Size B spherical earthbody

Shipwrecker is a small planet, only about 90 miles across. It is covered in forests and mountains, about 50% of the planet is a stormy ocean. The planet is inhabited by goblins and harpies, as well as "normal" mountainous and forest animals. The climate is often cool, with many fogs and mists. There is no winter, but a 4 month stormy season (running from 10th through the 2nd month on the Bral calender) makes travel very difficult, especially ship landings. Almost no lumbering, fishing, or farming gets done during this period of near constant rain. At any time of year short, cruel gales and freak tornadoes are possible. The tempature rarely dips below 30 F or rises above 65 F. The planet revolves very slowly, the day is 20 hours long despite the tiny size.

Shipwrecker is named after a minor sea goddess worshipped by the goblins of the planet. Her goblin name, Latanuut ("Undernight"), was dropped by some humans and demihumans who took up her worship as a way of preventing the many shipwrecks she is said to cause on the planet. The goblins themselves continue to worship her, and are spelljamming aware, though not spelljamming capable. Prince Andru has forbidden trade with the goblins of Shipwrecker, something even the Arcane have not violated for fear of losing access to one of wildspace's most active ports.

Wrighters

Wrighters, a small colony town, is controled by the Rock. About half the town is dedicated to a ship building operation run by Bral's Shipwrights' Guild, the rest is devoted to adventurers and miners. A few years ago gold was discovered in the mountains inland from town. This resulted in a gold rush which has still not completely abated, despite the relatively poor finds. This gold rush ignited a long simmering guerilla conflict between the local goblin tribes and the lumberers of Bral. The goblins were defeated and forced deeper back into the mountains with relatively few losses.

While Wrighters is quite far from Bral the population is to small and transient for any thoughts of independance to emerge. Goblin troubles and pirate raids are the primary concern of the inhabitents. Many hermits and ne'er-do-wells have taken to the nearby mountains where they trap, hunt, and try to avoid the goblins. Wrighters itself is surrounded by perhaps a dozen fortified farmsteads and upstream along the Snake River lie three large lumber camps. All of these outlying folk consider Wrighters the "big city" and journey there when they need such a place.

Most buildings in Wrighters are single story, wooden affairs. A surprisingly large percentage of the population live in tents either in tent city or the market square. The roadways are usually a muddy mess, much talk is going about concerning paving the roads.

Map of Wrighters

Wrighters (map key):
(the bay is north of Wrighters)

Guild Town:
[Law in Guild Town is maintained by Guild Enforcers rather then the Town watch]

A Lumbermill [operates 24 hrs/day in season, employs over 50 workers]
B Smith's Shop [Saul, the smith, operates almost exclusivly with the Guild, though he takes occasional outside jobs. Not a weapon shop]
C Storage Sheds
D Mandy's [simple, hearty meals at all hours; cheap watered wine is the only drink available]
E Twyne's [Ropes, nets, Rigging]
F The Ship's Store [nautical odds an ends needed for naval or spelljamming ships]
G Ship Construction Drydock [not as extensive as Bral's facilities but decent nonetheless]
H Apartments [housing for Guild workers and their families]
I Shipwright's Piers [Guild buisiness only]
J Hospital [nonmagical healing, herbal garden]
K Houses [Master Shipwright's houses]
L Guildmaster Deetur's home [Chief of Guild Town, a 3 story stone building surrounded by a low (3') stone wall]
M Barracks [housing for apprintices and journeymen of the guild]
O Siren Song tavern & Company Store [tavern, general store]

Wrighters:
(Law and taxes in Wrighters are essentially the same as Bral)

  1. The Long Wharf [main dock, many vessels unload here then anchor to avoid dock fees and theives]
  2. Harbormaster [Harald, a retired Admiral in the Bralian navy, holds this position and lives in this fine manor house on a small hill overlooking the bay. Harald is the offical leader of the town, though in practice Deetur has more influence]
  3. Royal Wharf [Reserved for the Bralian navy; 1-3 such vessels will be here on any given day]
  4. Market Square [poor imitation of Bral's markets, many merchents live in their tents which are becoming semi-permanent]
  5. Anything Shop [sells/buys magical components and the odd scroll or potion]
  6. Blacksmith [a general purpose blacksmith, some weapons, armor available]
  7. Livery Stable [mostly mules]
  8. Goldsmith's
  9. Marc's Butcher Shop [often has wild game]
  10. Fishton [on this island live the undesirables, fisherman, the tanner, and prostitutes]
  11. Tanner's
  12. Fouled Anchor [Inn & tavern, caters to sailors, rough]
  13. The Grey Cat [Inn & tavern, quiet, sinister reputation]
  14. Tent City [temporary housing for the town's many prospectors and transients]
  15. Temple of Ptah [the town cemetary is behind it]
  16. Shipwrecker Shrine
  17. Town Watch [patrol the town itself]
  18. Royal Bralian Army Headquarters [stables on the ground floor, 2 floors above are offices and barracks]
  19. Rental Warehouse
  20. Annex
  21. The Palace [house of prositution, 3 stories]
  22. Old Docks [home of the fishing fleet]
  23. Purse of the Gold Inn [most expensive Inn/tavern in town]
  24. Picks and Pans [mining equipment]
  25. Bralian Mageguild, Chapter House
  26. Ballista Tower [identical to the Ballista towers on Bral, and always manned and ready]
  27. Landing Field [for ships which can't land on water, this flat, fenced off field is the official landing zone. Vessel's landing elsewhere within town limits are fined.]

This town is highly modified from its original incarnation in:
"Shipwrecker" Module Role Aids #712 by Sue Stone

Bibliography