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  VILLAGE BACKDROP:  
  RAGING SWAN PRESS 
  ECHO HARBOUR 
  
   
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  VILLAGE BACKDROP: ECHO HARBOUR 
  Under	the	protection	of	the	dragon	turtle,	Bonesong,	Echo	Harbour	has	flourished.	The	port	teems	with	people:	sailors	dock	their	ships	at	
  the	harbour	and	load	them	with	supplies	and	trade	goods,	merchants	haggle	with	merfolk	on	the	foreshore	and	men	in	market	stalls,	
  workers	toil	in	the	busy	shipyards	and	travellers	crowd	the	taverns,	making	boasts	and	bets	as	they	play	games	to	pass	the	time.	Over	the	
  bustle	and	chatter	sound	the	shouts	and	songs	of	the	orcs	as	they	direct	ships	and	caravans	to	their	proper	places.	
  	
  Recently	though,	Bonesong	vanished.	Echo	Harbour	has	prospered	under	her	protection,	but	it	remains	to	be	seen	if	the	village	has	the	
  strength	to	stand	on	its	own.	Only	time	will	tell	if	their	guardian	will	return	or	if	the	villagers	must	find	another	way	to	safeguard	their	
  future.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Amber	Underwood	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland	 and	 Dean	 Spencer.	 Some	 artwork	
  copyright	William	McAusland,	used	with	permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	 moral	 right	 of	 Amber	 Underwood	 to	 be	 identified	 as	 the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  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.	
  	
  C O N T E N T S  
  Echo	Harbour	At	A	Glance	............................................................	2	
  Notable	Locations	at	a	Glance	......................................................	3	
  Life	in	Echo	Harbour	.....................................................................	4	
  The	Surrounding	Locality	..............................................................	5	
  Notable	Locations	in	Echo	Harbour	..............................................	6	
  Support	Raging	Swan	Press	..........................................................	9	
  OGL	V1.0A	....................................................................................	9	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	contents	of	Village	Backdrop:	Echo	Harbour	are	Open	Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  E C H O  H A R B O U R  A T  A  G L A N C E  
  Ruler:	The	Recognised	
  Government:	Council	
  Alignments:	NG,	LN,	N	
  Population:	199	(57	humans,	18	half-orcs,	65	merfolk,	59	orcs)	
  Notable	 Folk:	 Caller	 Deepway	 (Echo	 Harbour),	 Crower	 Ouwei	
  (Kelp	 Farms),	 Spellwright	 Lightguide	 (Treeshell	 Shipyard),	
  Trademaster	 Broadsail	 (Silver	 Scale),	 Zephyr	 Broadsail	
  (Broadsail	Outfitters)		
  Languages:	Aquan,	Common,	Draconic,	Orc	
  Resources	&	Industry:	Mariculture,	pearl	diving,	shipbuilding	
  Echo	Harbour	teems	with	people:	sailors	dock	their	ships	in	the	
  harbour	 and	 load	 them	 with	 supplies	 and	 trade	 goods,	
  merchants	 haggle	 with	 merfolk	 on	 the	 foreshore	 and	 men	 in	
  market	 stalls,	 workers	 toil	 in	 the	 busy	 shipyards	 and	 travellers	
  crowd	the	taverns,	making	boasts	and	bets	as	they	play	games	to	
  pass	the	time.	Over	the	bustle	and	chatter	sound	the	shouts	and	
  songs	 of	 the	 orcs	 as	 they	 direct	 ships	 and	 caravans	 to	 their	
  proper	places.	
  	
  In	the	not	too	distant	past,	Echo	Harbour	didn’t	exist.	Only	
  merfolk	lived	in	the	bay,	quietly	tending	their	farms	beneath	the	
  waves.	Few	merchants	dared	to	brave	the	region's	pirates	and	
  bandits,	even	for	the	rare	pearls	the	merfolk	gathered.	
  	
  The	change	began	when	Bonesong,	a	battle-scarred	dragon	
  turtle	 with	 an	 attendant	 tribe	 of	 orcs,	 entered	 the	 bay.	
  Exhausted	and	injured	from	fighting	and	weary	for	their	nomadic	
  lifestyle,	 Bonesong	 and	 her	 followers	 struck	 a	 deal	 with	 the	
  merfolk:	they	would	protect	the	bay	and	its	trade	routes,	and	in	
  exchange,	they	would	call	it	their	home.	Their	presence	deterred	
  outlaws	 and	 as	 the	 area	 became	 safer,	 trade	 became	
  increasingly	 common;	 a	 few	 human	 merchants	 even	 settled	
  there,	 sensing	 opportunity.	 Over	 time	 the	 different	 cultures	
  blended	 and	 the	 community	 leaders	 banded	 together	 into	 a	
  single	ruling	council:	The	Recognised.	
  	
  Recently,	 though,	 Bonesong	 vanished.	 Echo	 Harbour	 has	
  grown	 prosperous	 under	 her	 protection,	 but	 it	 remains	 to	 be	
  seen	if	it	has	the	strength	to	stand	on	its	own.	Only	time	will	tell	
  if	 she	 will	 return,	 or	 if	 the	 villagers	 must	 find	 another	 way	 to	
  safeguard	their	future.	
  V I L L A G E R S  
  Appearance:	The	villagers	are	a	diverse	lot,	but	tanned	skin,	dark	
  hair	and	dark	eyes	are	common.	Humans	are	slender	and	short,	
  the	orcs	have	a	faint	green	tint	to	their	skin	and	broad	chests,	
  and	the	merfolk	are	pale	and	have	distinctive	turquoise	hair.	
  	
