Fisher’s Bay is a small fishing village situated along the edge of the Unending Waters, a vast and mysterious sea that is home to a host of strange and wonderful creatures. The people of Fisher’s Bay have lived in harmony with the merfolk of the Unending Waters for generations, trading and bartering goods, and helping each other out in times of need.
The village itself is a quaint, picturesque affair, with small, white-washed cottages nestled between the cliffs, and a harbor where the fishermen come and go in their boats. The locals are friendly and welcoming, and the atmosphere is one of camaraderie and mutual respect.
The waters of the Unending Sea are filled with the merfolk of the Unending Waters, a mysterious and reclusive race of mysterious aquatic creatures. They are rarely seen by the people of Fisher’s Bay, but their presence is unmistakable. Every now and then, the fishermen will catch a glimpse of a mermaid or merman swimming gracefully through the waves, or hear the hauntingly beautiful song of the sea-folk echoing through the night.
The Loyalty of the People of Fisher’s Bay
The people of Fisher’s Bay have a long-standing tradition of cooperation with the merfolk of the Unending Waters. Every few years, an exchange of goods and services is made between the two groups, with the fishermen providing the merfolk with fish, and the merfolk providing the fishermen with pearls, shells, and other treasures of the deep. This exchange of goods is seen as a sign of mutual respect and understanding between the two groups, and a way of ensuring a peaceful and prosperous future.
The village of Fisher’s Bay has been a safe haven for generations, and its inhabitants are fiercely loyal to their home. They take pride in their relationship with the merfolk of the Unending Waters, and strive to ensure that their fragile peace is maintained and protected.
Area map of the city and surrounds

- Name: Fisher's Bay
- Area: Greenlands, Eastern Kingdoms
- Population size (avg): 950
- Population Type: Array
- Magic arts not practised: Array
- Summary:
Fisher’s Bay – Summary
Fisher’s Bay is a small, humble fishing village perched on rocky cliffs where the mainland meets the vast Unending Waters. To newcomers, it appears as a naturally grown settlement of whitewashed timber cottages with slate or thatch roofs, clustered tightly along the shoreline and winding gently inland.
Its most striking landmarks are the lighthouse on a jagged coastal spur that guides ships safely into the modest but active harbor, and Fort Dorne, a sturdy stone fortress on a low hill overlooking the village. The harbor features wooden docks bustling with fishing boats, while the central market square offers fresh seafood, farm produce, bread, and merfolk-sourced treasures like pearls and shells.
Behind the village lie neat farmlands, orchards, dense forests, and ancient ruins. A clear spring provides sweet water to the public well. The air carries the constant scent of salt, woodsmoke, and fish, while gulls circle overhead and the distant, haunting songs of the merfolk drift across the waves at dusk.
The villagers are tanned, practical, and friendly, living in quiet harmony with the mysterious merfolk of the Unending Waters—an ancient, respectful pact that defines the village. Though lacking grand wealth or majestic architecture, Fisher’s Bay offers a rare sense of balance between the world of land, honest labor, and the deep, secretive sea.
Visitors can find lodging at the lively Salty Mermaid tavern by the docks or the quieter Driftwood Rest. It is a welcoming yet cautious place that values peace, faith, and the fragile bond between land-dwellers and the sea-folk.
- Unique laws:
Laws of Fisher’s Bay
Codex Maris et Terrae Established 1492 DR under the authority of the Eastern Kingdom of Valarion
Fisher’s Bay enjoys limited self-governance granted by royal charter, but all laws must uphold the Three Pillars:
Faith – Worship of the Sea Mother and the pantheon of the Eastern Kingdom
True Values – Honor, community, and honest labor
Harmony with the Deep – The ancient pact with the Merfolk Kingdom of the Unending WatersCore Unique Laws
1. The Law of the First Net (Fishing Rights)
- Only registered villagers of Fisher’s Bay may fish within the Bay and the “Shallow Crown” (waters visible from the lighthouse). Outsiders must purchase a one-day license from the Harbour Master.
