51. The Nulb Stables
The Nulb Stables sit directly on the High Road beside the Waterside Hostel, a worn and weathered timber structure smelling of straw, horse sweat, and oil. The building’s low roof and sagging eaves give it a cramped, utilitarian feel, but it’s the only legitimate facility for keeping animals in town.
By quiet agreement between the owners and Dick Rentsch of the Waterside Hostel, anyone staying at the hostel with horses, mules, or pack animals must stable them here — no exceptions. This arrangement keeps the animals safe from theft or “midnight butchering” by desperate villagers, but it also means every mounted traveler passes under the eyes of people tied directly to the Temple of Elemental Evil’s Earth Temple faction.
"You think the Temple’s power is confined to the ruins? They’ve got agents all over Nulb, lurking in the shadows."
Description
The stables consist of a wooden structure with 10 stalls, a tack room, and a loft where Varek and his hired hands sleep. Some of the stall doors are broken or mismatched, and the walls have been patched with crude wood. The stables’ condition mirrors the state of the village: neglected but still functioning in the shadows. A damp, musty smell lingers in the air, and rats scurry underfoot. The interior is dimly lit by flickering cressets and the occasional glowing lantern.
The loft is filled with stacks of hay and spare parts for the horses, and it's clear that Varek doesn’t just run the business; he controls the flow of information and goods in Nulb. He keeps a watchful eye on the comings and goings of each person, using his position to gain influence with those involved in illicit activities.
Varek Thorne - Stablemaster of Shadows
- Physical Description: Varek is a tall, lean man in his early 40s with weathered skin and sharp, calculating eyes. His features are a mix of cunning and charisma, always keeping a pleasant smile, though there’s something cold behind his gaze. His clothes are practical but worn, and he’s never without his weathered leather gloves, stained with horse blood and grease.
- Background: Varek Thorne is a former mercenary captain who sought refuge in Nulb after a botched job left him with few allies. Seeing an opportunity in the lawless village, he took control of the stables and quickly made a name for himself. Varek has a history of working with bandits, pirates, and cultists, always looking to expand his influence.
- Personality: Varek is smooth-talking and persuasive but never trusts anyone fully. He uses people and situations to his advantage, and while he may seem amiable at first, his real loyalty lies with whoever is in power. He’s willing to betray allies if it means securing his survival and profit. His knowledge of the political and criminal landscape of Nulb gives him an edge over other factions vying for control.
- Motivation: Varek seeks to strengthen his grip on Nulb by aligning with the Temple of Elemental Evil and other powerful figures in the region. His goal is to dominate the black market, control the horse trade, and rise above the petty criminals who operate in the village. He knows that his dealings with the Temple and pirates are dangerous, but the payoff is too tempting to resist.
"I’m not a man who makes friends, but if you want to stay alive in Nulb, you’ll learn to make allies."
Gwenna Stormshade - Stable Hand & Spy
- Physical Description: Gwenna is a stocky woman in her late 30s, with short-cropped, messy dark hair. Her skin is rough from working outside in the cold, and she has a no-nonsense demeanor. Her sharp green eyes constantly scan her surroundings, always alert for any threats.
- Background: Gwenna was once a sailor, but after a disastrous mutiny, she fled to Nulb, seeking a new life. She found employment at the stables under Varek, but over time, she became more involved in his covert operations. Gwenna has a network of informants and spies, using her sailing background to track smugglers and pirate activities.
- Personality: Gwenna is direct and blunt, not one for small talk. She is fiercely loyal to Varek and the cause, but she’s also pragmatic. She understands the importance of information and often works behind the scenes, gathering intelligence for Varek.
- Motivation: Gwenna seeks revenge against the pirate captain who betrayed her, but for now, she works to strengthen her ties with the criminal underworld of Nulb. She hopes to one day take control of the stables herself, but she needs Varek’s support to do so.
"A job’s a job, but this one comes with too many dirty secrets. You learn quickly in Nulb—keep your mouth shut."
Key Locations
The Stables:
- A large building with 24 horse stalls, including ones reserved for Lady Nysera’s horses and private horses for various pirates and mercenaries.
- The loft houses Varek and his hired hands, who live amongst the hay bales and spare equipment.
- The tack room is filled with old saddles, bridles, and other horse equipment, but it also serves as a place to store contraband and weapons.
- The backroom is where Varek meets with his informants and criminals, making plans and trading secrets.
The Hidden Tunnel:
- Beneath the stables lies a secret tunnel that connects to the greater network of hidden passages beneath Nulb. This tunnel is used by Varek to smuggle horses, weapons, and goods in and out of the village. It also serves as a hidden escape route in case of trouble.
Factional & Political Importance
Waterside Hostel (Earth/Fire axis, next door)
- Boarders’ Animals: Anyone staying at Waterside with mounts or pack animals must stable here; fees are “standard,” favors are not.