  Dress:	Sturdy	trousers	of	canvas	or	leather	are	favoured	in	
  Echo	 Harbour,	 accompanied	 by	 woven	 sandals.	 Most	 villagers	
  eschew	shirts	and	other	garments.	Jewellery	of	bone,	obsidian	
  and	pearls	is	common,	especially	in	the	form	of	piercings.	
  	
  Nomenclature:	 family	 Broadsail,	 Deepway,	 Lightguide,	
  Ouwei;	personal	most	villagers	use	a	title	rather	than	a	personal	
  name,	 though	 children	 and	 young	 adults	 are	 named	 after	
  animals,	plants	and	weather	until	they	earn	their	adult	title.	
  V I L L A G E  L O R E  
  A	PC	may	know	something	about	Echo	Harbour,	its	history	and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	 10:	 Echo	 Harbour	 is	 a	 prosperous	 port	 with	 abundant	
  food	 supplies	 and	 valuable	 trade	 goods.	 It	 is	 a	 good	 starting	
  place	for	an	ocean	voyage	and	a	safe	harbour.	
  	
  DC	 15:	 An	 old	 dragon	 turtle,	 Bonesong,	 dwells	 near	 Echo	
  Harbour	and	is	allied	with	the	villagers.	She	leaves	most	vessels	
  alone,	but	savages	pirate	ships.	
  	
  DC	 20:	 A	 sizable	 portion	 of	 Echo	 Harbour	 is	 underwater;	
  much	of	its	wealth	stems	from	vast	aquatic	farms	maintained	by	
  its	merfolk	citizens.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Echo	Harbour,	a	PC	may	hear	one	or	more	rumours.	A	
  PC	making	a	DC	10	Charisma	check	learns	one	rumour	from	the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  The	 dragon	 turtle	 that	 protects	 the	 harbour	 hasn't	
  been	seen	in	a	while,	and	might	be	gone	(or	dead).	
  2*	
  A	 well-hidden	 and	 protected	 sea	 cave	 contains	 a	
  secret	treasure	hoard!	This	hoard	is	the	real	source	of	
  Echo	Harbour's	wealth.	
  3	
  Shouts	from	the	village	bard	and	his	workers	resound	
  easily	in	the	harbour	and	are	the	source	of	its	name.	
  4	
  A	pirate	with	a	vicious	history	hides	in	the	village.	
  5	
  Merchants	from	remote	lands	stop	and	sell	rare	and	
  exotic	goods	in	the	marketplace.		
  6*	
  The	 local	 shipbuilder	 has	 acquired	 a	 broken	
  underwater	craft,	and	has	been	trying	to	fix	it.	
  *False	rumour	
  	
  	
  	
  	
  	
  
  3	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Broadsail	 Outfitters:	 The	 Broadsail	 family	 shop	 sells	 quality	
  supplies	to	sailors	and	adventurers.	Zephyr	Broadsail	runs	the	
  shop	and	frequently	offers	bounties	on	rare	sea	creatures.		
  2. Echo	 Harbour:	 The	 village	 takes	 its	 name	 from	 this	 busy	
  harbour.	 It	 has	 several	 long	 docks,	 two	 warehouses	 for	
  handling	 cargo	 and	 protective	 concrete	 walls	 that	 shelter	 it	
  from	 the	 open	 ocean.	 Caller	 Deepway	 is	 normally	 on	 the	
  docks,	telling	stories	and	managing	workers.	
  3. Kelp	 Farms:	Outside	 the	 harbour	 walls	 are	 the	 village	 farms,	
  which	 comprise	 giant	 kelp	 forests	 and	 organised	 rows	 of	
  cultivated	oysters.	The	merfolk	farmers	also	catch	schools	of	
  fish.	 All	 together	 the	 bounty	 allows	 them	 to	 provide	 for	 the	
  entire	 village	 and	 still	 have	 surplus	 to	 trade.	 Grower	 Ouwei	
  tends	to	the	farms	during	daylight	hours.	
  4. Origin	Cave:	Icy	blue	light	radiates	from	a	vaguely	humanoid	
  statue	sculpted	from	a	rocky	outcrop	off	the	coast.	The	light	
  guides	ships	safely	into	the	harbour,	but	unknown	to	most	it	
  also	marks	the	entrance	to	an	underwater	sea	cave.	The	cave	
  is	sacred	to	the	village.	In	addition	to	the	rites	they	perform	
  there	they	use	it	as	an	ossuary.	
  5. Silver	 Scale:	 A	 popular	 tavern,	 the	 Silver	 Scale	 appeals	 to	 its	
  customers	with	games	of	change	and	skill	as	well	as	its	menu.	
  It	 is	 a	 common	 gathering	 place	 for	 villagers,	 and	 the	
  Recognised	 even	 use	 it	 for	 council	 meetings.	 Trademaster	
  Broadsail	 has	 permanently	 reserved	 a	 quiet	 table	 here,	 and	
  occupies	it	near	constantly.	
  6. Sun	Market:	Nothing	is	ever	the	same	twice	in	the	Sun	Market.	
  Stalls	and	canvas	canopies	can	be	rented	for	a	small	fee,	and	
  countless	merchants,	adventurers	and	wandering	mystics	set	
  up	shop	here	for	a	day	or	two	before	moving	on.	
  7. Treeshell	 Shipyard:	 At	 least	 one	 boat	 is	 being	 built	 in	 the	
  shipyard	 at	 any	 given	 time,	 and	 it	 is	 a	 good	 place	 to	 make	
  repairs.	 Spellwright	 Lightguide	 toils	 here,	 overseeing	 her	
  numerous	apprentices.	
  	
