Dark mode

Welcome To My World!

Character Information Table

Character Race Type Class or Position
Morgath Half Frost Giant Hero Leader and Barbarian of the Twisted Fang
Thragar Orc Hero Paladin of the Twisted Fang
Elowen Elf Hero Druid of the Twisted Fang
Kaelithor Elf Hero Ranger of the Twisted Fang
Vestra Shade Hero Necromancer of the Twisted Fang
Nimblefoot ‘Nim’ Underburrow Gnome Hero Rogue of the Twisted Fang
Kara Human Friend Forge Master
Elara Human Friend Kara’s Adopted Daughter
Ragnorok Dire Wolf Friend Morgath’s Dire Wolf
Enra Human NPC Guild Receptionist for the Adventurers Guild/Town Hall
Harold Human NPC Guild Leader of the Hunters Guild
Matilda Human NPC Guild Leader of the Merchants Guild
Elder Rowan Human NPC Town Elder
Galen Human NPC Adventurer Mentor
Greta Human NPC Baker
Rudolf Human NPC Carpenters Guild Leader
Maris Human NPC Hunter Apprentice (Hunters Guild)
Bran Human NPC Field Repair Apprentice (Hunters Guild)
Fallon Human NPC Organizer & Cleaner (Hunters Guild)
Lira Human NPC Merchant Apprentice (Merchants Guild)
Elara Human NPC Apprentice (Kara’s Forge)
Tomas Human NPC Blacksmith Apprentice (Kara’s Forge)
Olan Human NPC Artistic Blacksmith Apprentice (Kara’s Forge)
Sari Human NPC Healing Apprentice (Elder Rowan)
Mira Human NPC Organizing & Assistance Apprentice (Elder Rowan)
Joran Human NPC Carpenter Apprentice (Carpenters Guild)
Kira Human NPC Baking Apprentice (Greta the Baker)
Niko Human NPC Adventurer Apprentice (Galen)

The Twisted Fang


Morgath

*This is a picture of Ragnorock, Kara and Morgath

Morgath is a savage and fearsome leader. He is driven by vengeance after his tribe and family were destroyed by an orc warlord. During the final confrontation with the warlord, Morgath brutally killed him, but not before the orc killed his wife and child. This rage fuels his relentless pursuit of power and protection over those he loves. The Twisted Fang follows him not only for his strength but because he has saved each of them from their haunted pasts.

Special Trait: Morgath is blessed by the gods with secrets that not even he knows. He is a powerful, nearly unbreakable front-line warrior.

Morgath found all the members of the Twisted Fang haunted by tragic pasts and accepted them without judgment. The group chose him as their leader because of his acceptance of them and his ability to unify them under one banner.

Kaelithor

Kaelithor is the twin brother of Elowen. After his resurrection, he vowed to stay by her side and protect her. He is a master tracker and skilled with a bow. His connection to the forest remains strong, though it is tainted by the memories of the tragedy that destroyed their homeland.

Special Trait: Kaelithor excels in ranged combat, using his keen senses to track enemies and execute deadly attacks.

Morgath saved both Kaelithor and Elowen, and Kaelithor follows him out of respect for his ability to unify them.

Elowen

Elowen once believed she was protecting the forest, but a demon disguised as the forest’s protector deceived her. She performed forbidden magic using rare herbs collected by her brother, Kaelithor, which unleashed a deadly plague that destroyed the forest. To stop the plague, she killed her brother. The villagers sacrificed themselves to resurrect him, believing the twins, born under a full moon, were children of prophecy. Now, she seeks redemption by protecting her new family, the Twisted Fang, and restoring balance.

Special Trait: Elowen is a master of druidic magic, using both support and battlefield control abilities to guide the group.

Elowen was saved by Morgath after the loss of her family and forest. She follows him with loyalty and aims to never fail her new family.

Thragar

Thragar once worshipped the orc god of battle, but when he refused to kill innocents, the god betrayed him. Thragar attempted to help the innocents escape but was caught. He was forced to kill those he tried to save or watch his family be tortured. This led him into a spiral of despair, where he was enslaved by his own people. After escaping, he encountered Morgath, who helped him find new purpose.

Special Trait: As a paladin of vengeance, Thragar seeks justice and redemption, using his divine powers to smite enemies.

Morgath saved Thragar from his torment, offering him a new path as a protector of the weak.

Vestra

Vestra was once an elf who was kidnapped by a short-lived species that sought to unlock the secret of her long lifespan. After years of torture and experimentation, she was killed, but the experiments transformed her into a shade. In a fit of rage, she reanimated her captors, repeatedly killing them until consumed by grief. She entered the Shadowfell to master her powers, returning to the mortal realm without purpose until Morgath accepted her.

Special Trait: Vestra can control vast numbers of undead, making her a formidable force in battles.

Morgath found her lost in the world, and his acceptance gave her direction. She now uses her powers to support the Twisted Fang.

Nim

Nimblefoot ‘Nim’ Underburrow was once under the control of a powerful crime lord, who used her family as leverage to force her into a life of thievery. Every time she tried to escape, the crime lord tortured her family in front of her. After her family was killed, she attempted to take her own life in a bombing but was saved by the Twisted Fang. Now, she uses her skills to protect the group and takes pleasure in silently eliminating their enemies.

Special Trait: As an assassin, Nim strikes quickly and quietly, dealing critical damage to her enemies.

