Nulb
Nulb is a haven for outlaws, cultists, and criminals, located at the eastern edge of the Verbobonc, Viscounty, bordered by the Gnarley Forest and the Fens of Tor. It’s a place where law is loosely enforced and commerce thrives on illegal activity. Despite its squalor and danger, the village serves as a key stop along the Low Road.
- Location: Eastern edge of Verbobonc, near Gnarley Forest and Fens of Tor.
- Nature: Hub of outlaw activity and illegal trade.
- Importance: Critical stop along the Low Road, despite its dangers.
Arrival at the Bridge of Nulb
At the foot of the bridge, a leaning cottage stands sentinel, its rotting timbers defying both time and tide. Faded and tattered banners dangle limply in the humid air, their once-proud sigils obscured by grime. The cottage emits faint sounds—muted laughter, gruff voices, and the occasional clink of metal—suggesting the men here are less vigilant and opportunistic rogues.
Two figures in mismatched armor linger at the cottage entrance, their eyes sharp and unwelcoming. One spits into the mud as the other rests a hand on the hilt of a rusted blade. A third figure leans against the bridge railing, chewing on a stalk of swamp grass and eyeing travelers with the casual menace of someone unafraid of conflict.
Across the river, the heart of Nulb spreads out in grim disarray. The market center lies just beyond the bridge, a cluster of crooked, uneven buildings huddled together like scavengers around a fresh kill. To the left, the river bay cradles a collection of decrepit docks where shadowy figures and ramshackle boats move about under the watchful eye of looming pirate ships.
To the right, the Imeryds Run snakes southward, its dark waters skirting the edge of town and vanishing into the gloom of the Gnarley Forest. The village itself seems shrouded in a pall of smoke and decay. Its sagging rooftops and leaning chimneys speak of neglect, while the ominous air of lawlessness emanates from every shadow. Even from this distance, Nulb exudes an aura of menace, a place where survival hinges on strength, cunning, and the willingness to do what others will not.
Canon Setting Clarification – Nulb and Rising Evil
✦ Forces of Good (Non-Intervention Policy)
- Do not enter Nulb due to political inertia, internal prioritization, or suspicion that the problem is just another bandit ring or remnant cult.
- Includes:
- Gnarley Rangers
- Druids of the Gnarley
- Sylvan Elf Clans (Gnarley Forest)
- Agents of the Viscounty of Verbobonc
- Agents of Veluna and Furyondy
- Queen Yolande's Fey Court of Celene
✦ True Situation in Nulb
- Nulb is under covert control by a loose alliance of:
- Bandits and Brigands
- Pirates and Smugglers
- Temple of Elemental Evil agents (especially Earth and Water factions)
- The Temple's 2nd Rising is quietly underway using Nulb as a covert logistics and recruitment base.
- The constable is ineffective, and help from the Lords of Verbobonc has been withheld or ignored.
✦ Infiltrators Working Against the Temple
- Canoness Y'dey (as “Mother Screng”): Disguised as an eccentric herbalist, secretly a cleric of St. Cuthbert investigating the temple’s influence and nurturing redemption.
- Otis (Blacksmith): A quiet but formidable former adventurer, secretly aiding Y'dey and watching the Temple's activities from his forge.
- Both are investigating and resisting in secret, waiting for the right moment—or allies—to act openly
Geography and Layout
The village lies on the banks of Imeryd's Run, making it accessible for smugglers and pirates via small boats. The nearby swampy Fens of Tor provide natural protection, and the village itself is a collection of rotting buildings, reflecting its decaying status.
- Geography: Situated along Imeryds Run, bordered by Gnarley Forest and Fens of Tor.
- Imeryd's Run: flows south to north, emerging from the depths of the Gnarley Forest and passing through the Fens of Tor before merging with the Velverdyva River.
- Structure: Ramshackle buildings made of rotting timbers and salvaged boats.
- Accessibility: Accessible via river and swamp, making it ideal for illicit operations.
DM Spotlight: Campaign
Lawlessness and Power Struggles
Nulb remains a hotbed of anarchy and violence, its governance determined by the strongest or most cunning. The Boatman and Waterside taverns stands at the center of this chaotic web, vying to impose their will over the village. The constable tries to resist but the bandits and independent gangs, emboldened by Nulb’s lack of formal government, seek to carve out their own spheres of power.
