54. Harlow’s Cottage
Near the marshy banks of Imeryd’s Run, on the western edge of Nulb, stands Harlow’s Cottage—a weathered, two-room dwelling of mud-brick and timber, its thatched roof patched with salvaged ship canvas. Smoke drifts lazily from a crooked chimney, and a rickety dock juts into the river, barely sturdy enough to hold the fishing traps and waterlogged barrels stacked against the posts.
The yard is littered with rope nets, broken oars, and rusting fishhooks, all evidence of a struggling fisherman. A wooden skiff, battered but still afloat, is tethered to a half-sunken mooring post. Those who pass by at dusk sometimes hear muffled voices inside—whether arguments, prayers, or whispered conspiracies is anyone’s guess.
Harlow Greaves
The Fisherman with a Dark Past
Once a pirate in the River Scourge, Harlow Greaves abandoned the life of a smuggler and murderer after betraying his crew. In exchange for his freedom, he cut a deal with Lady Nysera’s men, swearing loyalty and agreeing to serve as her informant. Now, he struggles to live a simple life as a fisherman, but the ghosts of his past refuse to let him be.
Appearance:
- Stocky and sun-beaten, with a perpetually grim expression.
- Short, graying hair, often hidden beneath a patched wool cap.
- Fingers are scarred, evidence of rope burns and old knife fights.
- Wears a loose fishing tunic, with a dagger always within reach.
Personality:
- Cautious and Paranoid – He trusts no one, not even his allies.
- Pragmatic and Ruthless – Surviving in Nulb means cutting losses before they cut you.
- Remorseful but Trapped – He wants out but knows there’s no escape from past sins.
"A man can change his name, his trade, even his gods. But he can’t change the blood on his hands."
Other Residents of the Cottage
Sera Greaves – Harlow’s Fiercely Loyal Wife
Sera is the only person in Nulb who truly knows Harlow’s past—and the only one who doesn’t fear him. A former tavern worker from Dyvers, Free Lands of , she’s as sharp as a gutting knife and twice as dangerous when cornered.
- Role: Maintains the cottage, assists with fishing, and quietly collects information for Harlow.
- Personality: Outspoken, clever, and fiercely protective of her husband.
- Hidden Strength: Keeps a loaded crossbow beneath the floorboards.
"A fisherman’s wife learns to gut a catch quick and clean. That applies to more than just fish."
Jonas Greaves – The Son with a Split Soul
Their teenage son, Jonas, is caught between two lives—the fisherman’s trade his father now clings to and the criminal world that lurks in his blood. He runs errands for The Crimson Reapers a bandit gang from Dyvers, but hides this from his father.
- Role: Runs messages for Nulb’s criminal underworld, but still helps mend nets at home.
- Personality: Restless, rebellious, and dangerously ambitious.
- Conflict: Jonas sees his father as weak, and secretly seeks a way out of Harlow’s shadow.
"You think I’m gonna rot away in this shack, living off fish guts? You don’t know me at all, old man."
Connections & Power Struggles
Lady Nysera Krivaltis & The Iron Talons
(Allegiances & Betrayal)
Harlow owes his life to the Iron Talons: The Men of the Baroness —but he’s tired of serving as an informant. He wants out but knows that betraying the Baroness is a death sentence.
- Plot Hook: Harlow might try to pass information to adventurers, hoping they can break Nysera’s hold on him.
- Threat: If the Iron Talons suspect he’s turning, his family will pay the price.
"You don’t just leave the Baroness’s service. You either serve her, or you serve as an example."
The Crimson Reapers
(Jonas’s Secret Dealings)
Jonas has started running jobs for the Crimson Reapers, a bandit gang from Dyvers. They see him as a promising recruit—and a lever against Harlow.
- Plot Hook: The Reapers might use Jonas to force Harlow back into crime.
- Moral Dilemma: Does Harlow sacrifice his son’s future, or return to the life he swore off?
"Your boy’s got potential, Harlow. Shame if someone wasted it."
The Cult of the Elder Elemental God (A Sinister Offer)
The Church of the Elder Eye has noticed Harlow’s desperation—and whispered promises of protection.
- Plot Hook: A cultist offers Jonas a place in their ranks, pulling him toward dark power.
