(GoS) NPCs

Eda Oweland (deceased council leader of Saltmarsh)

Eda was the leader of Saltmarsh's council and was well respected among the fishing and farming communities as a defender of their traditional way of life. Gruff, strong-willed and used to getting what she wanted, Eda was a fierce noble who had a reputation for stubbornness, particularly when it came to the commercialisation or industrialisation of Saltmarsh and it's surroundings. 

Eda had secret ties to the hidden Sea-Elf kingdom of Mannan, having befriended the Queen in some unrevealed way. This relationship was held apart from the rest of the council, apparently to protect the Sea Elves although there may have been more to it. 

Eda ordered that Saltmarsh provide a crew for the Sea Ghost for one year and that control of the vessel would be given to Captain River Storm as long as the ship was sailing for the good of Saltmarsh's population. Each council member was to provide part of the crew. There was resistance to this plan amongst the council. 

Eda was killed in front of the Player Characters during Surak's Lizardman raid on Saltmarsh.

Eilander Fireborn (Guard Captain of Saltmarsh)

Eilander is the Guard Captain of Saltmarsh, controlling all defence and law enforcement in the town. He served in the King's army with distinction and was injured fighting the creatures of the Darkwood and was given this post as a reward for his services to the crown by Governor Marcus Alfrey.

Serving on the council, Eilander often represents the will of the Kingdom of Keoland or acts as a translator, having picked up many languages during the war. He is cautious and thoughtful in his approach to any challenge, but a capable combatant despite his age and injuries should the need arise. 

He appears loyal to the crown and has a frank relationship with the Player Characters, advising them to "trust nobody in the council - not even me - until you can clear our names" in relation to the political machinations that are obviously going on in the town.

Mannistrad Copperlocks (Mine owner)

Mannistrad is a Dwarf who is all about industry and serves on the town council purely by the will of the crown. Disliked by the local populace for her straight-forward, demanding demeanour and her open distaste for local traditions and unwillingness to embrace the future, Mannistrad rules the Dwarven mining operation with a will of iron.

Curt and quick to exclude or take offence from non-Dwarves, Mannistrad sees the council as a waste of time but has a grudging respect for Eilander's effectivness and honest dealings with her men. She is clever and determined.

The player characters quickly got on the wrong side of Mannistrad by investigating her operation after being asked to find out what they could about essential equipment and supplies going missing en route to her quarry. So far the group have invaded her meetings, invaded her guildhall, exchanged insults with her and assaulted her staff. Mannistrad has no love lost for the group at this stage.

Gellan Primewater (Shipping business owner)

The fourth member of Saltmarsh's council and oftentimes and ally to Eda in upholding the shipping traditions of Saltmarsh, Gellan is a rich fop-about-town. Having made his money shipping, warehousing and transport, he is by far the richest person in town and a powerful businessman who employs most of the non-fishermen in Saltmarsh.

Gellan likes to be seen about town in his finery and seemingly likes his business dealings to be conducted in public, where people can see how generous and business savvy he is. As the shipping expert of Saltmarsh with most of the contacts needed to trade goods in or out of the port, Gellan maintains the respect of the people and of the council. 

Gellan likes to publicly give back to the people whose town made his money for him and frequently funds feasts, improvements, charitable works and so on. When he spends for the good of others, he makes sure his name is on everyone else's lips. 

Anders Solomor (Fisheries business owner)

The final member of Saltmarsh's council is a fishing business owner who inherited his families fleet and assets after the recent death of his mother. Building up the business quickly, Anders acquired preparation facilities, storage and additional fishing vessels through his influence in the council and his positive, outgoing attitude.

His recent acquisitions and youthful approach to the fishing business earned him a lot of fame and respect around town. Eda's sympathies for the man's loss of his mother had led her to back his initiatives to compete with her own fishing vessels and the two enjoys a friendly but non-destructive competition around town. 

Positions in the Solomor fleet are sought after, leading in reductions of available sailors for both Gellan and Eda's own fleets. Outwardly, Anders seems to respect his workers and seeks to train them, expecting professionalism in return. Gellan and Anders have a seemingly friendly (but not really) rivalry going on with Anders recently offering more wages than Gellan was willing to and making a  point of hiring and re-training sailors leaving Gellan's employ. 

Anders isn't as showy with his wealth as Gellan is and he has been slowly enlarging his family's mansion in Saltmarsh, preferring instead to funnel profits back into business improvements.

Captain Xendros (Quartermaster of Iuz)

Captain Xendros is a Tiefling trader interested in the acquisition and shipping of salted fish and other hardy foodstuffs to the Empire of Iuz. She also has a personal interest in the acquisition of interesting magical trinkets and has been known to trade such items with travellers.

Xendros is a mysterious, often obtuse but always shrewd dealer who is guarded about her business and personal affairs. She knows that her organisation and her empire are not well liked and maintains her position in Saltmarsh by being honest in her dealings with local traders, such as Gellan and Anders. 

