Saltmarsh

A port city located on the North-East corner of Daeland. Saltmarsh was a mixed trade city until the orcs won the War of the Land and took over the city. Since than an ambitious sorcerer began working his way up to power in the city. Most recently it was recently sieged by the god of amphibians, Wastri. Having survived that the city is now under the full control of Jules.

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TOWN CRIER!!!

Gather and hear what I say, the news of the city brought to you at the marketplace, theatre and if you happen to be of noble birth your own front lawn.

  1. Saltmarsh Saved hear all about it!
    #’ ‘’Patron Declared’’’ has a new god really appeared and wishes to ally with THIS city?
  2. ’’’City Make-Over, ’’’our city looks to see yet another shift in power and policies as Mayor Jules takes over leadership of Saltmarsh.
  3. ’’’Gnome Unrest’’’ in the wake of the god’s wrath many have been left homeless and the Gnome’s aren’t standing for it!

Popluation

3 Level 3 Barbarians
3 Level 1 Barbarians
1 level 9 Bard
1 level 4 bard
2 level 1 bard
1 level 8 cleric
1 level 2 cleric
4 level 1 clerics
2 level 1 druids
4 level 3 fighters
2 level 2 fighters
6 level 1 fighters
1 level 6 monk
2 level 3 monks
2 level 1 monks
1 level 5 paladin
1 level 2 paladin
3 level 1 paladin
1 level 1 ranger
3 level 3 rogue
1 level 2 rogue
3 level 1 rogue
1 level 2 sorcerer
3 level 1 sorc
level 7 wiz
2 levl 3 wiz
3 level 1 wiz
1 level 7 adept
1 level 3 adept
1 level 2 adept
9 level 1 adept
1 level 7 aristocrat
1 level 3 arist.
14 level 1 arist.
30 level 1 expert
12 level 1 warrior
level 1 commoner x2664

=Police force=

1 level 5 barbarian
1 Lvl 5 warrior
5 lvl 3 rangers
3 lvl 2 barb.
2 lvl 2 warrior
5 lvl 1 barb.
13 lvl 1 warrior

=City Militia=

1 lvl 5 commoner
2 lvl 5 expert
1 lvl 2 expert
26 lvl 1 exp.
3 lvl 1 adept
69 lvl 1 warrior

=Population percentage=
To find the race and occupation of a random person in Saltmarsh roll on the following tables.

81% human, 5% halfling, 4% half-elf, 3% gnome, 4% dwarf, 1% half-orc, 1% orc, 1 % other

Average Income – Cityscape page 148

  • Mercantile Guilds’ members (pg 90, DMG2) 21%
    : Artisan 2%
    : Construction 8%
    : Craftsmen 18%
    : Food Trade 11%
    : Garment Trade 11%
    : Labor 20%
    : Merchant 10%
    : Profession 2%
    : Service 5%
  • Alchemist Guild member 2%
  • Clerk Guild member 6%
  • Criminal Guild member 13%
  • City Offical 3%
  • Entertainer 6%
  • Guard Guild member 4%
  • Magical Artisan 1%
  • Magical Tutor 1%
  • Mirabicary 6%
  • Priest 7%
  • Professor/tutor/sage 5%
  • Sellspell Guild member 2%
  • Noble House member 6%
  • Town Crier 2%
  • Sailors’ Guild 12%
  • Unemployed 3%

Assets

This is a record of the resources the city currently has set aside. The resources are located in buildings near the barracks and around the temple of Grummsh.

577500 gp in city coufers

Fine Goods:

  • War ships
  • Trade ships

Average Goods:

  • Small boats
  • Fishing boats

Poor Goods:

  • Lumber

Fine Food:

  • Fruit

Average Food:

  • Fish
  • Grain

Poor Food:

  • Local Meat

Alignment
Chaotic Neutral

Factors:

Law +0
No Written Law +1 Chaos
Recent Change of leadership +1 Chaos
City in Partial Ruins +1 Chaos
City has Chaotic Evil patron +1 Chaos +1 Evil

Effect:

Average citizens are aligned the same as the city.

