Fishmonger Plant
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NPCs

Donall Oweland

Master of the Fishmongers’ Plant
TraditionalistEda Oweland’s Brother • Respected Dock Elder


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Overview

Donall Oweland runs the Fishmongers’ Plant, the beating heart of Saltmarsh’s fishing trade. Now in his late 50s, he is a lifelong fisherman with salt in his blood. He works harder than men half his age and still hauls crates, salts fish, and repairs nets alongside the deckhands. Among Traditionalists, his voice carries nearly as much weight as his sister Eda’s.


Appearance

  • Tall, broad-shouldered, weather-toughened

  • Salt-and-pepper hair, close-cropped beard

  • Wears an eye-patch over a long-healed accident

  • Faded leather apron, heavy tool belt, fishing knife

  • Smells faintly of brine, smoke, and salt

  • Hands scarred from heavy work.


Personality

Blunt, hard-edged, and fiercely loyal to the fishing community. Donall respects honest work, despises idleness, and has no patience for politics. He protects his people with the stubborn, immovable resolve. Though gruff, he’s known for quietly helping the widows and families of lost fishermen.


Traits

Ideal: “Saltmarsh is a fishing town. Always has been. Always should be.”
Bond: He will defend the fishermen and their families at any cost.
Flaw: His temper regularly boils over into confrontations, especially with Loyalists or dwarven miners.


Skills & Knowledge

Donall knows the coast from Seaton to the Dunwater Delta and the Kingfisher River up to Burle.

He can:

  • Sail or row any Saltmarsh-built vessel

  • Read currents, tides, and weather instinctively

  • Repair nets better and faster than anyone.

  • Identify fish stocks by touch and smell

  • Track where dwarven slurry has drifted

His coastal knowledge is unmatched in Saltmarsh.


Roleplay Donall

  • Voice: gravelly, clipped, straight to the point

  • Calls everyone “lad,” “lass,” or “boy” without irony

  • Rarely smiles unless speaking with children or old sailors

  • Constantly fiddles with rope, nets, or tools while talking

  • Quick to anger but equally quick to defend those he trusts

  • Has a soft spot for dock cats and stray dogs

He always sides with fishermen in disputes, no exceptions.


Political Stance

A Traditionalist to the core.
He openly despises the Loyalists and distrusts the dwarves, not out of racism, but because they represent the mine polluting the waters.

Common Escalations:

  • Has physically shoved Keoland soldiers off “his” docks

  • Threatened to cut off Loyalist merchants from fish supplies

  • Publicly accused the council of “selling Saltmarsh to the crown”

  • Eda regularly cleans up the mess he leaves behind


Grievances Against the Mine

Donall believes the dwarven mine along the coast is harming Saltmarsh:

  • Slurry and silt pollute the shallows

  • Fish stocks scatter or die

  • Crews must sail into deeper, more dangerous waters or toward the Hool Marsh

  • Greater risk, cost, and fewer hauls

To him, the mine is the first step toward Saltmarsh becoming another Seaton, a naval port instead of a fishing community.


Adventure Hooks

  1. Escort the Fleet: Donall hires the party to guard fishing crews traveling toward the Hool Marsh after strange disturbances frighten the boats.

  2. Bailout Needed: The Keoland Guard seeks Donall’s arrest for assault; Eda asks the party to calm the situation or negotiate a solution.

  3. Something in the Water: A fisherman’s death reveals wounds inconsistent with nets or rocks. Donall demands the party investigate.

  4. Mine Sabotage: Donall hears rumors of sabotage at the dwarven mine. He wants answers, but quietly. He did not do it, but fears he will be blamed.

  5. Octopus Tale: Donall offers the party work after the giant octopus incident spreads through the docks.

Gitta Primewater

Master of Fish Exports & Shipping
Niece of Gellan Primewater • Traditionalist Darling • Secret Smuggler Asset


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Overview

Gitta Primewater is the sharp, capable niece of Councilor Gellan Primewater and the leads Saltmarsh’s export trade. While her uncle manages politics and appearances, Gitta runs the numbers, the ships, and the flow of salted fish. If a barrel leaves Saltmarsh, she knows where it’s going, who’s carrying it, and when it should arrive.
Independent, respected, and already a force on the docks, she commands the room with precision and quiet authority.


Appearance

  • Naturally striking, with sun-bronzed skin and sandy blond hair tied back in a simple ponytail

  • Wears practical men’s fishing clothes: loose shirt, snug trousers, worn boots

  • Sharp blue eyes, always intense.

  • Often carrying a ledger, knotted string markers, or a charcoal pencil

  • Moves with the calm confidence of someone who understands exactly how things work


Personality

Efficient, direct, and utterly no-nonsense. Gitta runs her domain with professionalism and has no patience for idleness or excuses.
Beneath the stern exterior, she is warm to those who earn her trust. To the fishing families of Saltmarsh, she is both advocate and anchor.


Traits

Ideal: “A fair catch, a fair price, and a clean sea, Saltmarsh lives or dies by that.”
Bond: Fiercely protective of the fishing community and her crews.
Flaw: Keeps secrets too readily; believes information is harmless until it isn’t.


Roleplay

  • Voice: confident, controlled, occasionally biting

  • Always multitasking; writing notes, tallying barrels, checking schedules

  • Doesn’t waste words, cuts straight to the point

  • Rarely raises her voice except with Donall

  • Notices details others miss

  • Treats the party professionally but never forgets where alliances lie


Politics & Views

A committed Traditionalist, Gitta opposes the mine not out of emotion but because she sees its impact on fish stocks, trade, and safety.

  • Anti-Mine: Pollution hurts business and families.

  • Not Anti-Dwarf: Workers aren’t the enemy, policy is.

  • Pro-Fishermen: Uses her influence to pressure the council.

  • Strategic: Fights with facts and speeches, not fists like Donall.


Smuggling Connections (Secret)

Gitta is quietly embedded in Gellan Primewater’s smuggling network, but only as an information broker. She never handles contraband. She never meets smugglers.

She passes to her uncle:

  • Dock schedules

  • Captain availability

  • Lightly inspected routes

  • Space on departing ships

  • Falsified pirate reports when necessary

She believes this “harmless information” keeps the fishing economy stable and she is aware that her uncle's smuggling is just a part of the economy, helping families make ends meet. She does NOT know the extent of her uncles operation or some of the more serious and dangerous things he is involved in. If she discovered contraband being hidden in fish barrels, she would confront her uncle for endangering the town.


Relationship With Donall

Donall respects her without question and fears her temper. She is the only person who can shout him down. She often smooths over his political flare-ups and interprets his anger into practical action. Together, they form the backbone of Traditionalist Saltmarsh, heart (Gitta) and steel (Donall).


Adventure Hooks

  1. Export Emergency: A shipment to Gradsul vanishes mid-route; Gitta hires the party to find out what happened.

  2. Council Pressure: She asks the party to gather proof of mining pollution before the next vote.

  3. Market Sabotage: Someone tampers with her records, she wants the culprit discreetly identified. This could lead to the pirates or Scarlet Brotherhood.

  4. Smuggler Fallout: Gellan’s network makes a mistake; Gitta quietly asks the party to prevent escalation. She fears her uncle maybe in trouble.

  5. The Donall Problem: After one of Donall’s blowups, she begs the party to mediate before the Loyalists retaliate. She fears for his arrest.