Fraywrack at a Glance

When a flight of harpies, beset by a relentless demonic menace from beneath the dark seas, used their captivating song to lure a ship to its ruin, they sought allies instead of food. Thus, was born Fraywrack, originally a war camp created by the strange alliance of man and monster against a far greater threat. Now, hidden by the broken remains of their ship, the wreck's survivors and their recruits train endlessly for a fight they fear they have little hope of winning. Still, they persevere, welcoming adventurers who seek shelter in their cavern-home or who wish to learn some lessons of their own or, just maybe, lend their own might to the struggle.

  • Rulers: Captain Jorne Bitser and Shurasal

  • Population: 68 (30 humans, 4 dwarves, 10 half-elves, 6 half-orcs, 7 halflings, 11 harpies)

  • Alignments: N, CN, CE

  • Languages: Common

  • Resources & Industry: Maritime salvage, martial training

Cartography Maciej Zagorski

Cartography Maciej Zagorski

On a rocky headland known as Harpy's Head, the wreck of the Sea Spite hides a secret: a village where a strange alliance of men and monsters prepare for battle against Dagon, the demon lord of the sea, and his strange, deformed aquatic minions. 

Originally a war camp comprising the surviving crew of the Sea Spite and the harpies that brought the ship to ruin, Fraywrack has grown over the scant years of its existence into a true village, albeit a small one. Recruits added to the original inhabitants, and nature took its course, the heady mix of near-certain death and close quarters forging relationships and dalliances that eventually brought new lives to the chill caves housing the village. 

Life in Fraywrack is difficult and wearying, with work of some sort occupying almost all the denizens' waking hours. The primary focus is on training, with nearly a third of the camp engaged in martial practice at any time of the day in "the Battleground." Those not so occupied are responsible for other chores—keeping the camp supplied with food and other goods (which is a constant struggle). Scavenging parties rush out to seek shipwrecks, racing against time, monsters and even each other to find valuables to bring back to Fraywrack.

The search for additional warriors is almost as consuming. While some adventurers come to the village to enlist, more often recruits do not always arrive willingly, but find themselves drawn by the harpies’ songs and persuaded to take up arms by their seeming rescuers.

Man and monster share a common purpose and live alongside each other, but few forget their differences. Resentment simmers between the groups that in almost any other circumstance would be enemies, and is kept in check only by force of will of leaders on both sides of the divide.

Notable Locations

Most of the village comprises peasant homes. A few locations, however, are of interest to adventurers:

  1. Gates: Heavy gates made from shattered masts ward Fraywrack’s main entrance. Guards always watch the approaches, from atop the palisade.

  2. Battleground: Sheltered from the waves, blood stains the cold rock floor in this area, where villagers drill almost constantly. In the event of unwelcome visitors, the Battleground can live up to its name as a brutal killing field.

  3. The Nest: The rank odour of the harpies’ living quarters nearly overpowers the smell of the sea. Few non-harpies willingly visit this location.

  4. Captain's Quarters: Jorne Bitser, the Sea Spite’s first mate claimed the mantle of captain after the wreck. He lives here in Fraywrack's largest home. His first mate—Telina Erevrad—also dwells here.

  5. The Carpenter's Shop: Slightly less ramshackle than most of Fraywrack’s other buildings, weapons and other goods are produced here for the camp by One-Hit Lukil. 

  6. Quartermaster's: From this central location, Quartermaster Boloi Hammerstone doles out food and supplies to any villager who needs them. Boloi hates Herstil (location 8).

  7. Any Port: The relatively new tavern, dubbed this as a shortened form of "any port in a storm," offers a few rooms to Fraywrack's rare visitors.

  8. The Got and Give: Herstil Toriklif, having given up on fighting after suffering a bad wound, runs a scavenging and bartering business, selling goods the quartermaster won't or can't provide.

  9. Wulhem's Home: Jaska Vuolle, the man known as Wulhem Senis, lives here in secrecy after fleeing for unknown reasons from the nearby village of Coldwater.

  10. Chapel: This sturdy structure in a sheltered cavern is dedicated to Serat (the uncaring Mistress of Storms). The cavern also has shrines dedicated to several other deities, although these are rarely used. 

  11. The Sea Spite: Long ago picked clean of any remaining value, the Sea Spite’s wreck is nearly a sacred space to the crew’s survivors. Fish feature heavily in Fraywrack’s denizens' diet, and humans with nets and rods are a common sight here.

Want More?

Village Backdrop: Fraywrack by Jacob W. Michaels is available in 5e, System Neutral/OSR and Pathfinder 1st editions here at the Raging Swan Press store.

Design Jacob W. Michaels Cartography Maciej Zagorski

Design Jacob W. Michaels Cartography Maciej Zagorski