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  VILLAGE BACKDROP: 
  RAGING SWAN PRESS
  FRAYWRACK
  OSR
  
  	
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  VILLAGE BACKDROP: FRAYWRACK 
  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. 
  C RE DI TS 
  Design: Jacob W. Michaels 
  Development: Creighton Broadhurst  
  Art: Lori Krell, William McAusland, Matt Morrow, Dean Spencer 
  and Maciej Zagorski (The Forge Studios). Some artwork 
  copyright William McAusland, used with permission. 
  Cartography: Maciej Zagorski (The Forge Studios) 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Fraywrack at a Glance 
  2 
  ...........................................................................
  Village Lore 
  2 
  ......................................................................................
  Villagers 
  2 
  ...........................................................................................
  Whispers & Rumours 
  2 
  ......................................................................
  Notable Locations at a Glance 
  3 
  ......................................................
  Life in Fraywrack 
  4 
  ....................................................................................
  Trade & Industry 
  4 
  ..............................................................................
  Law & Order 
  4 
  ....................................................................................
  Customs & Traditions 
  4 
  .....................................................................
  Village Dressing 
  4 
  ..............................................................................
  The Surrounding Locality 
  5 
  .....................................................................
  Notable Locations 
  6 
  .................................................................................
  1: Gates 
  6 
  ............................................................................................
  2: Battleground 
  6 
  ...............................................................................
  3: The Nest 
  6 
  .......................................................................................
  4: Captain's Quarters 
  7 
  .....................................................................
  5: The Carpenter's Shop 
  7 
  ................................................................
  6: Quartermaster's 
  7 
  ..........................................................................
  7: Any Port 
  7 
  ........................................................................................
  8: The Got and Give 
  8 
  .......................................................................
  9: Wulhem's Home 
  8 
  .........................................................................
  10: Chapel 
  8 
  .......................................................................................
  11: The Sea Spite 
  8 
  ............................................................................
  OGL V1.0A 
  9
  .............................................................................................
  OSR
  
  F R AYW RACK AT A GL ANCE 
  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 
  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. 
  VILLAGE LORE 
  A character may know something about Fraywrack, its history and 
  surrounds. Determine how knowledgeable the characters are and 
  then impart some (or all) of the information below: 
  •
  After their ship wrecked on Harpy's Head, the survivors of the 
  Sea Spite founded a small community, Fraywrack, and now 
  eke out a living along the coast. 
  •
  Fraywrack's reputation as a place not to be messed with is 
  well deserved; the villagers spend most of their time training 
  for battle, and none of them go anywhere unarmed.  
  •
  A ﬂight of harpies called the area home before the Sea Spite's 
  wreck; for some reason they didn't just eat the survivors, and 
  now humans and harpies all live together in Fraywrack. 
  VILLAGERS 
  Appearance: Residents of Fraywrack are strong, ﬁt and almost 
  gaunt. The harpies' (dirty) white wings have dark grey tips.  
   
  Dress: Fraywrack's residents wear rough clothing, often 
  mismatched from what they can scrounge. All carry weapons. 
   
  Nomenclature: male Bosek, Helmar, Rozla; female Albun, 
  Ritra; family Novidno, Telgria, Sovca; harpies Nirhul, Tesara, 
  Voalda. 
  WHISPERS & RUMOURS 
  While in Fraywrack, a character may hear one or more rumours. 
  The PC can learn this information in several ways: perhaps by 
  overhearing two locals gossiping, chatting with regulars over a 
  few drinks at the local taverns and so on. Use the table below, to 
  determine which rumours the character learns. 
  * False rumour. 
  1D6
  RUMOUR
  1*
  The Sea Spite’s haunted, and don't you forget it! The 
  cap'n's spirit wanders its decks at night, looking for a 
  way out.
  2
  The Got and Give's mostly got junk, but the owner is 
  holding out on a few magic trinkets she's hidden away.
  3*
  Those that don't make the cut in training are strung up 
  from the Sea Spite's mast and fed to the harpies.
  4
  Wulhem used to live in Coldwater, but ﬂed in the 
  middle of the night with just the clothes on his back.
  5
  The Sea Spite wasn't the ﬁrst ship lured to this lonely 
  stretch of rocky shore, by the harpies, but its crew are 
  the ﬁrst to not subsequently be eaten. 
  6*
  Mark my words, the priest Skettri Howsell is consorting 
  with one of them harpies, and not in no priestly way 
  neither.
  2
  
