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Saltmarsh

Page history last edited by Gillian 6 years, 3 months ago

Town of Saltmarsh


 

Saltmarsh rests on the southern side of Greenvale’s coast. It is a busy little town of just under 4,000 people. Physically the town is on the seacoast, flanked to the south by the beginnings of an extended coastal salt marsh. The town is fronted by a wide expanse of white sand beach. The town rises no more than 50’ above sea-level at any point, and is generally quite flat, sloping gently to the west and north. It is walled by a substantial defensive wall and tower structure.

 

 

The town is quite distant from the County seat, and thus even though it is not a free town, acts with considerable independence. There is a Warden, Eren Dobaur, appointed by Sir Math, the County’s Regent, to lead the local Greenvale Patrol unit, which numbers 24 men strong. The city additionally houses 8 excisemen who report, via the Master of Excise, to the Warden. It is their job to prevent smugglers from operating in Saltmarsh. They have one small cutter and operate out of the boat house below the Old Keep. Since the Goblin War five years ago, and the sharp increase in smuggling, banditry and general unlawful behavior, Sir Math has sent a unit of 20 dwarvish mercenaries (from Harothar) to maintain order and assist the Warden. These dwarves also enforce the new laws denying anyone not a member of the Patrol, Watch or other lawfully designated organization from carrying or wearing arms and armor.

 

Saltmarsh is the seat of one of Seawall County's six Baronies, Barony Greystock. The Baron has a manor just outside Saltmarsh. Technically he controls Saltmarsh, but has long since ceded direct authority to the City Council.

 

Saltmarsh thus has a mayor, and six aldermen who act as the city council, as judges for the low court, and also fulfill other governmental responsibilities. The Mayor is elected by the six aldermen, and approved by the Baron. Theoretically the aldermen are elected at large by the populace and approved by the Baron as well, but in truth the positions are hereditary. When one alderman dies, his designated successor is ‘elected’ in a brief vote-taking during the next council meeting, where the public is quite limited in their ability to appear. The Baron has never taken exception to the election of an alderman.

 

The Baron:

Baron Eryvine of Greystock is an ordinary middle-aged man of good character and decent sense. He is deeply troubled by the rise of banditry and other unpleasantness in his region of Saltmarsh. He works hard with his small band of loyal knights (he has five landed knights under him, two being his own sons). He is married, and has three children; his two sons are both in their twenties, and his daughter is just turned 15.

 

The Mayor:

The mayor of the town is Bertrand Armbustle. He is an older widower, who made his fortune as a merchant and is ready to retire. He is the town’s only Master Mercantyler. He takes his duties seriously, but is not inclined to be overly enthusiastic about change. NG, Int 15, Wis 12, Chr 14.

 

Aldermen:

Camaud the Lame: this younger (mid-30’s) man was lamed as a boy in a boating accident. He resents any mention of his infirmity. He is one of Saltmarsh’s wealthiest men, a bachelor, with three sisters. He is competent but not brilliant. LG, Int 14, Wis 9, Chr 11

 

Anniman Destil: middle aged and soft, Anniman is bone lazy but very clever. His advice is respected, but he is not always to be relied upon. He is in charge of the collection of taxes for the town, including those collected by the patrol, such as gate-tax. Anniman is friendly with Pergyl of Marig, but sometimes thinks his friend is too energetic for words. CG, Int 16, Wis 16, Chr 12

 

Harwynn Redbeard: Harwynn is a canny mercantyler/moneylender. He is an active alderman, carrying out much of the routine dispensation of justice in Saltmarsh. Unfortunately, he is also a harsh man who makes few exceptions for circumstance in his judgements. Harwynn eagerly promotes himself as the next Master Mercantyler of Saltmarsh. Harwynn dislikes most of the rest of hte council, but truly hates Pergyl for some reason that everyone but he has forgotten. LN, Int 15, Wis 14, Chr 10

 

Cymrid Frostshade: an ex-adventurer whose family has lived in Saltmarsh for three generations, he is the least predictable member of the council. He is very popular in town among the younger men as he drinks and roisters with them on many evenings. He owns several warehouses, and a number of pieces of property outside the town proper, and recently even purchased a small merchant cog. NE, Int 15, Wis 17, Chr 16. Half-elf, L6+3 ftr, has several magic items.

