Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of any who cross their path. Monsters gather beneath the waves. Drowned sailors stir to unnatural life, animated by dark magic. The cult of a forbidden god extends its reach. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe!
Your story begins in Saltmarsh, a nondescript fishing village tucked away on the southern coast of the Kingdom of Keoland. Fishing and trade have brought wealth to Saltmarsh’s roughly five thousand mostly human residents. Inns and taverns include the Wicker Goat, Empty Net, and Snapping Line. Other notable locations include the Dwarven Anvil forge, the temple of Procan, Kester’s Leather Goods, the Mariner’s Guildhall, and the Weekly Market.
Years ago the Kingdom of Keoland campaigned to the north. Pirates and smugglers slowly took over the south building a loose confederacy known as the Hold of the Sea Princes. Saltmarsh suffered as the village succumbed to piracy and slavery under the cruel Princes. Suffering several defeats in the north, King Kimbertos Skotti sent ships south, shattering the confederacy of the Sea Princes. With the Sea Princes on the run, the King sent troops and agents south to establish security and trade. A band of dwarves carrying the King’s decree, begin to mine in the nearby hills. Although the recent changes stand to bring new prosperity to the area, many locals don’t want to see their home changed, once human ruled, always human ruled. The Factions of Saltmarsh generally find themselves split among the two following factions. The Traditionalists. The traditionalist faction is an alliance of the prominent fishing families and merchants in town, along with the workers who rely on those industries for a living. The Loyalists. The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti.
You met several months earlier, playing caravan guard up and down the coast of the Azure Sea. You four have bonded in close friendship, each of you feeling like you are destined for more. It started as a jest, adventuring, you can’t remember who came up with the idea, but before long, you were clapping each other on the back for a decision well made. This is to be your last caravan, no more, you are destined for greater things. You accepted your pay and politely declined to continue as part of the guard detail. You walk towards the nearest tavern, The Wicker Goat, sit down at a table and order your first drink. That’s when the realisation hits you, where is your next meal coming from…
You look at each other, seemingly coming to this realisation at the same time, when the door bursts open and an old farmer rushes over to a nearby table, approaches a well-dressed woman and hurriedly yells “Eda, they’ve taken her, they’ve kidnapped Anna!”. “Damn it Braxton, I told you not to let her alone in your outer fields” the woman says as she rises to her feet. “You must help me, send the Town Guard” Braxton says, sounding even more desperate. As Braxton says this, you notice nearby uniformed men begin to look away, trying to make themselves seem less noticeable. “You know I can’t do that; we are already undermanned, I don’t have enough men”, Ada says, keeping her voice low. At this, Braxton stands tall and looks out into the faces of those present in the now silent tavern, “surely there are some among you who will help me, help find my Anna”. The desperation in his voice is palpable. You look at each other silently, each realising that you have found your next meal.