- Earth Temple (Romag) Cut-Outs: Dick Rentsch buys lenience with coin and names; reserved stalls for Earth hires are kept ready and papered clean. Quiet bodies pass quieter.
- Fire Temple Feelers (via Wat): Fire-aligned runners sometimes “borrow” the workshop door for night meets. Varek doesn’t love it; he loves surviving more.
- Constable Malvaar’s Dance: If noise starts at Waterside, Malvaar arrives late and writes a tidy report that arrests nobody important; Varek feeds him a fee and a story.
Constable Edrick Malvaar
- Romag & the Earth Temple
This is Romag’s surveillance and control point for overland travelers staying at the Waterside Hostel. Varek quietly reports to Wat, who then passes the information to Romag. Horses and gear are inspected under the guise of care, allowing for sabotage or tracking if needed. - Romag: Uses Waterside cut-outs; expects two stalls held, one gate unlocked, and Varek’s mouth shut.
- Madame Selentis (Nysera Krivaltis) (Greater Temple Logistics)
Selentis’s bandits occasionally use the stables to rest mounts during night transfers of goods, recruits, or prisoners. She keeps her distance to avoid arousing suspicion but has Gwenna on a small retainer for “priority stall space” when her riders arrive. - Belsornig & Captain Tolub (Water Temple)
Belsornig’s pirates rarely keep mounts in Nulb, but when they do, they try to bribe Gwenna for private stalls. This is mainly to plant spies who overhear Romag’s Earth Temple movements. - Belsornig: Expects clean departures from Boatman’s; bullies for priority if pirates need mounts. Varek nods and overbooks on purpose so rivals meet by accident.
- Alrrem (Fire Temple)
Fire Temple scouts avoid the stables unless absolutely necessary, fearing Romag’s eyes. When they do, they mask their affiliations and often send locals to stable their animals for them. - Independent Bandits & Raiders
Often use the stables as neutral ground to swap or fence stolen horses, relying on Varek’s discretion. He takes a heavy fee for this “look the other way” service.
Adventure Hooks
- The Bribed Stablehand – Gwenna has been paid off to ensure the party’s mounts are kept “secure” — which means rigged tack and loose shoeing before they ride out.
- Ledger of Secrets – Varek’s stable ledger records every traveler, mount, and date — an intelligence goldmine for the right faction.
- The Disappearing Mule – A valuable pack animal with sensitive cargo vanishes from the stables overnight; clues point to multiple factions.
Factional Relationship Block Chart
| Faction | Interaction with Nulb Stables | Goal |
|---|---|---|
| Romag / Earth Temple | Direct oversight via Wat; main surveillance point for mounted travelers. | Identify, track, and control movement in/out of Nulb. |
| Madame Selentis / Greater Temple | Retains Gwenna for priority stalls during logistics runs. | Keep Temple supply chain discreet and unimpeded. |
| Belsornig / Water Temple | Bribes Gwenna for access; uses stalls for spies. | Monitor Earth Temple activity and sow disruption. |
| Alrrem / Fire Temple | Avoids unless necessary; conceals affiliations. | Minimize Earth Temple surveillance exposure. |
| Independent Bandits | Fence stolen mounts and tack via Varek. | Profit and maintain neutral ground status. |
Key Quests
- The Black Horse Trade:
- Varek recruits the adventurers to help him acquire rare and valuable horses from the bandit bands in the region. This quest involves traveling to remote locations to secure the horses, but Varek’s true intentions are murky, and there are dark dealings afoot.
- The Rival’s Maneuver:
- Lady Nysera seeks to undermine Varek by offering the adventurers a deal. The players must choose whether to help Varek fend off Nysera’s influence or betray him and work for her in exchange for power and riches.
- A Horse for Secrets:
- Varek asks the adventurers to acquire a particular horse from a rival bandit crew, but this mission is fraught with danger. As the players discover, the horse holds a secret: it’s the key to unlocking a hidden cache of weapons and treasure.
- The Hidden Network:
- After proving their loyalty, Varek reveals the secret underground network beneath the stables. The players are tasked with protecting and securing this hidden route, which will become a vital part of Nulb’s criminal underworld.
Varek Conversation on the Stables
Varek (wiping his hands on a rough cloth as he steps out of a stall): "Ah, welcome, travelers. Not often we get new faces around here that aren't looking to stir trouble. You're standing in perhaps the only spot in Nulb where a bit of order reigns—thanks to the beasts that require it."(He gestures broadly to the stalls, particularly to two that house noticeably finer horses.)
Varek: "Those two beauties there—Chestnut and Pride—they belong to Rom and his men. High-profile clients, you understand. Their care? It's not just a job; it's a delicate art and, frankly, a bit of a political play."