Bond: Morgath saved her from her darkest moment, and she is devoted to him for giving her a second chance at life.

The Kara Connection

The Forge Master

Kara, the Forge Master, is a strong, independent woman in her early thirties, with long, braided red hair and piercing emerald green eyes that shimmer with intensity. Years of working at the forge have shaped her into a muscular and skilled blacksmith, known throughout the region for her legendary craftsmanship. Her forge is not only renowned for producing high-quality weapons and armor but also serves as a hub for many adventurers and townsfolk who trust her implicitly. Kara’s work is not just her profession—it’s her passion. She approaches every project, whether it’s a simple tool or a masterfully crafted weapon, with a fiery dedication that mirrors the flames of her forge. Kara is deeply, profoundly in love with Morgath. Her affection for him goes beyond admiration—it’s a fierce and unwavering love that she holds close to her heart, guarding it like one of her most precious treasures. Though she hides this depth of feeling behind a flirtatious demeanor, it’s a veil she wears only for him, teasing him lightly in a way that no one else ever experiences. Her flirtations are subtle, warm, and always infused with a tenderness she can’t completely conceal. Beneath her playful words lies an intensity she dares not reveal fully, fearing it might change their bond or disrupt the group. Yet, her love for him is undeniable, present in every piece of armor she crafts and every glance she steals when he’s not looking. Kara’s heart belongs to Morgath entirely, and she continues to nurture that love quietly, hoping that one day he might notice the sincerity hidden behind her flirtatious smiles and see her as more than a friend.

Her Connection to the Twisted Fang

Kara has a deep bond with each member of the Twisted Fang. As their trusted blacksmith, she has personally forged, repaired, and improved many of their weapons and armor. Beyond the professional relationship, Kara is a close friend to each of them, sharing moments of camaraderie and bonding that go beyond the anvil and the adventurers’ gear. She has seen them grow from a ragtag band of adventurers into a formidable and respected group. Each member of the Twisted Fang sees Kara as more than just a blacksmith. To them, she is a confidante and a steady presence—a person they turn to when they need reassurance or grounding after the chaos of battle. Elowen often seeks her wisdom, discussing how the natural world and crafted weapons can coexist. Thragar respects her strength and discipline, feeling a kinship in their shared sense of honor. Nim enjoys playful banter with Kara, seeing her as someone who helps her find strength in her small stature. Kaelithor values her pragmatic advice, and Vestra silently respects her discipline, seeing a reflection of herself in Kara’s unwavering focus.

Her Inner Struggle

Kara’s feelings are amplified by her interactions with Elara, the orphan she recently adopted. Elara looks up to Morgath as a father figure, and this bond only strengthens Kara’s emotions. Watching Morgath interact with the child, showing a softer side that few others ever see, makes Kara feel as though they are already a family in some sense. The way Elara sees Morgath as the father she never had resonates deeply with Kara’s own unspoken desire to share her life with him.

Kara is fiercely independent and not the type to rely on others, but when it comes to Morgath, she finds herself wishing for something more—something she’s afraid to admit even to herself. There’s an undercurrent of tension every time they are alone, and Kara waits for the right moment to reveal her heart. She has confided in Elara, who has noticed the way Kara looks at Morgath, and who secretly hopes to push Kara toward revealing her feelings when the time is right. Kara will not express her feelings until great peril befalls Morgath, then she will tell him how she feels!

Despite this, Kara continues to wait, unsure of how Morgath truly feels. She has convinced herself that he sees her only as a friend and ally, but deep down, she hopes that he might feel the same way. Kara believes that once the current storm of battles and missions passes, there might be a moment when she can finally tell him how she feels—perhaps even by the fire of the forge where their connection first began.

For now, she remains a steadfast supporter of the Twisted Fang, keeping her emotions in check, waiting for the right moment when she can finally reveal the depth of her love for Morgath.

Missions

Orc Stronghold Quest

Mission Overview

  • Objective: The Twisted Fang was tasked with assaulting an orc stronghold that had been terrorizing nearby villages. The orcs were well-defended, but the Twisted Fang devised a strategic approach to dismantle them.
  • Location: A large orc encampment fortified deep in the mountains.
  • Preparation: The group spent several days scouting the orcs, identifying weaknesses in their patrols and routines. They observed that the orcs were feasting regularly, making it an ideal opportunity for poisoning.

Execution of the Plan

  1. Nim snuck into the camp, successfully poisoning the orcs’ ale, ensuring that when the Twisted Fang attacked, the orcs would be weakened. She rolled high on her stealth checks, avoiding detection and setting the plan in motion.
  2. Morgath led the attack, using the distraction of the poisoned orcs to launch a frontal assault while Kaelithor and Nim flanked the camp from the rear, eliminating key sentries.
  3. Elowen and Vestra used their magic to control the battlefield, with Elowen casting spells to entangle and slow down the orcs, while Vestra reanimated fallen enemies to use against their own comrades.
  4. The 30 undead orcs that Vestra controlled were instrumental in overwhelming the orc defenses. They acted as both shock troops and decoys, drawing attention away from the Twisted Fang’s tactical strikes.

Final Confrontation

  • Morgath personally faced off against the Orc Warlord who had betrayed Thragar. In a brutal one-on-one battle, Morgath’s strength and fury were too much for the warlord, who was ultimately captured rather than killed. Morgath knew the warlord had valuable information about other strongholds in the region.