- No trawling nets or dragging devices are permitted. Hook, line, trap, and small drift nets only.
- The Merfolk Tithe is mandatory: one in every ten fish caught (or equivalent value) must be left at the end of the main dock in a marked basket at sunset on the new moon. This tithe is never spoken of openly, but it is strictly observed. Violators lose their boat for one season.
2. The Pact of Silent Waters
- No villager may speak the true names of merfolk aloud, nor attempt to summon, capture, or coerce any merfolk.
- Any interaction beyond the annual Exchange must be reported immediately to the Harbour Master or the Priestess of the Sea Mother.
- It is forbidden to dive or fish near the three marked “Deep Pillars” (submerged stone markers visible at low tide). These mark the boundary of the merfolk’s immediate domain.
- Killing a merfolk (or any intelligent sea creature known to serve them) is punishable by death or permanent exile, with the body returned to the sea in a salt-blessed shroud.
3. The Sacred Catch
- Certain species are protected by joint human-merfolk decree:
- Silver Moonfish (bioluminescent, sacred to the Sea Mother) may only be caught during the Festival of Tides and only in limited numbers.
- Any “Deep Singer” (rare whale or dolphin-like creatures) must be released immediately with offerings of bread and song.
- Using poison, explosives, or blood-bait is a capital crime.
4. Laws of Faith and Magic
- Only divine (clerical/paladin), natural (ranger/druidic), and blessed arcane magic is permitted within village bounds.
- Necromancy, blood magic, shadow-weaving, and any magic that twists the mind or binds the will are strictly forbidden.
- All practitioners of magic must register with the Temple of the Sea Mother and Fort Dorne. Unregistered mages are treated as potential threats to the Pact.
- Paladins and clerics of the Eastern Kingdom’s faith have authority to investigate and judge magical crimes on the spot.
5. The Warden’s Code (Defense & Order)
- Every able-bodied adult must serve in the village militia for at least two weeks per year (usually during storm season or the Festival of Tides).
- Knights, paladins, and rangers in service to Fort Dorne are granted the King’s Peace and may command villagers in times of crisis.
- Duels are permitted only by consent of both parties and with a cleric or paladin present as witness.
- Bearing arms is allowed, but drawing steel in the market square or within sight of the water without just cause carries a heavy fine.
6. Laws of Kin and Community
- No villager may refuse shelter or basic aid to a shipwrecked sailor (human or otherwise), provided they swear upon the Sea Mother.
- Spreading rumors that could sour relations with the merfolk is considered treason against the village.
- Children found playing with merfolk gifts (pearls, singing shells, etc.) must surrender them to the Temple so they may be returned during the next Exchange.
7. The Beacon Law
- The lighthouse keeper must light the beacon every night without fail. Extinguishing or tampering with the light is punishable by flogging and exile.
- False beacons or misleading signals are treated as piracy.
8. Royal Overlordship Clause
- While Fisher’s Bay enjoys many freedoms, the Lord Warden of Fort Dorne may suspend any local law if the safety of the Eastern Kingdom or the Pact with the Deep is threatened.
- Taxes are paid in fish, salt, and pearls – the exact tithe negotiated during the annual Exchange.
By the Grace of the Sea Mother and the Will of the Eastern Kingdom
Let these laws stand eternal, as the tide obeys the moon.
1492 DR • Fisher’s Bay • Codex Maris et Terrae - Businesses and Services:
Fisher’s Bay – Services, Craftsmen, Officials & Functions (A modest coastal village of roughly 650–850 inhabitants)
1. Governance & Officials
- Lord Warden of Fort Dorne – Sir Garrick Thorne (or current holder): Highest authority, answers to a distant baron or the crown. Lives in Fort Dorne.
- Village Mayor / Harbour Master – Usually an elected elder or appointee (currently Alderman Tomas Reed). Handles daily village affairs, taxes, trade disputes, and the Merfolk Exchange.
- Clerk & Scribe – Keeps records in a small office attached to the marketplace.
- Customs Officer – Collects modest harbour dues and inspects incoming ships.