Religions

Temple of Kord – 1 lvl 1 cleric, 790 worshippers
Temple of Fharlanghan – 2 lvl 1 clerics, 47 worshipers
Temple of War – no clerics, 256 worshipers
Temple of Grummsh – High Priest (lvl 4 cleric), 3 Priests (lvl 1 cleric, lvl 1 barbarian), 90 worshippers
Cult of Vecna – 2 High Priests (lvl 2 cleric), 6 Priests (lvl 1 cleric), 170 cultists
Cult of Pelor – High Priest (lvl 8 paladin), 327 cultists
Cult of Graz’zt – Priest (lvl 2 adept), 69 cultists
Cult of Obad Hai – 11 cultists
Cult of Wee Jas – 1 lvl 2 cleric, 95 cultists
Cult of Boccob – High Priest (lvl 6 cleric), 900 cultists
Cult of Wastri – 26 cultists
Temple of Garl Glittergold – 1 lvl 2 cleric, 50 worshippers
Temple of Collerlo – 70 worshippers

=Patron Deity (War)=

Content Not Found: the-crab-war_ has declared himself patron deity of Saltmarsh which _Content Not Found: pyro-jules and the people accept gladly after he slew the god assaulting their city. Being the patron of a city requires rules be followed by both parties:

  • Deity must assist city when called upon twice per year.
  • Citizens gain +2 Diplomacy and Intimidate dealing with anyone who respects War.
  • Citizens gain +4 Diplomacy and Gather Information dealing with any worshippers of War.
  • City is expected to openly and often proclaim it’s patronage.
  • Citizens gain -2 Bluff checks to deny affiliation with War.
  • Citizens gain -2 Diplomacy dealing with any enemies of War.
  • Citizens are expected to do favors for the deity and to devoted an average of 10 hours a week to said favors, tasks or worship of the deity.

Businesses

Average Monthly earnings of entire guilds:

  • Artisan 4664sp
  • Construction 3408gp
  • Craftsmen 15392gp
  • Food Trade 10476sp
  • Garment Trade 25602sp
  • Labor 14896sp
  • Merchant 10000gp
  • Profession 2120sp
  • Service 7980sp
  • Alchemist Guild 1484gp
  • Clerk Guild 1920gp
  • Criminal Guild 3688gp
  • City Offical 1280gp
  • Entertainer 1280gp
  • Guard Guild 6360sp
  • Magical Artisan 1248gp
  • Magical Tutor 1248gp
  • Mirabicary 1920gp
  • Professor/tutor/sage 6384gp
  • Sellspell Guild 3180
  • Town Crier 636sp
  • Sailors’ Guild 8960gp
  • Unemployed 960cp

On average a business will have 3000 gp in cash and goods on hand.

=Trade=

Export:
Fine food (Marsh Berries) 7%
Average food (fish) 19%
Average service (Boat building and repair) 30%
Fine service (Over sea mail/delivery) 30%
Poor Goods 2%
Exotic Goods (Island cities) 6%
Exotic Food (Island cities) 6%

Import:
Fine Goods 2%
Average Goods 11%
Poor Goods 4%
Fine Food 12%
Average Food 14%
Poor Food 5%
Exotic Goods (Empire) 26%
Exotic Food (Empire) 26%

Trade level: stable – no net gain or loss

=Jules' Empire=

Docks – Run through White-Cap Shipping.
White-Cap Shipping Company – Headed by Sharyn: he takes orders directly from Jules and reports directly to Jules. He is stationed at the White-Cap Shipping Company building, though he does use the head office at the Docks occasionally, and does rounds here and there around the Docks to make sure things are running smoothly.
Jules takes 100% of profit for both the Docks and White-Cap Shipping Company

Criminal Organization – Pyro (as Jules) personally heads the Criminal Organization. It is currently being run out of the Slaughterhouse (which was the original front) and the Barracks, though Pyro keeps his main office in the Barracks. If at all possible, I think it would probably be best to consider the Barracks as the real front for the Criminal Organization now, instead of the Slaughterhouse. If you want me to make some adjustments to stuff, just let me know, but I just think that makes more sense, considering the Slaughterhouse isn’t even in operation at the moment.