Outwardly mercenary, Xendros was not well liked by Eda and Eilander has frequently had concerns about her penchant for bringing her own goons into the town for protection. While Xendros has never caused trouble in the town, her employees have. These employees are often dealt with by Xendros herself.

Capable of spellcasting, Xendros has built a fondness for knack the Goblin and has asked his friends to acquire an apparatus of Kwalish for her. There appears to have been some historty between Xendros and captain Thero Kerynaegis of teh Ocran Duke. Xendros has her own personal ship, generally moored near to Saltmarsh for moving goods and quick getaways. 

Ned Snakeshaft (recued from slavers)

Ned was found by the player characters imprisoned in the Alchemist's house atop the cliffs outside of Saltmarsh. Captured by the slavers there and left to rot in a bedroom, Ned warned the player characters that the smuggling operation underneath the house seemed to have connections to someone powerful in Saltmarsh itself. Freed, Ned joined the group for a short while and was forced to report his experience to the council. 

Ned is a slimy, untrustworthy character who switches accents and backstory details frequently. He says this is an old habit to stay safe as he is a traveller, gathering work in various towns and cities and he does this all to blend in better. Ned left the group for other duties.

Ned's name came up in Wildak's ledger as having had an appraisal of some of the Druidic staves some weeks before the characters ran into him.  There is clearly more to Ned than the characters are aware.

Governor Marcus Alfrey (ruler of Seaton)

Governor Alfrey rules the port of Seaton, an industrial and increasingly militarised port in the kingdom of Seaton. He fought in the same war as Eilander but had a richer family and more station as a result. He recommended Eilander for his post, and signed off on Mannistrad's mining operation.

Marcus is commercially minded, personally ambitious and determined to get what he wants. he has struck a deal with the player characters to act as introduction to the Sea-Elf kingdom to set up a trade and defence agreement with the hidden Kingdom (which he claims he's been looking for over a period of years). 

Clearly a King's man, Marcus was recently told of the death of the Earl and has been appointed as Earl in his place for now. He has used this new-authority to skip the red-tape of authorising armed forces to travel to Mannan and to free the Sea Ghost, returning it to the Player Characters with it's pirating record expunged. 

A strange, hooded faction want the Governor out of Seaton for a while so they can execute on a secret plan. They expect the player characters to assist in this endeavor. The Governor clearly has enemies. 

Druids of the Dreadwood

From Pheobe Foxhole's Druidic circle, three Druids were dispatched to start proceedings of retaliation for the loss of the holy staves. These Duids instead got involved in acting as messengers between Pheobe and the Circle and as support for Saltmarsh against the unnatural bird curse and the Lizardman/Koalinth invasion. These Druids are:

Tlach Swarmkeep: A thin, elderly druid whose eyes and fingers rarely stop. The sounds of insects often surround him.

Aoife of the Sky: A softly spoken woman with an intense gaze and soft, brown hair shot through with feathers. Frequently takes the shape of a bird.

Dryaden Barkwalker: A dark-skinned, heavy-set man with a strong voice and aggressive demeanour. A man of action.

Duke Renoir LeBehrr II of Altimaar

The player characters rescued renoir from his entombment under a pub in Saltmarsh during the Lizarman invasion. Seeming to be an older style foppish aristocrat whose manners and taste in wine are impeccable, Renoir seems to enjoy his classic, luxurious styles and seemingly knows a little too much of history for the player character's comfort. Evasive in his answers but easy-going and encouraging, Renoir is seemingly on some secretive adventures of his own. Renoir has joined the group to escape Saltmarsh before his captors can find and reimprison him in his muddy coffin.

Due to the nature of his interrment and the fact that Renoir both seems to have old knowlege and special abilities, the players have taken to calling him, "the Vampire". Just not to his face.  

Maude Saltspray (the bird lady)

Maude is an old woman appeared in Saltmarsh during the Lizardman raid and assisted the group due to Opal's apparent care for a cursed Seagull that she's rescued from Captain Xendros' shack. Hailing from the Hool Marshes, Maude was in town to figure out what was wrong with the local bird population (her "friends"). 

Maude has exhibited limited control over the cursed birds and has cast magic spells and summoned a large flying creature, assisting the party in defending Saltmarsh against the Lizardman and Koalinth invaders. She escaped Saltmarsh with the party to Seaton where she was treated as a refugee.

Maude is concerned for the safety of Saltmarsh's children, also in Seaton as refugees and claims there is a serial killer on the loose. While Maude appears old and frail, she is clearly physically capable of feats beyond her years and wants the party to assist her in freeing the birds and locating the missing Saltmarsh children hosted in Seaton. 

Thasseus, aka Oceanus (Prince of Mannan)

Thasseus is a young Sea Elf prince with an adventurous, open and trusting personality who is destined to join the Sea Elf Priesthood to protect his kingdom with the innate magic of his royal bloodline. Having escaped the kingdom, Thasseus stole aboard a human vessel, taking on the name "Oceanus" only to be imprisoned with a view to selling him into slavery. The player characters found him aboard the Sea Ghost, hidden in a secret compartment and, upon realising who he was, returned him to Mannan at Eda's request. the group stayed with Thasseus to keep him safe and try to find why he was so frightened of joining the Priesthood.