Outcome

  • The orc stronghold was destroyed, and the Twisted Fang looted the camp. They found:
    • Weapons and armor that were later sold to Kara, the Forge Master.
    • Gems and precious metals that Nim negotiated to sell at the Merchants Guild.
    • Livestock and trade goods, which were donated to local villages to improve their relations with the Twisted Fang.

Dire Wolf Encounter

Initial Setup

  • Location: Western fields outside the woods, where dire wolves had been attacking livestock.
  • Bait: 5 purchased chickens were used to lure in the dire wolves.
  • Undead Positioning: 30 undead orcs were stationed outside the trap to encircle the wolves once they approached.

Dire Wolf Arrival

  • Elowen identified 10 dire wolves approaching the trap.
  • Vestra signaled the undead to encircle the wolves as they took the bait.

Initial Attack (Focus on the Alpha)

  • Morgath led the attack by focusing on the alpha wolf, calling for the party to do the same.
  • The undead were commanded to attack the other wolves while the members of the Twisted Fang attacked the alpha.
  • Kaelithor targeted the alpha with ranged attacks, while Nim attempted a stealthy approach.

Twisted Fang Attack Rolls

  • Morgath rolled well, delivering a solid blow to the alpha.
  • Nim and Kaelithor both scored effective hits on the wolves.
  • The 30 undead orcs rolled for their attacks on the remaining wolves, hitting them with moderate success but not enough to kill the entire pack.

Healing and Continued Attack

  • The wolves retaliated, wounding some members of the party.
  • Elowen began casting healing spells on the severely injured party members, using d6 rolls to determine healing effectiveness. Any roll over 3 resulted in a full heal.

Capturing the Alpha

  • Once the alpha was weakened, Morgath gave the order to capture it alive.
  • The undead continued their assault on the remaining wolves while the party focused on subduing the alpha.
  • Elowen used her restraining spells to bind the alpha, successfully holding it in place.

Morgath’s Bond with the Alpha (Ragnarok)

  • Morgath attempted to forge a bond with the dire wolf alpha by touching its head and invoking the powers that had resurrected him.
  • He spoke to the wolf, telling stories of his past, including the loss of his wife and son, which deeply affected the Twisted Fang members. Each had a personal reaction to hearing this, showing emotions of sympathy, shock, and a deeper respect for Morgath.
  • The alpha wolf was named Ragnarok after the bond was successfully forged.

Healing Ragnarok

  • Elowen used a healing spell on Ragnarok, rolling a d6. Since the result was over 3, it resulted in a full heal for the dire wolf, solidifying the bond between Morgath and his new companion.

Butchering the Wolves

  • The remaining dire wolves were butchered and skinned:
  • Pelts: 2 excellent pelts, 5 common pelts, 3 poor pelts.
  • Meat: The total amount of dire wolf meat collected was 630 pounds, enough to feed the Twisted Fang for 15 days, with the rest available for sale.

Heading to the Outpost

  • The party mounted their horses, and Morgath rode Ragnarok as they traveled to the nearest outpost.
  • They brought with them:
  • 5 silver rings
  • 1 golden ring
  • A large sack of gemstones
  • 10 dire wolf pelts (2 excellent, 5 common, 3 poor)
  • 450 pounds of fresh dire wolf meat
  • 2 strong young horses in peak condition
  • Nim was tasked with negotiating the best price for these items.

Bandit Encounter

Scouting the Bandit Camp

  • After arriving at the bandits’ location, Nim and Kaelithor scouted ahead to assess the situation.
  • The camp had several sloppy sentries, with 15 bandits total.
  • The party planned to assassinate the sentries before launching a surprise attack.

Assassination and Distraction

  • Nim and Kaelithor assassinated the sentries, hiding their bodies as planned.
  • Morgath then sent in the 30 undead orcs as a loud distraction to draw the bandits’ attention.
  • The Twisted Fang moved in from behind, preparing for a surprise attack.

Battle with the Bandits

  • Morgath, Nim, and Ragnarok launched a surprise attack on the rear of the camp while the undead caused confusion in the front.
  • Attack rolls:
  • Morgath rolled well, delivering significant damage to the bandits.
  • Nim used stealth to her advantage, doubling her damage output by attacking with her daggers.
  • The undead orcs also rolled well, contributing to the chaos in the camp.

Intimidation and Fear

  • As the Twisted Fang cut through the bandits, Morgath attempted an intimidation check, rolling a 20.
  • His roar caused many of the remaining bandits to surrender out of fear, realizing they were outmatched.
  • Those who resisted were quickly finished off by the combined efforts of the party and the undead.

Bandit Leader Captured

  • The bandit leader was found hiding in his tent.
  • Nim approached from behind and held a dagger to his throat, keeping him alive for questioning and the potential bounty.
  • Morgath tied him up, leaving him at the back of the wagon for transport.

Looting the Camp

  • The Twisted Fang thoroughly searched the camp and looted the bodies of the 10 dead bandits, stripping them of armor, weapons, and supplies.
  • Full inventory collected:
  • Armor: Damaged leather armor, 3 chainmail sets (poor condition).
  • Weapons: Swords, bows, and shields.
  • Other: Money and miscellaneous goods looted from caravans.

Forest Corruption Encounter

Journey to the Corrupted Forest

  • After dealing with the bandits, Morgath, Elowen, and Nim traveled north/northeast to the site of the forest corruption.
  • The journey took 3 days, during which Morgath rode Ragnarok while the others rode their horses.

