Og Durmer
Nestled to the south of the Mistwood Region and proudly standing as a bastion in The Broken Lands, Og Durmer thrives as a bustling fishing village with a unique blend of diverse communities. Home to a vibrant population of Orcs, Goblins, and Humans, the village embraces its multicultural identity, fostering a harmonious coexistence among its inhabitants.
Known for its prowess in both fishing and farming, Og Durmer has earned a reputation as a reliable source of sustenance and alchemical wares. The aromatic blend of fresh catches, fertile harvests, and the lingering scent of alchemical concoctions permeates the air, creating a distinctive atmosphere that sets the village apart.
Og Durmer takes pride in its annual sporting event, a celebration that draws participants and spectators from neighboring settlements. The event alternates between winter and summer sports every other year, showcasing the diverse talents and skills of the villagers. This friendly rivalry has become a cornerstone of community bonding, fostering goodwill and camaraderie.
The village's strategic location along the coastal waters also makes it a key player in maritime trade. Fishing vessels sail out to the azure expanse, bringing back a bounty of marine treasures that sustains both the local populace and contributes to the village's economic vitality. Traders from Mistwood Region and beyond frequent Og Durmer, creating a lively marketplace where goods and stories are exchanged against the backdrop of the sea breeze.
Og Durmer stands as a testament to the harmony achievable among different races and cultures, showcasing the potential for cooperation and unity even in the tumultuous embrace of The Broken Lands. The villagers, bound by shared traditions and the ebb and flow of the tides, have built a community that not only thrives but flourishes in the face of the challenges presented by their unique home.
Demographics
This diverse town of Humans, Orcs and Goblins consists of mostly farmers, fishermen, boatbuilders and woodcutters.
Infrastructure
Parts of the town have pavement and streetlights.
The the north east there is a ship building dock that builds riverboats, racing boats and minor fishing boats.
The main harbour is located in the north west conecting to the market square.
Farmland and lumbermills are set outside the gate to the east and in the south east lies a large graveyard.
There are 3 major taverns and inns in the small town, The Brine Barrel, popular with the locals, The Siren’s Respite more popular with sailors and travelers and The Rusty Hook, a noicy run down tavern run by goblins.
The the north east there is a ship building dock that builds riverboats, racing boats and minor fishing boats.
The main harbour is located in the north west conecting to the market square.
Farmland and lumbermills are set outside the gate to the east and in the south east lies a large graveyard.
There are 3 major taverns and inns in the small town, The Brine Barrel, popular with the locals, The Siren’s Respite more popular with sailors and travelers and The Rusty Hook, a noicy run down tavern run by goblins.
Districts
East Docks & Old Quarter (Poorest District)
Atmosphere: Narrow, muddy streets, crooked wooden houses, and abandoned warehouses converted into housing or workshops. The air smells of tar, fish, and cheap ale. Lanterns are scarce, and many alleys are pitch-dark at night.
Population: Goblins, dockworkers, sailors between jobs, smugglers, and the town’s poorest families.
Power Structure:
Formal: The Dockmaster technically governs the docks, but has little real control.
Informal: Goblin clans, shady guilds, and the tavern-owner Grishka Hooknose of The Rusty Hook wield influence. Smugglers and fences also hold sway.
Notes: This is where most wanderers find cheap lodging, questionable work, or trouble.
The Western Market District (Middle Class Heart)
Atmosphere: Bustling streets lined with shops, bakeries, blacksmiths, and clothiers. It smells of bread, leather, and roasting meats. A large square hosts weekly markets where farmers from the countryside bring goods.
Population: Craftsmen, merchants, artisans, clerks, and small-time ship captains.
Power Structure:
Formal: The Merchant’s Guild Council runs trade permits and taxes.
Informal: Wealthier families and trade syndicates make “unofficial deals” over prices and goods. Bribery of guild officials is common.
Notes: This is the most welcoming place for strangers with coin. Travelers often visit here for supplies and honest deals.
Southside Terraces (Well-to-Do District)
Atmosphere: Stone houses with tiled roofs, small gardens, and tidy streets. Balconies overlook the sea, and it’s noticeably cleaner. Guards patrol more often here.
Population: Retired captains, wealthy merchants, local nobility, guildmasters, and ship-owners.
Power Structure:
Formal: The Mayor and town council (mostly drawn from this district) wield official authority.
Informal: Wealthy patrons, benefactors of the church, and influential ship-owners dominate decisions through donations and connections.
Notes: Strangers are allowed but often watched. Wanderers without coin or purpose rarely linger.
Central Forum (Neutral Ground & Meeting Place)
Atmosphere: Located between the western and southern districts, this is a semi-formal square with a fountain and small administrative buildings. Banners of the local temple hang here, and town announcements are read out loud.