 

Pergyl of Marig: is a middle-aged half-elven mercantyler who came to Saltmarsh only a few years ago to begin a profitable business here. He is a humor-loving man who will often make jokes during council sessions. He and Anniman are good friends, but Harwynn hates him. Pergyl mistrusts Cymrid. NG, Int 14, Wis 14, Chr 12

 

Tehans Mirworth: a younger man of only 24, he inherited his position as alderman only a year ago.  He is still learning his duties and usually keeps his opinions to himself. Quiet and soft-spoken, he is actually quite commanding in nature - he would be an excellent officer of the Patrol, and would enjoy the position. L2 Ftr.

 

The Warden:

Warden Eren Dobauer is young for his job, at only 27 years of age. He was appointed to this position because he's the younger son of a Baron not far from here. His elder brother is betrothed to Baron Eryvine of Greystock's daughter.  He's also become very good friends with Cymrid Frostshade, of whom he will hear no wrong. He's also becoming more friendly with Tehans and Camaud, but knows that neither of them is too fond of Cymrid. He is intimidated by Captain Morgan, though he tries to hide it. He's also not particularly good at his job, mostly through lack of experience rather than native inability. Int 10, Wis 12, Cha 10. L2 Aristocrat.

 

The Master of Excise:

Captain Hanibal Morgan: this older human man is strong and physically fit for his age. He's a no-nonsense man who believes that everything should be done properly and precisely if at all. He's charismatic, but not particularly warm or friendly. People admire him but don't like him. He's not likely to meddle in town business unless forced, but he fights the smugglers and pirates with a strong hand. LG Int 14, Wis 12, Cha14, lvl 5 ftr.

 

Map Key:

1. Old Keep - where the Patrol is stationed, and the Warden’s offices are located. Note that Saltmarsh’s contract with the Count gives them the responsibility of policing themselves within the city’s walls, but also assigns them a number of “excise officers” from the navy for sea-patrol. The town has 24 active patrolmen on its roster, and another 12 reservists who can be called to duty in times of trouble. Warden Eren Dobauer is the Warden of the Patrol in Saltmarsh. He has a day-sergeant and a night-sergeant under him, named Stephen and Ravyn respectively. Ravyn is one of the few women in Saltmarsh with a position of authority (who is not a religious leader).

 

2. Temple to Kehret; this is a minor temple as far as the townsfolk are concerned. Few attend more than the official holy day services. High priest is L6 and there are 4 other lesser brethren. There are 3 laybrothers. Tehans Mirworth of the city council is a devout follower of Kehret.

 

3. Temple to Elanora - high priestess is L6+4, other priests (7) range from L1 to L4. One priest is old and feeble. There are 5 lay sisters and 4 lay brothers as well as 4 temple guards (one on duty at any given time). This temple is the most popular in Saltmarsh, drawing many for the daily sunrise service, and filling to overflowing on holy days.

 

4. Gates and Towers - the town’s outer wall was entirely replaced with stone forty to fifty years ago. The towers are fairly newly built, 40’ tall stone. Several are half-round faced, and act as gate-houses. Half of the town’s 12 on-duty patrolmen are stationed in the gate-towers, or on top of other towers as look-outs. The other half are formed into a 3 man unit actively patrolling the streets, and a 3 man unit stationed at the Keep (mostly watching any prisoners).

 

5. House of Bertrand Armbustle, the town’s mayor and master mercantyler.  He owns many buildings in town, though he no longer operates a store. He is widowed and has three grown children and seventeen grandchildren, the eldest of whom are in their mid to early teens. Bertrand's eldest son Bernald fully expects to inherit his father's position as Master Mercantyler, and perhaps even as Mayor, when his father finally retires fully.

