BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

21. The Wharf Pier of Nulb

A Den of Pirates, Merchants, and the Shadow of the Temple.

Overview

The Wharf Pier of Nulb, located within the murky waters of Nulb Bay, serves as the main docking hub for the village’s commerce—both legal and illicit. It consists of three long wooden docks, all reinforced with aged beams and planks, extending into the dark waters of the Imeryd’s Run. These docks connect directly to the long pier that runs parallel to the front of the Boatman’s Tavern, the infamous gathering place of pirates, smugglers, and agents of the Temple of Elemental Evil. The tavern's clientele includes unscrupulous river captains, rogue merchants, and spies who conduct their business in the shadows.

To the west, at the intersection of the Imeryd’s Run and the main bridge, stands the 1. Waterside Hostel of Nulb , an establishment controlled by Dick Rentsch and heavily tied to the Temple’s activities. The location of Nulb makes it a prime smuggling route, where goods can be discreetly transported into the Fens of Tor to avoid scrutiny. The Nulb Bay itself is not a true bay but rather an offshoot from the Imeryd’s Run, where the dark swamp waters of the Fens merge with the river’s current, creating a sluggish and murky harbor.

Trade and Merchant Activity

Despite its lawless reputation, the Nulb wharf bustles with economic activity. The trade here thrives on contraband, stolen goods, and barely legal shipments, making it a haven for those who prefer to avoid Verbobonc’s tariffs and regulations.

Many of these goods exchange hands inside the 4: Boatman’s Tavern and Nulb Market , where cutthroat merchants negotiate deals over flagons of mead. Deals are often sealed with bloodstained handshakes rather than ink and parchment.

"The docks of Nulb ain’t just for fish and trade—blood gets bartered here more often than coin."
— Captain Tolub, Pirate Enforcer

The Dockside Factions

While Nulb has no formal government, the Wharf Pier is controlled by various factions, each vying for dominance.

The Crimson Reapers

This feared bandit organization, led by Commander Feldrin , uses the docks as a supply point for stolen goods and captives. They frequently move their loot and prisoners under the cover of night, using Sahl’s Cottage and other backwater hideouts as transfer points. They are the primary muscle controlling access to the deeper waters of the Imeryd’s Run.

"Aye, we move a fair bit of cargo through the wharf—mostly stolen, sometimes still breathin’."
— Brark, Smuggler Crimson Reapers

The Temple’s Agents

Lady Nysera Krivaltis , the enigmatic noblewoman of Nulb, has many spies throughout the wharf. However, the real power behind the docks belongs to Nysera’s second-in-command, Nysera’s Wraiths, who keep the merchants in check and ensure shipments bound for the Temple remain undisturbed.

"Nulb Bay stinks of fish, sweat, and lies. But if you know the right hands to shake, you’ll make a fortune before the river washes you away."
— Nysera, Lady of Nulb

Temple agents also oversee illicit movements in and out of Nulb, working with dockmasters and tavern owners. Nysera maintains a quiet but iron grip over dockside transactions, subtly influencing who gets to trade freely and who is forced to pay "tribute" for safe passage.

"The Temple’s got eyes at every pier, ears in every tavern. If you think you’re safe, you’re already marked."
— Jorn the Drunk, Washed-Up Mercenary

The Pirates and River Merchants

Captain Tolub "The Red Knife" (Human, Chaotic Evil)

A ruthless and cunning river pirate, Captain Tolub commands The Iron Dagger , a sleek, fast-moving sloop favored for ambush raids on slower merchant vessels traveling from Dyvers. He is known for his red-stained knives—each one belonging to a captain or officer he has personally slain. Tolub frequently deals with the Temple’s Earth and Fire factions, trading stolen supplies for gold and safe harbor in Nulb. His crew, the Red Daggers, are some of the most feared brigands on the river.

Captain Marad Vesrek "The Hollow Smile" (Half-Orc, Neutral Evil)

A sadistic corsair with a love for tormenting his victims, Vesrek captains The Crimson Trader, a ship known for flying false merchant colors before striking. He regularly sells captives to the Temple’s slavers and runs black-market goods through the smuggling tunnels under the Waterside Hostel. Vesrek has a deep rivalry with Tolub , and if one is in Nulb, the other rarely stays long.

Brave (or Foolish) Merchants Who Trade in Nulb

Few merchants dare risk the waters near Nulb, but for those who are cunning—or desperate enough—there is coin to be made. The Temple’s need for supplies ensures that those willing to barter with its agents can turn a hefty profit.

