Farshore
 

Farshore (hamlet): Conventional; AL NG; Population 240; 15300 gp limit (Farshore's resources and lack of real competition grant the hamlet a higher gp limit than normal); Assets 20,600 gp; Isolated (220 humans, 7 half-elves, 6 halflings, 4 dwarves, 3 gnomes)

Authority Figures: Lavinia Vanderboren, nominee for Farshore lord mayor (NG female human aristocrat 2/swashbuckler 6), Lord Manthalay Meravanchi, nominee for Farshore lord mayor (LN male human aristocrat 3/fighter 5), Professor Aldwattle, Council Member (CG male human wizard 5/expert 2), Vesserin Catherly, Chaplain and Council Member (NG male half-elf cleric 6), Telda Syren, Council Member (CG female half-elf expert 4), Militia Captain Ulvar Kabbanja, Council Member (LG male human fighter 4).

Farshore Politics - As the colony has grown, the five member Expedition Council has decided
that the colony needs a central leader.  Lord Manthalay Meravanchi was the obvious choice for this role, until Lavinia arrived on the scene.  Currently, roughly 1/3 of the colony supports Manthalay, 1/3 supports Lavinia, and 1/3 is undecided on who they think should be
the Lord Mayor.

Upgrading Farshore - The following areas can be upgraded to boost the colony.

Docks: The entrance into Farshore harbor is a natural bottleneck that serves well to protect the colony from attacks from the ease, yet there is certainly more that can be done to shore up these defenses.  A character trained in Knowledge (architecture and engineering) can plan several changes and enhancements to the harbor entrance, such as installing siege engines or sniper posts along the cliffs, creating artificial sandbars or submerged traps to slow the advance of enemy ships, and establishing more efficient patrol routes.  This character must spend at least two hours a day for a week supervising the work.  At the end of the week, he must make a DC 20 Knowledge (architecture and engineering) check; success indicates that the improvements are sound, while failure indicates that at least another week of work is required.  Each week work continues, the PC gains the a cumulative +2 bonus on his Knowledge check.

Warehouses: Recently, someone has been stealing supplies and equipments from the warehouses, despite guards on the scene, and no trace of the thief has been found.

Palisade: A character trained in Knowledge (architecture and engineering) can plan several changes and enhancements to the palisade, including adding sharpened poles atop it and jutting from the base, greased walls, a low moat, and other changes that can fortify the wall.  This character must spend at least two hours a day for a week supervising the work.  At the end of the week, he must make a DC 25 Knowledge (architecture and engineering) check; success indicates that the palisade improvements are sound, while failure indicates that at least another week of work is required.  Each week work continues, the PC gains a cumulative +2 bonus on his Knowledge check.

Watchtowers: The watchtowers serve well for any dangers that approach Farshore from the east and south, but not so well for attacks from the north or west.  A new watchtower could be constructed in the northeastern corner of the palisade and one could be built on the southwestern bluff that overlooks the harbor (3 weeks each).

Mines: With a DC 25 Profession (miner) check, a character can increase the gemstone mines' efficiency.  This increases Farshore's assets by 10,000 gp. - Done.

Farshore Cemetary: Although Farshore has not had many problems with undead, there are no clerics in the colony capable of casting hallow on this site.  A PC who casts hallow here increases the community's morale, resulting in a stronger drive to defend the colony from attack when the inevitable occurs.  The additional protection afforded to the cemetary frees up the priest of Farshore CHapel to focus more time on providing services and crafting magic items rather than guarding the cemetery - as a result, Farshore's gp limit increases by 1,000 gp.

Troglodytes: A small but tenacious tribe of troglodytes that dwells near the center of Temute has long been problematic for the colonists.  These troglodytes dwell in a sizable cave overlooking a forest of banana trees and other specimens that are ideal for lumber, especially shipbuilding and repairs, but the colonists cannot enter the area without being viciously attacked by the fiercely territorial monsters.  Worse, in the last few months, attacks have crept increasingly closer to the colony's boundaries.  If the PCs can defeat the warlike trogs and their giant lizard pets, the colony's increased safety and the new access to lumber and exotic fruits increases Farshore's assets by 5,000 gp.  Further, the access to shipbuilding materials makes establishing trade routes much simpler.  Three months after the PCs defeat the troglodyt tribe, Farshore's gp limit increases by 1,000 gp as the colony begins making contact with seagoing merchants and other settlements to the north.

Militia Barracks: A character who spends a week trying to recruit people to the miltia can increase the militia by 5 with a DC 20 Diplomacy check.  This upgrade can be repeated each week (for up to four additional recruitments), but each time the DC of the check increases by 5.