 

6. Commons - townsfolk graze animals here, with young boys acting as herders. Wood gathering is permitted along the fringes, and there is a public-use patch of berry brambles flanking the Dunwater creek.

 

7. Miller - this mill produces ground wheat, corn, oats and barley for the townsfolk and many of the surrounding villages.

 

8. Market, open 1/2 day from just after sun-up to noon except holy days. Mostly foodstuffs and common household goods are sold, with some local craftsmanship and artisanry of fair standards. Nothing unusual or extraordinary is bought or sold here. Occasionally a pickpocket or entertainer is to be found. Anniman Destil's taxmen keep a close eye on the market and collect a small fee from each merchant for their right to sell here, based on the size of the stall or cart they set up, and the amount of business they do.

 

9. Inn, Dove and Sword, small but excellent quality. Traveling Knights, churchmen, wealthier mercantylers, and guildsmen choose to stay here. This Inn is owned by Pergyl, who also owns the Pig and Donkey tavern. Pergyl also owns a brewery outside town, where he brews the only ale licensed to be sold within the town's walls.

 

10. Inn, Harvest Star,  larger, cheaper and noisier - the middle class who travel prefer this inn. It is also frequented by officers from sailing ships, and by the city Patrol.

 

11. Tavern, the Purple Thistle, also has a few rooms to rent but only when the Inns are completely full. Favored by the local farmers and lower-ranked craftsmen looking for a meal and a drink on their way home.

 

12. Navy boat house - where the excise men keep their boat, and where in foul weather the other fishermen are permitted to shelter their craft.

 

13. Temple to Centarius - three priests and seven laybrethren, plus two guards (nights only). L6+2 head priest. Worship of Centarius is popular but not overwhelming. For many, he is a secondary choice, propitiated when appropriate.

 

14. Town Hall - where the aldermen meet, courts are held, the mayor has his offices, the taxes are kept, and where the city records are maintained.

 

15. Old Graveyard - all the town’s dead were buried here, but it has been filled. Since then, the custom in Greenvale has turned to cremation, partly as a means to limit undead, and partly in honor of Kehret, god of the Sun and Fire.

 

16. Weaponscrafter - makes swords and daggers, spearheads and arrows for the Warden, and mostly daggers, knives and arrowheads for the general populace. Recent changes in the law make it illegal for him to sell anything more than daggers and wood-axes to non Patrol members. Quality is good, price is high.

 

17. Mason’s Hall - This house was in constant use when the town’s walls were being built, but it stands empty now, used only for occasional meetings and town civic functions. Old plans of the sewers, tower and gathouse plans, etc.. are all stored here. All building plans approved by the town council are also kept here.

 

18. Salt Marsh - this marshy area is avoided by all but a few of the townsfolk, as there are curious legends of giant lizards and other beasts within it to frighten all but the most hardy. Everyone does know that the herb-woman (loc 23) and the salter (loc 28) often go into the marsh. There is also known to be a strange man named Erion, whom some say is an elf, others a half-elf, who frequents the swamp, perhaps even lives within its bounds. This elf is rarely seen in town, but comes occasionally to sell his smoked marsh-hens, hareskins, and other produce for things he cannot produce of his own, such as iron weapons, metal tools and clothing.

The salt marsh is about 15 miles long, following the coast. It is never more than 1 mile deep, sometimes only a few hundred yards wide.

 

19. Mercantyler’s Hall - The prestigious Mercantyler’s guild keeps a well-appointed and tended hall open in Saltmarsh, despite the small profits earned here.

 

20. Boatwright - this hardworking man and his several sons build fishing boats, repair fishing boats, design fishing boats, and even sometimes go fishing.

 

21. Metalsmith - a general blacksmith, who does light armorwork. This building, unlike many in town, is solid stone with a slate roof. The smith is unmarried, has two grown sons, who do not live with him; he lives above the smithy in two small chambers.

 

22. Residence for lease. This home is actually owned by the Master Mercantyler and town Mayor, so it is sometimes referred to as “the Mercantyler’s House”.