Encounter with Dark Creatures

  • The party encountered 6 dark creatures tethered to a corrupted tree, each with 45 HP.
  • Elowen used Faerie Fire to illuminate the creatures, making them easier targets.
  • The party began focusing on each creature one by one, starting with Dark Creature 1.

First Battle with Dark Creatures

  • Morgath rolled a 20, delivering a powerful blow to Dark Creature 1.
  • Nim rolled a 16, striking with her arrows.
  • Ragnarok critically hit with a 20, delivering the finishing blow.
  • Dark Creature 1 was defeated.

Ominous Chanting

  • As the battle progressed, the dark creatures began making strange noises, almost like chanting.
  • The chanting seemed to be part of a dark ritual to summon more corruption or cause greater harm.

Continued Attack on Dark Creatures

  • Dark Creature 2 was targeted next, with Morgath, Nim, and Ragnarok focusing their efforts.
  • Morgath rolled a 20, delivering another critical blow.
  • Nim and Ragnarok landed solid hits, finishing off Dark Creature 2.

Thunderwave and Shockwave from the Tree

  • The corrupted tree sent out a powerful shockwave, knocking everyone back.
  • The party rolled agility checks and, luckily, all members passed without being stunned.
  • Elowen then cast Thunderwave, damaging the remaining creatures significantly.

Final Push Against the Dark Creatures

  • Dark Creature 3 was finished off after the Thunderwave, and the party focused on Dark Creature 4, weakening it to 5 HP before Elowen delivered the final blow.
  • Dark Creature 5 and Dark Creature 6 were left standing, though weakened.

Discovery of the Ancient Stone Tablet

  • The creatures were defeated, and an ancient stone tablet—the source of the dark energy—was found.

Return to Town

  • After successfully cleansing the forest of dark creatures and discovering the ancient dark magic tablet, Morgath, Elowen, and Nim returned to the town.
  • They gathered to share their experiences and discuss the importance of the tablet, considering its potential dark implications.
  • The group decided to have Vestra examine the tablet for curses or any dark magic before proceeding with any plans to use or dispose of it.

Loot Collected

  • 35 gold pieces
  • Dark Essence Fragments (x3)
  • Ancient Dark Magic Tablet
  • Shadow Cloak
  • Reward: 4 gold (mission completion reward).

Mine Mission for Dwarven Bronze

Mission Objectives

  • Primary Goal: Collect high-quality copper and tin ore.
  • Secondary Goal: Scout the mines for additional resources and valuables.

Phase 1: Travel to the Mine

  • Duration: 5 days with a well-armed caravan.
  • Encountered various challenges, including ambushes from goblins and trolls, which allowed for battle experience and loot collection.

Phase 2: Mining Operations

  • Copper Vein Extraction: Discovered and mined a rich copper vein, yielding 100 lbs of pure copper.
  • Tin Vein Extraction: A high-quality tin vein was located and fully mined, yielding 63 lbs of tin.
  • Additional Resources: Found gems, enchanted items, and precious stones during mining, which were added to the group’s reserves.
  • Quality Control: Ensured that only pure quality copper and tin were selected for the Dwarven bronze alloy, maximizing weapon quality.

Phase 3: Return to Town

  • Transported ore and loot back to town with the wagon at full capacity.
  • No significant challenges were encountered on the return, allowing a smooth journey home.

Final Outcome

Resources Collected

  • Copper Ore: 100 lbs (pure)
  • Tin Ore: 63 lbs (pure)

Loot & Additional Items

  • Various items looted from defeated enemies, including weapons, enchanted trinkets, and rare gemstones.
  • Troll and boar hides for potential crafting and selling.

Preparation for Crafting

  • All collected ores were handed over to Forge Master Kara.
  • Payment of 26 gold was arranged for labor and tax to craft the Dwarven bronze weapons, to be completed in 7–10 days.

This mission not only secured the materials required for the Dwarven bronze but also enriched the Twisted Fang’s reserves with valuable resources. The success of this mission has set the stage for crafting powerful, enhanced gear to prepare for future challenges.

Mine Mission for Dwarven Bronze

Mission Objectives

  • Primary Goal: Collect high-quality copper and tin ore.
  • Secondary Goal: Scout the mines for additional resources and valuables.

Phase 1: Travel to the Mine

  • Duration: 5 days with a well-armed caravan.
  • Encountered various challenges, including ambushes from goblins and trolls, which allowed for battle experience and loot collection.

Phase 2: Mining Operations

  • Copper Vein Extraction: Discovered and mined a rich copper vein, yielding 100 lbs of pure copper.
  • Tin Vein Extraction: A high-quality tin vein was located and fully mined, yielding 63 lbs of tin.
  • Additional Resources: Found gems, enchanted items, and precious stones during mining, which were added to the group’s reserves.
  • Quality Control: Ensured that only pure quality copper and tin were selected for the Dwarven bronze alloy, maximizing weapon quality.

Phase 3: Return to Town

  • Transported ore and loot back to town with the wagon at full capacity.
  • No significant challenges were encountered on the return, allowing a smooth journey home.

Final Outcome

Resources Collected

  • Copper Ore: 100 lbs (pure)
  • Tin Ore: 63 lbs (pure)

Loot & Additional Items

  • Various items looted from defeated enemies, including weapons, enchanted trinkets, and rare gemstones.
  • Troll and boar hides for potential crafting and selling.