2. Law & Order / Guard Structure
- Fort Dorne Garrison (≈ 35–45 soldiers)
- 1 Captain of the Guard
- 3 Sergeants
- 2 Scouts / Rangers (patrol coastal trails)
- 25–30 men-at-arms (rotate between fort walls, harbour watch, and farmland patrols)
- Village Watch (10–12 part-time guards)
- Led by the Watch Captain (reports to both Mayor and Fort Captain)
- Mostly local men who double as fishermen or labourers. They man the harbour gate at night and break up tavern brawls.
- Lighthouse Keeper & Signal Warden – Double role: maintains the light and fires beacon flares if pirates or storms approach.
3. Craftsmen & Artisans (prominent on the map)
- Shipwright & Boat Builder – Master Harl Gunnison and two apprentices (near the docks)
- Fishermen’s Net Maker & Rope Walker – Old Widow Mara and family
- Blacksmith & Farrier – Brom Ironfist (weapons, tools, horseshoes, ship fittings)
- Carpenter & Cooper – Makes barrels, crates, and repairs houses/boats
- Weaver & Tailor – Produces sailcloth, nets, and everyday clothing
- Potter – Supplies jars, bowls, and roof tiles
- Baker – Two competing bakeries (one near marketplace, one closer to farmland)
- Butcher & Smokehouse Operator
- Brewer – Runs the village alehouse “The Salty Mermaid”
- Cobbler & Leatherworker
- Cartwright – Makes and repairs wagons for farmland produce
4. Services & Daily Needs
- Market Square (central cluster of buildings)
- Daily fish market
- Stallholders selling produce, bread, salt, spices, and second-hand goods
- The Salty Mermaid – Largest tavern/inn (10 rooms upstairs). Popular with sailors and locals.
- The Driftwood Rest – Smaller, quieter inn near the lighthouse road.
- Healer & Midwife – Sister Elowen (herbalist with suspected mild merfolk bloodline; lives near the spring).
- Temple / Shrine of the Sea Mother – Small chapel dedicated to the goddess of the Unending Waters. Priestess Lira Waveborn maintains good relations with merfolk.
- General Store / Chandler – Sells rope, lanterns, oil, dried goods, and basic adventuring supplies.
- Public Well & Spring House – Fresh water source shown on map; always guarded at night.
5. Maritime & Trade Functions
- Harbour Master’s Office – Manages dock space, berthing fees, and the annual Merfolk Exchange.
- Dry Dock & Repair Yard – Small but busy.
- Fish Processing & Salting Sheds – Several along the waterfront.
- Pearl & Shell Trader – Elias Deep (officially deals in “marine curiosities”; unofficially the main contact for merfolk gifts).
- Lighthouse – Guides ships and serves as lookout tower.
6. Agriculture & Supporting Roles
- Farmers & Orchards – Multiple families working the fields and gardens behind the village.
- Shepherds & Goatherds – On the rocky hills east of Fort Dorne.
- Foresters & Charcoal Burners – Operate in the wooded areas (supply timber and fuel).
- Hunters & Trappers – Supply game and furs from deeper woods.
7. Notable Specialists & Unusual Roles
- Storm Singer – An elderly villager believed to have learned merfolk songs to calm rough seas (mostly ceremonial).
- Diving Crew – Small team of hardy locals who harvest sponges, abalone, and help with underwater repairs (sometimes aided by merfolk).
- Ruins Warden – One ranger keeps an eye on the old stone ruins shown on the map (possible ancient merfolk or pre-human site).
Quick Summary of Scale
- Major employers: Fishing fleet (≈ 40 boats), farmland, Fort Dorne garrison.
- Most common professions: Fisherman, farmer, sailor, labourer, soldier.
- Luxury / Rare services: Almost none — people travel to larger towns for proper mages, armourers, or scholars.
This setup keeps Fisher’s Bay feeling like a humble but functional village while giving you plenty of named NPCs and locations for stories or role-playing. Everything is placed logically according to the map: military presence up at Fort Dorne, trade and daily life clustered around the harbour and marketplace, food production inland.