  NOTABLE LOCATIONS AT A GLANCE 
  Most of Fraywrack comprises ramshackle wooden shacks crafted 
  from timber salvaged from various shipwrecks. They are of little 
  interest to adventurers. A few locations, however, are notable: 
  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 
  3
  
  L IF E I N FR AYWR ACK 
  Life in Fraywrack is not like that in most villages; it's a hard, nearly 
  joyless place. There are few children, and not many expect the 
  village to outlive them. Indeed, most villagers hope they will 
  somehow outlive the village and move to happier locales. When 
  not scavenging and scrounging for the basic necessities to keep 
  them alive, villagers spend their time training, honing their skills 
  for the inevitable confrontation with Dagon’s aquatic minions. 
  TRADE & INDUSTRY 
  Little trade exists in Fraywrack, which normally keeps its gates 
  closed. Even when a merchant arrives, the villagers have little to 
  offer. Indeed, their economy relies far more on scavenging— 
  picking over the bones of hapless ships and other such 
  opportunities. What little industry exists revolves around making 
  weapons and training soldiers, as well as subsistence ﬁshing. 
  LAW & ORDER 
  Sharusal and Captain Jorne Bitser keep order in Fraywrack, 
  keeping their harpy, human and other followers from each other's 
  throats and focused on their mission.  
   
  In truth, there is little organised law in Fraywrack, mostly 
  because there is little need: there's almost nothing worth stealing. 
  What disputes do arise are resolved on the Battleground, though 
  intentionally causing serious injury to your opponent is frowned 
  on and mostly avoided. 
  CUSTOMS & TRADITIONS 
  Unlike many villages, becoming a citizen of Fraywrack is not so 
  simple; indeed, newcomers who wish to stay and gain the full 
  beneﬁts of residency, such as they are (mostly the ability to draw 
  on supplies from the Quartermaster's), must pass the Trial. This 
  series of challenges includes a swim around Harpy's Head, the 
  ability to resist a harpy's song and proof of martial skill by besting 
  several villagers either in succession or all at once. Those who 
  pass are taught a basic sign language, so they can communicate if 
  they have wax in their ears so they don't succumb to harpy song. 
   
  In addition, every year the 
  s a i l o r s 
  from the Sea Spite 
  mark the day of 
  the wreck to honour 
  t h e i r d e a d , a n d 
  ostensibly renew their 
  alliance with the harpies. 
  While it's meant to be to be a 
  celebration, and is typically 
  observed as such by newer 
  residents, lingering hard 
  feelings between sailors and 
  harpies tend to give the 
  f e s t i v i t i e s a n o d d , 
  r e s e n t f u l 
  undertone. 
  VILLAGE DRESSING 
  Use this table to generate the minor sights and sounds the 
  characters experience as they explore Fraywrack. 
  1D20 DRESSING/EVENT
  1
  A nearby shipwreck sends both harpy and human 
  scavengers racing to ﬁnd prey and salvage, 
  respectively. 
  2
  The anniversary of the Sea Spite's wreck spurs a 
  raucous wake; barrels of rotgut are opened!
  3
  A deformed villager from Coldwater arrives at 
  Fraywrack's gates, prompting a frantic call to arms.
  4
  A training accident leaves a raw recruit badly injured 
  and at severe risk of dying of her wounds.
  5
  A severe storm at high tide ﬂoods the cavern; half a foot 
  of water and muck cover the ground.
  6
  A drunken sailor loudly proclaims he saw something 
  moving the previous night aboard the Sea Spite.
  7
  A male dwarf (Boloi Hammerstone) and human woman 
  leaning on a solid cane (Herstil Toriklif) scream at each 
  other, ﬂecks of spittle ﬂying in their red-faced rage.
  8
  A young harpy—somewhat less ﬁlthy than the rest of her 
  clan—stares intently at a candle in the chapel, watching 
  it slowly burn down.
  9
  A large crab-like creature scuttles up to Fraywrack’s gate 
  as guards throw spears that bounce off its carapace. 
  10
  A gull snatches a ﬁsh off a line as an angry sailor 
  screams curses at it.
  11
  A halﬂing wanders through the camp toward the Nest, 
  as if dazed, but there's no audible harpy song.
  12
  A night-time lightning strike illuminates the bulk of the 
  Sea Spite.
  13
  Laundry ﬂaps in the breeze on a line strung between 
  two homes.
  14
  Villagers stop what they're doing and gather on the 
  Battleground to watch two ﬁghters spar.
  15
  A harpy calls out about a passing ship that could be 
  lured to the village.
  16
  A harpy and human engage in a tug of war over a large 
  eel steak; neither willing releases the prize.
  17
  A female half-orc hums to herself as she sits in front of 
  her home, sharpening a vicious point onto a spear.
  18
  A half-orc woman and human man carry on a 
  conversation in sign language, never once bothering to 
  open their mouths even as their gestures grow heated.
  19
  A bald dwarf sings off-key, the wax in his ears meaning 
  he's not subjected to his own off-pitch, discordant 
  attempts to carry a tune.
  20
  The beautiful song of a harpy rises through the caves, 
  made all the more captivating by the cave’s echoes.
  4
  