  	
  
  4	
  L I F E  I N  E C H O  H A R B O U R  
  Echo	Harbour	is	vibrant	and	cosmopolitan,	the	product	of	three	
  merging	cultures	and	their	interaction	with	travellers	of	all	sorts.	
  Music	is	everywhere,	from	the	cadent	calls	of	orc	watchmen	to	
  the	ponderous	drums	of	the	merfolk;	wind	chimes	are	scattered	
  among	the	buildings	and	carved	bone	flutes	are	popular	with	the	
  villagers.	 Newcomers	 receive	 friendly	 welcomes,	 directions	 to	
  the	 taverns	 and	 shops,	 and	 enticing	 descriptions	 of	 mouth-
  watering	food	or	desirable	trade	goods	on	offer.	
  T R A D E  &  I N D U S T R Y  
  Trade	is	lively	in	the	village.	Merchants	come	to	Echo	Harbour	
  for	the	pearls	pulled	from	the	sea	by	merfolk	gatherers	and	to	
  sell	goods	in	the	Sun	Market,	while	seafarers	of	all	kinds	stop	for	
  supplies	 and	 repairs.	 Almost	 all	 merfolk	 in	 the	 village	 occupy	
  themselves	 with	 a	 form	 of	 maricultural	 work	 such	 as	 ranching	
  fish,	farming	kelp	or	raising	abalones.	
  L A W  &  O R D E R  
  Echo	 Harbour	 is	 governed	 by	 the	 Recognised,	 a	 council	 of	 its	
  most	respected	citizens.	Currently	the	council	comprises	Caller,	
  Grower	and	Trademaster,	who	meet	regularly	in	the	Silver	Scale	
  tavern	 to	 discuss	 business	 and	 current	 affairs.	 Caller	 acts	 as	
  spokesman	 and	 Grower	 as	 judge	 and	 mediator	 while	
  Trademaster	 works	 in	 the	 background	 to	 handle	 logistics	 and	
  bureaucracy.	
  	
  Protection	 and	 law	 enforcement	 are	 handled	 by	 village	
  guards,	who	man	the	watch	posts	along	the	timber	fence	at	the	
  village	 boundary,	 keep	 the	 peace	 and	 patrol	 the	 surrounding	
  ocean	 in	 catamarans.	 Every	 member	 of	 the	 guard	 learns	 vocal	
  techniques	 from	 Caller,	 allowing	 them	 to	 shout	 commands	 in	
  Draconic	audible	over	tremendous	distances.	
  C U S T O M S  &  T R A D I T I O N S  
  Games	 and	 competitions	 are	 a	 major	 part	 of	 Echo	 Harbour's	
  culture.	Warriors	spar,	friends	race	and	merchants	play	cards	as	
  they	discuss	trade	deals.	Travellers,	merchants	and	adventurers	
  alike	can	expect	to	be	invited	to	some	sort	of	contest	to	evaluate	
  their	 character.	 This	 custom	 originated	 from	 Bonesong's	
  attendant	orc	tribe,	who	used	a	rite	of	challenges	to	determine	
  status	 among	 themselves.	 These	 days,	 people	 are	 measured	
  more	by	their	attitude	and	style	than	success,	though	sometimes	
  contests	of	skill	are	used	to	settle	disputes	or	assert	superiority.	
  	
