Ostenvik
Ostenvik stands like a stubborn knot of iron and salt, nestled in the cold windswept coast of western Skolna. It lies where the coastal shelf narrows into inland trails, two days' ride from the base of the towering Skölnan Mountains From its weathered docks, you can see gulls circling and mist clinging to the inland hills, but the mountains remain distant—constant, cold, and inevitable.
Founded centuries ago to serve as a trade relay between the mountain mines and the Thessenar shipping lanes, Ostenvik has grown into a hardened port town of roughly 4,000 souls. It isn’t grand, but it is essential. Ore, salt, and stone from the interior come through here before being loaded onto seafaring ships headed for Kamulos, Miranore, and beyond. In turn, the town feeds and outfits the caravans that brave the Throat Trail, the only passable land route east during most of the year.
The buildings are low, angular, and reinforced against harsh ocean winds. Most are made from blackened timber and grey stone hauled from nearby quarries. Chimneys always smoke. Salt cakes the windowpanes. The whole place smells like coal, brine, and bloodroot oil.
Demographics
Human (Skölnan) – 70%
Rugged, stoic, built for cold climates and hard decisions. Most trace lineage back to Shieldmount villages or coastal clans. Dwarf – 12%
Respected as traders, hunters, and guides for mountain routes. While rare inland, they’ve established a quiet foothold in the salt trade and beast-handling. Frost Goliaths – 8%
Primarily in heavy labor or shieldwall roles; descend from ancient mountain tribes. Considered walking folklore to outsiders, locals just call them “the tall bastards.” Half-Orcs / Orcs – 5%
Mainly from mercenary stock or border clans tied to Kamulosan tensions. Often fill roles in the Blackvein Company or as enforcers for guilds. Other (Elves, Genasi, Rhu'thor, etc.) – 5%
Transient or extremely rare—dwarves are usually smithing envoys, elves arrive for trade or arcane oddities, and genasi may be seen on passing ships.
Rugged, stoic, built for cold climates and hard decisions. Most trace lineage back to Shieldmount villages or coastal clans. Dwarf – 12%
Respected as traders, hunters, and guides for mountain routes. While rare inland, they’ve established a quiet foothold in the salt trade and beast-handling. Frost Goliaths – 8%
Primarily in heavy labor or shieldwall roles; descend from ancient mountain tribes. Considered walking folklore to outsiders, locals just call them “the tall bastards.” Half-Orcs / Orcs – 5%
Mainly from mercenary stock or border clans tied to Kamulosan tensions. Often fill roles in the Blackvein Company or as enforcers for guilds. Other (Elves, Genasi, Rhu'thor, etc.) – 5%
Transient or extremely rare—dwarves are usually smithing envoys, elves arrive for trade or arcane oddities, and genasi may be seen on passing ships.
Government
Ostenvik is governed by the Council of Guilds, made up of seven seats representing miners, smiths, sailors, merchants, and civic infrastructure. The Stonespeaker is chosen from among them every ten years—unopposed reelections are common, and contested ones rarely end cleanly.
Districts
Seawall District
– Docks, Drydocks, Sailors, and SmugglersThis is the heartbeat of Ostenvik’s economy. Ships offload goods onto thick stone piers behind the Godsgrip Seawall, and cargo is sorted, taxed, and moved inland. Taverns here rarely close. Notable Locations:
- The Black Salt Wharf – Coastal processing for salt and mineral-rich sea harvests
- The Crooked Keel – Roughest tavern on the waterfront, run by a frost goliath named Durg
- The Harbormaster’s Office – Overseen by Ilka Revenhame, sharp-tongued and hard as steel
Smokestone Rise
– Guild Halls, Temples, Middle Class, and AuthorityBuilt on the only natural hill in town. This is where the Council of Guilds meets, where Stonespeaker Brynjar lives, and where most of the town's power gathers. Notable Locations:
- The Guild Ring – Seven low buildings forming a circle, each tied to a trade
- Temple of Consequence and Hunt – Shared temple to Umbra and Thalor
- The Grey Hearth – Respectable tavern for merchants and officials
Ashward
– Forges, Smelters, and Burnt SkyAlways smoky and hot. This district holds the forges and the infamous Ashmouth, where runes are etched in sweat and fire. Notable Locations:
- Ashmouth Forge – Run by exiled dwarves; their blacksteel is unmatched
- Smokefall Alley – Semi-legal enchantment and rune-trading zone
- The Emberhall – Home to the Smiths’ Guild, where disputes are settled by duels
Throatgate
– Caravans, Inns, Trade Prep, and Rough SleepersThe launchpoint for any land journey. Caravans, traders, Zemanii guides, and mercenaries all pass through here. Notable Locations:
- Bortan’s Blends – Lillain’s shop, perched near the start of the Throat Trail
- The Ironspit – Hostel-stable hybrid used by caravanners and beast-handlers
- Blackvein Barracks – Stronghold of the mercenary company controlling much of the town’s muscle
The Tarns
– Slums, Fishers, and Forgotten Folk Flood-prone and crooked, the Tarns are where the desperate live and the sea listens closest. Notable Locations:- Driftmother’s Shrine – Folk temple run by blind elders who speak to the sea
- The Fins – Fishmongers' row, chaotic and reeking of kelp
- Tidewater House – Unofficial orphanage run by a no-nonsense woman named Rikka
Maps
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Ostenvik
Founded centuries ago to serve as a trade relay between the mountain mines and the Thessenar shipping lanes, Ostenvik has grown into a hardened port town of roughly 4,000 souls.
Founding Date
283 HE
Type
Large town
Population
4,200 permanent residents, swelling to 5,500+ during peak trade season
Location under
Included Locations
Owner/Ruler
Characters in Location
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