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  Suggestions for improvements to Farshore's defense and economy:


Farshore's militia isn't enough to defend against a large-scale attack; without help from the Tabaxi islanders who dwell in the nearby seven villages, things look grim indeed. Lavinia needs you to travel with haste to the village of Tanaroa (the largest of the seven) and do whatever it takes to gain their support.
 
In addition, there are other, stranger tribes of humanoids dwelling in the island's interior, tribes whose aid would doubtless further shore up Farshore. The phanaton's are one such tribe. Local legends also tell of a race of cat-like humanoids called 'rakastas'. The locals believe the last of these have died out, but they were reknowned for their mastery of weaponcraft. Perhaps the ruins of their civilization may still hide hidden caches of weaponry.
 
Many supplies were damaged in the recent attack - supplies that could be replaced by the cargo remaining in the Sea Wyvern. For that matter, if the Sea Wyvern herself could be repaired, she could give Farshore a huge advantage in defending against pirates.
 
The Isle of Dread itself has resources that could prove helpful. A large tar pit could supply the colony with tar to shore up defenses and repair damaged ships and buildings, but only if access to the tar pits can be made safe.
 
The entrance to Farshore harbour is a natural bottleneck that serves well to protect the colony from attacks from the sea, yet there is certainly more that can be done to shore up these defenses.
 
A 5-meter high wooden palisade surrounds the landward approach into Farshore. While functional, the fortification was built by colonists who didn't have an experienced engineer to lead them, and improvements could be made.
 
In all, four watchtowers stand on the Farshore palisade, two over each of the gates into town. Currently, each tower is manned by a single guard. Improvements to the watch system may be possible.
 
The road leading west from Farshore is used most often by labourors who work in one of several tiny gemstone mines further inland on the isle of Temute. The mines produce a steady outflow of gems, but they aren't very efficient.
 
Farshore's cemetery is tended by Chaplain Vesserin Catherley, and is surrounded by a partially completed low stone wall. The colony has held its own over the past three years, and as a result the cemetery has only two dozen graves so far. Although Farshore hasn't many problems with undead, there are no clerics capable of turning the cemetery into hallowed ground. This could increase the community's morale and free up the acolytes to focus on other more productive services.
 
The road leading south from Farshore is used most often by hunters and farmers of the outlying regions. Temute is far enough from the mainland that dangerous predators don't overrun its wilds, yet the island is far from safe. Hunters have long reported presences in a swampy jungle on the far side of the isle, where many valuable hardwood trees can be found.
 
Farshore's militia consists of a mere 18 guards who take three main shifts. Militia Captain Ulvar Kabbanja isn't a very charismatic man and hasn't done very good at recruiting. With the arrival of the Blue Nixie, Jade Raven Tolin Kentai joined the militia and has sparked a renewed interest in the other citizens of Farshore, but if the militia is to become an actual fighting force, they'll need more help recruiting.
 
With the approaching mayoral election, Avner Merevanchi has been out on the streets gathering votes for his uncle Lord Manthalay Merevanchi. Lavinia could really use someone spreading the word about her own candidacy to counteract this publicity blitz.
 
The clayworks produce clay tiles, earthenware crockery, adobe bricks, and even crude glass. There is a never-ending demand for these construction goods, and efficiency improvements could really help out.
 
Bucklebar Woodworks and Smithy is home to Maegar Bucklebar and his staff of carpenters and smiths. Maegar is a treasure seeker at heart, and often talks about 'that one big strike' on the islands that could make him rich. He could probably use some help focusing on efficiency improvements in the smithy and woodworks.
 
Terrik Arrelion is the colony's hunt master and doubles as chief furrier and leatherworker. There are countless sources of exotic leather and fur on the Isle of Dread, but many of them are too dangerous to harvest. If the party could recover some exotic hides without too much damage, these could help to increase Farshore's wealth and trading stock.
 
Jerran Emrikaud runs the Farshore Hall of Records, and fancies himself a bit of an explorer. He's learned about a local legend of a mysterious eighth Tabaxi village said once to have been located on the island of Temute (which means 'the abandoned place' in Tabaxi). As the legend goes, the Kawibusas had a marked taste for warfare, daring, and exploration. One day Tabaxi visitors to the Kawibusa village found it empty, save for an ominous ape idol. The idol was buried, hoping to end its curse, and the Tabaxi never returned. Since then, the story of the eighth tribe has become a popular tale among the Tabaxi. Jerran very much wants to find the site of this lost village and strange idol, though the site has proven difficult to locate since it has been reclaimed by jungle.
 
The apothecary's infirmary serves as a sickhouse, since Farshore's one priest can't be counted on to deal with every illness. Telda Syren is a skilled herbalist, but her recent arguments with Lord Manthalay Merevanchi over dealings with the Tabaxi have distracted her. Increasing the efficiency of the infirmary and making preparations for the fighting sure to come could really help.
 
Until recently, Telda also maintained the Farshore greenhouse full of herbs, spices, and other plants. With the arrival of the Blue Nixie, Kaskus Kiel has more or less taken over. Increasing the greenhouse's collection could really pay off once trade routes are established.
 
Professor Aldwattle runs a rather cluttered and disorganized alchemical lab, but his creations are extremely useful to the rest of the colony. Helping him to increase the output of his laboratory could help in the colony's defense as well as increase its economic power.
 
Although several small farms support Farshore from beyond its walls, the two closest farms are most important for maintaining food supplies. The crops brought to the isle by the colonists struggle in the tropical weather. Helping the farmers discover better ways of tending their crops would make the colony much more self-sufficient.