Cult Intrigue and Influence
The Temple of Elemental Evil’s resurgence casts a dark shadow over Nulb. Agents and priests of the Earth and Water Temples actively manipulate the village’s factions to further their own agendas. The owners of the Inn's maintains a tenuous relationship with the Temple, leveraging its resources while remaining wary of its growing control. Romag, the Prophet of Earth, uses Dick Rentsch and his Waterside Hostel to undermine Belsornig's ambitions. Similarly, Belsornig, the Water Prophet, allies with Captain Tolub, using the pirate’s operations to destabilize Romag's authority. These covert maneuvers make Nulb a battleground.
Persistent Evil Alignment
The moral compass of Nulb remains skewed heavily toward neutral and chaotic evil alignments, with a few neutral or lawful individuals seeking only to survive or profit. The village’s residents thrive on opportunism, betrayal, and violence, making it an ideal staging ground for the Temple’s activities.
A Dangerous Refuge
For many criminals, pirates, and outlaws, Nulb is a temporary haven—a place to regroup, resupply, or disappear from pursuing authorities. However, the constables has failed in his attempts to bring order to this lawless town.
Conclusion
Nulb is a village perpetually teetering on the edge of chaos, its fate determined by its most powerful factions. Nulb, power is fleeting, alliances are fragile, and danger is ever-present.
Society and Culture
Nulb's residents are a mix of bandits, pirates, former cultists, and outlaws. The village is a melting pot of criminals who either fled justice or came seeking refuge. The atmosphere is grim, and violence is common.
- Demographics: Outlaws, pirates, former cultists, and smugglers.
- Culture: Survival-focused, with little to no trust among inhabitants.
- Social Hierarchy: Dominated by the strongest and most ruthless factions.
Government and Laws
Nulb may seem lawless, but the constable is unable to have any effect. His call for assistance from the Council of Lords of Verbobonc has been unanswered.
Economy
The economy is based on illicit trade, piracy, and smuggling. The river provides easy access for contraband, making Nulb a hub for stolen goods.
- Main Trades: Smuggling, fencing stolen goods, and fishing.
- Imeryds Run: A vital artery for smuggling operations.
Politics in Nulb
A Web of Intrigue and Power Struggles
Nulb is a powder keg of competing interests, its political landscape shaped by criminal factions, opportunists, and shadowy manipulators. At the heart of this maelstrom is the characters of the two Inn's, who seeks to impose their will over the chaotic village. Their ambitions are ambitious, dangerous, and rife with contradictions.
Criminal Alliances: Bandits and Pirates
Nulb’s political ecosystem thrives on the activities of bandits and pirates, who serve as both allies and obstacles to the agents of the temple ambitions.
- Political Leverage: By playing bandit factions against each other, the temple keeps them occupied while using their actions to justify their own presence as a “stabilizing” force.
- Pirate Smugglers: Pirates and smugglers who ply the Imeryds Run and Velverdyva River are a critical source of revenue for the temple.
The Temple of Elemental Evil’s Shadow
The resurgence of the Temple of Elemental Evil growing influence threatens to undermine the regions stability.
- Earth and Water Temples: The folk of Nulb maintains a working relationship with agents of the Temple, particularly those aligned with the Earth and Water factions.
- The Air Temple and Its Covert Role in Nulb: While the Earth and Water Temples play a dominant role in Nulb’s political and criminal landscape, the Air Temple operates with far less visibility. Led by Kelno, a cunning and ambitious prophet, the Air Temple’s presence is limited.
- Strategic Partnerships: Romag, Prophet of Earth, and Belsornig, Prophet of Water, use their networks to influence Nulb’s factions.
Recent Political Developments
- Mounted Borderers Withdrawal: The Viscount’s reduction of patrols in the Kron Hills has emboldened bandits and pirates.
- Temple Influence Rising: The covert activities of the Temple’s agents are shifting the balance of power in Nulb.
- Increased Bandit Raids: The lack of security in the surrounding region has led to a surge in banditry, which the temple agents uses as a pretext to expand their control under the guise of protecting Nulb’s residents.