Preparation for Crafting

  • All collected ores were handed over to Forge Master Kara.
  • Payment of 26 gold was arranged for labor and tax to craft the Dwarven bronze weapons, to be completed in 7–10 days.

This mission not only secured the materials required for the Dwarven bronze but also enriched the Twisted Fang’s reserves with valuable resources. The success of this mission has set the stage for crafting powerful, enhanced gear to prepare for future challenges.

Kara’s Errands for Forge Materials

Mission Objectives

  • Primary Goal: Gather specific high-quality resources for Kara’s forge needs.

Materials Requested

  • Iron Ore: 10 lbs of high-quality ore, suitable for forging weapons.
  • Leather Hides: 5 good-quality hides, useful for armor and gear.
  • Special Herbs: 3 to 5 sprigs each of pine, fir, spruce, and walnut for enchantment enhancements.

Materials Collected

  • Iron Ore: 116 lbs (pure), 405 lbs (clouded), 58 lbs (low quality).
  • Leather Hides:
    • 4 troll hides (pure), 3 troll hides (clouded), 2 troll hides (poor).
    • 3 boar hides (pure), 2 boar hides (clouded).
  • Special Herbs: 5 sprigs each of pine, fir, spruce, and walnut.

Reward & Outcome

  • Total Reward: 49 gold, 5 silver.
  • Kara highly valued the purity of materials, especially iron and herbs, which would strengthen her enchantments.
  • The Twisted Fang solidified Kara’s trust and gained more influence within the town.

This mission allowed Kara to secure essential materials while reinforcing the bond between her and the Twisted Fang. It saved on forging costs and enriched Kara’s resource stock, enabling her to take on larger projects for the Twisted Fang and other clients in town.

Upgrading the Gates of Elbaf

Mission Objective

  • Fortify all town gates to enhance Elbaf’s defense against external threats, such as orc marauders, bandits, and dark forces.

Phase 1: Material Gathering and Preparation

  • Iron Ore: 600 lbs collected from local mines, transported by wagon.
  • Stone Blocks: 150 blocks (100 lbs each), sourced from a quarry north of Elbaf.
  • Wooden Planks: 200 planks obtained from logging in the southern forest.
  • Pitch and Resin: 300 lbs harvested from old pine trees for reinforcement.

Phase 2: Construction of Fortifications

  • Metal Spikes and Chains: 200 spikes, 50 feet of iron chains forged under Kara’s supervision.
  • Oil Cauldrons and Lanterns: 6 cauldrons, 30 lanterns produced at Kara’s forge.
  • Rope Supply: 500 units used for securing gates and pulley systems.

Phase 3: Installation of Defensive Measures and Patrol Routes

  • Fortifications Installed: Stone blocks positioned, metal reinforcements added, oil cauldrons placed.
  • Patrol Routes: Established with Harold’s Hunters Guild and town guards, with undead orcs assisting in surveillance.

Phase 4: Final Inspections and Readiness Drills

  • Quality Assurance: Inspections conducted by Elder Rowan and Kara.
  • Community Engagement: Town meeting held to inform residents about the new defenses.

Rewards and Outcome

  • Base Reward: 50 gold for each Twisted Fang member.
  • Performance Bonuses: 5 gold bonus if completed within a month, 3 gold bonus if fortifications were rated ‘Exceptional.’
  • Town Recognition: The Twisted Fang is now considered Trusted Allies in Elbaf.

The mission was a success, reinforcing Elbaf’s defenses and further strengthening the Twisted Fang’s reputation in the town.

Combined Mission - Caravan Escort & Gnoll Disturbance on Trade Route

Mission Overview

  • Escort a caravan safely from Ironholt back to Elbaf.
  • Clear out a gnoll camp responsible for attacks on the Crescent Hills trade route.

Participants

  • Morgath (Leader)
  • Vestra (Necromancer)
  • Kaelithor (Ranger)
  • Thragar (Paladin)
  • Ragnorok (Dire Wolf)
  • 30 Undead Orc Warriors controlled by Vestra

Mission Execution

Gnoll Camp Strategy

  • Kaelithor scouted ahead, spotting 7 gnolls and their leader.
  • The Twisted Fang used a decoy strategy with the undead and a wagon to lure the gnolls into an ambush.
  • Stealth attacks eliminated most gnolls, leaving only the leader and one survivor.
  • Vestra's undead forces intimidated the gnoll leader into surrendering.

Loot Recovered

  • Crate of spices, textiles, and various small valuables.
  • Weapons cache containing spears, swords, and a heavy crossbow.
  • Worg pelts, silver daggers, and a small marked map of ambush points.

Caravan Escort and Worg Encounter

  • The escort proceeded without issue until a worg ambush near Elbaf.
  • Kaelithor and Ragnorok swiftly eliminated the biggest threats.
  • The undead provided a defensive barrier to secure the caravan.

Rewards

  • Caravan Escort Payment: 20 gold.
  • Gnoll Camp Clear-Out: 15 gold.
  • 10 gold for capturing the gnoll leader.
  • Bonus 10 gold for encountering hostiles.
  • First pick of rare ores for Kara’s forge.
  • Loot value of 96 gold and 8 silver from merchant guild negotiations.

The mission was a success, ensuring the safety of trade routes and reinforcing the Twisted Fang’s reputation.