  T HE S UR ROUN DIN G LOCALIT Y 
  The spit of rock that houses Fraywrack claimed ships long before 
  the ﬁrst harpies arrived. The pounding surf sent 
  merchants and smugglers alike careening into 
  the unforgiving rocks, dooming vessels and 
  crew to watery graves. Though some few 
  sailors made it safely onto the promontory, 
  they then faced a perilous trip to the 
  nearest civilisation, the dismal village of 
  Coldwater. 
   
  The harpies made it even more 
  dangerous, calling passers-by to a 
  cruel fate, and earning the place the 
  moniker Harpy's Head. Several efforts 
  of shipping consortiums and others to 
  hire adventurers to dispose of them 
  met with dismal failure. The dark waves 
  pounding the promontory hide many 
  other dangers, not just the hidden rocks 
  below the surface that threaten ships 
  venturing too close to shore, especially on 
  storm-lashed nights. Various sea creatures, 
  from vicious crustaceans to ravenous sharks, 
  would be happy to make a meal of any 
  unfortunates that end up in the water. Most 
  dangerous are the huge eels dwelling nearby, each 
  big enough to feed a ship’s crew for a week...or to 
  feed on the contents of a ship in a matter of moments. 
   
  The barren land of Harpy's Head is safer, though not by 
  much. Though few are as large as the one housing Fraywrack, 
  caves dot the coast, and they too provide shelter for creatures 
  large and small. The less intelligent creatures at times ﬁnd 
  themselves venturing into the village, attracted by the light and 
  noise of the villagers. More intelligent creatures have learned 
  there's no easy prey in Fraywrack itself, but those travelling to or 
  from the village, or venturing forth on a scavenging mission, are 
  much easier prey.  
   
  But the biggest threat remains the one that led to Fraywrack's 
  founding: the dark taint spawned by the inﬂuence of Dagon, the 
  Shadow in the Sea. Deformed creatures and foul amphibious 
  humanoids, many with ill intentions, abound in the immediate 
  vicinity. Worse, villagers fear, the taint itself could spread, and they 
  are constantly alert for any signs of its presence. 
  5
  IN YOUR CAMPAIGN 
  Fraywrack can ﬁt almost any coastal location. It's designed as a 
  companion to Village Backdrop: Coldwater, but can easily stand 
  on its own. It serves as a place characters might go to receive 
  martial training, or as a sanctuary in which they can rest and 
  recuperate between adventures in the surrounding wilderness.
  
  N OTA B L E L OCATION S 
  1: GATES 
  A wooden palisade wards Fraywrack’s only landward entrance, 
  uneven timbers forming rough crenelations along the parapet. 
  The heavy wooden gate is typically closed. Wooden platforms 
  enable guards to see over the barrier and give them clean ﬁelds 
  of ﬁre into the area beyond. Typically only one person (male or 
  female human ﬁghter 1) is stationed here. If Fraywrack is on alert, 
  three guards keep watch from each walkway. 
   
  A rope hawser secures the gate, but its weight proves the 
  major impediment to entry or exit. Opening it is no easy task and 
  typically, three or four guards handle the task as needed. 
  2: BAT TLEGROUND 
  What little mud and debris cover this area of the cave complex 
  have been pushed to the sides by the sweep of many feet. The 
  Battleground serves as the primary training area for Fraywrack. 
  Here, villagers drill for hours in preparation for battle against 
  savage ﬁshmen from the sea, their demonic patron and his 
  deformed followers on shore. 
   
