Professional Documents
Culture Documents
l llAP-1 ~ R l SALfMl\RSll
)0
MA RI NERS ' GUILD Player's Handbook). Additionally, you can automatically
You work with the mariners' guild, providing sailors find a safe route to land a boat on shore, provided such a
with rope, sails, tools. and other goods. You have a work- route exists.
shop attached to the guildhall and can draw support
from similar guilds found in ports across the world. You H A RDSHIP ENDURED
have done a lot of business with Eda Oweland's family Hardship in your past has forged you into an unstoppa-
and are on good terms with her. ble living weapon. This hardship is essential to you and
is at the heart of a personal philosophy or ethos that
DWARVEN ARTISANS often guides your actions. You can roll on the following
You arrived in town as part of a mercantile concern as- table to determine this hardship or choose one that best
sociated with the Copperlocks dwarves. Currently the fits your character.
dwarves rely on your gui ld to provide supplies for their
work at the mine outside town. You are fri ends with d6 Hardship
several of the miners, have access to their work site, and Nearly Drowned. You hid underwater to avoid detec·
are on good terms with the clan's leader, Manistrad. tion by enemies and held your breath for an extremely
long time. Just before you would have died, you had a
HERMIT revelation about your existence.
The wilds around Saltmarsh might seem like the ideal 2 Captured. You spent months enduring thirst, starva-
place to find peace and quiet, though the monsters that tion, and torture at the hands of your enemy, but you
lurk in the region can make isolation a dangerous prac- never broke.
tice . If your character has this background, the table be- 3 Sacrifice. You enabled the escape of your fellow sol-
low gives you some options for the nature of the secret diers, but at great cost to yourself. Some of your past
that prompted you to return to civilization. comrades may think you're dead.
d4 Secret 4 Juggernaut. No reasonable explanation can explain
how you survived a particular battle. Every arrow and
1 You stumbled across a clandestine meeting outside
bolt missed you. You slew scores of enemies sin-
town. A wealthy· looking fel low named Skerrin met
gle-handedly and led your comrades to victory.
with someone and discussed bringing slaves to
5 Stowaway. For days, you hid in the bilge of an enemy
Saltmarsh. You suspect trouble is afoot and came to
ship, surviving on brackish water and foolhardy rats.
town to investigate.
At the right moment, you crept up to the deck and
2 The anguished ghost of an elf haunts your dreams,
took over the ship on your own.
insisting that you tear down the standing stones just
6 Leave None Behind. You carried an injured marine for
outside Saltmarsh. The elf claims that dark magic is
miles to avo id capture and death.
behind the bountiful fishing in the region.
3 You have been plagued by visions of a massive wave,
SUGGESTED CHARACTERISTICS
carrying a swarm of toothy sharks, crashing over the
Marines are looked up to by other soldiers and re-
land and tearing apart everything in its path. Maybe
spected by their superiors. They are veteran warriors
someone in town can help.
who rarely lose composure on the battlefield. Marines
4 The land around town is too dangerous to remain out who leave the service tend to work as mercenaries, but
in it alone. The lizardfolk of the swamps were once their combat experience also makes them excellent
your friends, but they disappeared not too long ago. adventurers. Though they a re self-reliant. marines tend
You came to Saltmarsh out of necessity. to operate best in groups, valuing camaraderie and the
companionship of like-minded individuals.
M A RINE
MARINE PERSONALITY TRAIT S
You were trained for battle on sandy beaches and rocky
shores. You have launched midnight raids from swift d8 Personality Trait
ships whose names evoke ter ror in the hearts of your ad- l I speak rarely but mean every word I say.
versaries. The water is your second home, the rain your 2 I laugh loudly and see the humor in stressful situa-
shelter, and the crashing waves your battle cry. tions.
Skill Proficiencies: Athletics, Survival 3 I prefer to solve problems without violence, but I fin·
Tool Proficiencies: Vehicles (water, land) ish fights decisively.
Equipment: A dagger that belonged to a fallen comrade, 4 I enjoy being out in nature; poor weather never sours
a folded Rag emblazoned with the symbol of your my mood.
ship or company, a set of traveler's clothes, and a belt 5 I am dependable.
pouch containing 10 gp 6 I am always working on some project or other.
7 I become cantankerous and quiet in the rain.
FEATURE: STEADY
8 When the sea is within my sight, my mood is jovial
You can move twice the normal amount of time (up to
and optimistic.
16 hours) each day before being subject to the effect of
a forced march (see "Travel Pace" in chapter 8 of the
=
CHAPTER I SAi TMAR'ill
HISTORICAL R ESEARCHER FEATURE: I'LL PATCH IT!
