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HEALTH A large part of this area has become so clogged and
Disease and infection are real concerns in the Styes. befouled with refuse that the water now moves only
Most residents suffer from some form of debilitating along shallow. sluggish channels that snake through the
condition brought on by the poisonous waste flowing reeking expanse of mud. Still, it's common to see des-
and billowing out of the Alchemists" Quarter, or from perate scavengers wallowing in the filth, scrounging for
the polluted water of the river and harbor. The adven- anything of value that a distracted alchemist might have
turers are no exception. Anyone who visits the Styes is carelessly tossed out with the trash.
exposed to a disease known as red face. This affliction
causes itching and painful inflammation all over the HIGH QUARTER
face, and especially around the eyes. The seal of local government in better days, this quarter
The effects of redface are identical to those of sight rot is the southeast section of the Styes. Most of the build-
(see "Diseases" in chapter 8 of the Dungeon Master's ings here were once municipal offices, but only a few are
Guide), but it's caused by pollutants in the air rather still in operation. All the rest are either deserted or have
than contaminated drinking water, making it difficult been rented to strange and furtive eccentrics.
to avoid. Sewer plague (also described in the Dungeon This section of the district is the least populated, and
Master's Guide) is common in the Styes as well. but its often-empty streets and boardwalks are in stark con-
avoiding contact with the district's ubiquitous rodents trast to the crowds that frequent the other three quar-
and vermin is usually sufficient protection against it. ters. Militia patrols are common here, but guards in the
High Quarter are universally corrupt, accepting bribes
LAYOUT OF THE DISTRICT from nobles, bureaucrats, and powerful merchants, and
extorting protection money from everyone else.
Map 8.1 shows the layout of the district and the loca-
tions of important buildings and land features. The is- MERCHANTS' QUARTER
lands that support the buildings are almost all artificial. The southwest section of the Styes hosts most of the
Some were created by ancient spells used to lift the floor district's industry and mercantile efforts. Most of the
of the bay above the water. Others consist entirely of community's fishers live here, and numerous ware-
huge boardwalks supported above the brackish water by houses line the edges of the quarter. Most of these
decaying pilings. places are either abandoned and boarded up. or serving
The district is made up of four quarters. Travel from as nophouses. Of the four quarters, the Merchants'
one to the other is either by foot over rickety walkways Quarter is the most welcoming to visitors- though that's
or by skiff. Local fishers often supplement their income not saying much. It's also said to be the healthiest part
by renting their skiffs as crude water taxis. Most trips of the district- but that's not saying much, either.
cost J cp, but a skiff ride to a dangerous section of town
usually brings 1 gp or more. LOCATIONS IN THE STYES
Low QUARTER The most notable buildings in the Styes are described
Also known as Flotsam, the northwest section of the here. A few of these locations are detailed later. but most
Styes consists mainly of slum tenements, dubious tav- are left for you to develop as you see fit.
erns, rickety warehouses, hovel-crowded alleys, and de-
commissioned ships converted into buildings. This en- I. HARBOR MASTER
tire area is slowly sinking into the sea. As old buildings These two stone buildings on a small island in the Mer-
become unlivable, new ones are built atop them, and the chants' Quarter are the base of operations for Harbor
tangle of structures is four or five stories deep in some Master Tak Merakin (NE female half-ore bandit cap-
places. Many of the lower structures are completely tain) and her constables (twelve NE human thugs). Tak
walled off from the outside. making them ideal places is profoundly lazy, and as long as merchants and fishers
for hidden temples and black markets. Swaying rope pay their dues without complaining, she doesn't inter-
bridges provide the best avenues bet ween the blocks of fere with business on the water. She reacts only to ob-
this quarter, since the old boardwalks are sinking like vious threats such as fires, riots. and storms-and even
everything else. then. she displays an infuriating lethargy.
2. fROTHER'S LAMP
ALCHEMISTS' QUARTER
This decommissioned stone lighthouse was once a
The Alchemists' Quarter is the northeast section of the
Styes. Long ago, it was the seat of the district's scho- proud beacon welcoming ships, but it functions now as
lastic and religious leadership. but its once-fine temples nothing more than a sad Flotsam landmark. When the
and universities have long been dismantled for construc- last caretaker died in a loud argument at a nearby tav-
tion materials, or converted into dim. smoky factories ern, no one took up her mantle, and the light has fallen
and noxious laboratories owned by shady alchemists. into disrepair. After a few more decades of slowly sink-
With no regulation to speak of in the Styes. alchemists ing into the soggy seabed, it might end up consumed by
are free to conduct whatever dangerous experiments shanties and other buildings built atop its corpse.
they like. and to cut corners on safety and quality con- 3. MARKETPLACE
trol. Iron chimneys belch smoke and foul vapors into This large. open space serves as the primary market for
the air. while liquid and solid waste are dumped into the the Styes. The area is always crowded, but the goods for
water around the quarter.
sale here are of low quality and dubious origin.
I'll \l'Tl R II l 11 l ~·1 \'E~

