Wicker Goat
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The Wicker Goat: A Legacy of Tradition and Service

The Wicker Goat is the oldest tavern in Saltmarsh, its history stretching back over a century. Originally, it was the humble home of a goat farmer who sold goat cheese, ale, and simple meals to the few travelers passing through town. His wife, a devoted pagan, crafted a large wicker goat as a tribute to the bounty that their goats had provided, placing it outside their home. Over time, locals began referring to the place as “The Wicker Goat,” a name that has endured for generations.

During Azure's Tide, the war between Kingdom of Keoland and the Sea Princes, the tavern became an impromptu mess hall and barracks for soldiers stationed in Saltmarsh. It was expanded to accommodate more troops, with officers staying in the upstairs rooms. However, after the war ended and the town constructed proper barracks, the tavern fell into decline, struggling to find a steady clientele.

When Mira and Lankus Kurrid purchased the Wicker Goat, they breathed new life into it, restoring its reputation as the favored gathering place for town guards and dwarven miners. Mira, upon learning of the tavern’s origins, commissioned a new wicker goat from a local artisan to honor its history, placing it once more at the entrance. Today, the Wicker Goat stands as a cornerstone of Saltmarsh, blending its deep-rooted traditions with the hardworking spirit of the town’s protectors and laborers.

Tavern Staff

Marta (Lawful Neutral, Cook): Marta is a no-nonsense, heavyset woman who rules the Wicker Goat’s kitchen with the authority of a battle-hardened general. She tolerates no nonsense from staff or customers and expects respect in her domain. Her stews are hearty, her bread is fresh, and her temper is short when someone dares criticize her cooking. Though gruff, she has a soft spot for Lilith, the orphan who helps her in the kitchen, and secretly sneaks extra food to those in need.

Lilith (Neutral, Kitchen Hand): Small, quiet, and often overlooked, Lilith is a waif of a child who seems to have simply appeared in the Wicker Goat one day. Whether she’s truly an orphan or hiding from something (or someone) is unknown, but Marta took her in and put her to work. She sleeps curled up in the pantry, and while she rarely speaks, she sees and hears everything in the tavern. If an adventurer shows her kindness, she may share whispered secrets overheard in the kitchen.

Gwendel (Chaotic Neutral, Barmaid): Young, lively, and effortlessly charming, Gwendel knows how to work a tavern crowd—flashing a smile for good tippers and shutting down drunks with a sharp word (or a well-placed knee). She enjoys the attention she gets but keeps a careful distance from those who take it too far. Her biggest problem is her troublemaking boyfriend, Jarek, who always seems to be in debt, running from the law, or getting caught up in schemes that could bring trouble to the Wicker Goat.

Rumor Tables

Smuggler at the City Gate (Test of Loyalty)

d12

Test of Loyalty

1

“That guard’s always at the Wicker Goat, tossing coin he shouldn’t have.”

2

“I saw him talking to fishermen late at night. Strange for a gate guard.”

3

“They say smugglers are back, using the haunted house.”

4

“The Sea Princes are moving something big through Saltmarsh.”

5

“The guard? Just an old drunk. No traitor.”

6

“Scarlet Brotherhood’s got hands in this mess, for sure.”

7

“That guard’s been spooked lately. Something’s got him jumpy.”

8

“Eda’s just causing trouble to weaken the Loyalists.”

9

“The smuggling routes lead straight to the Styes. Always have.”

10

“I heard Eliander’s protecting him. What’s he hiding?”

11

“The haunted house is more than just smugglers. Dark magic there.”

12

“Saltmarsh guards? Loyal to their ale, nothing else.”


The Riddles of the Mad Mage

d12

The Riddles of the Mad Mage

1

"They say there's a madman locked up in the Barracks. Keeps muttering about things no one can understand."

2

"I overheard a guard say the prisoner’s been talking to the walls. Reckon he’s lost his mind in there."

3

"Some folks claim the prisoner can do magic—though he’s kept in chains, I’m not so sure."

4

"That crazy mage they’ve got in the dungeon? He’s always asking about a ‘key’ that could open anything."

5

"I heard he's been ranting about a cursed artifact—whatever that means. Guards don’t even want to deal with him."

6

"I heard he’s been speaking in riddles, talking about the end of the world or some wild thing like that."

7

"They say he was an adventurer who wandered into places where no one should go. Not sure what he found, but it broke him."

8

"The prisoner? He talks to the shadows like they’re his friends. Some say he made a deal with something out in the wilds."

9

"I hear he was part of a group that disappeared, and now he’s all alone, babbling about what he saw out there."

10

"That prisoner’s been talking about things that don’t sound human, strange voices and terrible things lurking where no one dares go."

11

"The poor bastard keeps saying he’s seen the ‘darkness that lies beneath the earth.’ It’s the kind of thing that makes the hair on your neck stand up."

12

"A traveler came by saying the prisoner knew something about a hidden place, somewhere folks fear to tread."

NPCs

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Lankus Kurrid

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Mira Kurrid

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Gwendel (barmaid)

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Marta (cook)

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Lilith (kitchen hand)

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Stoutbelly - local drunk

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Dwarf

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Villager

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Guard

Tavern Regulars

Guards: The town guards frequent the Wicker Goat after their shifts, seeking respite from their patrols. They are disciplined but wary, ever watchful for trouble. Some loosen up over drinks, while others remain stoic, scanning the room for signs of disorder. Their leader may have a vested interest in local affairs, keeping an ear out for rumors of smuggling, banditry, or outsider activity.

Dwarves: These rugged miners, most of them employed at the nearby dig sites, gather at the Wicker Goat to swap tales, air grievances, and drink heavily. Tough and no-nonsense, they tend to keep to themselves, though a well-placed round of ale can earn their respect. Manistrad Copperlocks, their leader, is often found here discussing mining operations or hiring muscle to keep the tunnels secure.

Local Villagers: A mix of fishermen, craftsmen, and merchants make up the local patrons, using the Wicker Goat as a neutral ground to share news, conduct deals, or complain about the hardships of coastal life. Some are friendly and welcoming, while others eye strangers with suspicion, wary of outsiders disrupting their fragile economy or stirring up trouble.

Town Drunk: Every tavern has one, and in Saltmarsh, it's Orten Stoutbelly, a red-nosed, slurring fisherman who lost everything to a bad gamble with the wrong people. He stumbles between taverns, spouting conspiracy theories about ghosts in the mines, lizardfolk uprisings, or buried treasure beneath Saltmarsh. Most patrons ignore him, but he may just know a kernel of truth hidden within his ramblings.