Population: A mix of all classes, though poorer folk come here to beg or plead cases, and merchants bring disputes to the council.
Power Structure:
Formal: The Town Council meets here. Guards patrol and enforce public order.
Informal: Preachers, storytellers, and wandering bards all compete for attention. Whoever has the loudest voice often sways the crowd.
Notes: Festivals and public gatherings happen here.
Northern Outskirts & Fisher’s Row (Working-Class Fringe)
Atmosphere: A salt-soaked neighborhood of net-menders, drying racks, and weathered wooden huts. Boats line the shallow shore, and fish markets run at dawn. Population: Fishermen, their families, and seasonal workers.
Power Structure:
Formal: The Fisherman’s Guild sets quotas and prices.
Informal: Old matriarchs and respected fishermen hold real sway—disobedience can see one’s nets “accidentally” cut.
Notes: Simple but proud folk. Suspicious of outsiders unless they work alongside them.
Atmosphere: Narrow, muddy streets, crooked wooden houses, and abandoned warehouses converted into housing or workshops. The air smells of tar, fish, and cheap ale. Lanterns are scarce, and many alleys are pitch-dark at night.
Population: Goblins, dockworkers, sailors between jobs, smugglers, and the town’s poorest families.
Power Structure:
Formal: The Dockmaster technically governs the docks, but has little real control.
Informal: Goblin clans, shady guilds, and the tavern-owner Grishka Hooknose of The Rusty Hook wield influence. Smugglers and fences also hold sway.
Notes: This is where most wanderers find cheap lodging, questionable work, or trouble.
The Western Market District (Middle Class Heart)
Atmosphere: Bustling streets lined with shops, bakeries, blacksmiths, and clothiers. It smells of bread, leather, and roasting meats. A large square hosts weekly markets where farmers from the countryside bring goods.
Population: Craftsmen, merchants, artisans, clerks, and small-time ship captains.
Power Structure:
Formal: The Merchant’s Guild Council runs trade permits and taxes.
Informal: Wealthier families and trade syndicates make “unofficial deals” over prices and goods. Bribery of guild officials is common.
Notes: This is the most welcoming place for strangers with coin. Travelers often visit here for supplies and honest deals.
Southside Terraces (Well-to-Do District)
Atmosphere: Stone houses with tiled roofs, small gardens, and tidy streets. Balconies overlook the sea, and it’s noticeably cleaner. Guards patrol more often here.
Population: Retired captains, wealthy merchants, local nobility, guildmasters, and ship-owners.
Power Structure:
Formal: The Mayor and town council (mostly drawn from this district) wield official authority.
Informal: Wealthy patrons, benefactors of the church, and influential ship-owners dominate decisions through donations and connections.
Notes: Strangers are allowed but often watched. Wanderers without coin or purpose rarely linger.
Central Forum (Neutral Ground & Meeting Place)
Atmosphere: Located between the western and southern districts, this is a semi-formal square with a fountain and small administrative buildings. Banners of the local temple hang here, and town announcements are read out loud.
Population: A mix of all classes, though poorer folk come here to beg or plead cases, and merchants bring disputes to the council.
Power Structure:
Formal: The Town Council meets here. Guards patrol and enforce public order.
Informal: Preachers, storytellers, and wandering bards all compete for attention. Whoever has the loudest voice often sways the crowd.
Notes: Festivals and public gatherings happen here.
Northern Outskirts & Fisher’s Row (Working-Class Fringe)
Atmosphere: A salt-soaked neighborhood of net-menders, drying racks, and weathered wooden huts. Boats line the shallow shore, and fish markets run at dawn. Population: Fishermen, their families, and seasonal workers.
Power Structure:
Formal: The Fisherman’s Guild sets quotas and prices.
Informal: Old matriarchs and respected fishermen hold real sway—disobedience can see one’s nets “accidentally” cut.
Notes: Simple but proud folk. Suspicious of outsiders unless they work alongside them.
Location under
Ruling/Owning Rank
Owning Organization
Related Plots
NPCs of Og Durmer
Central District & Market
Eldra Moonsway – (Quest Giver, Flowers for the Departed) – An herbalist who requests the PCs to gather flowers from the graveyard.
(Herbalist & Quest Giver) Appearance: A wiry woman in her late 40s with crow’s-feet wrinkles, ink-black hair streaked with silver, and earthy-green eyes. Her hands are always stained with herbs.
Clothing: Simple green dress under a leather apron filled with pouches and vials. Wears a necklace made of pressed flowers in glass beads.
Speech: Soft-spoken but practical. She speaks with warmth, often using herbal metaphors like “roots run deep” or “patience grows like thyme.”
Father Brannoch Vale – Priest of Nalurith at the local shrine. Calm, elderly man, spiritual anchor for townsfolk.
