See also: Temple of Amaditi-teratsu (north), Belem (west), Minata (region), Tian Xia (continent)
Rimija Town Map
NG Small Town
Corruption +0; Crime -1; Economy +0; Law -1; Lore -1; Society +5
Qualities insular, pious
Danger +0

Government council
Population 1,650 (700 humans, half-elves, and half-orcs; 300 wayangs; 250 halflings; 125 tengus; 275 other)

Notable NPCs

  • Major Captain (LN male human warrior 3/inquisitor 1), Dinh Phung Tunh (Tian-Dan)
  • Lead Advisor of Farming (N female halfling expert 4), Issa Duni
  • Lead Advisor of Commerce (NG male tengu expert 5), Taiko Imanyu
  • Lead Advisor of Relations (LN male human aristocrat 4), Hamengkhu (Tian-Sing)
  • Lead Advisor of the People (NG female half-elf expert 4), Emraiel Ignatzi
  • Lead Advisor of Lore (LN male elf expert 2/adept 3), Timiu Imrikiya

Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items

Rimija is a quaint and isolated town, tucked away behind hills, along a river and its own small lake, and terraced crop fields. It is a virtually secluded community, quiet and undamaged because of its unique location and its community’s common goal of achieving a simple, normal lifestyle in an otherwise troubled and unstable region of central Minata. With the singular exception of the honorable temple complex to the north – their one and only connection to the outside world – Rimija is surrounded on all sides by pirates, cannibalistic tribal folk, and the dangers of the encroaching wilderness regions further west from the large island of Belem. This latter island, the largest in the area, is notorious for its considerably dangerous pirate community, and a singular thread among many of which to be afraid.

Luckily for the town of Rimija, the appearance of the rocky shorelines which surround them offering the optical illusion of a solid land mass with little to no objects of interest to the common pirate ship which might be the first to discover it. A look-out station is located at the river’s mouth near the closest hillside, and a second river station lies some distance further inward to provide coverage in case pirate ships are indeed spotted from the exterior post. And what would otherwise be a rocky plot of island peninsula surprisingly houses a community of many hundreds, tucked down in a virtually invisible valley, remaining primarily self-sufficient – and maintaining communication with the clergy/monks of the temple complex to meet all the needs they cannot accomplish on their own. The temple complex has a mutually beneficial and secretive relationship with the council leadership of Rimija, providing needed healing and spiritual care for the commonfolk, and taking with them the fruits of the labors of the people in Rimija. Along with the trading goods provided by the labor force in the small town (such as leather, metals, trinkets, and non-agricultural goods), the excess food crops and all industry crops are traded with the temple monks, to be used or sold in the dockside shipping & trading complex which the temple maintains as part of their sustainable philosophies which have kept them from being raided in a very long time – and kept the secret existence of Rimija safe as well. The terraced fields east of the town proper are annually sown with rice, flax, sugar cane, cotton, hemp, legumes, and various vegetable crops – and these are located near the herd corrals for the local livestock, which the commoners operate on a communal basis for their collective herd animals.

The town is located along a river which is one fork from the same feeding river which serves the second fork, leading to the temple complex to the north of Rimija, and rests on the shore of its own lake. The river winds along a jagged series of canyons, emptying at the ocean, and its appearance at every angle from the open seas is deceptively one of a solid land mass – yet there is an entire valley and community inside/behind it. Large carp and wild fish live in the lake and river, and along with decent fishing productivity both inland and the occasional catch from the nearby open seas, the town also boasts its own lake oyster farm, where pearl farming is the crown jewel of the market. Along with the occasional successful whaling venture (for meat, oil, and ambergris) and simple unrefined goods, the Rimijan locals also have skilled weavers, and produce the cotton, flax, and hemp into canvas and rope, as well as clothing – all of these are then usually used or sold through the Temple of Amaditi-teratsu‘s own trade activities with a somewhat bustling dock market, with the profits returned by the temple clergy to Rimija’s council (and citizenry) along with their periodic visits to care for the people’s needs. At the beginning of the adventure, the PCs are returning from a trip where they were guarding some of these traveling clergy/monks, on such a trip (just after their return trip to the temple complex). When the first portion of the adventure begins, the town of Rimija has just been paid for its goods and services, the temple membership returned safely to the monastery, and the PCs (who did their job, and will get fed, sheltered and clothed for 1-2 weeks) are on their way back to Rimija (home; if any PCs live at the temple complex instead of Rimija, it is assumed they are returning to get paid and fed).

