The Glass Island

The Glass Island
CN Village
Corruption +5; Crime +5; Economy -4; Law -5; Lore +0; Society -4
Qualities insular, the island is a shithole.
Danger +0
DEMOGRAPHICS
Government anarchy
Population ~75
Notable NPCs
Bogbrew (CN male human druid 5)
Kupra (CG female human transmuter 4)
MARKETPLACE (n/a)
Base Value 200 gp; Purchase Limit 1,000 gp; Spellcasting 4th
Minor Items 1d6; Medium Items -; Major Items -
Buildings/Structures/Signs of Life
* The ruined fort is 100 by 100ft, and three stories tall. Inside is mostly ruined, but there's enough shelter for 100 people under the ruined roof. Smells like dragon.
* Outside the ruined castle are 15 small stone cottages.
* The water where the dock was is covered by sandbags to stop any erosion caused by the treasure being removed and the preceding fight.
* There is an illusionary ballista on top of the ruined fort and a couple of illusionary catapults in strategic visible places.  Without Erika around to manipulate them they are completely static, but it looks impressive from a distance in a weird way.
* The dock has been partially restored for use by Captain Fie of the Aquaholic (Mirrax Marines). Fie is using the island to store supplies and to give her men shore leave when the weather is too poor for sailing. In return she is ferrying Bogbrew the supplies the colonists need. First Mate Hendrix Hendrixson has worked with the colonists to accurately map the island and reefs. A sailing ship is often docked here. It's name 'the glass queen' has been painted overly poorly and 'the demon arm' has been painted in messy writing next to it.
Terrain/Hazards
* The island is mostly glass with burnt tree trunks sticking up like spikes
* In some places, the island has begun to erode under the glass. The forest people are working to minimise this, but there are somple places where it's easy to fall through the glass and into a pit of wet earth and sand, rather like quicksand. The forest people are not great at spotting these, and there have been some close calls. These places have now been marked with bits of brightly coloured cloth, which are gradually replaced with glowing pink lights as Erika gets time to leave permanent images there.
* Seeds of food crops have been planted wherever the soil is pliable enough and Bogbrew has cast plant growth on them.
* Some of the trees have survived the dragonfire, when spring comes the fey may coax them back to health.
* Walls have been built to create dams in some of the places where water is funnelled down the weird glass terrain - you probably wouldn't want to drink this yet as there's tiny bits of glass floating around it it and the people rely on rainwater and Bogbrew's create water spells, but you can water plants with it. It's hoped eventually these will provide a permanent source of freshwater on the island.
Witchlights
Witchlights are a kind of floral fey, whose wings release pollen. If this pollen fertilises a flower, a new witchlight grows instead of a fruit. They have Int 3 and access to some illusion cantrips as spell-like abilities. They’re the size of a large housefly and constantly emit a pleasant glow. This glow, coupled with their habit of dying on cold days means witchlights are treated like a disposable pet.
Other People:
Kupra: Rescued from Rappan Athuk (from the hands of the deranged wizard Banth), Kupra has somewhat resumed her life as a researcher. She studies the natural world, looking to enchance her magic. She is particularly interested in creatures that change their form, such as butterflies. Kupra is in her late twenties, with greasy brown eyes and a timid expression. She retains a fear of indoors, and sleeps under the open sky. She gets on well with the other people of the island, and pulls her weight.