Ravenshore is a beautiful city-state filled with gothic architecture and built from dark stone. The weather is such that nights in Ravenshore are very dark and foggy; but the fog usually clears up by mid-morning. The docks are crumbling and rotting, mostly unused for over a hundred years. Ravenshore sits in a valley at the base of a crescent-shaped cliff. The space between the cliff and the edge of the city is used for farming. There are old exploratory mines at the base of the cliff, but nothing was found and they’re sealed.
Visitors to Ravenshore arrive at the Perch, a small cluster of buildings near the northern docks. The Perch is simply a small rest stop—home to nothing more than an inn called Seagram’s, a couple of warehouses, and several loading areas—before the traveler’s arrival at Ravenshore.
The influx of refugees is putting a strain on law enforcement and peacekeeping. Crime and violence of all kinds have been on the rise for months, and jobs are hard to come by—but not for adventurers. Despite its faults, Ravenshore is the safest place for many.
- 1. Civic district (WRA)
- 2. Fine shops (WRA)
- 3. Wealthy residential district (WRA)
- 4. Average residential district
- 5. Dwarf neighborhood
- 6. Garrison (WRA)
- 8. Guildhall district
- 9. Marketplace
- 10. Temple district
- 11. Caravan district
- 12. Fisher’s wharf and Waterfront
- 13. Inn and Tavern district
- 14. Red Light district
- 15. Shantytown
- 17. Slums district
- 18. Tannery district
- 19. Warehouse district
(The odd numbering scheme (with some numbers excluded) is a result of the standardization of the numbering scheme. There were many mapmakers, but the city ordered standardized maps for the refugees, and as a result of arguments and compromises, two numbers were excluded from the progression.)
Identification: Everyone in Ravenshore is issued ID papers. The main types are resident, visitor, merchant, police, council, and refugee. ID’s are further divided into class 1: police and useful adventuring types; and class 2: average citizens. Class 2 refugees are often sent straight to the slums or camps; while class 1 refugees are offered jobs in the city—due to the disorder, there’s a lot of hiring for jobs that were once average but are now riskier. Anyone unable to provide identification upon request is taken to the nearest garrison for verification of identity. Visitors, merchants, or refugees are ejected from the city until they obtain new ID at a checkpoint. Residents, council, or police are released and advised to obtain ID as soon as possible. Law enforcement and arrests cannot be made except by police; evidence and arrests obtained by non-police is inadmissible. This is an attempt at preventing vigilante justice, and with the exception of the Shade, is quite effective.
Curfew: Ravenshore’s police force has initiated a voluntary curfew. After curfew, police may ask to see ID.
Weapon restricted areas (WRA): no weapons, concealed or otherwise, can be legally carried without special dispensation. Implements count as weapons; holy symbols are an exception. Voluntary checkpoints are present around WRA’s. In non-WRA’s, weapons may be carried, but not used (unless in self-defence, or with special dispensation).
The Baron Ravenholm is Ravenshore’s namesake. He was a simple soldier, a warlock, in a war against the eastern barbarians over two hundred years ago. When his general was killed, Ravenholm took his place, ruthlessly leading the army to victory. The king granted Ravenholm the island as a reward and built a keep for him in the bay, named Ravenhold Keep. The agreement (and the amendments that form the law of the city) was named Ravenholm’s Treaty. Though not realized until years later, the wording of the document gave Ravenholm independent authority from the king. Ravenholm’s influence was such that many of his soldiers and their families moved to the island, and the city-state of Ravenshore was founded. Toward the end of his life, decades later, Ravenholm became reclusive and was said to be entertaining ancient, forbidden thoughts and research. Upon his mysterious death, Ravenhold Keep was locked up. The weather shifted permanently, blocking off the southern port with violent waves and undertows and forcing all traffic to travel to the north port and across the island. Now useless, the port was abandoned, and its rotting remains lie on the coast to this day.
In the distant past, Ravenshore was the home of a kind and powerful wizard. The wizard opened a portal to the Shadowfell so that the original population of the island could visit their deceased loved ones and reassure them on their journey to peace. But slowly the portal began to be used for material purposes: mortals were extracting resources from the Shadowfell, rather than visiting their loved ones. The wizard closed the portal with great regret at the greed of his fellows, but the Shadowfell’s influence is very strong and it touched the island forever. Ravenshore maintains a strong connection to the Shadowfell, demonstrated primarily by the trees: most of the trees that grow on the island have charcoal-black wood. Some say the portal still exists somewhere under the city, deep within the Catacombs.