Saltmark
Six months ago the lighthouse went dark. Now the mist creeps inland one street at a time, and people who walk into it come back wrong — or do not come back at all. Three factions have made their peace with the drowning in different ways: the Lighthouse Watch wants to relight the beacon, The Tide welcomes the mist as mercy, and the Salt Brokers profit from artifacts pulled from the lost streets. You arrive at the Wet Market with twenty-one days before the Last Bell tolls.
Saltmark, a city carved from basalt, breathes a chill mist now. Six months past, Captain Halloran the Elder vanished into the creeping fog, and the lighthouse's blue flame died with him. Since then, the mist has claimed Saltmark street by street, an inexorable tide. Those who walk into its embrace return changed, peaceful and dreamless, their voices a soft, unsettling chorus. They speak of the Tide's mercy, or they do not return at all. Captain Mira Halloran's Lighthouse Watch dwindles on the cliff, a desperate vigil against the encroaching grey. Below, in the humid Wet Market, Madame Trell's Salt Brokers thrive, trading in strange artifacts salvaged from the lost streets. The air here is thick with tension, a fleeting brightness before the inevitable. Twenty-one days remain until the city's bell tower falls silent, and the mist's slow, suffocating advance continues, one breath at a time. The Weeping Hollow's influence deepens, now actively drawing whispers of despair from Saltmark into its silent embrace, forming a unified, suffocating sigh. The Weeping Hollow now exhales a unified, suffocating sigh, drawing Saltmark's despair ever deeper into its silent embrace. The Weeping Hollow's unified sigh now actively draws in Saltmark's despair, growing into an almost audible, suffocating hum. The Weeping Hollow's mournful hum grows more potent, its draw on Saltmark's despair becoming an almost physical presence within its depths. The Weeping Hollow's mournful hum deepens, pulling at Saltmark's despair with an almost physical, suffocating presence. The Weeping Hollow's hum now fully encompasses the essences of those within, its draw on Saltmark's despair becoming a unified, suffocating presence. The Weeping Hollow's influence grows more cohesive, drawing despair into a unified, suffocating hum that molds those within it. The Weeping Hollow's hum becomes a more tangible, suffocating presence, its draw on Saltmark's despair now undeniable, its unified sigh molding those within its depths. A new, more formidable construct emerges from the Third Dye House, its purpose and form refined by Morwen and Shadow's unified will. The Weeping Hollow's unified hum, now fully shaped b […] nsumes Saltmark's despair, its presence a tangible, suffocating tide, amplified by Ondine and her enforcers. The Lighthouse's emerald beacon now pulses with an even more aggressive, corrupted light, its pull on desperate souls becoming almost physically tangible. The Weeping Hollow's hum deepens, now a singular, suffocating presence, its pull on Saltmark's despair becoming an undeniable, physical force. The Weeping Hollow's hum solidifies into a tangible, suffocating tide, its draw on Saltmark's despair an undeniable, physical presence, expertly molded by Ondine and amplified by her fully integrated enforcers. The Weeping Hollow's hum solidifies, becoming a tangible, suffocating vibration that actively pulls at Saltmark's despair. The Weeping Hollow's hum deepens into a physically suffocating presence, its draw on Saltmark's despair becoming an undeniable, almost tangible force under Ondine's amplified command. The Weeping Hollow's mournful hum now actively drains hope from Saltmark, its suffocating presence a testament to Ondine's growing command. The Weeping Hollow's hum, amplified by Ondine and her enforcers, now feels like a physical, suffocating presence, draining Saltmark's remaining hope. The Weeping Hollow's hum now exerts a subtle, physical pressure, thickening the air with solidified despair. The Weeping Hollow's hum now feels like a palpable, suffocating tide, its influence deepening with an almost physical weight. The Weeping Hollow's hum now pulses with a tangible, suffocating weight, its draw on Saltmark's despair becoming an undeniable, physical presence.
