasso Mire: On the western half of the equator is a large expanse of brown sargassum seaweed and often calm water. It bounded by four currents forming an ocean gyre of unatually stable water where the seaweed has grown exponentially and is dangerous to sail even close too. Many an unprepaired ship has been trapped within the expanse and moved deeper into it. Legends say that some of these ship retain their treasure holds full of bouty.