Herb Supply for Blighted Villages

Objective

Gather and deliver herbs needed to combat a blight affecting the villagers of Mistvale.

Herbs Requested

  • Moonwort Sprigs (5): Used in anti-inflammatory potions.
  • Silverleaf Leaves (3): Powerful anti-infective properties.
  • Elder Moss Bundles (2): Used in poultices for burns and infections.
  • Bloodroot Roots (4): Helps in blood-cleansing potions.
  • Sundew Petals (6): Treats fevers and respiratory issues.

Journey to Mistvale

Elowen traveled to Mistvale, foraging along streams and shaded areas for the required herbs. Silverleaf was the most difficult to locate, but all herbs were gathered successfully.

Interactions in Mistvale

Upon arrival, Elowen met with local healers, who expressed gratitude for the fresh supplies. She assisted in creating the first batch of salves and potions and provided guidance on their use.

Loot & Rewards

  • Rare Herbs: Silverthorn and Redroot, gifted by the healers.
  • Potion of Vitality: Specially prepared by the head herbalist.
  • Hand-Carved Wooden Emblem of Mistvale: A token of appreciation symbolizing protection and prosperity.

Outcome

The healers believed the herbs would help the villagers recover quickly. The villagers expressed relief, and Elowen returned feeling accomplished in aiding the community.

Market Thefts

Initial Setup and Observation

After a series of market thefts in Elbaf, Nim was assigned to identify and apprehend the thief. The Merchant’s Guild reported missing valuables, suggesting a skilled rogue was behind the thefts.

Execution

Nim observed the market throughout the day, blending in with the crowd while keeping an eye on valuable stalls. As the sun set, she noticed a figure moving too smoothly through the market, identifying the thief.

Pursuit and Capture

Nim tracked the suspect through the winding streets of Elbaf, maintaining a safe distance. She cornered him as he attempted to escape with stolen goods, catching him off guard. After a brief struggle, she bound him and delivered him to the guards.

Loot Recovered

  • Crate of Spices: High-quality spices from distant regions.
  • Bundle of Textiles: Fine fabrics, likely stolen from a high-end vendor.
  • Small Valuables: Rings, pendants, and silver coins taken from market stalls.

Outcome and Reward

Nim’s efforts restored order to the market, earning gratitude from the Merchant’s Guild. The captured thief was handed over alive, securing goodwill for the Twisted Fang.

Rewards Received

  • Gold Reward: 20 gold for the capture, plus 5 gold for delivering the thief safely.
  • Recognition: The guild receptionist took note of Nim’s efficiency and hinted at future contracts for the Twisted Fang.

Economy

Coin Exchange Rates

1. Currency System

The kingdom operates on a structured and tiered currency system consisting of five types of coins, facilitating both daily transactions and larger-scale trade.

  • Copper Coins: The smallest denomination, used for minor purchases such as food from stalls.
  • Silver Coins: Commonly used for everyday expenses and skilled labor transactions.
  • Gold Coins: The primary currency for skilled workers, artisans, and merchants. Used for significant purchases like tools, weapons, and services.
  • Platinum Coins: A symbol of wealth, typically used in high-value transactions or by nobility.
  • Moonstone Coins: The highest denomination, reserved for royalty and the wealthiest citizens, representing substantial financial power.

2. Coin Exchange Table

Coin Type Conversion Rate
Copper Coin 10 Copper = 1 Silver
Silver Coin 10 Silver = 1 Gold
Gold Coin 100 Gold = 1 Platinum
Platinum Coin 100 Platinum = 1 Moonstone

3. Detailed Exchange Rates

Copper Coin (Lowest Value)

  • 10 Copper Coins = 1 Silver Coin
  • 1 Copper Coin = 1/10 of a Silver Coin
  • 1 Copper Coin = 1/100 of a Gold Coin
  • 1 Copper Coin = 1/10,000 of a Platinum Coin
  • 1 Copper Coin = 1/1,000,000 of a Moonstone Coin

Silver Coin

  • 1 Silver Coin = 10 Copper Coins
  • 10 Silver Coins = 1 Gold Coin
  • 1 Silver Coin = 1/10 of a Gold Coin
  • 1 Silver Coin = 1/1,000 of a Platinum Coin
  • 1 Silver Coin = 1/100,000 of a Moonstone Coin

Gold Coin

  • 1 Gold Coin = 10 Silver Coins
  • 1 Gold Coin = 100 Copper Coins
  • 100 Gold Coins = 1 Platinum Coin
  • 1 Gold Coin = 1/100 of a Platinum Coin
  • 1 Gold Coin = 1/10,000 of a Moonstone Coin

Platinum Coin

  • 1 Platinum Coin = 100 Gold Coins
  • 1 Platinum Coin = 1,000 Silver Coins
  • 1 Platinum Coin = 10,000 Copper Coins
  • 100 Platinum Coins = 1 Moonstone Coin
  • 1 Platinum Coin = 1/100 of a Moonstone Coin

Moonstone Coin (Highest Value)

  • 1 Moonstone Coin = 100 Platinum Coins
  • 1 Moonstone Coin = 10,000 Gold Coins
  • 1 Moonstone Coin = 100,000 Silver Coins
  • 1 Moonstone Coin = 1,000,000 Copper Coins

Income and Wages

1. Wage Distribution

Wages in the kingdom vary significantly based on profession and skill level, reflecting the hierarchy of earnings:

Profession Daily Income
Farmers 3 to 9 Copper Coins
Entry-level Artisans 1 Silver Coin
Master Artisans 1 Gold Coin
City Leaders 100 Platinum Coins per year
Royalty 5 Moonstone Coins per year

2. Artisans and Guilds

Guilds regulate skilled labor and maintain quality craftsmanship:

  • Artisans must pass guild tests to gain certification.
  • For non-guild trades (cooks, bakers), the Merchants Guild ensures fair wages and conditions.
  • Income structure:
    • 1 Silver Coin per day for less-skilled artisans.
    • 1 Gold Coin per day for certified master artisans.