- Potential Conflict: If Harlow refuses the cult’s help, they might turn Sera or Jonas against him.
"You wish to be free? You need only kneel before the Eye, and we shall take your burdens from you."
For Dungeon Masters
Secrets & Adventure Hooks
The Fisherman’s Final Gamble (Thriller & Betrayal Hook)
Harlow knows that Nysera, the Crimson Reapers, and the Cult all want something from him. He’s looking for a way to tip the scales in his favor—and he’s willing to take risks.
- Possible Plot: Harlow might hire adventurers to help him escape, eliminate a threat, or turn factions against each other.
The Son’s Choice (Moral Conflict & Roleplaying Hook)
Jonas must choose between his father’s path and his ambition.
- Possible Outcomes:
- He stays with his family, turning against the Crimson Reapers.
- He joins the Reapers, becoming an enemy of his father.
- He turns to the Cult, becoming something far worse.
The Wife’s Revenge (Dark Twist Hook)
If Sera loses her husband, she won’t grieve—she’ll plot.
- If Harlow dies, Sera might seek revenge against Nysera, the Reapers, or even the players.
"You think you know what vengeance looks like? You ain’t seen a widow scorned."
Outside the Waterside
The door belches smoke and sour ale as you step into the lane. A skinny youth slides out ahead of you—mud to the knees, a small parcel shoved under his tunic, making a hard square over his ribs. He clocks you quick, like a stray dog sizing a boot.
“If you’re selling, I’m bought. If you’re buying, I’m broke. If you’re asking questions… talk soft.”
What’s in the parcel?
He taps the square once, dry.
“Laundry. Heavy kind. Belongs someplace that isn’t your hands or mine.”
Any trouble we should mind?
He chews the inside of his cheek, voice low.
“When the dice stop clattering all at once, you stop too—men only hold their breath like that for knives. If a bit rings twice after midnight, that’s a door opening you weren’t invited through. Shutters that were open will close together—count to ten and be somewhere else. And if the pier goes quiet enough to hear the ropes stretch, don’t look at the water—look at the men not looking at the water.”
Safe way through Nulb?
A small shrug, like a tired prayer, and he shifts the parcel under his tunic.
“There’s no safe—just quiet. Take the High Road to the stables, eyes down when you pass the red halter. Pay before you drink, and if the cards start liking you, leave before you win. Keep your badge in your pocket, your blessing behind your teeth, and your boots pointed away from any laughter that moves down an alley.”
Who’s in charge around here?
He almost smiles.
“Depends what you’re buying. At Boatman’s, Lodriss signs the book and Skole keeps knuckles quiet. Upstairs, the Broker and Elvanna sell favors you can’t fold. The black market pays a tithe and pretends it’s rent. Down on the pier, Tolub’s boys and the water-priests grin at each other and count the same coins.”
He edges away, already part of the dark.
“If you want answers, climb the stairs at Boatman’s and pay for the kind that don’t stain. If you want trouble, stare at the pier too long.”
He slips toward the river end of town—lantern glow from Boatman’s Tavern catching the edge of his cheek—then he’s gone, the parcel and the boy swallowed by the alley’s throat.

"No one stays in Nulb without getting their hands dirty. The trick is not drowning in the muck."
Harlow Greaves
(Medium Humanoid, Human, Neutral)
AC 13 (Leather) | HP 22 (4d8+4) | Speed 30 ft.
STR 12 | DEX 14 | CON 12 | INT 10 | WIS 12 | CHA 14
Skills Deception +4, Stealth +4, Survival +3, Water Vehicles +4
Abilities River Smuggler. Advantage on checks to navigate rivers, evade patrols.
Actions Dagger (Melee/Ranged). +4 to hit, 1d4+2 piercing.
Bonus Action Cunning Action. Dash, Disengage, or Hide.
Sera Greaves
(Medium Humanoid, Human, Neutral Good)
AC 12 (Padded) | HP 16 (3d8+3) | Speed 30 ft.
STR 10 | DEX 12 | CON 12 | INT 13 | WIS 14 | CHA 12
Skills Insight +4, Medicine +4, Persuasion +3, Sleight of Hand +3
Abilities Streetwise. Advantage on checks to read people, avoid trouble.
