Port Scathmire is less than a decade old but already swollen with ambition. Sprouting from a crumbling stone dock and a ramshackle forest trail, the port has become a hotbed of opportunity and danger. The bay is being dredged. Taverns, workshops, and dens of vice multiply like fungus. There are no proper roads yet — only mule tracks and roughcut paths through wolf-haunted woods.
The merchants want to control all imports. The locals want independence. And through it all, the sea breathes strange tides… and something deep is listening.
Region: Moldena coast near the Blush as it enters Anger Bay
The site of a new Temple of Rust is being excavated and prepared for the building of a very large temple right at the port.
There are also teams of Merchant League Surveyors searching the town for a "suitable" location for the new MLHQ
| Location | Description | Notes |
|---|---|---|
| The Inns | ||
| The Splintertooth Stop | Halfling-goblin-run tavern & inn of driftwood. Gambling, cider, poor decision-making. | |
| Driftbarrow House | Quiet, warm inn. Semi-floating lodging with canal boats. A welcoming and cozy change to the rest of Scathmire | |
| The HQs | ||
| Woodcutter Tavern (CLOSED) | The bar where the Woodcutter's Free League spend their off hours and where the head of the (Talene) holds court. | |
| The Breakwater Crucible | Salt-rusted forge on stilts, producing ship hardware and “experimental dredge kits.” Home of the Pitmen Union | |
| Conservatory of Excellance Hall | The large and extravgent guildhall of the Merchant's Guild and the "stock exchange" where members get discounted goods | |
| Scathmire Dockyards | Chaotic construction and shipyards overseen by an Ailander member of the merchants guild. Under constant sabotage attacks. | |
| The Lantern Quay | Stilted anchorage and signal tower run by Lantern Wardens. | |
| Vice Dens | ||
| The Gullet | Brutish dockside tavern, few go for the ambiance, but it attracts a lot of muscle for hire types | |
| Sootdream Parlour (CLOSED) | Smoky drug den with leaf, dust, and whisperwine. Strange shared dreams. | |
| House of the Turned Coin | Gambling den in a longship. Run by a pirate Queen. | |
| Saltbone Pit (CLOSED) | Open-air fighting pit and public dispute arena. Run by the Pitmen Union. | |
| The Shops | ||
| The Marrow & Salt (CLOSED) | General store of pickled goods, folk preservatives, and charms. | |
| Weft & Feather (CLOSED) | Herbalist and textile shop. Tinctures, teas, thread dyed in secret. Often in chaos with shrouds, veils, thread-charms and strong scents of the forest waft from here | |
| Beryl & Blade | Forge and charm-smith. Raven-aligned. Tools, weapons, funeral steel. | |
| Ruined Coast | ||
| Taganuuk’s Guildhall (CLOSED) | Half-flooded meeting hall abandoned by the first weathly merchant. Since taken over by a theater group and serves as a playhouse/winery. | |
| Mistwatchers’ Hut (CLOSED) | A driftwood hut just under and outside of the docks, where a mad man lives staring our at they misty islands of the Blush all day and raves about the mists of the rivers, lost peoples, and massive beasts waiting to consume the town |