The protection and safety of the town is the duty of the Major Captain, a Tien male with a gruff and discerning nature, who values order and honor above all else. He agrees to uphold the order of the council and its people, to serve the community as its defense strategist and primary warrior, and to teach, organize, and lead the guardsmen of Rimija (a primarily volunteer position filled by commoners or locals with combat experience or basic training by the Major Captain himself). The current Major Captain has been in the position for over 30 years, and no volunteer or trained local except a handful of veteran militia members have been trained by anyone but him. While he is not the most compassionate and open-minded sort, he is honorable, dutiful, and upholds the common good, as well as the law of his people – whatever form that may be. As a trained inquisitor of the temple (worships the air goddess Amaditi-teratsu), he is also educated on many things most other locals and simple combatants are not, and is considered an extension of the clergy membership of the temple.

The council is made up of a group of elders and elected members which can differ in number through the years, but which currently stands at nine members (seven elders and two elected non-elders), five of which occupy the most important seats, the Advisors. These are listed in the town’s description, as each Advisor is a specialist, advocate, and organizer for a specific function of the community. Lead Advisor of Farming deals with all issues related to farming, field production, fishing, pearl farming, and herd/flock animals. Lead Advisor of Commerce deals with all forms of trade, barter, services, and goods dealt with – primarily through the trading medium of the temple’s dockside markets, and this advisor has a very close working relationship with all lead members of the temple complex. Lead Advisor of Relations performs a similar role, but primarily deals with all non-trade issues, and this includes any other groups, individuals, or trading partners the town of Rimija deals with (trade or otherwise) outside of the temple complex to the north. Lead Advisor of the People deals primarily with the personal needs of the people of Rimija, much like an advocate for healing or counseling services, or working with other parties to meet the common needs of all people in the community. Lead Advisor of Lore is in charge of researching history, magic, wildlife, and any notable information about the town’s activities or residents, keeping records and documents, advising the council on major decisions (voice of historical and moral conscience), providing access to spellcasting and magical items as requested by the council, and dictating the content and direction of the town’s local schooling for youngsters.

LAW & Legal Codes
Aside from the typical laws against murder, thievery, and acting/conspiring against the common good, there are also extensive laws surrounding piracy (land- and sea-based), land usage, and the following:

  • Walking Border & Structure Heights: Rimija’s only defense against pirates and other dangers from the across the seas is its secrecy and isolation, due to the landscape and the appearance of no signs of civilization within sight of the coastline. Because of this, a strict walking border surrounding the town’s exterior edges is maintained at all times, so that no member of the town is visible from the coastline – trespassing outside of this border is punishable by large fines (30 to 500 gp), and possibly also being tried for acting against the common good. The border is marked every 90-100 feet by brightly-colored ribbons which are tied to nearby trees, and attached to small, specially-crafted bells which ring with a muted tone which can be heard very well up close, but not far away, and which do so in even the slightest of breezes, making any walking civilian aware that they are approaching this border.
    Similarly, architecture heights must be limited, so that they are not visible – and in order to erect any structure higher than 30 feet must be proposed to, and permitted by, the town council, and a topography specialist may be needed to inspect the location, since Rimija is located in a very hilly region with sudden and dramatic changes in elevation. Similarly, the flying of kites is not permitted in the town, except on special holidays (approx. 2-3 days a year) – and even then, an alerted guard tower can call the kites down, and they may cut anyone’s kite lines at this time, in order to immediately stop them from being flown, with no liability due to damage.
  • Smoke Laws: Burning materials without the use of smoke-clearing devices is absolutely not permitted, for the same reasons as the above laws regarding the town’s secrecy and safety. Every home in Rimija with a fireplace is fitted with a special chimney which is then covered with a smoke-clearing device made from more than a dozen of layers of a special aerable cloth which traps much of the smoke and soot, which is contained in a cylindrical housing of cloth and dense parchment. These devices are required in every single home, and when they become dirty enough to bring smoke into the home, they must be replaced – usually about every 6 months – and mobile versions of this device which can be set over an open fire on stilts also exists; an entire segment of the community spends their time doing nothing but making the materials required for these simple devices, using hemp, flax, parchment, and other fibers harvested from local materials. A smoke clearing filter for a small home is 10 sp, and larger versions exist for larger homes (15-30 sp); portable smoke clearing filters are 15 gp each, and work well for around five normal campfires before they are burned or clogged.
  • Trespassing Upon Guard Structures: The town has several structures for the specific purpose of watching for incoming trespassers, raids, or other enemies of the commonfolk, each of which includes a watch tower which is visible over most of the town – used to hang different banners signalling the rest of the guard towers and the town, and including a gong in the case of sudden emergencies or raids – and a small residence-like structure where town guards stay for extended periods. For any person who is not a member of the guards of Rimija who trespasses upon this property is heavily fined (50 to 1,000 gp), and may lose their citizen status, and the right to enter the town. Harming any person who resides in the structure, or any guard of the town of Rimija is punishable by heavy fines (as above), disfigurement, or death.
  • Communal Land Rights & Citizenship: The citizens of Rimija hold communal land rights over the town’s local assets, sharing many of the same spaces and resources in order to minimize their impact on the environment and possible detection by outsiders. A “citizen” is any able-bodied, able-minded adult who chooses to call Rimija home (often interviewed by a council member at the temple before allowing them to come to the town with them for a final interview with the rest of the high council, who pays an annual tax of 5 to 15 gp, depending on the location of their home, and their income from services/trade goods. An example of this is the use of the fields and the farming spaces, which all citizens have access to for their animals and a small private garden space – all citizens receive a portion of all harvested goods from the communal fields, and surplus goods are sold through the temple.
  • Magic, Summoned Creatures, & Dark Pacts (Necromancy/Witchery): Magic is looked upon with some suspicion, due to superstitious beliefs about bad luck and the evil eye, with summoned creatures and ‘Dark Pacts’ (often referring to necromancy magic and witchery) often being the most suspect. Anyone who practices any form of magic must register their talents with the local guards, which is able to be viewed at any time by any council member, and which may be included in any court cases brought against a spellcaster. Channeling negative energy is illegal (and any cleric who registers as a non-healer is suspect), as are hexes, curses, and death effects. Magic users are not common, but some exist in the town, with most of them using magic humbly, and often for the betterment of themselves or others – and every instance of ‘illegal’ magic use (which can change with each instance or circumstances) is treated on an individual basis, with many of the most historical cases in Rimija and abroad being referenced in any case against such a person.