Key Observations
Lawlessness and Power Struggles
Nulb remains a hotbed of anarchy and violence, its governance determined by the strongest or most cunning. The temple stands at the center of this chaotic web, vying to impose their rule over the village. Meanwhile, bandits and independent gangs, emboldened by Nulb’s lack of formal government, seek to carve out their own spheres of power.
Cult Intrigue and Influence
The Temple of Elemental Evil’s resurgence casts a dark shadow over Nulb. Agents and priests of the Earth and Water Temples actively manipulate the village’s factions to further their own agendas.
Persistent Evil Alignment
The moral compass of Nulb remains skewed heavily toward neutral and chaotic evil alignments, with a few neutral or lawful individuals seeking only to survive or profit. The village’s residents thrive on opportunism, betrayal, and violence, making it an ideal staging ground for the Temple’s activities.
A Dangerous Refuge
For many criminals, pirates, and outlaws, Nulb is a temporary haven—a place to regroup, resupply, or disappear from pursuing authorities.
Conclusion
Nulb is a village perpetually teetering on the edge of chaos, its fate determined by the interplay of its most powerful factions. In Nulb, power is fleeting, alliances are fragile, and danger is ever-present.
Complete Alphabetical List of Nulb Characters
- Aldren Valegrave, Master of Valegrave Manor agricultural operations
- Beyard Edrek, Local of Nulb, husband of Leika Edrek
- Borric "Eel-Blood" Harvane, Fisherman, relative of Darra Harvane
- Canoness Y’dey (Mother Screng), Undercover Cleric of St. Cuthbert and herbalist
- Chon, Stable hand, Otis Fletcher’s smithy
- Chainfangs Brigands, Brigand group led by Garrik Stonehand
- Dain Blackthread, Nulb resident
- Dala, Thief and waitress, Waterside Hostel
- Darra "Toad-Mother" Harvane, Fisherwoman, relative of Borric Harvane
- Derrik Bruckner, Nulb local, related to Sahl Bruckner
- Dick Rentsch, Proprietor of Waterside Hostel and covert Earth Temple operative
- Edrick Malvaar, Constable of Nulb
- Edris Veyne, Nulb resident, family of Gavrin Veyne
- Elvanna Thorne, Head Mistress of Nulb Brothel
- Erik Trosk, Nulb resident, family of Kiel Trosk
- Eryk Velkori, Eldest son of House Velkori, fire dancer, caravan leader
- Feebs, Debt Collector, Gilded Shackle
- Felix Fahnor ("Silent Blade"), Leader of Crimson Reapers’ assassination squad
- Garrik Stonehand, Leader of Chainfangs Brigands
- Gavrin Veyne, Nulb resident, family of Edris Veyne
- Gregor the Overseer, Overseer at Valegrave Manor
- Grud Squinteye, Lieutenant, Iron Dagger Pirates
- Harl & Toris Eelcutte, Local eel fishermen
- Harlow Greaves, Nulb resident, related to Jonas Greaves
- Henri, Apprentice wainwright under Krivossk
- Hosk “Chains” Varlek, Enforcer, Gilded Shackle
- Ivar "Two-Fingers" Maddok, Local criminal/brigand
- Jereader Zomawyn, Local of Nulb
- Jonas Greaves, Nulb resident, related to Harlow Greaves
- Jorvan "Muck" Remley, Wainwright
- Karith “Scar” Drayal, First Mate of Crimson Trader slaving vessel
- Kiel Trosk, Nulb resident, family of Erik Trosk
- Krivossk, Wainwright
- Lady Nysera Krivaltis, Aspiring ruler of Nulb
- Leika Edrek, Nulb local, wife of Beyard Edrek
- Lira “Two Tongues” Vekkel, Bosun, Crimson Trader slaving vessel
- Lodriss, Owner, Boatman's Tavern
- Lorveth “The Broker” Thrask, Master of the Iron Lash slave market
- Maldrith "the Hexed", Second-in-command, Crimson Reapers
- Malric “The Hammer” Grint, Enforcer, Gilded Shackle
- Marad Vesrek, Slaver Captain, Crimson Trader
- Murfles (a.k.a. Hruda the Sharp-Tongued), Elven undercover agent, posing as Mother Screng’s daughter
- Orsik Velkori, Youngest Velkori son, spy and information broker
- Otis Fletcher, Master smith, secret agent of Gnarley Rangers