The graveyard keeper, Krag, and the captain of the Provided you have carpenter's tools and wood. you can
guard. Eliander, are both experts in local history. You perform repairs on a water vehicle. When you use this
might have arrived in town to conduct research and ability, you restore a number of hit points co the hull of
have made their acquaintance. Eliander grants you a water vehicle equal to 5 x your proficiency modifier. A
access to his personal library and uses his consider- vehicle cannot be patched by you in this way again until
able knowledge of languages to translate documents after it has been pulled ashore and fully repaired.
you find, while Krag works with you to catalog the li-
bra ry's contents. L I FE AT SEA
Your life at sea and in port has shaped you; you can roll
A RCANE SEEK ER on the following table to determine its impact or choose
The wizard Keledek hired you to help him with a few of an element that best fits your character.
his projects. He was not a kind master, but he paid well
enough. You helped him organize a set of ancient books. d6 Sea's Influence
identify potions. and verify the authenticity of several al- Grand Designs. You are working on plans and sche·
chemical recipes. He has since discharged you from his matics for a new, very fast ship. You must examine
service. Keledek was always cool toward you. but he had as many different kinds of vessels as possible to help
some business dealings with the charismatic merchant ensure the success of your design.
Gellan Primewater. You have dined in Gellan's mansion 2 Solid and Sound. You patched up a war galley and
a few times, and he has mentioned that he sometimes prevented it from sinking. The local navy regards you
needs help identifying some of the odds and ends his as a friend.
crews bling back to port. 3 Favored. You insisted on thicker planking for a mer-
chant vessel's hull, which saved it from sinking when
SAILOR
it smashed against a reef. You have a standing invita·
Countless sailors have walked the streets of Saltmarsh. tion to visit the merchant's distant mansion.
If you select this background, decide whether you are a 4 Master of Armaments. You specialized in designing
local who took to the seafaring life or a foreigner who
and mounting defenses for the navy. You easily recog-
arrived here from a distant port.
nize and determine the quality of such items.
LOCAL SEA D OG 5 Low Places. You have contacts in the smuggling out-
As a sailor native to town, you kn ow plenty of people fits along the coast; you occasionally repair the crimi-
down by the docks. You have friends in the Oweland nals' ships in exchange for coin and favors .
family who can get you access to Eda, a prominent lo- 6 Mysteries of the Deep. You experienced an encounter
cal leader, as needed. You also have friends among the with a possibly divine being while sailing alone. Work
sailing crews and know the best and worst of the busi- with your DM to determine the secret about the deep
nesses that cater to them. waters of the sea that this entity revealed to you.
TRAVELER FROM AFAR
SUCCESTED CHARACTERISTICS
You are new in town and are unfamiliar to most locals.
You know the ways of the sea, however, and you blend Shipwrights are resourceful carpenters and designers.
in at the docks with ease. You can mingle with foreign They often have a dedicated spol al the local tavern,
crews, learn news from them, and strike up easy friend- since sh ipwrights are invaluable to coastal communi-
ships. Some of them have contacts with local smugglers, ties. Some travel with naval neels and m ight serve as of-
and you have heard that there are hidden sea caves ficers if their temperament suils il. Shipwrights have an
outside town where the wizard Keledek trades in ar- affinity for working with their hands and often perform
cane goods. feats of carpentry that others might deem miraculous.
You have sailed into war on the decks of great ships, d8 Personality Trait
patching their hulls with soup bowls and prayers. You I love talking and being heard more than I like to
once helped build a fishing vessel that single-handedly listen.
saved a town from starvation. You have seen a majestic 2 I'm extremely fond of puzzles.
prow in your dreams that you have not been able to 3 I thrive under pressure.
replicate in wood. Since childhood, you have loved the 4 I love sketching and designing objects, especially
water and have been captivated by the many vessels that boats.
travel on it. 5 I'm not afraid of hard work-in fact, I prefer it.
Skill Proficiencies: History. Perception 6 A pipe, an ale, and the smell of the sea: paradise.
Tool Proficiencies: Carpenter's tools, vehicles (water) 7 I have an endless supply of cautionary tales related to
Equipment: A set of well-loved carpenter's tools. a the sea.
blank book, 1 ounce of ink, an ink pen. a set of travel- 8 I don't mind getting my hands dirty.
er's clothes. and a leathrr pouch with 10 gp
FEATUR E: D owN L ow
SH IPWRIGHT BONDS You are acquainted with a network of smugglers who
d6 Bond are willing to help you out of tight s ituations. White in a
I must visit all the oceans of the world and behold the particular town, city. or other similarly sized community
ships that sail there. (DM's discretion). you and you r companions can stay for
free in safe houses. Safe hous es provide a poor lifestyle.
2 Much of the treasure I claim will be used to enrich my
While staying at a safe house, you can choos e to keep
community.
your presence (and that of your compa nions) a secret.
3 I must find a kind of wood rumored to possess magi-
cal qua lities. CLAI M TO FAME
4 I repair broken th ings to redeem what's broken in Every smuggler has that one tale that sets them apart
myself. from common criminals . By wits, sailing s kill, or a silver
5 I will craft a boat capable of sailing through the most tongue, you lived co tell the s tory- and you tell it often.
dangerous of storms. You can roll on the following table to determine your
6 A kraken destroyed my masterpiece; its teeth shall claim or choose one that best fits your character.
adorn my hearth. d6 Accomplishment
Spirit of the Whale. You smuggled stolen dwarve n
S HI PWRI G HT FLAWS spirits in the body of a dead whale being pulled be-
d6 Flaw hind a fishing boat. When you delivered the goods,
I don't know when to throw something away. You the corpse suddenly exploded, sending whale meat
never know when it might be usefu l again. and wh iskey bottles fo r half a mile.