Sites of Interest

  1. Hermit’s Cove: A small band of outcasts and self-imposed exiles lives here, along the forest trail and the western docks.
  2. Guard’s Hall: This complex is a well-fortified militia training facility, guard’s hall, temporary barracks, and the town’s main jailhouse.
  3. Rimija Town Hall: The town hall and council chambers for Rimija’s ruling board also features a small jail, public forum, and the main hall doubles as a courtroom.
  4. South Guard Post: Aside from the Guard’s Hall, this is the second-most-fortified structure in town, and more heavily fortified and defended than any of the other Guard Posts along the forest trail, but constructed in a very similar layout. Unlike one of the standard guard posts described below, this structure has reinforced masonry instead of wood, and several siege engines such as catapults and ballistas, to protect against potential raids against the town from the coastline; while these weapons are rarely used, they kept in good condition through regular maintenance and upkeep by militia members.
  5. Forest Trail Guard Posts: These outposts are placed occasionally along the forest trail which mostly surrounds the town’s outlying boundaries. It includes a fenced yard for training and riding, a stable for horses, two floors including a simple temporary barracks and small set of jail cells, and a signal tower on top which is used to signal the other towers and the town’s guards in case of any emergency, such as a raid by pirates or other enemies of Rimija’s peacefulness.
  6. North Market: The market on this side of town usually has more expensive and exotic goods, including minor magic items and alchemical gear.
  7. Fishery Market: This market deals in all things related to fishing, pearl farming, and other coastal and underwater goods/services. Nearby, the home and shop of Nama, a prominent adept-expert, whose expertise may lend credence to a water-side PC day-job (Profession, or contact). These structures have reinforced wooden walls and doors, a small attached barn and stable, and two floors, in addition to their banner-tower, which is used to signal the rest of the town guard, by means of the other towers, and at least one of these guard posts is visible from anywhere in the town. Using differently-colored banners and specific signals to alert the rest of the town militia silently, as well as horns to alert of an impending surprise attack on the town, are stationed at each of these posts, and one is placed along the trails into town, as well as along the outer path on the south and eastern sides of town, encircling the town at its safest perimeter for the tall buildings. They have a fenced yard approximately 140 square foot for all manner of training and riding practice needs, and each one sits adjacent to a forest path.
  8. South Market: While this market’s goods and services are generally less expensive and exotic than the north market, the traders are generally more pleasant and easy to deal with, and pay extra attention to the daily activity of the market, including newcomers and unfamiliar faces.
  9. Slaughter: This communally-owned facility is the slaughterhouse and local butchery.
  10. Town Stable: This communally-owned animal stable holds the livestock of the town’s citizenry.
  11. Field Surplus: This communally-owned facility stores surplus agricultural goods, and the field utilities stored in a simple pole-barn.
  12. Town Schoolhouse: This schoolhouse includes its own playground and sports fields, and is staffed by two teachers each for elementary grades, secondary grades, and collegiate-grade studies, a principal who leads the organizing committee on education, and doubles as school counselor and adjudicator of all school-related concerns.
  13. Garden District: A small area of town designated for a community garden, statuary, and relaxation park, including a private sanctum fro druids/rangers, with its exterior fences glamered to appear as dense foliage from inside the enclosure.
  14. Amphitheater: This public hillside amphitheater is designed to keep loud sound directed away from the coastline.
  15. Pantheon Temple: This public religious complex houses over a dozen small, private shrines to non-evil deities, and one public hall with an altar of Amaditi-teratsu. 1-3 clergy and monks reside here, and can sell religious items and gear to PCs, as well as minor items, such as a wand of cure light wounds, which the clergy can offer at full price, or per-charge pricing on the wand (if the threat of the crime ring in Rimija during the level-1 adventure is impending, they may offer a discount on these goods to PCs who openly claim to intend to use the goods to take down the criminals).
  16. Noble’s Cemetary: Most nobles who are not cremated are buried here, inside the town’s center.
