Raskam
The small fishing village known as Raskam is a well-known crossing point for some adventurers, in fact, it is the closest village to the Giant Island. Being extremely far north in quite extreme weather conditions, and rarely visited, the inhabitants can often seem, like the climate: very cold.
The village is mostly centered on its small port, the main activity of the village being fishing, there is also a temple of Bahamut in the village, the villagers praying to the god for protection against the giants.
Description
The village is located in a small cove, a hill on the left side of the cove houses the wooden church which is used for the prayers of the villagers. Most of the village is at the bottom of the cove, in the centre is the mayor's house next to the well. Last notable building, the house of the healer Liliane is opposite the mayor's house, on the other side of the well, it is, by the way, the only house with a small brown plantation on the side, mostly roots used for remedies.Mead Hall
The only inn in the village and closest to the port, the mead hall is lit day and night and offer (limited) comfort to its customers, and a warm atmosphere well appreciated. The mead hall exclusively serve a homemade mead. The back of the building is a large, fire-heated space dedicated to bee husbandry and the nurturing of beehives. The droning bees can be heard throughout the town, though most residents are so accustomed to the buzzing that they pay it no mind.Shrine of Bahamut
This vacant building stands on a cliff overseeing the port and the seashore and has a crow-haunted steeple protruding from its peak. Unlike the mead hall, which is well cared for, the shrine’s painted icons of the Dragon god of justice are chipped and faded, and its spacious interior stands mostly empty. Today, the shrine’s is mainly used just for town gatherings and prayers, the villagers praying to the god for protection against the giants.Twenty Stones of Skoraeus
A strange feature on the town's edge is the ring of megaliths known as the Twenty Stones of Skoraeus. Standing at the southern edge of town, nineteen of these crudely fashioned granite menhirs are arranged in a rough triangle, with a single stone at the formation’s center. No one knows who built this structure or why; the townsfolk maintain that the stones were there when the town’s founder, first happened upon this fishing spot. A creature who falls asleep or uses a feature such as an elf’s Trance trait at Twenty stones of Skoraeus can call upon the magic of the place while sleeping, activating one of the following properties: Dreamer’s Call. The creature casts the dream spell as it sleeps, requiring no additional casting time, action, or spell components. The caster must be the spell’s messenger. When the spell ends, the recipient of the spell is immune to this property for 24 hours. Dreaming Intuition. The creature casts either the commune or the divination spell as it sleeps, requiring no additional casting time, action, or spell components. The spells tap into a collective reservoir of dreams, and the answers come as dream imagery. This reservoir can answer the caster’s questions if the subject has ever been dreamed of. A creature who uses one of these properties can’t use either one again for 24 hours. On waking, the creature must succeed on a DC 10 Charisma saving throw or have the charmed condition for 24 hours. A creature charmed in this way refuses to leave Dreamer’s Reach and wants to use one of the site’s properties the next time the creature sleeps. Each time a creature succeeds on or fails this saving throw, the save DC permanently increases by 1 for that creature.Society
Law
The city boasts a military force. Use the Guard Arrival Times table to determine how long it takes for guards to arrive at a location after a crime or similar incident is reported.History
The village of Raskam was under the leadership of Kalkia, a renowned leader of the northlanders. She married Albert Crestel, a nobleman from the Kingdom of Vale, for political reasons, and this union gave birth to Tyri Crestel. Under Kalkia's leadership, the old priest of bahamut died, and a new cleric offered himself to replace the deceased man of faith. However, he turned out to be a fanatic of the Blackened Horde, a demon cult. He started to plot for the city's destruction and to summon a Demon from the Abyss under the temple. Thankfully, two adventurers, Sharla and Seraphine investigated the temple. While Seraphine spoke with the new priest, Sharla broke into the sealed underground, revealing an evil ritual to summon a demon. The imposter priest, discovered, attacked Seraphine and attempted to complete the ritual by sacrificing him over the dark circle. Sharla intervened, knocking the imposter priest prone. Unfortunately, it was too late, and a green energy materialized into the form of a huge demon that burst out of the temple. Seraphine used her divine power to try to slow down the demon, which had begun to burn the ships in the port below, while Sharla jumped onto the monster's back and killed it with a powerful blow, being hailed as the savior of Raskam. After this event, Kalkia became enamored with another man and left the village, leaving it under the leadership of Albert Crestel. It was him whom the same group of adventurers later asked for help, as the giants from the giant island were preparing an invasion, and a large-scale battle was to take place on the nearby shores. The city took a heavy blow, but the giants were defeated. With the presence of numerous troops for this battle, the link between Raskam and the Magpies had to be severed, and Ingrid, a local warlord in charge of the trade of slaves for the Magpies, was wounded as the base of her operation was destroyed. She was later saved by Albert's daughter, Tyri Crestel. Meanwhile, Kalkia had returned as the leader of Raskam, and Tyri, with Ingrid's help, planned to overthrow her mother. Challenging her in a duel, Tyri killed her own mother and took over the leadership of the village, strengthening the bond between Raskam and the Magpies.Adventure hook
Tyri Crestel is locked in nightmare-filled slumber that magic has failed to end. Characters must use Dreamer’s Reach to enter the sleeper’s nightmares and end them from within. Dream entities oppose the effort, taking the forms of 2 cairnwights critiquing each other's artistic works in progress.Geography
Settlement
Region
Siniadòr,
North of Tall tree,
close the the Giant Island.
Size
Town
Society
Human
Religions
Bahamut
Commerce
Stones
Exports
Fish
Currency
Ecu
History
~300
Ruler
Tyri Crestel
Type
Town
Comments