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Salt-Gate sits atop a shallow 2nd-world salt-dome. The ground is white and crusted, making the village look like it is perpetually covered in frost, even in the summer. It is a grim, utilitarian waypoint where the primary structures are salt-drying racks and heavily guarded storehouses. The air tastes of brine, and the residents are known for their rough, leathery skin—a byproduct of the constant salt exposure.
Race Position (Communities): Completely Intermixed
Race Position (Segregation): Common Districts
Race Position (Rights): Might Makes Right
Race(s) (Primary): Halfling, Human
Race(s) (Secondary): Tiefling, Rock Gnome
Languages: Common, Halfling
Literacy: Non-existent
Technology Level: High Fantasy Medieval (Salt-mining and preservation)
Industries \ Trades: Salt Mining; Meat Preservation; Toll Collection
Arms \ Equipment: Whips, Shortswords, Light Crossbows
Government System: Toll-Master (Appointed by Vark)
Ruler(s): Toll-Master Grog
Came to power by: Efficiency in tax collection
Social Alignment: Lawful Evil
Civilization Archetype: Mineral/Toll Hub
Settlement Type(s): Village
Settlement Population: 310
Cultural Archetype: Greedy, watchful, and aggressive
Rebelliousness: Low (The salt-trade makes the locals relatively well-fed compared to other slaves)
Brigandage: Very High (They are the brigands, authorized by Vark)
The village was founded in Y158 after a massive sinkhole (likely a collapsing 4th-world sewer) revealed thick veins of pure white salt. Baron Vark’s father, a ruthless merchant before the Baron took over, seized the site immediately. He understood that in a region where winter can be harsh and food is scarce, salt is more valuable than gold for preservation. It has since become a strategic toll-point where Vark’s riders meet Gelf-Port’s caravans to "exchange" safety and salt for "Mercantile Contributions."