  Though no actual battle has taken place here, Veigga Tavlidalr 
  (N female halﬂing ﬁghter 2/thief 4) prefers that description to "the 
  Training Grounds”, or any similar name, to emphasise the 
  seriousness of her lessons. The gaunt halﬂing, her hair shorn 
  almost to the skull, pushes her charges hard: accidents, 
  sometimes fatal ones, are not unheard of; they are simply 
  incorporated into the lessons. One of the ﬁrst additions to 
  Fraywrack who wasn't a survivor of the Sea Spite’s wreck, Veigga 
  scoffs at some of the village’s nautical traditions, often pointing 
  out that surviving a battle (which she claims she's done numerous 
  times) is more than a matter of luck unlike "holding on for dear life 
  as a boat hits something." Despite this, her skill and experience 
  helped her rise to prominence among the villagers.  
  3: THE NEST 
  Fraywrack's harpies previously considered the entire cave 
  complex their home, but retreated to this cavern after the Sea 
  Spite’s wreck, and the arrival of their new “allies". The sickly sweet 
  and sour odour of rancid ﬂesh and perfumed oils here is nearly 
  overwhelming, overpowering the ocean’s briny smell. Few human 
  villagers visit the Nest. 
   
  The ﬂight stands out from others of their kind: the underside 
  of their long wings are white, though often stained with dirt and 
  ﬁlth, while the dark grey feathers on the back of their wings 
  deepen to black at the tips. Like other harpies, they wear trinkets 
  from their victims, though much of this group's baubles are 
  tarnished and tattered with age. 
   
  Not all the harpies are pleased with their situation. A small 
  faction led by Shurasal's daughter, Andumil (CE female harpy), 
  dislikes being forced to "play with their food." They believe they 
  could defeat the ﬁshmen on their own or ﬁnd a new place to live.  
   
  Andumil often sulks in the nest. At times, however, she lurks 
  outside near the training ground. When she thinks she can get 
  away with it, she uses a momentary snatch of her captivating song, 
  hoping to cause a distraction and fatal injury among the warriors 
  training in the Battleground. So far, she has managed to get 
  anyone killed, and her surreptitious singing continues. 
  6
  ANDUMIL 
  CE female harpy 
  The contemptuous sneer on her face and stains that look like 
  dried blood on her white feathers give this harpy an 
  unwelcoming mien. 
  Mannerisms: If she must deal with non-harpies, Andumil 
  disagrees with them solely to disagree, even to the point of 
  arguing against her own best interests. In the rare instances 
  someone wants her actual opinion, longtime residents learned, 
  its best to present her with two diametric choices so she can pick 
  a side while still having something to oppose. 
   
  Personality: A spiteful, conniving coward, Andumil subtly 
  tries to undermine her mother and the Fraywrack alliance. She 
  would rather ﬂee Harpy's Head and establish the ﬂight 
  somewhere else than face the threat from the sea, but is too 
  scared of her mother to try to claim leadership... for now.   
   
  Background: Andumil is Sharusal's surviving daughter (she 
  quietly dispatched her two sisters long ago), and the presumed 
  next leader of the Harpy's Head ﬂight. She opposed the alliance 
  with humans but was brutally overruled by her mother.
  CAPTAIN JORNE BITSER 
  N male human ﬁghter 5 
  This burly man's weather-worn face is largely hidden by a rough 
  blond beard. 
  Mannerisms: Bitser chews on his cheek—often to the point it's 
  bleeding, which he disgustingly then spits out—when he's unsure 
  of himself.  
   
  Personality: Bitser is the perfect second in command, 
  trained to carry out everyday routines and implement his 
  superior's orders, but is far from the most imaginative man in the 
  world. He dithers badly whenever forced into an unfamiliar 
  situation, which happens often in Fraywrack. He seeks input from 
  numerous people before making any big decisions, looking for 
  any way to avoid choosing incorrectly. 
   
  Background: Rising through the ranks, Bitser long served as 
  second in command on the Sea Spite, the perfect position for 
  him. When the captain died in the ship's wreck, Bitser naturally 
  took command. His uncharacteristically quick, decisive action in 
  dealing with Sharusal saved the remaining crew, but left Bitser in 
  unfamiliar waters in the aftermath. 
  
  4: CAPTAIN'S QUARTERS 
  This home, like all the early buildings in Fraywrack, was hastily 
  built, from ﬂotsam and the Sea Spite’s guts. Unlike most of the 
  other shacks, the interior belies expectations, with many rich 
  ornamentations taken from the wreck, including the ship's wheel, 
  with its silver-inlaid spokes and bolts carved to look like jagged 
  shark's teeth.  
   