  The	 quieter,	 sacred	 traditions	 of	 Echo	 Harbour	 involve	 the	
  Origin	 Cave.	 Children	 and	 outsiders	 are	 brought	 to	 the	 cave	
  when	 they	 formally	 join	 the	 village,	 and	 return	 later	 in	 life	 to	
  receive	the	titles	that	serve	as	their	names.	When	a	villager	dies,	
  their	bones	are	stored	within	the	cave.	Great	lengths	are	taken	
  to	return	the	bones	of	deceased	villager	to	the	cave.	
  V I L L A G E  D R E S S I N G  
  Use	this	table	to	generate	the	minor	sights	and	sounds	the	PCs	
  experience	as	they	move	about	Echo	Harbour.			
  D20	
  DRESSING/EVENT	
  1	
  A	 sudden	 wind	 blows,	 heralding	 the	 arrival	 of	 a	
  sorcerer-merchant.	He	rents	a	stall	in	the	Sun	Market	
  to	sell	ioun	stones	and	magical	trinkets.	
  2	
  The	rhythm	of	a	drum	competes	with	a	flute's	trills	as	
  two	villagers	engage	in	a	musical	contest.	
  3	
  A	 young	 man	 swims	 into	 the	 harbour	 and	 is	 helped	
  onto	 the	 docks	 by	 Caller,	 who	 announces	 that	 the	
  young	man	has	earned	the	title	“Carver.”	
  4	
  Though	the	sun	still	shines	in	the	sky,	a	light	rain	falls	
  on	the	village.	
  5	
  An	 off-duty	 guard	 challenges	 one	 of	 the	 PCs	 to	 a	
  friendly	competition	of	their	choosing.	
  6	
  Arcane	spellcasters	(including	Spellwright	and	Zephyr)	
  gather	in	one	of	the	taverns	to	discuss	and	share	their	
  knowledge	and	craft.	
  7	
  Shrill	screaming	breaks	out	in	a	tavern,	but	the	cause	is	
  only	a	traveller	who	severely	underestimated	the	spice	
  of	the	local	Dragonfire	kelp.	
  8	
  Raised	 voices	 from	 a	 disgruntled	 customer	 and	 a	
  defensive	merchant	draw	attention,	and	Grower	steps	
  in	to	mediate.	
  9	
  Recent	battle	scars	mark	a	ship	making	its	way	to	the	
  shipyards	for	repair.	
  10	
  A	 palanquin	 carries	 a	 merfolk	 architect	 out	 to	 the	
  village	fence,	where	he	discusses	plans	for	a	wall.	
  11	
  Clouds	 roll	 over	 and	 thunder	 rumbles	 as	 a	 heavy	
  rainstorm	arrives,	driving	everyone	indoors.	
  12	
  Two	guards	engage	in	a	sparring	match.	A	loose	circle	
  of	onlookers	forms	around	them.	
  13	
  Merfolk	farmers	bring	up	the	latest	harvest	of	kelp	and	
  take	it	into	one	of	the	warehouses.	
  14	
  An	 orc	 and	 a	 merfolk	 play	 a	 game	 of	 chance	 on	 the	
  docks,	using	pearls	as	stakes.	
  15	
  Guards	return	from	a	failed	search	at	sea	for	Bonesong.	
  They	are	grim	and	reluctant	to	speak	of	their	errand.	
  16	
  Caller's	 voice	 sounds	 from	 the	 docks	 as	 he	 recites	 an	
  old	folk	story	to	an	attentive	audience.	
  17	
  Four	old	men	play	a	card	game	on	a	tavern	porch	and	
  swap	 stories	 of	 local	 pirates,	 including	 one	 named	
  Scarhands.	
  18	
  A	caravan	enters	the	village	to	make	deliveries	to	the	
  village.	A	thick	stack	of	letters	is	handed	over	to	Zephyr	
  Broadsail.	
  19	
  One	 of	 the	 villagers	 brings	 out	 a	 set	 of	 landscape	
  paintings	to	sell	in	the	Sun	Market.	
  20	
  Shouts	resound	as	guards	gather	at	the	northern	fence	
  to	 scare	 off	 marauding	 bandits.	 Sighting	 bandits	 so	
  close	to	the	village	provokes	a	tense	discussion.	
  	
  
  5	
  T H E  S U R R O U N D I N G  L O C A L I T Y  
  Echo	Harbour	stands	on	a	tropical	coastline;	bright	blue	ocean	
  stretches	to	the	horizon	on	one	side	while	wide	swaths	of	dense	
  palm	tree	groves	sprawl	across	the	surrounding	land.		
  	
  Reliable	trade	winds	blow	across	the	region,	leading	right	to	
  the	 village	 and	 passed	 it	 to	 far	 flung	 regions.	 An	 increasingly	
  well-travelled	 road	 leads	 to	 the	 village,	 providing	 ample	
  landward	to	the	port.	These	burgeoning	connections	place	Echo	
  Harbour	right	along	major	trade	routes,	which	has	contributed	
  greatly	 to	 the	 village's	 prosperity.	 Its	 reputation	 is	 slowly	
  spreading	 through	 the	 locality,	 but	 many	 folk	 do	 not	 believe	
  orcs,	 humans	 and	 merfolk	 can	 live	 together	 in	 peace	 and	
  prosperity.	 This	 is	 the	 greatest	 challenge	 for	 the	 village—
  convincing	traders	who	have	not	previously	visited	the	village	it	
  is	safe	to	do	so.		
  	
  Volcanic	activity	has	shaped	the	land	around	Echo	Harbour.	
  Extinct	 volcanoes	 form	 rocky	 peaks	 and	 nearby	 islands,	 and	
  volcanic	vents	and	submarine	volcanoes	lie	beneath	the	ocean	
  surface.	 While	 the	 village	 is	 not	 close	 enough	 to	 be	 directly	
  endangered	 by	 most	 eruptions—which	 are	 now	 rare—it	
  sometimes	 suffers	 the	 effects	 of	 drifting	 volcanic	 fogs.	 Locals	
  derive	resources	from	the	volcanoes,	gathering	obsidian	for	art	
  and	blades,	or	volcanic	ash	used	to	make	concrete.	
  	
  Beneath	the	warm	ocean	waves	are	massive	kelp	forests	and	
  coral	reefs	that	host	a	wide	variety	of	marine	wildlife,	such	as	
  sea	otters	and	colourful	tropical	fish.	The	area	is	more	known	for	
  its	 rare	 but	 exceptional	 species	 such	 as,	 dragon	 turtles,	 sea	
  serpents	and	aquatic	dragons.	Dragon	turtles	are	the	dominant	
  species,	and	the	specimens	living	in	the	region	reach	exceptional	
  sizes	 and	 enjoy	 extreme	 longevity.	 Prominent	 dragon	 turtles	
  frequently	 stake	 claims	 to	 specific	 territories	 and	 aggressively	
  defend	them.	Well	established	dragon	turtle	territories	are	often	
  noted	on	maps	so	they	can	be	avoided,	but	vessels	sometimes	
  stray	accidentally	into	recent	expansions	or	new	claims	and	earn	
  the	ire	of	its	territorial	master.	A	ship	can	often	leave	unscathed	
  by	 appeasing	 the	 dragon	 turtle	 with	 a	 tithe,	 but	 attempts	 to	
  argue	 or	 escape	 usually	 anger	 them	 further	 and	 may	 even	
  provoke	(extremely	one-sided)	violence.	
  	
