
A fortified river hamlet, last stop before barbarian country.
Westwatch Ferry is a hard-bitten frontier hamlet of about 110 souls, built where the east–west trade road bends south toward Hodnet and crosses the Zumker River. The entire settlement is enclosed by a stout timber palisade braced with rough-hewn logs, and three gated guardhouses secure entrance to the community. One guardhouse overlooks the ferry dock and manned by 5-6 guards with longbows, crossbows, and a ballista crew. The small trade bridge spanning the Zumker approximately 1000′ across. Its stone pillars built centuries before and the bridge has endured conflicts but being only 25′ across and open, it is not ideal for mass crossings by armies, easily defended, and primarily used by caravans and merchants.

The ferry itself is a broad, flat-bottomed barge, big enough to take two wagons or a dozen mounted riders. It is lashed to the bank by thick, tarred chains when not in use — a precaution against barbarian raids and spring floods alike. Westwatch’s people live with one eye always westward, where the Grosskopf clans roam the hills. Trade and raiding blur together here: caravan guards share drinks with suspicious locals, and smuggled goods sometimes change hands as quickly as tolls are paid.
Places to Go (Key Locations)
The Crooked Pike (Inn & Tavern)
A long, low hall of timber with smoke-blackened rafters, packed every evening with ferrymen, roadwardens, and caravan guards. A hunting trophy (a massive pike’s head) hangs over the hearth, its glass eyes seeming to watch patrons drink. Gambling games are common — dice, cards, and “riverbones,” a local game played with carved knucklebones. Igan Veyl, the innkeeper, is a wiry man with a dry wit and an ear for gossip; he collects rumors like others collect coins. The Pike’s specialty stew is a mix of river fish, onions, and barley that is far better than it looks, and the ale is cheap but strong.
Hearth-for-Iron (Smithy)
A rack of salvaged weapons from past raids leans near the doorway — each marked with a notch to remember the night it was taken. Kelda Ironsong, the smith, keeps her forge burning late. The sound of hammer on anvil echoes across the palisade most nights. She repairs plows and wagon axles by day but will quietly shoe a horse, sharpen a sword, or even re-rivet a dented breastplate for adventurers who need quick work done.
Kelda is one of the first to hear news of raids from caravan guards, giving her valuable intel.
Herbalist’s Shed
A cozy turf-roofed hut set back from the road, fragrant with drying herbs. Bramble Goodwort, a stout halfling with dirt-streaked hands, sells poultices, tinctures, and minor alchemical brews. She is friendly but cautious about strangers, especially those carrying weapons.
Bramble keeps a “sick book” where she writes down local ailments and who’s been ill — a goldmine of information if the PCs are investigating a plague, poison, or cursed water source.
Caravanserai Yard “The River’s Rest”

A fenced wagon lot run by Perrin Holt, a one-eyed mercenary turned quartermaster. The yard can hold a dozen wagons and has a small stable for caravan horses. Perrin is blunt but fair, and keeps a loaded crossbow near the gate.
The caravanserai also has a few rooms on the corner for local trade as a sort of mini wholesaler’s market in barbarian silver, furs and leather (from the Tenh, Grosskopf, and other tribes in the Barrens), platinum from the Tenh and the occassional gemstone, and rarely, grey market items to those in the western barbarian lands who know the power of magic.
Travelers often sleep in their wagons here, preferring its relative safety to the tavern’s crowded dormitory. Perrin occasionally hires muscle to keep order if trouble brews.
Shrine to Beory

A simple stone shrine near the riverbank, ringed with reeds and windchimes. Locals bring offerings of grain or flowers here before a dangerous crossing or storm. The shrine is unstaffed, but there is always a sense that someone is watching — perhaps Beory’s hand is felt more strongly here on the frontier.
At dusk, villagers light small floating lanterns on the water, asking Beory for safe passage and calm currents.
People to See
- Igan Veyl (Innkeeper): Tall, wiry, and sharp-eyed. Knows every rumor on the road and trades information for ale or favors.
- Kelda Ironsong (Smith): Strong, soot-streaked, with a surprisingly musical voice. Proud of her work and fiercely protective of the hamlet.
- Bramble Goodwort (Herbalist): Cheerful but shrewd. Knows which travelers are sick, hungry, or lying. Keeps a pet goat that wanders the yard.
- Perrin Holt (Quartermaster): Gruff, battle-scarred, prefers actions to words. Can be convinced to offer wagon space or horses for dangerous expeditions.
- Local Roadwardens: Rotating watch led by a veteran sergeant, always tense when Grosskopf scouts are spotted nearby.
Things to Do
- WH10.1 – Trouble Across the Zumker
- WH10.2 –
- WH10.3 –
- WH10.4 –
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