(Varek leads the adventurers closer to the stall housing a large, robust warhorse.)
Varek: "See this big fella here, Chestnut? He's not just any warhorse; he's one of finest in the Viscounty. Rom's pride from Dyvers, if you will. Every strand of hair, every hoof, looked after with the precision only the best stablemaster can offer—which, modesty aside, is me."
(He chuckles softly, then his expression turns serious as he points to a sleek, white stallion in the next stall.)
Varek: "And Pride, that one belongs to Maldrith. Light as a feather but fierce as any storm on the battlefield. Taking care of him is more than feeding and grooming. That villain is truly terrifying."
Varek: "It's a hefty responsibility, keeping these noble creatures in top form. Neglect the horse, and you neglect the relationship, see? And in a place like Nulb, where alliances shift quicker than the river's current, maintaining good standing with folks like Madame Selentis and Captain Tolub is essential for survival."
(He pauses, looking each adventurer in the eye to gauge their understanding.)
Varek: "So, while you're here, respect the role these animals play in the delicate balance of power. And if you're wise, you'll learn that in Nulb, sometimes, the best way to understand the rulers is through the reins they hold their steeds with."
"A Horse for a Secret, A Stable for a Spy."


Varek Thorne
Stablemaster of Shadows
A hard-eyed man in his late 40s with a permanent limp from an old riding accident. Varek keeps the ledgers, negotiates fees, and knows exactly which mounts belong to whom.
Medium humanoid (human), neutral evil
- AC 14 (Leather) | HP 38 (6d8+12) | Speed 30 ft.
- STR 12 (+1) | DEX 14 (+2) | CON 14 (+2) | INT 13 (+1) | WIS 12 (+1) | CHA 16 (+3)
- Skills Deception +5, Insight +3, Persuasion +5 | Senses Passive Perception 11 | Languages Common, Thieves' Cant
- Challenge 2 (450 XP)
Actions:
- Charm (Recharge 5-6): DC 13 Wisdom save or be charmed 1 hour.
- Shortsword: +4 to hit, 1d6+2 piercing.

Gwenna Stormshade
Stable Hand & Spy
Varek’s niece, in her early 20s. She handles feeding, grooming, and cleaning stalls, but also acts as Varek’s “second set of eyes.” Gwenna passes along details about travelers — number of animals, condition of gear, the direction they came from — to trusted contacts in town.
Medium humanoid (human), neutral
- AC 14 (Leather) | HP 27 (5d8+5) | Speed 30 ft.
- STR 10 (+0) | DEX 15 (+2) | CON 12 (+1) | INT 14 (+2) | WIS 13 (+1) | CHA 10 (+0)
- Skills Investigation +4, Perception +3, Stealth +4 | Senses Passive Perception 13 | Languages Common, Elvish
- Challenge 1 (200 XP)
Actions:
- Dagger: +4 to hit, 1d4+2 piercing.
- Sneak Attack: 1d6.

Varek on the Crimson Reapers’ Horses
The barn breathes warm and sour. Leather creaks. Rain ticks the roof like nails. Varek doesn’t look up from the currycomb.
“Don’t touch the black tack on peg three. Don’t breathe on the bay with the split ear. Don’t even think about the gray that doesn’t blink. Those are not travelers’ horses.”
He finally meets your eyes. Flat iron.
“You’re new, so I’ll spend a coin of advice. The ones I’m stabling tonight? They ride for the kind of employer who doesn’t shout. She edits. Men, pages… towns, if she’s bored.”
He jerks his chin at a row of stalls.
“See the neat wraps on the fetlocks? No jingle. Hooves corked. Bits oiled to silence. Knots tied left-handed. That’s work tack. Those mounts walk past a sleeping dog and never wake it. Remember that when you get brave.”
A lantern gutter-flashes; he lowers his voice.
“If you hear a bit ring twice after midnight, you’re already late. If the aisle goes quiet all at once—no rats, no wind—you go flat behind that trough and you stay flat. If I hang a red halter on peg three, you leave your questions here and your boots pointing west.”
He wipes his hands on a rag that used to be a shirt.
“You want to live long enough to be righteous? Don’t trail the riders that came with those horses. Don’t follow the horses, either. They’ll lead you to doors that open inward and don’t open twice.”
A beat. The rag twists.
“I’ll stable your stock clean. I’ll keep them fed and stupid. But if you’re set on heroics, buy them a last measure of oats. It’s cruel to let an animal go hungry because its owner couldn’t count the odds.”
He hands you a stub of chalk—the color of old blood.
“If I scratch this mark on your stall, it means take the High Road and don’t look back. If I don’t… well. Maybe the river wants a story tonight.”
He goes back to brushing, voice almost a whisper.
“Stablemaster’s prayer: quiet feet, dull steel, and customers who know when to be elsewhere. Be elsewhere.”

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