  Pirates	takes	advantage	of	the	area's	dangers,	making	bases	
  and	 hiding	 stashes	 in	 overlooked	 nooks	 between	 monster	
  claimed	 territories	 and	 active	 volcanoes.	 They	 sail	 from	 their	
  hideaways	to	prey	on	vulnerable	trading	vessels	before	slinking	
  away.	 Bonesong	 once	 hunted	 down	 their	 hidden	 coves	 and	
  patrolled	 the	 trade	 routes	 to	 discourage	 pirate	 activity,	 but	 in	
  her	absence,	a	few	crews	have	returned.	
  	
   
  
  6	
  N O T A B L E  L O C A T I O N S  I N  E C H O  H A R B O U R  
  1 :  B R O A D S A I L  O U T F I T T E R S  
  A	clean-lined	stone	and	timber	building	stands	at	the	edge	of	Sun	
  Market	 and	 the	 docks.	 Within,	 the	 shop	 is	 clean	 and	 tidy,	
  products	lining	its	organized	shelves.	
  Demand	 for	 supplies	 is	 high	 in	 Echo	 Harbour,	 and	 Broadsail	
  Outfitters	 was	 founded	 to	 meet	 it.	 The	 shop’s	 shelves	 have	
  everything	 a	 ship	 or	 traveller	 might	 need,	 from	 standards	 like	
  rope,	 food	 and	 fishing	 line	 to	 weatherproof	 clothing	 and	
  alchemical	 goods.	 Adventurers,	 however,	 are	 usually	 drawn	 to	
  the	magical	equipment	kept	locked	in	a	glass	counter	up	front.	
  Even	if	a	customer	wants	something	the	store	doesn't	stock,	the	
  Broadsail	 family	 is	 willing	 to	 import	 it	 for	 the	 right	 price.	
  Trademaster	 Broadsail	 owns	 the	 store	 and	 manages	 it,	 but	 his	
  daughter,	Zephyr,	manages	its	daily	operation.	
  § 
  For	 Sale:	 cloak	 of	 the	 manta	 ray	 (500	 gp),	 feather	 token:	
  anchor	 (500	 gp),	 feather	 token:	 bird	 (500	 gp),	 feather	 token:	
  fan	 (500	 gp),	 feather	 token:	 swan	 boat	 (3,000	 gp),	 handy	
  haversack	(5,000	gp),	potion	of	water	breathing	(500	gp),	scroll	
  of	water	breathing	(400	gp)	
  Bounties:	The	ocean	around	Echo	Harbour	is	home	to	numerous	
  beasts	and	rarities.	Bounties	for	dangerous	monsters,	requests	
  for	 live	 specimens	 and	 similar	 items	 are	 listed	 on	 the	 store's	
  bulletin	 board,	 provided	 by	 merchants,	 alchemists	 and	
  researchers	in	contact	with	the	Broadsail	family.		
  Deliveries:	 Zephyr	 Broadsail's	 dream	 of	 scholarship	 is	
  supported	by	her	communication	with	notable	researchers	and	
  wizards	in	out	of	the	way	locations	and	distant	lands.	Sometimes	
  she	asks	for	travellers	heading	in	the	right	direction	to	deliver	a	
  letter	or	parcel	for	her	in	exchange	for	a	small	sum	of	gold	or	a	
  shop	discount.		
  2 :  E C H O  H A R B O U R  
  Activity	is	constant	in	the	harbour.	Ships	load	and	unload	cargo	
  or	manoeuvre	around	the	docks,	and	workers	stream	in	and	out	
  of	the	warehouses,	all	guided	by	loud,	sonorous	chanting.	
  The	harbour	is	the	heart	of	the	village,	where	goods	and	trade	
  flow	 with	 the	 rhythm	 of	 the	 tide.	 Its	 sturdy	 wooden	 docks	
  normally	 host	 one	 or	 two	 visiting	 vessels,	 a	 few	 local	 ships	
  designed	to	sail	along	the	coast	and	the	orcish	catamarans	used	
  to	 patrol	 the	 local	 waters.	 Two	 substantial	 warehouses	 stand	
  alongside	the	docks	and	extend	down	into	the	water,	keeping	a	
  section	flooded	for	goods	best	kept	submerged	 (and	as	access	
  for	merfolk	workers).	
  	
  Caller	 Deepway	 (LN	 male	 orc	 bard	 5)	 works	 on	 the	 docks,	
  shouting	to	direct	ships	to	their	berths	and	to	stir	idle	workers	to	
  action.	When	the	harbour	is	calm	he	entertains	the	villagers	with	
  storytelling,	 and	 when	 it	 is	 busy	 he	 leads	 songs	 to	 help	 the	
  dockworkers	find	their	rhythm.	Rarely,	he	silently	stares	off	into	
  the	distance,	distracted	by	worry.	
   
