As part of keeping me sane here at home, I’m going to expand the D&D writeups I’ve been doing for my Tallavanor’s Tales by doing a separate write up of the Secrets of Saltmarsh Campaign that I’m running for my friends.
To begin, I’m going to summarize the campaign setting, as described in my “Redwatch Island” campaign setting, and then let two of my PCs describe themselves. (If you’ve already read the Redwatch Island Background, feel free to skip!)
What is Redwatch Island? Only one of the most distant islands in the Lhazaar Archiapelago, home to the Principalities of Lhazaar. Redwatch has only recently risen to prominence, based on two reasons. First, The Prince of Redwatch finally established himself as an actual leader, defeating the Sea Kings Pirate Confederacy and driving them (well, mostly) from the waters around Seaton, his capital.
Second, the newly discovered iron and silver mines in the southern branch of the Redwatch Ridge Mountains give the holder of said mines a lot of power. The island chain is starved for easy-to-access iron ore. Relations with the dwarves of the Mhor Holds have been consistently rocky, and the Prince of Redwatch is well positioned to make himself a lot of money from trade for iron.
With this background, I’ve merged elements of the Ghosts of Saltmarsh adventures and the Eberron campaign setting. While GoSM recommends placing the adventures in Eberron in Q’barra, I prefer an island life as it reduces the number of outside factors and bumps up the use of ships and nautical ideas.
The conflict between the ‘loyalists’ and ‘traditionalists’ in The Ghosts of Saltmarsh book is better replaced with a ‘Unionist’ / ‘Royalist’ versus ‘Separatists / Independence’ Faction. You don’t need to change the characters or their loyalties, just the names.
Here’s two of our new characters. I’ll introduce more tomorrow!
(They picked the pictures, credit to those artists where possible)
GORGON ZOLA – Dragonborn Sorcerer