Actions Crossbow (Ranged). +3 to hit, 1d8+1 piercing.
Bonus Action Quick Draw. Can draw and fire a concealed weapon.
Jonas Greaves
(Medium Humanoid, Human, Chaotic Neutral)
AC 11 | HP 9 (2d8) | Speed 30 ft.
STR 10 | DEX 14 | CON 10 | INT 12 | WIS 10 | CHA 14
Skills Deception +4, Acrobatics +4, Perception +2
Abilities Reckless Youth. Advantage on Persuasion checks against younger criminals.
Actions Dagger (Melee). +4 to hit, 1d4+2 piercing.
Bonus Action Dash or Hide.
The Runner outside the Waterside
If you hail him, calm and civil
He keeps walking but lets you walk with him.
“You talk soft, I answer soft. You shout, I disappear. Those are the rules that keep skin where it belongs.”
“This?” He touches the square under his tunic. “Laundry. Heavy laundry. If anyone asks you, you never saw a boy doing chores at night.”
If you flash a coin
He weighs the silver with his eyes; doesn’t touch it yet.
“Coin’s a fine way to say ‘please.’ What you want is a way I can live with after.”
“I can carry a line to Boatman’s or back. I can point at a door and name the man who owns the hinge. I can’t tell you why the door opens, and I won’t tell you who bleeds when it does.”
If you ask what’s in the parcel
He smiles without showing teeth.
“Whatever you want it to be. Medicine if you’re kind. Nails if you’re simple. Trouble if you’re smart.”
“It goes where I put it, then it isn’t mine. That’s how you get old around here.”
If you say “We’re just travelers”
He shrugs.
“Everybody’s ‘just’ something right up until the counting starts. You want to keep being ‘just travelers’? Sleep fast, pay on time, don’t ask the ale who brewed it.”
If you name Dick Rentsch or the Waterside
His eyes flick to the rafters behind the door, then back to you.
“The man inside sells beds and questions. The beds bite and the questions do worse. If you’re staying, keep your boots on and your purse somewhere you can’t reach by accident.”
“If he sent you after me, tell him the laundry walked itself.”
If you name Boatman’s, the Broker, or Elvanna
He glances toward the docks.
“Upstairs they trade things you can’t fold and put in a drawer. They like faces that don’t mean anything. Yours mean something.”
“If you go, go laughing and leave crying. That’s how they know you’re paying attention.”
If you ask about the Crimson Reapers
A spark—admiration he tries to smother.
“They walk like the bill’s already settled. Don’t follow their horses. The animals know doors you don’t.”
“You want to breathe tomorrow? When a bit rings twice after midnight, you lie still and let the night pass over.”
If you claim Verbobonc or the church
He flinches at the words, not the tone.
“Badges and blessings melt fast here. You hold them up and folk just learn where to aim.”
“You want honest help? Pay a stablemaster, tip a ferryman, keep your prayers quiet. The loud ones get turned into weather.”
If you press, block his path, or reach for the parcel
He stops dead. The street seems to listen.
“I’m not a door you want to open. I’m the draft that tells you the door exists.”
“You take that square off me and you won’t like who comes to take it off you.”
If you offer help instead
He studies you as if you were a map with a few creases wrong.
“Help’s a big word. Tonight I need a corner I’m not seen passing. You hold that corner for a count of thirty, and I forget I saw you.”
“Or you can carry the heavy laundry and discover it isn’t laundry. Your funeral, your hymn.”
If you ask for a safe path through Nulb
He huffs a laugh.
“There’s no safe. There’s quiet. High Road to the stables—eyes down when you pass the red halter. If you hear dice stop, you stop too.”
“And if the river goes still? Don’t look at the water. Look at the men not looking at the water.”
If you hint at work
He nods, quick, as if agreeing with himself.
“You want a test? Carry something that isn’t there to a place that doesn’t exist. If no one stops you, you did it right.”
“Or bring me a name you don’t need anymore. Names spend better than coin.”
If you let him go
He backs away a step, then another, already part of the dark.
“You didn’t see me. I didn’t see you. If we meet again, you’re buying the lie.”
He slips into the alley’s throat and is gone the way boys go when the village eats them: quiet, quick, and almost a rumor.

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