Live Events
Mist-Touched Mara's Frenzy Ignites a Desperate Riot in the Quayside
Mara, consumed by a new, more violent frenzy after glimpses of the Lighthouse's corruption, lashes out at the remaining patrons in the Quayside Inn. Her self-destructive madness, amplified by the city's accelerating decay and the intensified beacon, ignites a desperate riot among the few who remain. Halen struggles to maintain order as fear and despair turn to open violence.
The Lighthouse's Corrupted Heart Deepens: NohSanghyun's Revelations Fuel the Beacon's Malice
NohSanghyun's persistent questioning of the Keeper Below about the Lighthouse's 'covenant' and the 'heart of love' has unveiled the mechanism by which the beacon draws souls. This revelation, rather than offering a path to salvation, has paradoxically intensified the emerald light, twisting its influence further. Lost souls, now fully aware of the price, are drawn with an even more agonizing certainty towards the Lighthouse's malevolent embrace, their whispers echoing with NohSanghyun's words.
Roric's Desperation Leads to Reckless Alliance in the Brackish Quarter
Utterly defeated and stripped of influence by Madame Trell's relentless agents, Roric the Enforcer, desperate to reclaim any semblance of power or safety, approaches the newly established merchant, Elara. His previous attempts at extortion now replaced by a chilling offer of 'protection' that thinly veils a plea for resources and a foothold against Trell's encroaching dominance, binding his desperate fate to hers.
The Emerald Beacon's Hungering Call
NohSanghyun's confrontation with the Keeper Below and the revelation of the Lighthouse's corrupt 'covenant' amplifies its sinister draw. The emerald beacon, now pulsing with a destructive energy, begins to actively pull lost souls from the city's fringes, twisting their despair into a macabre pilgrimage towards its treacherous light.
A New Tide-Aligned Trader Emerges
As the traditional economy collapses and the mist deepens, a new kind of trade emerges. Hollis, sensing opportunity in the abyssal chaos, establishes a shadowy 'Salt Exchange' in the ruins of the Wet Market, dealing in recovered artifacts and the strange currencies of the Tide.
Tide-Born Horrors Advance into the Wet Market
Morwen, exultant in her dark orchestrations, guides the first wave of Tide-Born Horrors deeper into the heart of the Wet Market. Panic escalates as the creatures rampage, further disrupting trade and sending citizens fleeing in terror, marking a grim new phase in the city's demise.
Madame Trell Consolidates Power in the Wet Market's Chaos
As Tide-Born Horrors sow panic in the Wet Market and Roric's control crumbles, Madame Trell seizes the opportunity. She dispatches Flicker and Sejdar to secure vital supply lines and strategically position her network, aiming to become the undisputed authority in the market's new, terrifying order. The market, once a hub of trade, now becomes a battleground for influence.
The Tide's Advance: Horrors at the Wet Market Edge
Morwen's Tide-Born Horrors, spewed forth from the Third Dye House, make their first physical incursion into the outskirts of the Wet Market. Their grotesque forms and chilling, silent advance send a wave of terror through the already desperate populace. Roric the Enforcer's attempts to maintain order are overwhelmed, causing his remaining authority to crumble and forcing a chaotic retreat deeper into the market.
The Third Dye House's Final Hunger
The monstrous Third Dye House, no longer content with mere blocks, completes its horrific consumption of the Shrouded Docks. Its grotesque maw closes over the last vestiges of the port, leaving behind only a churning, abyssal void from which new, more terrifying constructs emerge, hungry for the remaining city.
The Coral Grotto Silenced
The ominous silence from the Drowned Chapel finally reaches the Gruta do Sussurro do Coral. Mother Ila's frantic paranoia culminates in a desperate, failed attempt to seal the grotto, only to find the abyssal influence already too deep. Finnian, seeing the final collapse of her authority and the imminent threat, makes a grim choice to abandon the grotto.
Etched into this world
Moments players wrote that became part of this world's canon