3. Apprenticeships

Apprenticeships train future artisans and skilled workers:

  • Apprenticeships last 5 to 10 years.
  • Apprentices receive training, food, and shelter but do not earn wages.
  • Training includes trade skills, as well as math, reading, and writing.
  • Graduates secure employment or start businesses, strengthening the economy.

4. Twisted Fang's Support for Apprentices

The Twisted Fang contributes significantly to orphan apprentices:

  • Funds their food and living expenses.
  • Ensures they receive proper education and vocational training.
  • Helps break the cycle of poverty and supports economic development.

The Country

Southern Region

  • Lunaris (City - Regional Capital)
  • Elbaf (Town)
  • Thornfield (Town)
  • Mistvale (Village)
  • Ironholt (Town)

Northern Region

  • Frosthold Keep (Fort - Regional Capital)
  • Glacier’s Edge (Fishing/Hunting Village)
  • Whitewatch Outpost (Outpost)

Eastern Region

  • Stormwatch (City - Regional Capital)
  • Greendale (Large Town)
  • Evermere (Village)
  • Whispering Pines (Village)
  • Brookhaven (Town)
  • Goldendale (Town)
  • Dawnmarch (Fort)
  • Marshwatch (Outpost)

Western Region

  • Ironpass Outpost (Outpost - Regional Capital)
  • Stormhold (Fortress City)
  • Timbervale (Large Town)
  • Brightfields (Village)

Central Region

  • Valebridge (Capital City of the Country)

Travel Times from Elbaf

Region Location Travel Time
Southern Region Lunaris (City - Regional Capital) 2 days north
Thornfield (Town) 1 day west
Mistvale (Village) 2 days southeast
Ironholt (Town) 2 days southwest
Northern Region Frosthold Keep (Fort) 8 days north
Glacier’s Edge (Fishing/Hunting Village) 10 days north
Whitewatch Outpost (Outpost) 11 days north
Eastern Region Stormwatch (City) 10 days east
Greendale (Large Town) 9 days east
Evermere (Village) 12 days southeast
Whispering Pines (Village) 11 days southeast
Brookhaven (Town) 9 days east
Goldendale (Town) 11 days east
Dawnmarch (Fort) 12 days southeast
Marshwatch (Outpost) 14 days southeast
Western Region Ironpass Outpost (Outpost) 6 days west
Stormhold (Fortress City) 7 days west
Timbervale (Large Town) 4 days west
Brightfields (Village) 3 days west
Central Region Valebridge (Capital City of the Country) 8 days northeast

Geography of the Southern Region

Elbaf (Town)

Population: ~5,400

Situated along a major trade route, Elbaf is central to the region’s economy and culture. Known for its vibrant guilds and tightly-knit community, Elbaf is a waypoint for merchants and adventurers. The town thrives despite its modest size, becoming a focal point for trade, crafting, and agriculture.

Surroundings: Fertile land with gentle rolling hills, ideal for farming, surrounded by well-tended fields and pastures.

Lunaris (City)

Population: ~12,000

Located north of Elbaf, Lunaris is the largest settlement in the region. It lies along the edge of a vast lake connected to the ocean, serving as a major trade hub. The city boasts extensive markets and a prestigious guild hall overseeing regional guild operations.

Key Features: Grand markets, headquarters of the Merchants Guild, renowned inns and taverns, and a large harbor for trade vessels.

Thornfield (Town)

Population: ~3,500

Thornfield is an agricultural town known for its fertile fields and reliance on local forest resources. The Hunters Guild and Carpenters Guild play vital roles here.

Key Features: Farmlands, seasonal harvest festivals, vibrant markets, and a well-established Hunters Guild.

Mistvale (Village)

Population: ~800

Mistvale is a mist-shrouded village renowned for its skilled herbalists and potion-makers. The surrounding Whispering Woods are rumored to be enchanted.

Key Features: Herbalist shops, potion brewers, legends of ancient spirits, and a wary yet welcoming community.

Ironholt (Town)

Population: ~2,200

Situated at the foothills of the Ironpeak Range, Ironholt is a rugged mining town known for iron and copper extraction.

Key Features: Extensive mining operations, skilled blacksmiths, the Forge Guild, and a hardy, resilient population.

Whispering Woods

Dense forests southeast of Elbaf, often shrouded in mist, rumored to be enchanted and home to ancient spirits, bandits, and wild creatures.

Ironpeak Range

Natural barrier southwest of Elbaf, rich in minerals like iron and copper. It provides a safer route for traders than the Whispering Woods.

Lake of Lunaris

Vast lake supporting trade and agriculture, with a bustling harbor at Lunaris.

Silverstream River

Flows from the Ironpeak Range westward, supporting Thornfield’s agriculture.