Appearance: Elderly human with weathered skin, bald head fringed with white, and sea-gray eyes that seem endlessly tired but kind.
Clothing: Wears layered blue and silver robes of Nalurith, frayed from years of use. Always carries a driftwood staff capped with a shell.
Speech: Slow and deliberate, as if every word carries weight. He often references balance, tides, or cycles when giving advice.
Graveyard & Catacombs
Old Garrin Thatch – Graveyard groundskeeper (missing when heroes arrive).
Appearance: Thin, bent man with wispy hair and missing teeth. Skin leathery from long hours outdoors.
Clothing: Mud-stained brown tunic and patched cloak, always with a lantern at his side.
Speech: Raspy and muttering, often drifts off mid-sentence. Talks to the dead as if they’re neighbors.
The Nameless Necromancer – Dark figure attempting to raise the dead in the catacombs.
Appearance: Wears a cracked porcelain mask hiding gaunt, corpse-like features. Pale, veiny hands with ink-black fingernails.
Clothing: Tattered black and crimson robes, stitched with bone charms.
Speech: Whispery and unsettling, but when angered, voice deepens into unnatural, echoing tones.
Specter of Sir Velorn – Disturbed noble soul bound to the necromancer’s ritual in The Hall of Twilight’s Edge.
Appearance: Ghostly knight in spectral plate armor, faintly glowing blue. His face flickers between sorrow and rage.
Clothing: Ethereal version of a noble’s armor, marked with his forgotten family crest.
Speech: Formal, archaic phrasing. Voice wavers like wind through stone halls, at times pleading, at times wrathful.
The Taverns & Inns
The Silver Net Tavern
(locals’ favorite, fishers & dockworkers)
Marda Nettles – Stern but fair tavern matron, owner.
Appearance: Broad-shouldered woman in her late 50s with red cheeks and salt-and-pepper hair tied in a tight bun. Clothing: Plain dress with rolled-up sleeves, apron always dusted with flour and fish scales. Speech: Gruff, no-nonsense tone. Calls everyone “love” or “boy/girl” regardless of age.
The Reddin & Holloway Families – Rival fishing clans feuding over nets.
Appearance: Both families are sturdy fisherfolk, sunburned and muscular. The Reddins tend to be blond and loud; the Holloways are darker-haired and grimmer. Clothing: Oilskins, wool sweaters, and boots, always smelling of saltwater. Speech: Loud, brash, often shouting over one another. Full of insults and quick tempers.
The Kelvins – Third family secretly behind the sabotage.
Appearance: A quieter family, with sharp features and lean builds. Always watching others more than they speak.
Clothing: Worn but clean sailor’s clothes, never flashy.
Speech: Low, guarded voices. They choose words carefully, rarely showing emotion.
The Black Gull Inn
(sailors & travelers)
Jorren “Salt-Eye” Krail – Weathered sailor, claims he lost his shadow in a dice game.
Appearance: Weathered man in his 60s with sun-scorched skin, white beard, and one cloudy eye.
Clothing: Old naval jacket patched with mismatched cloth, sea charms dangling from his belt.
Speech: Speaks in riddles, salty sailor’s slang, and cryptic warnings. Voice gravelly and often drunk-sounding.
Kethar the Gambler – Smooth-talking dice shark suspected of introducing the cursed dice.
Appearance: Slick half-elf with jet-black hair, golden earring, and perfectly groomed goatee. Always smells faintly of spiced wine.
Clothing: Bright red vest, fine boots, and rings on nearly every finger. Keeps his dice pouch tied to his belt.
Speech: Suave and smooth, with a honeyed tongue. Laughs easily but with a sharp edge that makes people uneasy.
The Rusty Hook
(run-down goblin-run tavern in the East Quarter)
Gribber & Snagwort – Goblin brothers running the tavern, defensive about their brew.
Appearance: Gribber is squat, with one ear missing and crooked yellow teeth; Snagwort is lankier, with a lazy eye and messy black hair.
Clothing: Both wear ragged vests and patched pants, greasy from tavern work.
Speech: Gribber talks fast, with a screechy laugh; Snagwort speaks slower, drawling with a wheeze. Both are defensive and suspicious of outsiders.
“Sickly” Tom Barley – Dockhand who fell ill from drinking the brew, inciting local fear.
Appearance: Young man with pale skin, clammy hands, and dark circles under his eyes. Looks constantly nauseous.
Clothing: Simple tunic and trousers, sweat-stained and patched.
Speech: Weak and sluggish, coughing between sentences. Often mutters “wasn’t the brew” even while blaming the goblins.
District-Specific
Eastern Quarter (Poorer District)Goblins & day laborers, centered around The Rusty Hook.
Western & Southern Districts (Middle-Class/Wealthier)
Merchants and artisans, frequent patrons of The Silver Net Tavern.
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