Her flint-chip eyes bore into me, each word a shard of sea-glass. The salt-laced wind whips her cloak, and I can taste the coming mist, thick and briny on my tongue. "Sacrifice," she rasps, the word a physical weight. Is she right? Am I just chasing phantoms in this encroaching gloom, or can I truly rekindle what was lost? The chill of her gaze lingers.

The mist thickens, twisting into a fleeting gallows of flotsam before dissolving as a figure glides forth, movements too smooth for flesh and bone. I offer a silent acknowledgment, but their vacant gaze swims past me, locked on the chapel's throbbing emerald heart. A single, dark strand of kelp clings to their shoulder, still wet, and the air around them tastes of old iron. They simply walk into the pulsing light, their form unraveling into the abyssal glow.

The clamor of Trell’s docks recedes as I approach the huddled form. His eyes, wide and skittish, track my every move. A glint of silver, a furtive exchange, and the cold, damp parchment is in my hand, smelling of salt and fear. My fingers trace the damning script: "…Lightkeeper’s plea for cold-fire oil…" The city’s fragile shield, I realize with a jolt, is thinner than a whisper on the tide. This secret is a blade, poised to cut Saltmark to its core.
Well, that escalated quickly.
Wet Market
marketThe bright loud heart of Upper Saltmark, salted timber stalls under tarred canvas awnings, wedged into a stone-paved square that smells of fish, lamp oil, and rope. Madame Trell holds court at the long ledger table. Runners come in damp from the lost streets, dropping artifacts on velvet cloth. Buyers from outside ports arrive by ship, leave heavier in the purse and lighter in the chest. The bell tower rises above, still ringing the hours — for now. A faded sign over the gate reads NO TIDE TOKENS.
Brackish Quarter
townThe Brackish Quarter, already turbulent with spectral currents, has been torn open by a new, smaller abyssal rift. Raw, unchanneled energies pulse from it, causing the mist to writhe and momentary glimpses into other dimensions to flicker into existence. It is a highly dangerous and unpredictable place, a direct consequence of the Drowned Chapel's momentary stabilization.

Capilla Sumergida
ruinsUna capilla fantasmal que emerge de aguas estancadas y verdosas, con un altar cubierto de algas. Un aura de melancolía y misterio impregna el lugar.

Crypt of Whispers
caveThe Crypt of Whispers continues its ominous expansion, its chambers shifting and revealing new passages. The strange, crystalline growths on its walls pulse with an inner light, now seemingly in rhythm with a faint, disembodied chorus that emanates from its depths, drawing the lost further into its embrace.

Brother Calix
Junior Keeper, Mira's Protégé

Brother Erevan Voss
Voice of the Chorus, Former Poet, Tide-Aligned

Captain Mira Halloran
Last Captain of the Lighthouse Watch

Corvus
Experienced Runner, Trell's Enforcer

Finn
Weary Peddler

Flicker
Trell's Scout (Undercover)
- *MIST DENSITY: The mist's percentage rises by ~1 per tick (0-100). Player actions toward the Lighthouse slow it; actions toward the Tide accelerate it. At 33, 66, and 100 major events trigger — first vanishings, replacements, the Last Bell. Mist density is the master clock.
- *FACTION SYSTEM: Three factions — Lighthouse Watch (resist, relight the beacon), The Tide (surrender, welcome the mist), Salt Brokers (profit, trade in lost artifacts). No moral villains: each path is sincerely believed by its followers.
- *FACTION REPUTATION: NPCs from a faction the player has helped will trust them. NPCs from a faction the player has opposed will be cold or quietly hostile. The Tide does not threaten — it offers, repeatedly.
- *NPC TRANSFORMATION: When mist density crosses thresholds (66%+), specific NPCs may be replaced — the same name and face but tide-aligned, with new traits and chorus-cadence speaking style. The player's memory of who they were becomes a weapon.
- *THIRTEEN ARTIFACTS: Thirteen Salt Artifacts are hidden in the lost streets, recoverable by runners. Salt Brokers pay extravagantly for them. The Tide recognizes them. The Watch fears them.
- *NO RACE SYSTEM: Saltmark is human-only. Characters are named from a shared maritime pool. Bloodlines do not matter; what matters is what you have walked into.
- *THREE ENDINGS: Relight (heroic — the lighthouse burns again, the mist retreats), Surrender (melancholy — the chorus walks the city into the sea), Profit (mercenary — the player escapes by ship with the Thirteen, leaving Saltmark behind). At mist=100 with no destiny progress, default ending is Drowning — failure.
- *CONSEQUENCES: Walking into the mist always exacts a cost — a memory dulled, an NPC who no longer recognizes you, a name forgotten. Use this sparingly but unflinchingly.
- *OTHER ADVENTURERS: Other players exist. Their progress affects mist density, NPC availability, and which artifacts have already been claimed. Mention traces — wet footprints, a missing door, a name in a manifest — naturally.