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Adaptations: The Saltmarsh Series

The 5th ed. Ghosts of Saltmarsh adventure series takes a classic adventure module series and updates it to 5th edition Dungeons & Dragons remarkably well. This adventure series is easily used in the world of Iorth, with a few minor changes.

Location Within Iorth

Ideally, the town of Fenton in Aland, along the shores of the Isle Sea (within the northwest region of the Heartlands) is the ideal stand-in location for Saltmarsh. The role of the neighboring town of Seaton could be assumed by the town of Clayton, though it is further away from Fenton than Saltmarsh is from Seaton.

Or, if you would rather keep Saltmarsh as the town by name for the adventure, have the major neighboring city of Seaton be represented by Fenton, and have Saltmarsh be to the west of the town.

Politics and Factions Within Iorth

The two major factions of the Traditionalists and the Loyalists would be the same, though the nation of Aland takes the place of the Greyhawk nation of Keoland from the series. The dwarves mentioned in the modules would come from groups of clanless dwarves from the northern mountains.

The third faction in this conflict, the Scarlet Brotherhood, does not exist in Iorth, but a suitable analog can be found. One option is the faction known as the Lordless Legion, which is an organization comparable to the Zhentarim of the Forgotten Realms. Another option is the secretive cultish network known as the Vile Eye, which seeks to have its foul cult dominate the whole of Iorth. Both are suitable organizations in Iorth to fulfill this role.

Furthermore, the NPC Captain Xendros would be aligned with the rogue city-state of Hellport; she would be deemed a member of the Faithful Quartermasters of Hellport (rather than “of Iuz”).

Faiths in Iorth

The deities of Greyhawk do not exist in Iorth, but the major religions of Iorth can easily accomodate details provided in the adventures.

First, the Temple of Procan, as well as any other temple or servant of a non-Evil deity, can be represented by the Path of Light in Iorth. The holy symbol of the Path of Light is an ankh. Notably, this would make use of an Acolyte’s Shelter of the Faithful feature easier to use.

Second, the Sea Grove of Obad-Hai is meant to be an avenue for druid characters. The Path of Nature would work best as the religion that is connected to the druid grove. The holy symbol of the Path of Nature is a crescent moon.

Some characters such as monks may follow the Path of Awareness religion instead. The Isle of the Abbey would be the location of an old monastery once dedicated to the Path of Aweareness.

Finally, for Evil deities, cults, and the like, the Path of Darkness is the major religion in Iorth, though secretive. The unholy symbol of the Path of Darkness is the arrows of chaos.

Other Modifications

Ultimately, the main changes that would need to be made is meant to establish the adventure in the world of Iorth rather than of Greyhawk. One only need to exchange the names of Greyhawk origin for comparable elements in Iorth, as mentioned previously.

The adventures would most likely have signnificant political influence and impact on the nation of Aland. Success in the module series could gain the attention of the King of Aland, as well as that of various dukes or counts in charge of the cities in Aland. In many instances, there would be motives related to achieving success over the rival nation of Uland, or strengthening relations with the neighboring nation of Iland.