Fishmonger Plant
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Background

Origins of a Fishing Village

Saltmarsh has always been a fishing community. For generations it has been a seaside village of fisherman, alongside its sister town Seaton. Both villages began as modest fishing communities, hauling, salting, and smoking their catch for the coastal towns nearby.

Azure’s Tide and Saltmarsh’s Rise

Everything changed during Azure’s Tide, the war between the Sea Princes and the Kingdom of Keoland. Seaton was transformed almost overnight into a fortified naval port, its quiet fishing docks replaced by shipyards, barracks, and coastal defenses. With Seaton consumed by war, Saltmarsh stepped forward to fill the void. Saltmarsh soon became the largest fishing center on the southern coast, supplying not only itself but Seaton’s garrison, as well as the Burle, Nine Oaks, and other villages along the Old Road to as far as Kimberton.

Growth After the War

In the decades following the conflict, Saltmarsh flourished. Fishmongers expanded their operations, salting houses multiplied, and exports reached as far north as Gradsul. When the town was officially incorporated in 464 CY, fishing solidified as its primary trade, its livelihood and identity. The Fishmongers’ Guild rose in wealth and influence, earning a rare exemption from town taxes in recognition of its vital role and the fishmonger's plant became the largest business in Saltmarsh.

For many years, at least three seats on the Town Council were held by those tied to fishing families, merchant fleets, or the fishmongers’ markets. Their influence shaped Saltmarsh politically, culturally, and economically.

A New Power Emerges

In recent years, the political tides have shifted. The dwarven mining operation along the coastal cliffs, championed by the Loyalists, has disrupted the long-standing balance of power. Silver & Gold, may fuel the kingdom’s minting houses, but to the Traditionalists, it cannot replace the sea or the families whose livelihood is fishing.

Traditionalist Concerns

Traditionalists often invoke Seaton’s transformation as a warning. They fear that if fishing loses its prominence or if mines and industry overshadow it, Saltmarsh will become another naval port dominated by warships, dockyards, and royal oversight. To them, relinquishing the fisheries is to relinquish Saltmarsh’s very identity. They often mention, eventually the mine will run out of gold and silver, then what?

Fishmongers’ Growing Grievances

The fishmongers report increasing trouble from the dwarven mine. Slurry and silt washing down the coast have begun to cloud the shallows, disrupt spawning grounds, and alter fish patterns. As catches decline, fishermen are forced to sail farther down the coastline toward the Hool Marsh or out into deeper, more perilous waters.

Both options increase risk and resentment. Many fishmongers openly blame the mines for these dangers.

The Heart of Saltmarsh

Despite shifting politics, the Fishmongers’ Plant along the waterfront remains the beating heart of the town. Its briny smoke, bustling docks, and tireless workers embody the spirit of Saltmarsh itself, shaped by the sea, weathered by adversity, and always pressing forward into an uncertain future.

Rumors at the Fishmonger Plant

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Rumor

1

Sea Caves – “Heard old Quigly went pokin’ around one o’ them sea caves up the coast and never came back. Found his skiff on the rocks—empty as a gutted cod.”

2

Abbey Isle – “Saw a big ship anchored off Abbey Isle last night. No lights, no flag. Too big for a trader. Pirates, I’d wager.”

3

Angler Island – “If you’re huntin’ sea monsters, only one place to look—Angler Island. Deep black water. Things down there older’n the kingdom.”

4

Barnacle Bob – Sharkfin Bridge – “Had a drink with Barnacle Bob at the Kraken. Swears he saw a giant eel longer’n a keelboat. Man’s cracked—but he tells it too well.”

5

The Empty Net – “If you’re seekin’ to fish for something other than seafood… try the Empty Net. If you know what I mean.”

6

Mariner’s Guildhall – “Lookin’ for sea work? Try the Mariner’s Guildhall. They post all kinds of jobs—runs, salvage, even hunts for lost ships.”

7

Traditionalist Taverns – “Real fishermen don’t drink at the Wicker Goat—Loyalist hole, full o’ dwarves and guards. For proper ale, try the Kraken or the Snapping Line. The Empty Net if you’re bold.”

8

Traditionalist Grumbling – “We ain’t turnin’ into another Seaton. Crown wants a naval port; we’re a fishin’ town. Don’t trust the dwarves or the guards. Fireborn’s decent, but he still serves the crown.”