  Z E P H Y R  B R O A D S A I L  
  NG	female	human	wizard	2	
  The	 shopkeeper	 of	 Broadsail	 Outfitters	 is	 a	 young	 woman	
  with	 shoulder	 length	 brown	 hair,	 dark	 brown	 eyes	 and	 a	
  friendly	smile.	
  Mannerisms:	 Zephyr's	lack	of	 self-confidence	causes	her	 to	
  hedge	 statements	 and	 frequently	 use	 filler	 words	 such	 as	
  “uh”	and	“um.”	
  	
  Personality:	Friendly	and	curious,	Zephyr	easily	engages	
  with	 customers	 and	 eagerly	 asks	 them	 about	 their	
  adventures.	
  She	
  aspires	
  to	
  scholarship,	
  and	
  holds	
  experienced	spellcasters	in	high	regard.	
  	
  Background:	
  The	
  only	
  daughter	
  of	
  Trademaster	
  Broadsail,	Zephyr	has	lived	in	the	village	all	her	life.	She	still	
  hasn't	 achieved	 her	 adult	 title,	 but	 is	 self-educated	 and	 in	
  recent	 years	 has	 made	 connections	 with	 notable	 scholars	
  and	spellcasters,	with	whom	she	frequently	exchanges	ideas	
  and	 assistance.	 She	 takes	 lessons	 with	 the	 Spellwright	 to	
  learn	magic	and	mathematics,	but	isn't	formally	apprenticed	
  to	her.		
  C A L L E R  D E E P W A Y  
  LN	male	orc	bard	5	
  Even	at	a	glance,	this	orc's	importance	is	obvious;	he	stands	
  proud,	wearing	authority	like	a	cloak,	and	his	thick	arms	are	
  covered	with	sea	serpent	tattoos,	ivory	bracelets	and	golden	
  armbands.	 When	 he	 speaks,	 the	 power	 of	 his	 voice	
  resonates.	
  Mannerisms:	 Rhythm	 comes	 naturally	 to	 Caller.	 His	 deep	
  voice	is	cadent,	and	when	he	thinks	his	fingers	drum	and	tap	
  on	the	nearest	surface.	
  Personality:	
  Caller	
  is	
  intense	
  and	
  compelling,	
  experienced	 and	 possessed	 of	 unshakeable	 certainty.	 He	
  naturally	takes	charge	and	establishes	order,	generating	the	
  momentum	he	and	his	village	need	to	thrive.	
  Background:	A	 native,	Caller	 was	marked	from	an	early	
  age	as	an	orc	with	an	exceptional	voice.	His	ascension	to	the	
  Recognised	surprised	no-one.	
  
  7	
  3 :  K E L P  F A R M S  
  The	merfolk	farms	stretch	far	beneath	the	waves,	beginning	with	
  beds	of	oysters	that	run	right	up	to	the	harbour	walls	and	ending	
  with	rows	of	kelp.	The	green	kelp	strands	rise	taller	than	trees,	
  vast	forests	through	which	fish	and	sea	otters	swim.	
  The	kelp	farms	are	a	miniature	world	all	on	their	own,	a	carefully	
  wrought	ecosystem	that	feeds	Echo	Harbour.	Giant	kelp	is	the	
  primary	product	of	the	farms,	but	it	is	supplemented	with	clams	
  and	 oysters	 as	 well	 as	 ranched	 fish,	 crabs	 and	 abalones.	 Thin	
  maroon	 strands	 of	 Dragonfire	 kelp,	 an	 exceptionally	 spicy	 kelp	
  variety	that	deters	pests	and	is	harvested	for	culinary	uses,	grow	
  throughout	the	forest.	Grower	Ouwei	(LN	female	merfolk	druid)	
  directs	 the	 merfolk	 farmers	 and	 layers	 the	 farm	 in	 magic	 to	
  stimulate	growth.	Trained	sea	otters	hunt	down	sea	urchins	and	
  other	threats	to	the	farm.		
  4 :  O R I G I N  C A V E  
  Just	off	the	coast	stands	a	glowing	statue	that	guides	ships	into	
  the	harbour.	
  On	a	rocky	outcrop,	not	too	far	outside	Echo	Harbour,	a	statue	is	
  cut	 into	 the	 stone.	 Though	 its	 details	 are	 smoothed	 and	
  indistinct,	 it	 appears	 to	 be	 a	 seated	 humanoid	 figure	 of	
  indeterminate	race,	its	hands	pressed	close	to	its	chest.	Icy	blue	
  light	seeps	through	its	fingers,	a	chill	brilliance	that	illuminates	
  the	coastline	even	during	the	darkest	nights.	
  	
  Well	below	the	surface	and	hidden	beneath	wave-worn	rock	
  lies	the	entrance	to	a	sea	cave	of	great	importance	to	the	village.	
  To	them	the	cave	is	a	hallowed	place,	a	symbol	of	the	primordial	
  origin	of	the	world	and	the	cycle	of	life,	death	and	rebirth.	One	
  of	 the	 labyrinthine	 cave	 passages	 leads	 to	 an	 airy	 cavern	
  decorated	 with	 ancient	 paintings	 and	 hundreds	 of	 carved	
  alcoves	filled	with	the	bones	of	dead	villagers.	
  5 :  S I L V E R  S C A L E  
  A	burnished	piece	of	copper	in	the	shape	of	a	fish	scale	serves	as	
  the	sign	for	this	busy	tavern.		
  This	small	tavern	is	the	village’s	social	centre,	a	place	to	share	a	
  good	meal	and	pleasant	pastimes.	The	building	extends	into	the	
  harbour	 itself,	 and	 has	 a	 moon	 pool	 on	 its	 lowest	 floor	 for	
  merfolk,	who	take	seats	on	the	edge	of	the	pool	and	meet	with	
  surface-side	friends.	Part	of	what	makes	the	place	popular	is	its	
  unique	 menu	 of	 games,	 ranging	 from	 card	 decks	 (on	 water-
  resistant	tiles)	to	chess	sets,	all	of	which	are	freely	available	to	
  paying	 customers.	 Meals,	 business	 and	 talk	 are	 all	 done	 over	
  games	in	the	Silver	Scale,	and	even	the	Recognised	take	up	a	set	
  of	tiles	when	they	meet	to	discuss	village	affairs.	
  	
