Vilmarch

The Aurora that surrounds Gleam dips close to the icy realm of Vorsal, and no settlement is closer to it than Vilmarch. Whether for good or ill, this causes many strange events to become part of everyday life - odd mutations in newborns, madnesses and delusions that spread among the populace, and foreign, unidentifiable items washing up on the beach. Most of the villagers make a living by scavenging fallen stars and comets that land in the glacial floes to the north of town, supplying the kingdom of Etterenalder with rare metals which unfortunately only make their way into the wider world when the kingdom's raiders fall, dropping their weaponry as loot. Nevertheless, with this, they barter for the necessary goods for survival and scrape out another day on the edge of the world.

Stats
Size small town (201-2000)

Corruption -2, Crime +0, Economy +2, Law +0, Lore +3, Society +2, Loyalty +5, Stability +0, Danger +35

Qualities eldritch, warped land, Disadvantages mutagenic, wild magic zone

Base Value 500gp, Purchase Limit 2,500gp

Signatures [cold weather clothing], [scavenging equipment], [containers]

Population 320 (40% suli, 20% aasimar, 20% undine, 20% other)

Culture
Government consensus

Economy subsistence

Religion Fa'qamuu Twice-Heavenbound, Zhihao Jin, Másik

Military mutants and wild magic

Culture extraordinary and reality-warping events are taken as matter-of-fact. small things like flavor, warmth, daylight, are treasured and remembered for years.

Trade Goods skymetals, oddities

Magic wild

Cuisine ice, penguins, seals, deepwater fish, mutant meat, conjured delicacies. Most foods are eaten without being prepared, though some are rotted first.