Vanderboren Manor: The PCs can campaign for Lavinia Vanderboren, encouraging Farshore's residents to vote for their patron in the coming election for lord mayor.  After a week of campaigning a PC may make a DC 20 Diplomacy check.  Success indicates that he's convinced 1d10 of these citizens to vote Vanderboren.  For every 10 points by which he exceeds this check, 1d10 more join the Vanderboren camp.  Failure indicates that 1d10 citizen decide to vote for Meravanchi instead.

Meravanchi Manor: The PCs can campaign for Manthalay Meravanchi, encouraging Farshore's residents to vote for him in the coming election for lord mayor, as detailed in the Vanderboren Manor section.  Avner Meravanchi spends his weeks campaigning for his uncle.

The Clayworks: With a DC 25 Craft (pottery) check, a character can increase the Clayworks' efficiency, increasing Farshore's assets by 3,000 gp.

Sellis' Woodworks and Smithy: With a DC 25 Craft (armorsmithing, carpentry, or weaponsmithing) check, a character can increase the efficiency of this operation.  Each one of the three checks made increases Farshore's assets by 2,000 gp, for a total of 6,000 gp increase if all three are made.

Tehrik's Tannery: There are countless sources for exotic leather and fur on the Isle of Dread, but many of them are too dangerous to harvest.  The megafauna of the isle can provide quality components if a PC can harvest their hides without too much damage.  Harvesting a hide takes a Survival check (DC 10 + the creature's CR).  Hides from creatures of CR 5 or less do not noticeably aid Tehrik.  Each CR 6 to CR 10 hide delivered to the tannery increases Farshore's assets by 250 gp (to a maximum increase of 2,000 gp).  Each hide from a creature of CR 11 or higher delivered increases Farshore's assets by 1,000 gp (to a maximum increase of 10,000 gp).

The Last Coconut: Lavinia Vanderboren is eager to load up the Blue Nixie with trade goods for Sasserine to establish the trade route between the two locations.  Amella Venkalie's the best candidate to captain the Blue Nixie on such a trip.  By giving her a workforce of sailors and laborers, she can be off to Sasserine at any time.  The Blue Nixie return in about 6 months (along with a half-dozen more trading ships filled with colonists and goods) is enough to bring Farshore's population up to 450 soules.  More importantly, the PCs can purchase or sell goods at this point as if they were in Sasserine (40,000 gp limit, Assets 31,300,000 gp), albeit with a six-month delay.

Farshore Chapel: Vesserin welcomes any clerical aid he can get in handling the day-to-day chores of running the chapel.  Any PC that can cast healing spells can spend a week helping him in various tasks such as healing, maintenance, sermons, and other spiritual matters.  At the end of the week, a DC 20 Knowledge (religion) check indicates that the spiritual well-being of the colony increases morale.  This award can be earned up to eight times.

Farshore Hall of Records: Jeran recently learned a local legend of a mysterious eigth Olman village said to once have been located on Temute.  As the legend goes, the Kawibusas had a marked taste for warfare.  Their warriors and zombie-masters braved the jungles beyond the Great Wall often to explore the ruins of the island's old "gods".  On one of their forays, they uncovered a sunken temple deep within the jungle that contained an idol of a great ape, carved from a thick piece of obsidian encrusted with gemstones.  The Kawibusas proudly carried the stolen idol to their home and placed in at the center of their village.  That very night, a great fog rose up and engulfed their settlement.  By dawn the entire tribe had mysteriously vanished.  Olman visitors who came to the site several days later found the Kawibusa village empty, save for the ominous ape idol.  They buried the idol, hoping to end its curse, and never returned.  Since then, the story of the eighth tribe has become a popular tale among the Olman.  Jeran very much wants to discover the site of this lost village and the strange ape idol, although the site has proven difficult to locate, as the jungle has reclaimed it in the decades since they vanished.  The site itself is located a mile inland from the northeastern coast of Temute-- discovering its location based on Jeran's notes takes a DC 30 Survival check (one check may be attempted every 1d6 days).  If the Olman artifacts are found and returned to Farshore, they can be sold to northern collectors.  Once trade routes are established, this increases Farshore's gp limit by 1,500 gp.

The Apothecary's Infirmary: With a DC 25 Heal Check, a character can increase the infirmary's efficiency so that when the attack comes, more of Farshore's residents will be in better shape to help defend the colony.

The Greenhouse:  With a DC 25 Knowledge (nature) check, a character can increase the greenhouse's collection of exotic spices, herbs and other plants.  Once trade routes are established with Sasserine, this increases Farshore's gp limit by 1,000 gp.

Aldwattle's Laboratory: The lab is a treasure trove of compounds, herbs, and chemicals.  Any PC that has at least one item creation feat who spends a week with Hevrik Aldwattle can attempt a DC 25 Spellcraft check-- success indicates he's taught Aldwattle some time-saving techniques.  This increases Farshore's assets by 5,000 gp.

Farms:  With a DC 25 Profession (farmer) check, a character can increase the farms' effciency.  This increase Farshore's assets by 5,000 gp.