Session Prep Bundlesettlement-starter

A small floating shipyard. Made to be a navigator station for a world covered in nothing but water with very few islands.

Recipe: Settlement Starter

New
Contextual Narrative

Where the Lanterns Teach the Water

Far from any shore, where the world is a sheet of unbroken water and islands are counted like miracles, a small flotilla of chained hulls, dock platforms, and lantern towers drifts in patient defiance of the sea. Here sailors come to mend broken keels, buy corrected charts, and learn whether the next safe landfall lies three days east or three storms away. The settlement began as a waystation built by survivors who refused to trust any single horizon; over generations it became a shipyard, a lookout, and a promise that no crew would vanish unanswered if a lantern could still be lit. Every plank in the place has been repaired twice. Every rope has a story. The Harbor Council keeps order with hard bargains and softer threats, balancing shipwrights, navigators, salvage crews, and traders whose livelihoods depend on the next accurate bearing. Yet beneath the routine of tar, salt, and shouted measurements, unease spreads: old charts no longer match new waters, buoys are found where none were anchored, and some nights the sea around the station hums like a throat trying to remember a song. Something in the open water is changing the rules, and this little floating yard may be the first place to learn why.

Scratched into a dock beam

The sea keeps its own maps. We just argue with them.

Lantern Quay
Settlement

Lantern Quay

Lantern Quay is a compact floating shipyard built from chained barges, salvaged hulls, and tide anchors around a central lantern mast. It began as a waystation after a legendary storm scattered an island fleet, and it still survives by repairing ships, selling maps, tending signal lights, and guiding traffic between rare islands. Its charts are trusted everywhere, though lately the sea keeps proving them wrong.

About 430 permanent residents, with another 50 to 120 transient sailors, salvage crews, and stranded travelers depending on season and weather.Population
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The Bilge Lantern
Tavern

The Bilge Lantern

The lanterns swing gently even when the air is still, and the shadows they cast sometimes make the room look like a ship rocking in open water. Regulars tap the table twice before discussing routes, out of habit or superstition. Outsiders are offered a drink first and asked questions later. On stormy nights, someone always claims to hear waves striking the walls from the wrong side.

TavernView
The Needle Room
Shop

The Needle Room

The shop smells of lamp oil, salt water, and old paper. Every wall is crowded with chart tubes, string grids, tide slates, and pinned corrections. The owner mutters at conflicting reef marks, keeps three versions of every local map, and quietly suspects that the sea itself is changing the coastline. Rival navigators visit to argue, captains come in anxious and whispering, and spies browse the shelves pretending to care about compasses. Behind a curtained door, the owner maintains a secret archive of corrected routes and a wall covered in red thread linking charts that disagree about the same reef chain. They are one of the first people to notice the settlement's central mystery, but they will only share that knowledge after trust is earned or a fair price is paid.

Shop
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Rivet & Rope Salvage
Shop

Rivet & Rope Salvage

The shop smells of tar, wet rope, and brine, with gulls shouting overhead and hulls creaking all day. The owner buys salvage from dock laborers for a pittance, then sells the same parts to captains at a steep markup, making them both indispensable and resented. A cracked chart case part and a strange buoy marker are treated with unusual care, as if they are connected to a larger mystery hidden in the sea-lanes. The owner quietly trades information with the shipwrights, the tavern keeper, and the navigator shop, and always knows which wrecks are safe, cursed, or claimed by power.

Shop
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Key Personas

Marra Vane

Marra Vane

Disciplined, tired, and relentlessly practical, Marra acts like every problem has a bill attached and every delay costs lives. She is courteous to strangers who show competence, but she becomes sharp and nearly unforgiving with anyone who wastes time or endangers the station. In private moments, especially after midnight, her vigilance cracks into a brittle, sleepless humor and a hidden tenderness for the exhausted and unlucky. She trusts structures more than people, yet she keeps proving she cannot stop caring when people fail those structures.