- Pearl, Thief and waitress, Waterside Hostel
- Rhenn, Rhennee riverfolk leader
- River Pirates (Crew of the Iron Dagger), Pirates under Captain Tolub
- Rom Khavernus ("Hollow Jack"), Leader of Crimson Reapers brigands
- Sahl Bruckner, Nulb local, related to Derrik Bruckner
- Sammy (The Rat-Faced Apprentice), Apprentice smith, Otis Fletcher’s smithy
- Serena Velkori, Member of House Velkori, diplomat and merchant
- Skole, Proprietor, Boatman's Tavern
- Talla Velkori, Scout and warrior, daughter of House Velkori
- T’rallak “The Chainkeeper” Vornath, Quartermaster, Crimson Trader slaving vessel
- Tolub (Captain), Pirate Captain, Iron Dagger
- Torvel Hawkes (Sir), Knight, commander for Lady Nysera
- Valegrave Serfs, Indentured laborers at Valegrave Manor
- Velwyn "Blackfish" Tarves, Local fisherman and smuggler
- Verek Edrek, Local of Nulb, family of Beyard and Leika Edrek
- Vethra “Old Eyes” Velkori, Matron and seer, House Velkori
- Wat, Nighttime bartender, Waterside Hostel, Water Temple spy
This comprehensive character list, precisely organized alphabetically by character names with their roles following each entry, ensures clear and easy reference for your Village of Nulb campaign.
Demographics
Total Population
- Approximately 200–300 individuals
Demographics
- Humans (70%): The dominant group in Nulb. Most are poor villagers, bandits, river pirates, or cultists.
- Ethnic Mix: Primarily Oeridian Oerid (60%) and Flannae Flan (40%), reflecting local cultural backgrounds with some Suloise Suel intermingling.
- Professions: Fishermen, thieves, barkeeps, smugglers, and mercenaries.
- Half-Orcs (10%): These are often enforcers or muscle for the bandits, pirates, or cult factions.
- Halflings (8%): A small group of halflings exists, many of whom serve as scouts, petty thieves, or river smugglers.
- Elves and Half-Elves (5%): Most of these are outcasts or wanderers, with a few disguised agents (like Jassin Valee) working against the Temple.
- Gnomes (3%): Often tinkerers or trap makers employed by pirates or bandits, a few gnomes have made Nulb their home.
Social Structure
- Pirates and Bandits (30%): These groups are the village's most visible power structure, operating openly in places like the Boatman’s Tavern.
- Cultists (15%): Many are disguised as ordinary villagers, working to rebuild the Temple of Elemental Evil.
- Villagers (55%): The bulk of the population consists of impoverished locals, subsisting as fishermen, tanners, or brewers.
Transient Population
At any given time, Nulb hosts 10–50 travelers, including adventurers, cult agents, and merchants. Many pass through on illicit business or looking to hire mercenaries.
Nulb Articles
- Bringing Nulb to Life
- The River Pirates
- The Crimson Reapers brigands
- Temple of Elemental Agents visiting Nulb
- 1. Waterside Hostel of Nulb
- 10. Fishing Shack
- 11. Dunstan's Boatwright
- 13. The Gallows Table
- 17. Cottage Shop Ruins
- 19. The Gilded Shackle - Zilchus
- 2. Otises Smithy and Stable
- 21. The Wharf Pier of Nulb
- 26. Valegrave's Farmstead
- 29. Thorne's Cottage
- 3. Mother Screng’s Herb Shop
- 30. Veyne's Mill
- 31. Bramblethorn Ranch
- 33. Old Mayor’s Manor
- 34. Old Mavreks Bakery
- 4: Boatman’s Tavern and Nulb Market
- 44. Nulb Graveyard
- 46. Durnic’s Stablehouse
- 47. Nulb Constable
- 5. The Drowned Cottage
- 51. The Nulb Stables
- 52. Sahl’s Cottage
- 54. Harlow’s Cottage
- 55. Hunting Cottage
- 6. Wainwright of Nulb
- 7. & 8. Mistwatch Huts – Smuggler’s Outpost
- 7. River Fishing Huts
Notable People of Nulb
The village of Nulb is home to an eclectic array of powerful and dangerous figures. Each wields influence in their own way, contributing to the chaos and intrigue that define the settlement. Below is a summary of the key individuals whose actions shape the fate of Nulb.