  17. North Cemetary: Most commoners who are not cremated are buried here, located outside of the forest trail, but still inside the town’s outer borders.
  18. Stone Entrance: Located in the creviced space between the terraced fields and the animal pastures, this site, also called the “Old Miller’s Well,” features a tiny waterfall which pours out from a stone entranceway. The masonry doorway is completely collapsed just inside the tunnel entrance, and allows only water out, which is used to supplement the field’s irrigation. It would take several weeks of hard labor by a large crew to excavate the site, and definitely could not be taken up during the level-1 portion of the adventure—PCs interested in learning more about the site will need to return to it after coming back from their travels around 7th level, and more details about the site will be revealed during that portion.
  19. Sewage Outlet: The town’s intricate, masterfully crafted sewage system was state-of-the-art nearly six decades ago when it was built, and when supplemented with magical cleaning, it still does a great job of giving these isolated townsfolk decent sewage maintenance. The town’s entire sewer system drains at the Sewery, where the water is filtered crudely into the outgoing river water. This represents one of several access points to the sewer system needed to find the crime ring’s underground base of operations.
  20. Explorer’s Guild Hall: Explorer’s Guild Hall, library of chronicles, and lodge (Lantern Lodge of the Pathfinder Society). The PCs likely found the job listing for protecting the temple membership at the public bulletins here, by default, unless they specify otherwise. PCs may or may not be a member of the society lodge.
  21. Naransu’s Golden Forge: Naransu-si Thxong Pluhm (“Naransu’s Golden Forge” in Minatan), the classiest inn in Rimija. Their favored menu items include oyster soup (2 sp), sausages (1 sp), and ginger-salmon pie (5 sp). They offer cobbling (2% of the cost of clothing), private rooms with superior locks (8 gp/night), and optional chest hires with superior locks (15 sp/night). The walls of the tavern are adorned with numerous banners and weapons of the region.
  22. Forest Spirit: Pah Winyan (“Forest Spirit” in Minatan), a middle-class tavern and stable. Self-service stabling (1 sp/night), and stabling with part livery (grooming. feeding; 2 sp/night) is offered through the attached stables. Their favored menu items are Ming-San’s pudding (1 sp), turbot with truffles (2 gp, seasonal), and roasted skunk (5 sp). They offer loaned mirrors (1 sp/night), and fire in room (5 cp), for their unlocked shared rooms (5 sp/night) and private rooms (1 gp/night). A large mural of mountains and oceanside adorns the tavern walls.
  23. Hamen’s Dry Docks: Hamen-si Heung Thareaux (“Hamen’s Dry Docks” in Minatan), a middle-class tavern and smith. Any items of leather or metal are offered from the smith’s attached shop. Their favored menu items are spiced goat pie (2 sp), trout (3 sp), lamb cutlets (3 sp), and smoked herring (3 sp). They offer sleeping space on the tavern’s common room floor (near the fire – 5 cp/night, away from the fire – 1 cp/night), private rooms with average locks (2 gp/night), and meals in rooms (1 sp/night). Their tavern space is always full of cats, some of which nuzzle against sleeping patrons, or play nighttime games, keeping them awake.
  24. The Shackles: Hxwong (“The Shackles” in Minatan), a low-class tavern and brothel. Their favored items (aside from their women and men) are an ‘Eros Broth’ – a clear soup of boiled local plants, which serves as a mild aphrodisiac (1 sp), hashed mutton (1 sp), and roast fowl once a month (6 sp). They offer private rooms for meetings (5 sp+/hour), common rooms (2 sp/night), washstands with cold water (3 cp/night), and of course – companionship (1 gp+/night).
  25. Happy Cap: Mook Mi Quan Sui (“Happy Cap” in Minatan), a low-class tavern. Their favored menu items are squirrel pie (5 sp), mutton pudding (1 sp), and leg of mutton (4 sp). They offer common rooms (2 sp/night), and shared rooms (5 sp/night), and optional chest hire with very simple locks (2 sp/night). A large carved symbol of Abadar is displayed on the tavern wall.
  26. The Grungy Carbuncle: Poi-si-daeng Sk-Prui (“The Grungy Carbuncle” in Minatan), a low-class tavern. Their favored menu items are leg of mutton (4 sp), whole fresh crab (3 sp), and boiled salmon (3 sp). They offer private rooms without locks by the hour (1 sp/hour, or 1 gp/night), and shared rooms (5 sp/night).
  27. Miss Nyauto’s House: This old woman’s house is a common residence, and her personality is anything but common. See Miss Nyauto for more.

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