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PROCAN, SAILOR OF S EA ANO SKY gion. He can be an invaluable resource for adventurers
Procan is a chaotic neutral deity of the sea and weather. seeking information and is especially helpful to those
He offers his clerics access to the Tempest domain. He who can help him with his research.
is embodied in the sudden storm that overtakes a ship, In his spare time, Krag helps organize and translate
battering it with monstrous waves and howling winds that Eliander's library. He keeps a room in the guard com-
give way to peaceful waters and calm weather in the space mander's home, and the two are close friends.
ofa moment.
Procan's domain is the sea. and whatever the oceans
28. WINSTON'S STORE
touch, he bears witness to. His mood shifts to darkness
The owner of this establishment. a rerired rogue, knows
as he witnesses a brutal murder on the docks of a squalid
a great deal about the Hool Marshes. Winston (N male
port, then lifts in pride as he watches a brave mariner leap
into the sea and save a drowning child. Every story of the halfling bandit) spent years as an outlaw lurking in the
oceans courses through his mind, and he in each moment marshes before a raid on an army payroll caravan netted
curses and blesses mortals for their endless follies, hero- him enough loot to open a business. The increased pres-
ism, and hatreds. ence of law enforcement in Saltmarsh has him on edge,
When the sea reaches its limit at the shore, so too does and he is concerned that his involvement in the heist
Procan's power. His clerics and priests rarely venture will emerge. In the meantime, he does business with
inland, and he cares little for what happens beyond his wa-
sailors, adventurers, and those who need "solid goods
ters. At sea, he expects sacrifices in the form of fine food,
at honest prices." as he often says. Winston has a few
potent alcohol, or valuable treasures thrown overboard
maps of the marshes, and those who intend to explore
at the start of a voyage. Due to this ritual, Procan holds
that area often consult with him for guidance.
all treasures lost at sea as part of his domain. He curses
those who plunder shipwrecks without the blessings of his 29. SEA GROVE OF 0BAD- HAI
clerics, dogging their steps with wretched weather until his
attention is drawn elsewhere. Open to the air and set in a grove outside town, the
Procan's clerics reAect their deity's chaotic nature. They sea-grove is a gathering place for seagulls, sailors, and
seek omens of his moods in the weather and sky, and mir- swamp folk, as well as an information market for traders
ror their own demeanor to match their deity's. and trappers. Ferrin Kastilar (NG male halfling druid).
a somewhat melancholy individual of middle years,
tends the shrine with his bullfrog companion. Lorys.
25. T HE L EAP
Ferrin always keeps an eye out for rumors of aberra-
The Leap is an outcropping of rock nearly a hundred
tions in the wild. He also has contacts with the elves of
feet above the churning water below. Several stone
the Dreadwood. and they send word to him if a monster
benches stand near this precipitous edge, and a few
escapes that forest and heads in the direction of Salt-
stone markers sit in the tall grass nearby.
marsh. If news of an aberration reaches him, he hires
Traditionally. the people of Sahmarsh leap from the
adventurers to stalk and kill the creature.
cliffs into the water below when a loved one drowns
at sea. The jump is usually not fatal: the water below 30. STANDING STONES
the Leap is free of rocks. and it is a short swim back
Two enormous runcstones stand on this island. In
to dry land.
ages past, a siren was chained to the stones here and
sacrificed by an evil human tribe as an offering to the
26. T EMPLE OF PROCAN
sea. Since then, the fishing in the region has flourished.
Services at this long-standing sea god's temple are
The siren's spirit was captured in the stones, and her
well attended. The congregation is led by a one-legged
captivating song continues to echo through the weave
former whaler: Wellgar Brinehanded (CG male human
and draw fish to the area. The siren's sisters and allies,
priest), an older human man with a sharp memory for
among them a powerful djinn, have scoured the planes
every storm, lost ship, and enormous catch ever brought
in search of her spirit for centuries.
into Saltmarsh harbor. He knows many fanciful stories
of shipwrecks. lucky escapes. and famous captains. Mat-
DOWNTIME ACTIVIT IES
ters ashore rarely interest him, but the temple and its
bell tower are also served by a half-dozen novitiates and Saltmarsh provides a haven for adventurers between
laypeople who keep things running smoothly. expeditions, and the characters can spend that time
Wellgar uses the blessings of Procan to seek out ship- engaged in various tasks around town. The following
wrecks in order to recover the remains of sailors for a options build on the downtime activities discussed in
proper burial. He is willing to trade cleric spells of up to chapter 8 of the Player's Handbook. Characters can pur-
5th level. including raise dead. in return for recovery of sue them to make some additional money or strengthen
the remains he seeks. their ties to Saltmarsh.
The activities given here are based on the ones pre-
27. SALTMARSH CEMETERY sented in Xanathar's Guide to Everything. lfyou have
The town's cemetery is well-kept, but many of its graves that supplement. consider using the guidelines for rivals
are little more than memorial stones laid for those who and the complications attached to some of the activities
died at sea. Krag (NG male half-ore com moner) is the given in that book. You can also offer other activities
town gravedigger, as well as something of a town histo- as you see fit. The ones detailed below are specific to
rian and local loremaster. He has conducted extensive Saltmarsh.
research into the folk buried here and events in the re-
( HAPTP.H I SAIT~ARSll