His second-in-command for the time being is Seayos, the water elemental, though Pyro really hasn’t had much time to discuss business with him, so he is only second-in-command as far as combat and defense of his property is concerned. Under Seayos, for the time being, the fifth-level Paladin leads the Barracks troops. Outside the Barracks, the sixth-level Monk is in charge of things when neither Pyro or Seayos is around.
Jules takes 100% of profit

Members of the Jules’ Criminal Organization:

Stationed at the Barracks
Bard, Level 2 – 2
Bard, Level 1 – 4
Cleric, Level 4
Cleric, Level 3
Cleric, Level 2 – 2
Cleric, Level 1 – 6
Fighter, Level 3 – 3
Monk, Level 1 – 2
Paladin, Level 5
Paladin, Level 2 – 5
Paladin, Level 1
Rogue, Level 2 – 2
Rogue, Level 1 – 2
Wizard, Level 3 – 2
Wizard, Level 1
Adept, Level 2 – 3
Adept, Level 1 – 5
Aristocrat, Level 3
Aristocract, Level 1 – 5
Expert, Level 1 – 17
Warrior, Level 2
Warrior, Level 1 – 21

Stationed throughout the town:
Barbarian, Level 3 – 5
Bard, Level 4 – 2
Bard, Level 1 – 4
Cleric, Level 4
Cleric, Level 3
Cleric, Level 1 – 6
Druid, Level 4
Druid, Level 2 – 2
Fighter, Level 3 – 5
Fighter, Level 2 – 2
Fighter, Level 1 – 4
Monk, Level 3
Monk, Level 1 – 2
Ranger, Level 3 – 4
Rogue, Level 3 – 4
Rogue, Level 2 – 3
Rogue, Level 1 – 6
Sorcerer, Level 2 – 2
Sorcerer, Level 1 – 2
Wizard, Level 1 – 3
Adept, Level 2 – 2
Adept, Level 1 – 6
Aristocrat, Level 3
Expert, Level 1 – 40
Warrior, Level 1 – 25

Stone Mason’s Guild – Yonshi Quansath is the one who runs the Stone Mason’s Guild. Pyro gets 10% of the profit generated by the Stone Mason’s Guild and helps transport the product that they export through the Docks and the Shipping Company. Yonshi does his business directly out of the Guild itself.
Jules takes 10% of profit

Tinkerer’s Guild – Andrati Paterwalus is the head tinkerer at the Tinkerer’s Guild, and operates out of that building specifically. Professor Posei also works at the Tinkerer’s Guild, so I guess you could include him in your thoughts.
Jules takes 14% of profit

Merchant’s Guild 6,000gp on hand – Ebstilar Runail is the head of the Merchant’s Guild. Pyro (as Jules) funded the Merchant’s Guild after they were robbed of all their gold by some unknown rogue in the night. Ebstilar runs his business out of the Merchant’s Guild. Guards include 9 lvl 4 Fighters, 4 lvl 2 warriors and 5 lvl 1 warriors.
Jules makes 5,000gp a month from his investment

Cityscape

Lighting -
Alleys-Torches
Streets-Oil Lamps
Avenues-Oil Lamps

Surfaces -
Alley-Packed Dirt-Becomes mud during rain (double movement cost)
Streets-Packed Dirt-Becomes mud during rain (double movement cost)
Avenues-Broken Cobblestone- +2 DC on balance and tumble checks

Sewers – Drainage Ditch – Fort Save DC 10 to avoid being nauseated.

=Defenses=

Stone Wall:
Hardness: 8
HP: 180
Break DC: 45
Thickness: 1ft stone
Height: 12ft.

City Laws

Law Rank +1

Trials-
Sentencing-
Weapon and Armour Laws-
Spell Laws-

City Hazards
Lamp Smoke – -2 to spot and search in Alleys

Pot Holes – In the Streets, Spot DC 15 to avoid, Ref DC 10 if not spotted, failed save means being knocked prone and taking 1D4 non-lethal. Concentration checks are at -5.

Arcane Pulotion – Temple of Boccob, Fort Save DC 17 when entering the temple or have a random effect (page 33, Cityscape)

Poor Sanitation – Any character who takes more damage in 1 round then his Con score must pass a Fort Save DC 12 or contract filth fever.