Madame Selentis
Agent of the Greater Temple
- Motivation: To consolidate power in Nulb and rise to political prominence in the Viscounty of Verbobonc.
- Once the heir to House Krivaltis, Nysera Krivaltis ambition now drives her to serve Hedrack the Supreme Commander of the Temple of Elemental Evil. New to the town her role is as an agent for the Greater Temple. She seeks to transform the lawless village into a leveraging the town’s criminal underworld to her advantage.
Romag , Prophet of Earth
Earth Temple Leader and Manipulator
- Motivation: To expand the Earth Temple’s influence through covert manipulation.
- Operating from the shadows, Romag uses Dick Rentsch and the Waterside Hostel as his base in Nulb. He seeks to destabilize the village and its factions to further the Earth Temple’s objectives.
Belsornig, Prophet of Water
Water Temple Leader and Pirate Ally
- Motivation: To secure dominance over Nulb’s waterways and resources.
- Belsornig employs Captain Tolub and his pirate crew to strengthen the Water Temple’s grip on Nulb.
Captain Tolub
Pirate Leader of the Iron Dagger and agent of the Water Temple
- Motivation: To dominate Nulb’s trade routes and amass wealth.
- The cunning captain of the Iron Dagger, Tolub commands respect and fear in equal measure. His partnership with the Water Temple funds his operations.
Grud Squinteye
Lieutenant of the Iron Dagger
- Motivation: To prove his worth as a ruthless enforcer.
- A brutal and cunning pirate, Grud’s loyalty to Captain Tolub is absolute.
Dick Rentsch
Hostelier and Earth Temple Ally
- Motivation: To expand his influence through subtle manipulation and Temple resources.
- The owner of the Waterside Hostel, Dick Rentsch is a cunning operative for the Earth Temple. Under the guise of a simple hostelier, he gathers intelligence and recruits agents for the cult.
Wat
Bartender and Fire Temple Agent
- Motivation: To support the Water Temple’s plans through subtle espionage.
- As the barman at the Waterside Hostel, Wat works closely with Alrrem of the Fire Temple.
Skole
Proprietor of the Boatman’s Tavern and Nulb Market
- Motivation: To profit from Nulb’s chaos while keeping pirates and bandits appeased.
- An ex-riverman turned smuggler, Skole controls the Boatman’s Tavern and its adjoining market. Though he remains neutral on the surface, his dealings with pirates and bandits often sway the balance of power in Nulb.
Lodriss
Barmaid and Power Broker
- Motivation: To leverage her relationship with Captain Tolub for influence.
- The true power behind the Boatman’s Tavern, Lodriss uses her wits and connections to maintain control.
Random Encounter Tables
Nulb Random Encounters Forest or Scrub Terrain (including road)
1 | ldlO + 10 brigands; leader level 4-5 |
2 | Id4 + 1 wild boars |
3 | 2d4 bugbears |
4 | ldlO + 2 gnolls |
5 | 1-2 lycanthropes (werewolves) |
6 | Merchant caravan (1 in 6 chance for being disguised Evil pilgrims) |
7 | Idl2 normal wolves |
8-12 | No Encounter |
Nulb Random Encounters Swamp or Pond Area (including road)
1 | Id4 frogs, giant killer |
2 | 2d4 ghouls |
3 | Id6 leeches, giant (in water) |
4 | 2d8 lizard men |
5 | Merchant caravan (1 in 6 chance for being disguised as Evil pilgrims) |
6 | Bandits looking for opportunity |
7-12 | No Encounter |
Nulb Random Encounter River (including Imeryds Run)
1 | Id4 crayfish, giant |
2 | 1 gar, giant (small size only in a Run) |
3-6 | 1 Merchant Ship or 2-4 barges |
7 | 1 Pirate ship (see "The River Pirates" Article) |
8 | Id4 + 8 Rhenee bargefolk with 2-4 barges |
9 | Viscounty Agent |
10-12 | No Encounter |
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