Wellmire

Wellmire crowns a high hill where rotten ship timbers form houses and walkways, and a single stone well yawns in the center of town; residents glance at strangers with suspicion and hide crooked smiles beneath scarves, while the well's water smells faintly of brine and old iron and the village's rituals run deep and secret.

TypeVillage
Population≈120, mostly malformed fisherfolk and their kin
WealthPoor and subsistence-based
GovernmentMatriarchal council entwined with a sacerdotal caste
ReadinessVigilant but poorly equipped, relying on fear and local knowledge.
Wellmire crowns a high hill where rotten ship timbers form houses and walkways, and a single stone well yawns in the center of town; residents glance at strangers with suspicion and hide crooked smiles beneath scarves, while the well's water smells faintly of brine and old iron and the village's rituals run deep and secret.

Eerie, salt-sour air with whispered prayers and wary glances.

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Geography

RegionRiverine escarpment between a deep river and jagged mountains
ClimateDamp, fog-prone, with cold autumns and mild, salty summers
TerrainHilltop plateau begrimed by bog, a circling lake, and steep mountain passes
Travel Links
Rutted mountain trail to the north with loose screeRiver landing used by small boats to the westA narrow causeway to nearby lake hamlets to the east

Culture

Survival through ritual and secrecy, favoring blood and tide over trade and law.

Races
Human-Deepkin hybridsStunted riverfolk descended from mariners
Religions
The Crustal Mother (secret cult)Ancestor Tide rites that honor drowned kin
Arts & Entertainment

Sea-shanty laments, bone-carving ceremonies, and nightly chanting around the well.

History

Government

LeaderElder-Mother Hesh, priestess of the Well
Matriarchal council entwined with a sacerdotal caste
Key Laws
No stranger may lodge more than one night inside the village without council consent.All unaccounted visitors become offerings to the Well upon counsel decree.Fishing quotas are enforced by ritual share with the cult elders.
Problems
A ferryman defies the elders.

Old Marr has begun ferrying strangers secretly and questions the necessity of sacrifices.

Supply shortfall before winter.

The potato and cabbage harvest was poor, forcing more desperate offerings and raiding sacks from traders.

A splinter group wants to free the creature.

A small sect led by Yal the Whet believes releasing the crayfish will bring true power and rebellion.

Economy

Industries
River fishingSalvage and timber reclamationSmall-scale cabbage and potato farming
Scarcity

Fresh grain and iron are scarce due to isolation and strict trade rules.

Wealth LevelPoor and subsistence-based
Exports
Smoked fishSalvaged timber planksCrab shells and brine salts
Imports
Grain and dried meatTools and nailsMedicines and candles

Defenses

ReadinessVigilant but poorly equipped, relying on fear and local knowledge.
Fortifications
Palisade of ship-beams ring the hilltopSunken hull barricades on the river edgeHidden pits and fishing-ropes that tangle trespassers
The Wellguard(24 irregulars and militia)

A small band of loyal enforcers chosen from families with both fishing skill and devotion to the cult.

Law & Order

crime Level
Low in daylight but suffused with secret violence and disappearances.
enforcement
Ritualized and communal enforcement led by priestesses and elders.
typical Punishment
Public shaming, forced offerings to the Well, and exile for repeated transgressions.

Calendar of Events

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