Saltmarsh
Saltmarsh is a nondescript fishing village tucked away on the westernmost part of the southern coast of Karameikos.
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 City Gate secured by two or three guards.
Local Law Enforcement
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 typically pays a fine of 2gp, 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 up to 4 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. Often, these crimes are dealt with in the capital, Specularum, instead.Demographics
Saltmarsh’s roughly 2,500 residents are predominantly human, mostly of Traladaran descent, 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 Achelos Woods hosts an elven enclave and the town sits not far from the border with Five Shires, The. The residents react to other visitors, especially humanoids, with a mixture of curiosity and fear.
Government
Saltmarsh is run by the Saltmarsh Town Council, which has five members: Eda Oweland, Gellan Primewater, Anders Solmor, Eliander Fireborn, and Manistrad Copperlocks.
Defences
Eighty 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 two hundred fifty residents can be mustered to take up the defense of the town if it comes under attack.
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 other incursion. The marines are hardened veterans of several battles. They are led by two brothers, Tom and Will Stoutly, veterans who have fought dozens of engagements against pirates, raiders, and monsters.
The guard is seen as a meddlesome force, since most of its members are military veterans who migrated here with the crown’s blessing. Townsfolk tend to see them as brutish thugs, but are quick to call them when trouble arises.
Badge of Saltmarsh
Guilds and Factions
Type
Town
Population
2,500
Location under
Included Locations
- Aubreck's Mansion
- Barracks and Jail
- Carpenters’ Guildhall
- City Gate
- Crabber’s Cove
- Dwarven Mines
- Eliander's House
- Faithful Quartermasters of Ostland
- Fishmongers’ Plants
- Green Market
- Hoolwatch Tower
- Ingo the Drover’s House
- Keledek Tower
- Kester’s Leather Goods
- Mariners’ Guildhall
- Mining Company Headquarters
- Oweland House
- Primewater Mansion
- Saltmarsh Cemetary
- Saltmarsh Council Hall
- Sea Grove of Obad-Hai
- Sharkfin Bridge
- Solmor House
- Standing Stones
- The Dwarven Anvil
- The Empty Net
- The Leap
- The Snapping Line
- The Wicker Goat
- Tower of Zenopus
- Weekly Market
- Winston's Store
Owning Organization
Characters in Location
Related Reports (Primary)
- Session 12 - Search for the Emperor
- Session 2 - Catching a Ghost
- Session 22 - Out of the Temple
- Session 3 - Celebrating a victory
- Session 36 - About Town
- Session 37 - Sail to Safari
- Session 45 - About Town II
- Session 46 - Made Plans, Destroyed Tower
- Session 48 - The Burning Questions Answered About Interplaner Travel, Where All of The Shoes Went To, And What Tork Really Does With His Money
- Session 53.5 - Interlude
- Session 68 - Execution, Trial, Travel
- Session 76 - Upper Decker
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