2 I get frustrated to the point of distraction by shoddy 2 Cart and Sword. You drove a cart filled wi th stolen art
craftsmanship. through the middle of a battlefield while singing sea
3 Though I am an excellent crafter, my work tends to shanties to confuse the combatants.
look as though it belongs on a shi p. 3 The Recruit. You enlisted in another nation's navy for
4 I am so obsessed with sketch ing my ideas for elabo- the pu rpose of smuggling stolen jewels to a distant
rate inventions that I sometimes forget little th ing like port. You attained a minor rank before disappea ring
eating and sleeping. from the navy and ma king your way here.
5 I'm judgmental of those who are not skilled with tools 4 River of Shadows. Your riverboat accidentally slipped
of some kind. through the veil into the Shadowfell for several hours.
6 I sometimes take thi ngs that don' t belong to me, es- While you were there, you sold some sto len drag-
pecially if they are very well made. onborn artifacts before return ing to th is plane and
paddling home.
SALT M ARSH TIES 5 Cold-Hearted. You agreed to transport a family es-
Ships make Saltmarsh's economy run. You have con- caping a war. The ba by began to cry at a checkpoint,
tacts with one of the foll owing leaders in town. Choose and you gave the guards all your gold to let you pass.
or roll on the table. The fam ily never found out about this gesture.
d6 Contact 6 Playing Both Sides. You once smuggled crates of
1-2 Eda Owelan d crossbow bolts and bundles of arrows, each destined
3-4 Gellan Primewater for an opposing side in a regional war, at the same
5- 6 Anders Solmor time. The buyers arrived within moments of each
other but did not discover your trickery.
=--
'H
SUGGESTED CHARACTERISTICS d6 Flaw
In general, smugglers value survival, and then profit, 3 I believe everyone has a price and am cynical toward
above other things. One could be a part of a larger orga- those who present themselves as virtuous.
nization, or might run a small smuggling vessel of their I struggle to trust the words of others.
4
own. Smugglers live the lies they have told, and they
S Few people know the real me.
have a natural abi lity to recall a ll the falsehoods and
6 Though I act charming, I feel nothing for others and
half-truths they have ever spouted.
don't know what friendship is.
SMUGGLER PERSONALI T Y TR A ITS
SALTMARSH TIES
d8 Personality Trait
Ifs an open secret, at least among the old-timers in
I love being on the water but hate fishing.
town, that Gellan Primewater runs the biggest smug-
2 I think of everything in terms of monetary value. gling operation in this section of the coast. You have
3 I never stop smiling. contacts with him and his organization, enabling you to
4 Nothing rattles me; I have a lie for every occasion. request an audience with him as necessary.
5 I love gold but won't cheat a friend.
6 I enjoy doing things others believe to be impossible. S OLDI ER
7 I become wistful when I see the sun rise over the Many retired soldiers of the Keoish army make cheir
ocean. home in the southern reaches, and you are no different.
8 I am no common criminal; I am a mastermind. You mighc have served some time as a member of the
town guard. Regardless of whether you did so, you have
SMUG G LER ID EALS
several friends among their ranks. The captain of the
guard, Eliander Fi reborn, is friendly toward fellow vet·
d6 Ideal
erans and is willing to make rime to meet with you if the
Wealth. Heaps of coins in a secure vault is all I dream need is urgent. Ac your opcion, you can also own a small
of. (Any) plot of land and a farm outside town.
2 Smuggler's Code. I uphold the unwritten rules of the
smugglers, who do not cheat one another or directly URCHIN
harm innocents. (Lawful) At a young age, you lost one or both of your parents to
3 All for a Coin. I'll do nearly anything if it means I turn a tragedy at sea. Afterward, you grew up relying on the
a profit. (Evil) kindness of others. More important. the years you spent
4 Peace and Prosperity. I smuggle only to achieve a living on the streets have imparted to you the skill to
greater goal that benefits my community. (Good) sneak unobtrus ively, overhearing gossip and witnessing
5 People. For all my many lies, I place a high value on scenes that others would prefer to keep secret. Pick
friendship. (Any) one member of the Saltmarsh town council. T he DM
Daring. I am most happy when risking everything.
will share with you either a secret about that person or
6
give you the option to create the details of a favor you
(Any)
did for them that leaves them in your debt. For instance,
you might have overheard thieves making plans to steal
SMUG G LER B O N DS from Gellan Primewater.
d6 Bond
My vessel was stolen from me, and I burn with the
desire to recover it.
2 I intend to become the leader of the network of smug·
glers that I belong to.
3 I owe a debt that cannot be repaid in gold.
4 After one last job, I will retire from the business.
5 I was tricked by a fellow smuggler who stole some-
thing precious from me. I will find that thief.
6 I give most of my profits to a charitable cause, and I
don't like to brag about it.
SMU G GL ER FL AWS
d6 Flaw
Lying is reflexive, and I sometimes engage in it with-
out realizing.
2 I tend to assess my relationships in terms of profit
and loss.
-=