Districts

=Civic=

Buildings- 41, 42, 39, 40, 46 fine lodgings 5%, fine food 10%, exotic trade 15%, fine trade 23%, average trade 23%, fine services 23%, government building 1%

=Embassy=

Notable Buildings – Lassiter (57)

Buildings – embassies 10%, diplomatic residances 20%, fine lodging 14%, fine food 17%, exotix trades 7%, fine trades 15%, fine residances 15%, exotic lodging 2%

=Fine Shops=

Notable Buildings – 12,13,14,15

Buildings – Banks 2%, fine lodging 6%, fine food 8%, exotic trade 16%, fine trade 40%, fine residances 28%

=Lord's Keep=

Notable Buildings – Barracks (43)

Buildings – servants quarters 12%, chapel (War), average 85%, magic trade 3%

=Magic=

Notable Buildings – 52

Buildings – exotic trade 15%, magic trade 5%, fine trade 29%, temple (Boccob), fine food 8%, fine services 15%, fine residance 28%,

=Noble Estates=

Notable Buildings – 53, 54, 55, 56, 58, 59, 60

Buildings – estates 100%

=Park=

Notable Buildings – 51, 61, 62, 63, 64, 65, 21, 22

Buildings – druid circle, fine food 9%, exotic trade 7%, fine trade 12%, fine services 25%, fine residance 45%, 3% unclaimed

=University=

Buildings – facalty offices 7%, library, fine lodging 7%, fine food 12%, fine trades 15%, fine services 15%, dormetories 8%, fine residence 36%

=Waterfront=

Notable Buildings – 27, 29, 30

Buildings – poor lodgings 5%, poor food 10%, average trade 2%, poor trade 12%, average service 3%, poor service 7%, poor residance 59%, average food 2%

=Warehouse=

Notable Buildings – 25

Buildings – Warehouse 30%, poor trades 5%, poor service 10%, poor residances 53%, average residance 2%

=Theatre=

Notable Buildings – 24

Buildings – 23, tailors’ guild 2%, theatres 4%, poor lodging 10%, poor food 20%, poor trades 20%, poor services 29%, poor residance 15%

=Slums=

Notable Buildings – 28

Buildings – poor lodging 1%, poor food 5%, poor trade 11%, poor service 6%, poor residance 77%

=Slave=

Buildings – poor services 5%, poor residance 93%, poor food 2%

=Shantytown=

Notable Buildings – Whicker Goat (5)

Building – poor residance 98%, poor food 2%

Whicker Goat – Burned to the ground by Pyro when he first entered the city with his travelling companions at the time after one of them angered the owner who attacked them, charging through his own bar. Pryo unleashed his blessed heritage and set flame to the owner along with his bar.

=Red-Light=

Notable Buildings – Flounder pounder (48)

Buildings – average lodging 4%, poor lodging 17%, average food 5%, poor food 20%, poor trades 19%, poor services 35%

=Tavern=

Buildings – temples 2%, average lodging 8%, poor lodgings 25%, average food 5%, poor food 20%, average trades 5%, poor trades 15%, average services 5%, poor services 15%

=Temples=

Notable Buildings – 8, Cathedral of Pelor (9)

Buildings – temple 8%, fine lodging 1%, average lodging 3%, fine food 3%, average food 7%, exotic trade 5%, magic trade 1%, fine trade 5%, average trade 10%, fine services 10%, average services 23%, fine residence 5%, average residence 19%

Cathedral of Pelor – Burned to the ground by the Orcs soon after they annexed the city.

=Marketplace=

Notable Buildings – marketplace (31)

Buildings – average lodging 2%, openair market, average food 12%, exotic trade 6%, fine trade 12%, average trade 35%, poor trade 10%, exotic service 3%, fine services 5%, average services 15%, poor services 5%,

=Halfling=

Notable Buildings – 32

Buildings – temple (halfling god), average lodging 4%, average food 11%, average trade 17%, average service 12%, average residance 56%

=Wealthy Residential=

Buildings – fine residence 85%, average residence 13%, 2% unclaimed

=Average Residential=

Buildings – fine residence 10%, average residence 78%, poor residence 10%, 2% unclaimed

=Coliseum=

Notable Buildings – Temple of Kord (7)

=Guildhalls=

Notable Buildings – 44, 45

Buildings – guilds 3%, average lodgings 5%, average food 11%, fine trades 5%, average trades 17%, poor trades 5%, fine services 5%, average services 11%, poor services 3%, average residences 33%, 2% unclaimed

=Gnomes=

Buildings – temple (Garl Glittergold), fine lodgings 1%, average lodging 4%, fine food 4%, average food 5%, exotic trades 3%, magic trade 1%, fine trades 5%, average trade 7%, poor trade 3%, fine services 8%, average services 7%, average residance 50%, 2% unclaimed

War's Domain
The god, Content Not Found: the-crab-war, has made his domain in the location known as frog park.

Saltmarsh

Legacy of War michael_davidson_984 michael_davidson_984