Saltmarsh: Call of the Kraken

## Saltmarsh: Call of the Kraken Campaign Premise

On the outskirts of the Kingdom of Keoland, tucked away on the Southern Coast of Grazoth is a sleepy backwater town known as Saltmarsh. But this town and it's denizens are more than meets the eye.  The Ace of Iron, King Rex Eikar's attention turns to the South hoping to create a center of world commerce after years of benign neglect and isolationist policies. A new nation of pirates rises in the Freebooter Atoll called the Hold of the Tide Princes and clashes with Keolish Marines with swords and cannon fire for control of the seas. Smugglers guide ships to hidden coves willing to slit the throats of anyone who dare crosses their path. Horrors from the Sunken City, the Dreadwod, and the unconquered wilds of the South inch ever closer to the city as ancient magical barriers wear thin.  Underneath the waves of the Azure Sea primordial entities stir to life, as their forbidden cults extend their reaches. Drowned sailors stir to unnatural life, animated by twisted magic. While Saltmarsh's Council of Constellations and it's citizens bicker over motives, loyalty, and coin; unceasing storms stir against it’s ports. Heroes must arise to keep the tide at bay!

### Welcome to Saltmarsh

Our story begins 415 years after the Mallus, a horrible war that ripped the world apart and killed the gods themselves, in a nondescript fishing village, known as Saltmarsh. Fishing and trade have brought relative prosperity to the town's roughly 5000 mostly human residents.  While Saltmarsh isn't a bustling metropolis it is home to a number of taverns and inns mainly: The Wicker Goat, Empty Net, and Snapping Line. Other Notable locations include the Dwarven Anvil Forge, The Temple of the Corsair, Kester's Leather Goods, the Mariner's Guildhall, and the Weekly Market.  If those aren't to your fancy feel free to check out the docks, or explore the many shops and secrets the town has to offer.

### A Brief History of Saltmarsh

For decades the Kingdom of Keoland left Saltmarsh to it’s own devices, focusing on consolidating power within the Northern Regions of Grazoth.  Leaving southern fishing towns content to maintain a low profile, however the pirates who prowled the waters of the Azure Sea became strong enough to create their own realm. A loose confederacy known as The Hold of the Tide Princes. Leading to increased raids on Saltmarsh, Keolish trade ships, and other coastal areas. Tide Prince ships pillaged the coasts for slaves and deckhands to support their growing state of criminals.

However in recent years the crown has completed it's consolidation of power, built up a strong navy, and has set its eyes to its southern Frontier in an attempt to become more connected to the world stage as a trade power. In Saltmarsh it saw a warm water port with ties to the outside world, unchecked banditry, a rising pirate confederation, and untold ancient riches.

The Ace's strong navy, new iron clad ships, and ambition caught the Tide Princes (who were used to meeting little to no real pushback) by surprise. And led a devastating attack to their fleet and their egos. But the shrewd Pirates were not dealt a death blow - and this conflict is by no means over.

With the Tide Princes at bay (for now), Saltmarsh has become a strategic point in Keolish plans to grow into a larger trade power. Settlers, merchants, guards, marines, and workers have been migrating to the coastal town to make it a 'proper' Keolish settlement. Even a troupe of dwarves bearing a decree from the king himself, have arrived and begun an excavation into the hills and seaside cliffs around Saltmarsh - searching for precious metals…and possibly something else. If their labor bears fruit as expected, the mine stands to become a major factor of prosperity in the town and the region at large.

### The Factions of Saltmarsh

Naturally all of Saltmarsh's citizens and locals don't agree on the recent developments in and around their community. While recent changes promise to bring about new prosperity, many locals don't want to see their home and way of life changed.

These two sentiments are held in two main Parties in the Council of Constellations:

* The Free Salts Party
	+ Traditionalists who favor Saltmarsh to the Kingdom, and believe the town will be safer and more prosperous continuing as it had for decades
* The Crown of Iron Party
	+ Loyalists who favor the will of the King Rex Eikar and the Kingdom of Keoland, who want to turn Saltmarsh into a bustling hub of commerce and industry

### Who are you?

You are a band of adventurers who came to Saltmarsh for one reason or another, maybe it was for coin, recognition, by chance, or to escape from a past life. There are many races of humanoids in the Malachite Isles, each with their skills, stereotypes, and abilities. Saltmarsh mainly populated by humans, however the isle of Grazoth is home to dwarves, halflings, and elves. Saltmarsh's existence as a city of trade and smuggling means more foreign races of gnomes, dragonborns, and tieflings aren't unheard of,  and it’s closeness to the sea means tritons and sea faring races may pass through as well.  And of course a haven of traveler's and sailors might become the home of races that don’t fit in where they are from, such as Half-Elves or Half-Orcs. These are just ideas and all official races are allowed for play, however take into account of why and how they are in Saltmarsh; and how locals may treat them when making your character. As for who you are, there are many ways to fit into Saltmarsh's society and the fantastical world of The Malachite Isles.

You may be a follower of the Corsair, a mysterious figure rumored to be a new god of the sea

and the allure of the unknown, looking to unravel the Pirate King's many mysteries.

You may be a fisherman or deckhand, born to the sea and providing for the town of Saltmarsh

day after day in the sea or the docks.

You might have come to Saltmarsh with the dwarven miners, bold with the Ace's decree and

eager to make your fortune.

You might be a marine or veteran of the Keolish navy or army, soldiers of sea and land sent to

push back to encroaching evils.

You may be a shipwright, building and repairing the vessels that keep the gold coming in and out

of Saltmarsh.

You may be a smuggler, bringing in stolen elven wine under the darkness of a moonless night or

smuggling innocents out of the clutches of the Sea Princes.

You might be a fugitive, wrongfully (or rightfully) accused of piracy hiding out in Saltmarsh from

those  who wish to see you hang.

Above all you are companions who, together, seek adventure by starting your quest in Saltmarsh after receiving a strange letter from an unknown person called "The Client"