Currently trapped in the Kingdom of Mannan taking on his 'final pilgrimage' before taking a life in the temple, Thasseus awaits his friends return and, hopefully, they will be able to save him from his fate.

Captain Thero Kerynaegis (exiled hero of Mannan)

Called "Shield of the Waves" by admirers in the Mannan military for his stalwart defence of the realm against overwhelming forces, a scandal relating to a mission gone wrong forced Thero out of the military and got both him and his company exiled from Mannan. While acting as mercenary soldiers for costal kingdoms, Thero's men got involved with the Sea Princes and, were unfortunately, bound to serve, now acting as pirates and saboteurs.

Thero is  currently captain of the Sea Prince vessel, the Ocean Duke, and knows that most of his men are held hostage in various Sea Prince locations to ensure his compliance. He has some of his most trusted crew serving aboard the vessel and seems to encourage loyalty and admiration among his followers. He is and unorthodox commander, swashbuckler and thrill-seeker, but seems to stay true to his word when he gives it. he has a genuine compassion for his men and takes the responsibility of their freedom to heart.

The player characters came across Thero and his first mate trapped in a Koalinth prison under Speartip Rise in Mannan, after travelling there through a portal housed in the basement of the Trident temple in Mannan's capital. After helping Thero, a three armed lizardman (Thirlix) and  Lieutenant Carran Kashi escape, the party joined the Ocean Duke briefly to return to Saltmarsh and retrieve their ship, the Sea Ghost.

Thero has issues with visiting Saltmarsh for reasons he won't reveal. He claims it's nothing criminal, but that he certainly wouldn't be welcome there.

Interesting characters on the crew of the Ocean Duke include:

Shallathantia, aka Shellie (mutant sea dragon)

Hiding in a cave inside the protective shield of the Mannan kingdom, Shellathantia seeks safety and power. Raiding Sea Elf stores when she can do so without being tracked back to her lair, Shellie craves magical arifacts to add to her hoard and secure her safety in the Sea Elf territory. Afraid of discovery by both the Sea Elf military and the priesthood (but loathe to admit this), Shellie hides in a cave complex and used her mutant shadow-dragon properties to hide among the caves or hunt through the coral fields, eating farmers or mine workers when they are caught alone and unawares. Low and cunning, with no regard for the safety of anyone but herself, Shellie is a lone opportunist with more ambition than ability.  

The player characters struck a deal with Shellie where they would provide access to magical artifacts from the Trident temple in return for use of her hidden tunnels out of Mannan for them and the Royal Family. Shellie's role was to create a distraction for the temple guard while the party robbed the Temple. Unfortunately, the party were thrown in a distant prison by way of a magical portal during the raid, they don't yet know what became of Shellie after their absence.

Spoiler alert: She's probably VERY mad with them if she is still free. 

Argus Thistlewaight (Researcher) 

Argus was the player character's first employer, seeking their assistance is setting up, transporting and defending some surveying equipment (and himself) at a small tidal island called "Raven's rock". This research expedition would lead to the discovery of the Sea-God shrine, the ambush by the fish-men and, ultimately, the reason for the party's continued adventure. 

Argus is a middle aged researcher with some magical and historical knowledge who is softly spoken and typically acedemic in his approach to things. Even when the party were facing down Fish monsters threatening the destruction of the coast, all he could think of was protecting the research equipment and saying "ooh - that doesn't sound so good". 

The last Argus was seen was after the player characters returned from the smuggler's cove with the Sea Ghost. He said he would be out-of-town looking for answers to some of the things the Fish-men had claimed.  

The Kids (refugees from Saltmarsh)

Hiding in various locations during the Lizardman attack on Saltmarsh and saved by the player characters, the kids are friends or acquaintances whose parents were missing during the raid. Maude Saltspray and the player characters ushered them aboard the Sea Ghost when they escaped the raid to Seaton, where the kids were taken in by other families as refugees. 

Having lost contact with the children for a few days, the characters eventually ran into Telmay, who was on the loose around the docks but she escaped the party after telling them info about Renoir's movements. Later, the party followed Maude's pleas for help in finding the children, only to find Fipp dead in a warehouse.

The kids are:

Fipp (11, M) a troublemaker prone to doing a little thieving around the markets and merchants. Found dead in a warehouse by the docks, his heart messily removed from his chest.

Telmay (10, F) an independant thinker, prone to escape the family home often and for extended periods of time due to an unhappy home environment. Found skulking around the docks, and then captured by sailors aboard their ship. 

Marni (11, F) an athletic and bossy girl who is protective of the two boys. Fierce and mistrustful. 

Yenri (10, M) a fidgeter and timid boy, frightened of his own shadow and prone to crying when challenged.