 

23. Apothecary - Beritha of Newport - master herbalist and healer, she is a widow who runs a small but profitable business in herbs for cooking and healing. She is the midwife for the town as well. About 1/2 the town think she is perfection, but of the other half, many are suspicious of her abilities. About 10% of the town feel that she is too talented, and must be a witch! She came here from Newport about 20 years ago after her sailor husband drowned. She and Bertrand Armbustle have had a quiet and mostly unknown affair for the last few years, since shortly after his wife died.

 

24. Moneylender - this canny but honest man, Jarrod Peltier, is a half-elf who would love to become a city alderman but is no relation and has no ties to any current alderman. He would be happy to help discredit any unworthy man. However, he is honest to a fault, and would never cheat or lie. He can spot a false story or a defaulter most of the time, and will trust his instinct when deciding whom to loan money to. LG Int 15, Wis 17. He once publicly refused to deal with Cymrid Frostshade, who was seeking ready cash for an investment. Peltier offered no reason for his refusal, but it was the talk of the town for several months.

 

25. Tavern; the Pennywhistle: Business is brisk because service is good and the beer is excellent. Several games of chance (legal, if only they were not rigged!) can be found going at almost all hours in one of the two common rooms. Several private rooms can be rented with a word from the tavern-keeper, but only for an hour or three. The three barmaids are happy to accompany any paying guest upstairs for the price of the room and a silver or two more. The owner/tavern keeper is named Murdy and he lives in an alcove off the kitchen of his tavern. Murdy is a sullen bully who is known to slap around his girls if they get uppity.

 

26. Tavern: the Pig and Donkey: where this tavern gets its unique name is unclear; it is a clean and quiet place, popular with the older folk in town. Service is slow but the food and drink are excellent. Three or four private rooms for discussion or games are available, but not for illicit use. The owner/manager is named Peggy Dunnan, and she is an older widow who lives above the tavern in the only upstairs room. She has three grown children who all have lives and families of their own, but her youngest son works at the tavern and will inherit it when she dies. His name is Aret Dunnan.

 

27. Hideworker

 

28. Salter - Robert Tolworth; this gruff and hearty older man has three apprentices (his nephews) and works hard gathering salt-water, distilling and purifying it, then salting fish, vegetables and meat for resale. His very finest salt is produced from water taken from the salt-marsh rather than the sea. Four times a year he and his nephews hire a few guards, go into the marsh for three or four days, and come back with half-a-dozen small barrels of very fine salt.

 

29. Potter

 

30. Jeweler: a relative newcomer to town, he makes mostly inexpensive silver and copper trinkets set with semiprecious stones and enamel work.

 

31. Tent-maker

 

32. Lexicographer - professional scribe who also binds books, makes paper and ink, and sells writing supplies of all kinds. He is writing a comprehensive history of Greenvale in his spare time. His name is Justinius Emmeristion, and he was originally from Miran. His profit is small, and he will take commissions for work copying books, writing letters, or even recording conversations to turn a copper.

 

33. Woodcrafter - simple furniture and wagon bodies for the most part.

 

34. Chandler - any dry goods but especially lamps, candles, oil and other lighting.

 

35. Mercantyler - a general store - household goods with some uncommon toys and gimmicks. The owner and his wife are both half elves, and they have four nearly grown children.

 

36. Boarding house - a longer term Inn, also they own some apartments in nearby buildings. They charge standard rates, and are generally honest.

 

37. Clothier - a tailor who also sells some ready-made garments and buys old clothes to resell.

 

38. Locksmith - the only dwarf who resides at this time in Saltmarsh, he is a cheerful and friendly sort, well-liked by many. His name is Herkan. He has a secondary job as a “spy” for Koruzd, paying careful attention to any gossip or rumor that might mean humans are becoming interested in Koruzd’s presence not far from Greenvale. Twice a year dwarves from Thrakshold pay him a visit and stay for a week or so, bringing fine metal ore and trading with the locals.