  Trademaster	Broadsail	(N	male	human	spy)	is	a	fixture	of	the	
  establishment,	 and	 he	 has	 a	 poolside	 table	 in	 one	 corner	
  reserved	solely	for	his	use	at	which	he	conducts	all	his	business.		
  § 
  Food	 &	 Drink	 meal	 (spicy	 Dragonfire	 kelp	 salad,	 fresh	 bread	
  and	 grilled	 seafood)	 5	 sp,	 coffee	 (one	 cup)	 1	 cp,	 pineapple	
  wine	(pitcher)	2	sp.	
  G R O W E R  O U W E I  
  LN	female	merfolk	druid		
  Scintillating	green,	yellow	and	blue	scales	and	luxurious	jade	
  hair	give	this	merfolk	woman	a	naturally	regal	appearance.	
  She	moves	with	solemn	grace.	
  Mannerisms:	 Almost	 nothing	 can	 get	 Grower	 to	 break	 her	
  carefully	cultivated	calm.	At	most,	she	bends	from	sombre	to	
  a	slight	smile	or	disapproving	glare.	
  Personality:	
  Grower	
  is	
  endlessly	
  patient	
  and	
  contemplative,	 content	 to	 wait	 until	 she	 has	 everything	
  planned	before	acting.	She	is	an	excellent	judge	of	character	
  and	 a	 mediator	 with	 years	 of	 experience.	 When	 there	 is	 a	
  serious	dispute	in	the	village,	she	usually	puts	it	to	rest.	
  Background:	 The	 title	 “Grower”	 is	 unique	 in	 Echo	
  Harbour.	It	existed	when	only	merfolk	lived	in	the	area,	and	
  it	is	the	only	title	passed	from	mentor	to	apprentice.	Grower	
  Ouwei	 was	 apprenticed	 to	 the	 previous	 Grower	 when	 she	
  was	a	child,	and	committed	all	 the	druidic	 secrets,	farming	
  techniques	and	cultural	heritage	associated	with	the	title	to	
  memory	 before	 her	 mentor	 passed.	 She	 is	 still	 young,	 but	
  has	held	her	title	for	over	a	decade	now.		
  T R A D E M A S T E R  B R O A D S A I L  
  N	male	human	spy	
  This	man	is	well	attired,	but	he	has	a	stiff	posture	and	dark	
  eyes	watchful.	Whenever	he	gestures	he	draws	attention	to	
  his	thickly	scarred	weathered	hands.	
  Mannerisms:	 Broadsail	 often	 clasps	 his	 hands	 together,	 in	
  front	of	him	while	he	sits	or	behind	his	back	when	he	stands.	
  He	listens	attentively	and	always	keeps	his	back	to	a	wall.	
  Personality:	 Quiet	 and	 withdrawn,	 the	 Trademaster	
  constantly	 toils	 to	 grow	 Echo	 Harbour's	 economy.	 He	
  handles	 countless	 trade	 deals	 and	 does	 the	 bureaucratic	
  work	 few	villagers	care	to	do.	When	 he	isn't	 working	 he	 is	
  with	his	daughter,	Zephyr.	
  Background:	Years	ago,	Broadsail	was	an	infamous	pirate	
  and	 went	 by	 the	 name	 “Scarhands.”	 His	 ship	 was	 wrecked	
  during	 a	 violent	 storm,	 and	 after	 he	 recovered	 in	 Echo	
  Harbour	he	set	aside	his	old	life	and	started	over.	He	vividly	
  remembers	 an	 inhuman	 eye	 watching	 him	 while	 he	 sank,	
  and	 suspects	 Bonesong	 attacked	 his	 ship	 but	 gave	 him	 a	
  second	chance	for	some	unfathomable	reason.	
  
