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46. Durnic’s Stablehouse

On the southern edge of Nulb, just off the High Road leading toward the Gnarley Forest and the ruined Temple, Durnic’s Stablehouse stands as a crooked wooden structure patched with mud and thatch. The air is ripe with sweat, hay, and damp earth. It’s an essential waypoint for anyone riding south out of Nulb — traders, scouts, brigands, pirates, and Temple agents alike.

The stableyard is often muddy and churned by wagon ruts, the scent of wet leather and horseflesh heavy in the air. A lean-to shelter holds riding stock and pack mules, while the loft above serves as living quarters for Durnic Fenn and his daughter Mira.

Factional and Political Relevance – 579 CY

Durnic’s stables are not just for animals — they are a quiet cog in Nulb’s larger web of covert logistics and faction rivalry.

Madame Selentis (Nysera Krivaltis) & Hedrack’s Supply Chain

When Temple agents travel covertly overland toward the Hunting Cottage, their mounts are often kept here before being moved in guarded convoys. Durnic is not a formal member of the Temple network, but his fear of Selentis’s bandits keeps him from asking questions.

"Funny thing about protection—don’t pay for it, and suddenly you need it real bad."
Romag’s Earth Temple (Waterside Hostel)

Romag’s messengers and spies lodge their horses here when avoiding the more public Nulb Stables. Romag sees the stablehouse as a useful low-profile stopover, and occasionally uses Durnic to pass sealed letters south.Mira might use this information to bargain her way out.

"You don’t ask questions when a man pays you double to keep his horse quiet."
The Crimson Reapers (Mira’s Dangerous Deal)

Mira has a dangerous line of communication with the Crimson Reapers, hoping they might smuggle her out of Nulb. They sometimes use the stablehouse as a discreet meeting place.

  • They’ve agreed to take her—but only if she does something for them first.
  • Her father has no idea what she’s planning.
  • If she fails, she’ll be in worse danger than ever before.
"If it’s a choice between rotting here or taking my chances out there… I know which one I’m picking."
Belsornig’s Water Temple (Boatman’s Tavern & River Fort)

Belsornig’s pirate allies sometimes pay Durnic in smuggled goods to keep fresh mounts ready for upriver raids. Durnic worries about crossing them, knowing their men would burn the place down without hesitation.

Alrrem’s Fire Temple (Etters Watchtower)

Alrrem’s scouts moving between Hommlet and Nulb will sometimes switch out mounts here. They prefer to keep their presence quiet, but Mira has overheard them speaking of “the mountain fires” and suspects a hidden stronghold.

For Dungeon Masters – Secrets & Adventure Hooks

The Stolen Horse (Investigation & Intrigue Hook)

A noble’s prized steed is hidden in Durnic’s stables, and someone is looking for it.

  • Will the adventurers return it, or use it as leverage?
  • If found, the noble may offer a reward—or a bounty on Durnic’s head.
Mira’s Escape (Moral Dilemma & Consequences Hook)

Mira plans to run—but her method could cause chaos in Nulb.

  • Does she steal from the Crimson Reapers?
  • Does she use her father’s debts against him?
  • If the adventurers don’t help her, she may turn to darker allies.
Burn the Stablehouse (Combat & Consequence Hook)

If Durnic crosses the wrong people, his stablehouse could become a target.

  • The Iron Talons might burn it down to make an example.
  • The River Pirates might take Mira as leverage.
  • The adventurers must decide who to save.
"You ever see a stable go up in flames? Smells like burnt hair and broken lives."

Adventure Hooks

  • The Overheard Plot – Mira overhears Temple riders discussing a shipment bound for the Hunting Cottage. Does she share this with the party for her own gain?
  • The Stolen Steed – A noble’s warhorse from Verbobonc is stabled here under an alias; returning it could earn gold or enemies.
  • Faction Bait – A rival Temple faction offers to pay the adventurers to sabotage or “misplace” the mounts of another faction’s riders.

DM Notes

Durnic’s Stablehouse can serve as:

  • A low-profile meeting point for PCs to intercept Temple agents without walking into a tavern full of spies.
  • A pressure point for nearly every faction in Nulb — harming it risks angering multiple power players.
  • A moral dilemma for good-aligned PCs: Durnic is complicit in Temple logistics, but under duress and protecting his daughter.

Conclusion

Durnic’s Stablehouse is a prison, a hiding place, and a battlefield waiting to happen. Durnic tries to keep things running, Mira tries to break free, and the factions of Nulb tighten their grip with every passing day.

Will the adventurers help Mira escape, expose Durnic’s secrets, or let fate take its course?

In Nulb, no one gets out clean.

"The thing about deals in Nulb? They always cost more than what you paid."

Stablemaster House by 3orcs
"Ain’t just horses that pass through Nulb. Some riders bring coin, others bring trouble—me, I just keep the stalls clean."
— Durnic

Durnic Fenn

The Reluctant Stablemaster

Once a free-roaming caravan driver, Durnic found himself trapped in Nulb after a bad deal with the wrong people. Now, he keeps to his work, keeps his head down, and tries to keep his daughter safe—but in a town like Nulb, that’s easier said than done.

Appearance:

  • Tall and broad, but aging beyond his years.
  • Grizzled beard, streaked with gray.
  • Leather apron and patched wool tunic, always smelling of horse.

Personality:

  • Tired but Determined – He just wants to protect his daughter.
  • Unwillingly Complicit – The stables are occasionally used by smugglers and bandits—and Durnic knows it.
  • Regretful of His Past – He’s made too many deals to get out now.
"Used to think I’d settle somewhere nice, with rolling hills and open skies. Now? I’d settle for not having to check my door twice before I sleep."

Mira Fenn by 3orcs
Mira Fenn – The Dreamer in Chains

Durnic’s teenage daughter, Mira, is young, bright, and far too aware of the dangers of Nulb. She dreams of leaving, but every time she saves enough coin to flee, her father finds a reason to keep her here—usually a debt that must be paid, or a threat too close to home.

Appearance:

  • Fiery red hair, often tied back in a messy braid.
  • Calloused hands, used to hard work.
  • A small silver pendant, a relic from her mother, who died years ago.

Personality:

  • Defiant but Cautious – Knows she can’t openly rebel, but she’s planning her escape.
  • Sick of Nulb’s Corruption – Sees her father as a prisoner of his own mistakes.
  • Too Clever for Her Own Good – Keeps tabs on the criminals passing through the stables.
"One day, I’ll ride outta here and never look back. And if my father don’t come with me, then that’s his choice."

Type
House
Parent Location


Cover image: Nulb Banner by 3orcs

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