 

39. Brothel: the Stardust: run by Mother Senna, there are five girls who work the trade regularly, and occasional “visitors” who make special appearances at “evening parties”. Their activity is legal, it is well-run, clean, safe and friendly.

 

40. Ostler’s Common - anyone who wishes to stable a horse or other animal here may do so for a small fee. Note that it is against town ordinance to ride a horse or pull a wagon inside city walls between an hour after sunrise and until sunset (except for farmers who are leaving the market; they all arrive at around sunrise or shortly after and leave at noon when market ends).

 

41.  Home of Elissa Evenstar - this mage is a retired adventurer. She retired more than thirty years ago after most of her friends were killed and she was badly injured by a dragon. She is now in her fifties, crippled with arthritis, and very limited in her activities. However, she still loves adventure, and has made it a practice over the years to encourage adventurous youngsters to follow their dreams. Some of the townsfolk love her, some hate her, but all are wary of her effect on their children.

 

Elissa is NG, L6+5, Int 18, Wis 15, Chr 16. Much of the time she is chair-bound. She is cheerful, perspicacious and an excellent listener. However, she does have a temper which if she loses it can be quite fiery. She does not suffer fools easily, but will always make time for children. She loves to hear and to tell stories. She is honest and trustworthy and expects others to be the same. She has long black hair turning grey, brown eyes, a slightly olive complexion, and dresses in rich dark greens and reds.

 

Elissa specializes in Abjuration and Conjuration spells. Elissa's Secret.

 

 

42. Greengrocer - husband, wife, 4 children between 8 and 19 live over shop.

 

43. Pawnbroker - used junk, old furniture, a bit of everything. An older man who lives alone over the shop.

 

44. Toyshop - from carved baby rattles, to imported gear-driven toy wagons.

 

45. Bakery - fresh hot pastries, meat pies and baked fruit in dough wrappers - baker arrives from his home nearby around 3 a.m. to start the day’s work.

 

46. Clothmerchant - linens and yard goods. Family of husband, wife, elderly mother, 2 children under age 5 live in house behind.

 

47. Clothmerchant’s house.

 

48. Cobbler - elderly woman and her middle-aged son. She is crippled with arthritis and cannot walk.

 

49. Fishmonger -

50. New Barracks - where the Dwarf Mercenary unit is stationed that now helps to guard Saltmarsh.

 

Other Information about Saltmarsh:

 

The oldest buildings in Saltmarsh actually date back as far as the ancient 2nd Empire. Saltmarsh was a town of similar size in that day, but more strongly militarized. It was a stopping point for ships on their way from towns up and down the East Coast to points southward. The only buildings which remain from that time are the Old Keep (1), the gate towers at the East Gate Road, and the Temple of Centarius which, as is now known to its current residents, was once a temple to Kar. Beneath the temple, Kar’s followers dug many tunnels and chambers. Eventually they connected to the old sewers. Secret passages even connect it to the Old Keep’s prison cells and guard chambers, which are now disused and at least partly blocked off. Some of these secret passages are still secret.

 

When the town built the new wall some fifty years ago, they found many of these tunnels and began restoring the old sewers. This caused the town  to create a new guild; the sewer-men’s guild.

 

Sewermen's Guild: This is a small guild, consisting of 8 members here. There are chapters in several other cities, including Marig and Fordton. However, the guild is quite loose and each chapter acts independently. The local chapter consists of 4 trained masons, and four laborers. The "Guildmaster" is Edwin Rafferty - an older human, very practical and sensible. He inspects portions of the sewers daily, and keeps his three masons busy repairing drains and inflow points. The laborers haul fresh stone to his yard just outside the town walls, where they shape it into curbstones and drain outflows, etc... Then they haul it into town as needed, and provide assistance to the masons. They also spend several hours each week inspecting the sewers and reporting to Rafferty. There are also six ratcatchers who work the sewers; they are in Rafferty's employ, but are not guildmembers.

 

Secrets-of-County-Seawall

 

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