  8	
  6 :  S U N  M A R K E T  
  A	line	of	canopy-covered	market	stalls	runs	all	the	way	down	to	
  the	 docks,	 and	 bustles	 with	 the	 trade	 of	 villagers	 and	 foreign	
  merchants	alike.	
  The	Sun	Market	is	a	communal	marketplace	that	rents	out	stalls	
  for	 a	 few	 silver	 coins	 a	 day.	 Locals	 sell	 their	 own	 goods	 here,	
  hawking	 carvings,	 jewellery,	 locally	 grown	 coffee,	 dried	
  Dragonfire	 kelp	 and	 most	 importantly,	 pearls.	 Stalls	 near	 the	
  docks	 are	 reserved	 for	 merfolk	 pearl	 gatherers,	 who	 sort	 their	
  wares	by	size	and	colour	and	display	them	in	gleaming	piles	to	
  entice	 the	 countless	 traders	 who	 come	 to	 buy	 them.	 Other	
  traders	set	up	in	the	market	for	a	time	before	passing	on,	selling	
  more	unusual	products	than	the	local	staples.	
  W H A T ’ S  O N  S A L E ?  
  While	 the	 PCs	 are	 here,	 they	 may	 find	 one	 or	 more	 of	 the	
  following	market	stalls.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	 bookseller	 has	 alchemical	 treatises,	 philosophical	
  tomes	and	storybooks	stacked	in	her	stall	along	with	
  a	small	selection	of	scrolls	and	short	spellbooks.	
  2	
  An	 apothecary	 set	 up	 in	 a	 booth	 sells	 potions	 and	
  fragrant	alchemical	reagents	in	glass	jars.	
  3	
  Curtains	shroud	this	market	stall,	and	a	fortune	teller	
  within	 offers	 to	 answer	 mysteries	 and	 reveal	 the	
  future.	
  	
  4	
  Metal	 ingots	 are	 arranged	 in	 a	 display	 by	 value,	
  starting	at	copper	and	iron	and	ending	with	gold	and	
  mithral.	
  5	
  Three	adventurers	have	purchased	a	stall	to	sell	odds	
  and	ends	scavenged	from	a	ghost-infested	shipwreck.	
  6	
  A	 bored	 warlock	 manages	 a	 barebones	 stall	 only	
  stocked	 with	 polished	 stone	 discs.	 He	 explains	 each	
  stone	grants	good	luck	on	a	specific	task	or	job.	
  	
  	
  7 :  T R E E S H E L L  S H I P Y A R D  
  The	local	shipyards	comprise	two	docks	and	a	warehouse	on	the	
  far	side	of	the	harbour.	Orcs	and	men	chant	as	they	work	under	
  the	approving	eye	of	the	Spellwright.	
  Work	is	constant	in	the	shipyards.	The	Spellwright	isn't	shy	about	
  selling	 ships	 or	 offering	 services,	 so	 there	 is	 always	 a	 project	
  underway,	whether	repairs	to	a	merchant	vessel,	construction	of	
  a	new	fishing	boat	or	alterations	to	a	 visiting	ship.	Even	when	
  jobs	 are	 scarce,	 the	 Spellwright	 has	 her	 apprentices	 prepare	
  materials	in	advance	and	stow	them	in	the	warehouse's	racks.		
  	
  The	 docks	 here	 are	 built	 differently	 than	 the	 rest	 of	 the	
  harbour,	constructed	of	thick	wooden	slabs	and	resting	on	solid	
  stone	pilings.	Each	dock	has	a	gradual	ramp	that	leads	directly	
  into	the	water	and	a	variety	of	lock	and	pulley	systems	to	help	
  secure	and	reposition	ships,	or	even	to	bring	them	fully	ashore.		
  	
  Rumour	has	it	that	the	Spellwright	recovered	some	kind	of	
  strange	 underwater	 craft	 from	 the	 surrounding	 waters	 with	
  Bonesong’s	 help	 (before	 the	 dragon	 turtle	 went	 missing).	
  Certainly,	 one	 part	 of	 her	 shipyard	 is	 now	 protected	 by	 high	
  screens	 of	 woven	 palm	 fronds;	 rumours	 of	 what	 lies	 beyond	
  circulate	through	the	Sun	Market.		
  	
  	
  S P E L L W R I G H T  L I G H T G U I D E  
  N	female	half-orc	mage	
  Tall,	confident	and	well-muscled,	the	Spellwright	stands	out	
  from	other	 villagers.	 Her	long,	braided	hair	 is	 tied	together	
  with	 glowing	 charms	 of	 wood	 and	 bone,	 and	 even	 more	
  charms	hang	from	her	pierced	ears.	
  Mannerisms:	 “Let	 me	 show	 you	 what	 I	 mean,”	 is	 the	
  Spellwright's	 favourite	 phrase.	 When	 explaining	 something	
  she	always	gives	examples,	draws	diagrams	or	begins	hands-
  on	demonstrations.	
  Personality:	The	Spellwright	is	an	excellent	craftswoman,	
  innovative	 and	 enthusiastic	 about	 her	 work.	 She	 does	 her	
  best	to	encourage	her	interests	around	the	village,	and	takes	
  on	 apprentices	 who	 show	 promise	 at	 wizardry	 or	
  shipbuilding.	She	is	very	busy.	
  Background:	 Born	 and	 raised	 in	 Echo	 Harbour,	
  Spellwright	started	learning	traditional	orc	shipbuilding	at	an	
  early	age.	The	potential	of	wizardry	caught	her	imagination	
  later,	 and	 she	 taught	 herself	 the	 craft	 from	 books	 and	
  experimentation,	 before	 applying	 it	 to	 her	 work	 as	 a	
  shipwright.		
  
  9	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
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  sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	
  modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	
  each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	with	a	work	containing	Open	Game	Content	
  except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	not	constitute	a	
  challenge	to	the	ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.	
  	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	Open	
  Game	Content	originally	distributed	under	any	version	of	this	License.	
  	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	so.	
  	
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	governmental	
  regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	
  survive	the	termination	of	this	License.	
  	
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  	
  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Village	Backdrop:	Echo	Harbour.	©Raging	Swan	Press	2017;	Author:	Amber	Underwood.	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ragingswan.com 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Echo Harbour.pdf