  Captain Jorne Bitser (N male human ﬁghter 5), lives here with 
  his ﬁrst mate Telina Erevrad (N female half-elf ranger 2). Jorne 
  oversees the camp, running it much as he would a ship, but has 
  little tactical acumen, leading him to be incredibly cautious in 
  planning any action outside the camp. Much to the harpies’ 
  irritation (and some of his own villagers'), he must be pushed to 
  commit to any sort of aggressive action. Jorne argues the villagers 
  need more training. In truth, he has no idea how to plan a military 
  campaign and dreads making a terrible mistake. 
  5: THE CARPENTER'S SHOP 
  The Sea Spite's carpenter, One-Hit Lukil (N female half-orc), works 
  from this wooden building, which looks marginally sturdier than 
  most of Fraywrack’s other structures. Once responsible for most of 
  the camp's infrastructure, One-Hit Lukil—named for how many 
  hammer blows it takes her to drive a nail through a board—now 
  focuses on arming villagers, though she's no great talent at it. She 
  can craft most simple weapons, other than crossbows, but 
  anything more complex takes about one and a half times as long 
  as normal, and has a small chance (10%) of breaking when used. 
  6: QUARTERMASTER'S 
  This building houses the village’s quartermaster, Boloi 
  Hammerstone (NG male dwarf thief 1). Though dedicated and 
  experienced, Boloi is largely overwhelmed by his duties. They are 
  far more than he had to handle on the ship, especially due to the 
  lack of most of the supplies needed to keep the village running. 
  The perpetually haggard dwarf responds grufﬂy to any requests, 
  running his hands through his thinning hair and tugging 
  frequently on his salt-and-pepper beard. He loathes The Got and 
  Give and its proprietor, seeing them as an insult to his abilities to 
  provide for his fellows. 
  7: ANY PORT 
  A roaring blaze in a niche in the cavern wall comprising the back 
  of this tavern does little to displace the cold and dampness in its 
  farther reaches. Luckily, the rotgut for sale chases any lingering 
  chills away. Originally just Fasti Averton's home, which he opened 
  to friends to unwind after long hours training, it soon became the 
  villagers’ proverbial "any port in a storm," from which its name 
  derives. It serves cheap, homemade alcohol, but occasionally has 
  better fare brought in by scavengers. As Fraywrack grew from war 
  camp to village and began actually attracting the occasional 
  trader, Fasti (CN male human) set up several cots in a curtained-off 
  area that is the closest thing to an inn in the village. 
  •
  Food & Drink: Rotgut (1 cup) 1 sp or barter; 10% chance 
  wine (bottle) 10 gp. 
  •
  Accommodation: Cots in common room (only ﬁve available) 
  5 sp or barter, ﬂoor 1 sp or barter. 
  7
  SHARUSAL 
  CN female harpy 
  A foul smell of rotting ﬁsh exudes from this gold and silver chain-
  bedecked harpy whose grey wings end in black tips. 
  Mannerisms: Sharusal is brusque, well beyond the point of 
  rudeness, with both harpies and non-harpies. She expects things 
  to happen as she wants, and verbally vents her fury when she 
  meets resistance. 
   
  Personality: Sharusal is the harpies’ leader and rules with an 
  iron talon. She seems cruel—and can in fact be so—but cares for 
  her fellow harpies and sees herself as a protective mother. If she 
  has to punish them (or anyone else in Fraywrack), it's for their 
  own good and, just as importantly, is their own fault. 
   
  Background: Sharusal once led a much larger clan of 
  harpies, inheriting it from her mother. She came up with the plan 
  to ﬁnd allies as she realised the threat posed by the strangeness 
  in Devil’s Cove and its surounds. In truth, she dislikes the alliance 
  almost as much as her daughter does, but sublimates her 
  hunger for the clan’s greater good. Should the greater threat 
  ever be eliminated, though, she may well see an end to the 
  need for any such peaceful cooperation.
  OLOLVAYA 
  CN female harpy 
  This harpy seems marginally cleaner than others in the nest, and 
  the perfume she's wearing isn't quite as cloying. A wooden 
  symbol of a cresting wave hangs around her neck. 
  Mannerisms: Ololvaya plays with the holy symbol of Serat she 
  wears, rubbing it and even gently chewing on it, though not if 
  she's aware of anyone watching her. 
   
  Personality: Ololvaya is the most approachable of 
  Fraywrack’s harpies, especially by those wearing signs of 
  religious devotion. (Religious devotion fascinates her). Bullied by 
  the other harpies, she lashes out at any non-harpy who treats her 
  harshly, but responds well to kindness.  
   