Captain Relmar "The Grey Fox" (Human, Neutral)

A smuggler with a network stretching from Dyvers to the Wild Coast, Captain Relmar commands The Silver Current, a heavily reinforced barge designed for hauling bulk goods. He deals in everything from grain and livestock to barrels of black powder. Relmar is careful, keeping his hands clean of slavery and directly avoiding the Temple’s religious zealots, preferring to negotiate with mercenary factions like the Earth Temple’s quartermasters.

Captain Selka "The Witch of the Velverdyva" (Elf, Chaotic Neutral)

A former noblewoman from Celene , Selka abandoned her highborn status to seek freedom on the river. She captains The Mist’s Embrace, a ship with a ghostly reputation, rumored to vanish into the river fog at will. Unlike the pirates who openly revel in bloodshed, Selka’s crew are mercenaries who will deal with anyone for the right price. Though she has no love for the Temple’s cruelty, she recognizes its wealth and often provides fine cloth, rare wines, and spell components to the highest bidder.

Jorrun “The Toad” Skelt (Dwarf, Neutral Evil)

A burly, crass dwarf merchant who commands The Soggy Coin, a squat river vessel designed to carry metal goods. Jorrun has longstanding trade ties with Verbobonc’s underworld and uses his Temple contacts to move stolen dwarven-made weapons from the Kron Hills. He openly mocks the Temple’s worship of dark gods, but he has no qualms about profiting from their conflicts.

The Fishing Cottages of Nulb Bay

On the north and south banks of the bay, decrepit fishing cottages dot the landscape. These homes belong to the poorest of Nulb’s inhabitants, who survive by fishing the river’s murky waters. Among these shanties is 52. Sahl’s Cottage , the residence of Sahl Bruckner and his son Derrik, who have been approached by the Crimson Reapers to smuggle slaves and loot across the stream.

While many of the fishermen keep their heads down and avoid the affairs of the temple, they are keen observers of the criminal dealings at the wharf. Information flows through the fishing cottages almost as well as the river itself, and a shrewd adventurer might be able to glean valuable intelligence if they earn the trust of the locals.

"You don’t survive in Nulb by bein’ brave. You survive by knowin’ when to keep your head down and when to slit a throat."

Conclusion

The Wharf Pier of Nulb is a lawless expanse where piracy, smuggling, and illicit commerce thrive under the watchful eyes of the Temple’s agents and bandit lords. Merchants from all walks of life—from honest trappers to villainous slavers—use the docks as a crucial gateway for goods, both legal and forbidden. Beneath the surface, powerful forces vie for control of the trade, each using the docks as a stepping stone for greater ambitions.

For adventurers, the Wharf Pier presents both danger and opportunity. It is a place where secrets are whispered in dark corners, fortunes are made or lost over a single wager, and alliances are forged in blood. Whether they seek to undermine the Temple’s hold on the docks, disrupt the Crimson Reapers’ operations, or simply navigate the treacherous currents of Nulb’s economy, the wharf is a stage set for intrigue, betrayal, and adventure.

Fens of Tor by 3orcs

Nulb BOATMANs Pier by 3orcs
"The Boatman’s Tavern is where deals are made. If you want a ship, a crew, or a throat cut quiet-like, that’s where you start."
— Rogren the Rat, Dockside Informant

Common Trade Goods

Ships and riverboats offload their cargo at all hours of the night, bringing in a mixture of:

  • Illicit goods: Stolen shipments of weapons, rare books, arcane components, and smuggled spirits.
  • Salted fish & dried meats: The local fishermen supply salted catfish, eels, and smoked river bass to taverns and merchants.
  • Human chattel & indentured labor: Though not openly traded, rumors persist of slaves being transferred in secret deals.
  • Fur & pelts: Trappers from the Gnarley Forest bring in wolf pelts, deer hides, and otter furs for sale.
  • Rare herbs & poisons: Gatherers from the Fens of Tor harvest toxic plants and exotic alchemical ingredients for sale to dubious buyers.
  • River ore & raw materials: Dwarven prospectors and unscrupulous miners bring raw iron and copper from illicit excavations along the banks of the Imeryd’s Run.
Nulb Docks by 3orcs

Type
Pier
Parent Location
"You ever see the river at dawn? Still and silent, like a grave. A reminder that Nulb’s waters hold more corpses than fish."
— Derrik Bruckner, Fisherman’s Son



Cover image: Nulb Banner by 3orcs

Comments

Please Login in order to comment!