Larmes

Perched at the ragged coast of Othvarand, Larmes is a small, wind-bitten fishing town where the sea bites harder than the taxes. Its people are wary, tight-knit, and practical to the point of bluntness. Though humble in size, the town holds outsize importance—serving as a coastal trade waystation, a haven for ships bound to deeper waters, and, increasingly, a quiet battleground for unseen forces.

The sea gives, the sea takes—and lately, it has taken more than its share.

Common Knowledge

  • The Council of Larmes, made up of fishmongers, crafters, merchants, and retired ship captains, maintains a fragile grip on the town’s law and coin.
  • Larmes is a place where the Church of Holy Law shares space uneasily with the old ways—shrines to the wind, the tide, and the deep roots still dot the cliffs.
  • Nearby stands the abandoned estate of a dead alchemist, whispered to be haunted. No one tills the fields around it anymore.

For Adventurers

Larmes is a natural launch point for expeditions along the coast and into the ruins of the old world. It offers:

  • Simple lodging, a few reputable traders, and work from grateful councilors with guarded eyes.
  • Access to deeper intrigue involving smugglers, ancient experiments, and coastal cults.
  • Ties to older, sunken truths—some of which still breathe beneath the cliffs.

Type
Large town

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