  Background: Ololvaya is Fraywrack’s youngest harpy. Tired 
  of being picked on in the smaller cave the clan retreated to, she 
  sought out a less-used space, settling on the chapel. There she 
  struck up a strange friendship with Skettri. She seeks to draw 
  magic from the holy symbol he gifted her but hasn't the faith to 
  draw the Mistress of Storms' attention, despite Skettri's attempts 
  to instruct her Serat’s ways.
  
  8: THE GOT AND GIVE 
  This ramshackle building holds The Got and Give, Fraywrack's 
  only shop. Proprietor Herstil Toriklif (N female human ﬁghter 3) 
  arrived as a recruit but a training accident left her lame. After 
  trading her good armour and blade for the home that now houses 
  the Got and Give trading post, she realised she had the makings 
  of a business. Herstil organises salvage parties to bring in goods 
  that aren't otherwise available, trading "luxuries" such as nicer 
  clothes, superior weapons and armour, and better food, for other 
  items. Herstil continues to hold on to three magic items she 
  acquired over the years, waiting for a trade worth her while. The 
  items are: 
  •
  Magic Items: Gauntlets of ogre power (15,000 gp), cloak of 
  the manta ray (12,500 gp), rope of climbing (10,000 gp). 
  Though she buys and sells items, Herstil has little need for coins. 
  She offers far better value for barter. (She buys items for half their 
  listed price, and sells items with a 25% mark up. However, she's far 
  more generous with barter, taking items for 75% of their value 
  with no mark up on the items she gives in return.) 
  9: WULHEM'S HOME 
  This small house is home to Wulhem Senis (N old male human 
  ﬁghter 4/wizard 3) and his many secrets. Wulhem is in fact Jaska 
  Vuolle, the rightful ruler of the nearby village of Coldwater, which 
  is a dismal, sullen haven for smugglers and other miscreants.  
   
  Jaska ﬂed, abandoning his wife and village, nine years ago in 
  the middle of the night, after seeing something horrifying emerge 
  from the waters of Devil's Cove. The encounter was so frightening 
  it turned his black hair completely white. Such was his terror, he 
  even left behind his family's prized relic, in his panic. After 
  spending years on the road, he heard of Fraywrack and made his 
  way to the village, hoping to use its inhabitants to cleanse and 
  reclaim his home. He pushes Captain Jorne Bitser to take more 
  aggressive action, hinting Coldwater is the source of all their ills. 
  He's not above lying to adventurers about a great treasure in 
  Devil's Cove. He knows if he returns to Coldwater as a heroic 
  saviour, reclaiming his title will be that much easier, and hopes to 
  use proxies to achieve his goal. 
  10: CHAPEL 
  Built in a sheltered section of the cavern complex, Fraywrack's 
  chapel provides for the human villagers’ spiritual needs. It's run by 
  Skettri Howsell (CN male half-orc cleric [Serat] 3), who was pulled 
  from the ocean several months after the Sea Spite's wreck. The 
  tragedy—Skettri was the only known survivor after leaping 
  overboard when his ship was attacked by creatures from the deep
  —left him traumatised. He's terriﬁed of the water, though equally 
  determined to wreak his vengeance on the attackers. 
   
  Among those visiting the chapel are the young harpy Ololvaya 
  (CN female harpy), who appears fascinated with Skettri and his 
  teachings. She can often be found here, to the irritation of many of 
  the villagers (who ﬁnd her odour objectionable). 
  11: THE SEA SPITE 
  The once-proud ship lies broken on the rocks in front of the 
  cavern complex's opening to the sea. A long dock, which 
  residents ﬁsh from or use to moor the few rowboats from a nearby 
  ship, juts into the water from the shattered bulk. Inside, much of 
  the ship has been stripped of valuables, taken for Captain Jorne 
  Bitser's home or to trade for needed supplies. Even the bones of 
  the ship have not gone unused, pillaged to erect the shelters that 
  keep Fraywrack's residents dry and warm. 
   
  Shurasal (CN female harpy), the leader of the harpy ﬂight, 
  often rests here, away from both her fellow monsters and her 
  uneasy allies.  
  8
  
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  Places of Power: Fraywrack. ©Raging Swan Press 2017; Author: Jacob W. Michaels.  
   
  Village Backdrop: Fraywrack. ©Raging Swan Press 2020; Author: Jacob W. Michaels. 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Town, Village Backdrops/Raging Swan Village Backdrop Fraywrack 2.0/Raging Swan Village Backdrop Fraywrack 2.0.pdf