Myrra Vael

Myrra Vael

Welcoming but never naive, Myrra is warm with strangers, blunt with regulars, and almost frighteningly patient when she is trying to pry out the truth. She can laugh easily in crowded rooms, yet turns icy and precise when storms threaten the shipyard or when someone endangers her staff. She believes mercy is best served with soup, not speeches, but she will become ruthlessly protective if anyone takes advantage of the vulnerable. In private she is restless, suspicious, and deeply sentimental about small acts of loyalty.

Neris Vane

Neris Vane

Brilliant, brittle, and deeply observant, Neris is the kind of person who notices a loose nail in a storm and cannot stop staring at it until it is fixed. She is generous with her knowledge when speaking to sailors in danger, but stingy with trust when the council or its agents are involved. In calm moments she is almost shy, even awkwardly kind, but under pressure she becomes exacting, relentless, and a little frightening because she refuses to let a contradiction remain unspoken. She can be dryly humorous with dockworkers and strangely reverent when alone with maps, as if they are living things that might be offended by carelessness.

Tella Brine

Tella Brine

Rough-edged, observant, and slow to trust, Tella is generous with desperate strangers but stingy with anyone wearing authority like perfume. She can be dryly funny when relaxed, almost tender when patching up a wounded deckhand, and unexpectedly cruel in arguments if she thinks someone is pretending not to understand the cost of survival. In crisis she becomes methodical and calm, but afterward she is restless, sleepless, and prone to staring at the water as if waiting for it to answer back.

Bundle Contents

08Items

Generated entities

Regional Effect

The Wandering Bearing

A low, rolling shimmer rides the water around the settlement, and compasses occasionally twitch a point or two off true north near the dock lanterns. At night, distant island silhouettes seem to appear, fade, and reappear in different places as if the sea were turning pages.

Mechanic

Navigation checks in the area are made at disadvantage unless aided by a correct local chart or trained navigator.

Connections

Lantern Quay

CONTAINSThe Bilge Lantern

Lantern Quay

CONTAINSThe Needle Room

Lantern Quay

CONTAINSRivet & Rope Salvage

Lantern Quay

CONTAINSMarra Vane

Lantern Quay

CONTAINSMyrra Vael

Lantern Quay

CONTAINSNeris Vane

Lantern Quay

CONTAINSTella Brine

Marra Vane

OVERSEESThe Needle Room

Marra Vane

OVERSEESRivet & Rope Salvage

Marra Vane

AUTHORITY_OVERTella Brine

Myrra Vael

SUPPLIESThe Bilge Lantern

Myrra Vael

SUPPLIESMarra Vane

Neris Vane

WORKS_ATThe Needle Room

Neris Vane

ALLIED_WITHMarra Vane

Tella Brine

SUPPLIESRivet & Rope Salvage

The Bilge Lantern

KNOWSMarra Vane

The Bilge Lantern

HEARS_RUMORS_FROMMyrra Vael

The Needle Room

RIVALS_WITHRivet & Rope Salvage

Quest Objectives

Investigate why recently copied charts disagree with older navigation records and identify whether the error is natural, magical, or deliberate.

The party uncovers a hidden pattern in the sea lanes and gains a reliable route to a nearby island or wreck field, earning the trust of the navigator community.
If ignored, a storm or sabotage event strands multiple ships and leaves the station short on repair materials.

Protect a vital shipment of timber, pitch, and rope arriving at the floating shipyard before smugglers or wreck-pirates steal it.

The settlement remains operational through the next storm season, and the PCs earn favors from the harbormaster and salvage crews.
A rival faction gains control of the supply chain and prices out poor crews, deepening unrest.

Find the source of the rumor that a vanished chart has resurfaced in the tavern, and determine who planted it.

The PCs expose the rumor’s source, revealing a clue that points toward the settlement’s central mystery and a hidden route beyond the known waters.
The tavern becomes a site of panic or violence when rumors spiral out of control.
A small floating shipyard. Made to be a navigator station for a world covered in nothing but water with very few islands. | Session Prep | CharGen