Northern Quarry Stream

Located a day north of Elbaf, this area serves as a major source of stone and iron ore.

Ashen Hollow

A dense forested region between the Old Quarry and Crescent Hills, known for its perpetual twilight, narrow paths, and rumored hauntings.

Crescent Hills

Rolling hills southeast of Elbaf, forming a crescent ridge line. Known for their breathtaking sunrise views and cultural significance to druids.

Old Quarry

Abandoned excavation site northwest of Elbaf, once a thriving mining hub, now overgrown and rumored to be cursed.

The Northern Region

Settlements

Frosthold Keep - Fort (Capital of the Region)

Population: ~3,000

Description: Frosthold Keep is a heavily fortified bastion near the kingdom’s northernmost borders. Built to protect the realm from the harsh tundra and the creatures that roam its frozen expanse, the keep is staffed by seasoned soldiers, hunters, and mages trained to combat icy, monstrous threats. Within the walls, the fort has a self-sustaining environment, with provisions, a smithy, and training grounds to keep soldiers prepared for the dangers outside.

Key Features: Strong fortifications, training grounds, weapons forge, healing ward, and an elevated watchtower network for early warnings of approaching threats.

Glacier’s Edge - Fishing and Hunting Village

Population: ~800

Description: Glacier’s Edge is a small fishing and hunting village along a frozen coastline, where brave villagers fish through ice holes or hunt beasts in the surrounding snowfields and pine forests. The community is close-knit, relying on each other for warmth, resources, and defense against the occasional wild creatures from the tundra. Skilled in ice fishing and survival tactics, the people of Glacier’s Edge are accustomed to the unforgiving climate.

Key Features: Fishing docks on icy waters, smokehouses for preserving meat, trading posts, and a small shrine to the northern deities worshiped by the villagers.

Whitewatch Outpost - Outpost

Population: ~200

Description: Whitewatch Outpost serves as an advanced scouting and warning station, manned by rangers and scouts who monitor the northern wilderness for unusual activity. Located at the edge of a snow-covered pine forest, this outpost often faces hostile wildlife and monster attacks. Despite its small size, the outpost is equipped with essential resources, and its scouts are known for their ability to navigate the treacherous, frozen terrain and send signals back to Frosthold Keep.

Key Features: Lookout towers, basic barracks, a small stockpile of provisions, and a signal fire system to alert nearby settlements in case of emergency.

Geography

Icefang Tundra

Location: Northernmost area beyond Frosthold Keep

Description: This is a vast, open tundra where snow falls endlessly, and bitter winds sweep the plains. The tundra is known to be home to many formidable creatures, including frost giants, white wolves, and ice trolls. These creatures pose a constant threat, which is why Frosthold Keep is stationed near its edge to defend the kingdom’s border.

Frosthold Valley

Location: Surrounding Frosthold Keep

Description: This valley forms a natural buffer around Frosthold Keep, with sloping hills and dense layers of packed snow and ice. The valley’s terrain varies, with tall snowdrifts and pockets of pine trees. Its position and narrow passes make it a strategic location for defending against approaching threats from the tundra. Paths winding through the valley are patrolled regularly by keep soldiers.

The Shattered Coast

Location: East of Glacier’s Edge

Description: A rugged, ice-bound coast where cliffs meet the frozen sea. The coast is broken by jagged rocks and cliffs that make travel along the shoreline difficult. In the winter months, the sea freezes solid, allowing for ice fishing. This coast is Glacier’s Edge’s lifeline, providing the village with fishing grounds rich with hardy, cold-water fish. Seals and walrus herds are often seen here, attracting predators like white wolves.

Pinebarren Woods

Location: South of Whitewatch Outpost

Description: A sparse but dense forest of resilient pine trees that serve as a shelter for creatures escaping the open tundra. This forest provides the Whitewatch scouts with ample cover for concealment but is also a hiding ground for the occasional predator, such as dire wolves and frost-spawned creatures. Despite its dense, shadowed environment, the forest provides crucial wood resources and some edible plants.

Silverflame River

Location: Flowing from the Icefang Tundra down through Pinebarren Woods

Description: A frozen river that, during the warmer months, partially thaws, revealing pockets of silvery water that sparkles under the sunlight. The river is essential for both Glacier’s Edge and Whitewatch Outpost, as it offers a source of fresh water and a guide for navigation through the snowy landscape. Along its edges, one can find mineral-rich ice deposits, sometimes used in trade by the people of Glacier’s Edge.

Frostfall Ridge

Location: Northwest, at the edge of the kingdom

Description: This mountain range marks the border between the tundra and the icy wilderness beyond. The ridge is treacherous, with steep cliffs and peaks blanketed in snow year-round. It is largely uncharted, with tales of creatures hiding in its deep caves and rocky crevices. Known for sudden avalanches, this ridge presents a significant natural barrier and is rarely crossed except by the bravest or most desperate travelers.

The Crystal Fields

Location: East of Frosthold Keep, spanning toward Glacier’s Edge

Description: An open field covered in delicate ice crystals that reflect the light, creating an illusion of a shimmering carpet of gemstones. The fields are both beautiful and dangerous, as hidden pits of snow can trap the unwary. This area is patrolled less frequently due to its treacherous nature but is used occasionally for training exercises by Frosthold’s guards.

The Eastern Region

Settlements

Stormwatch - City (Capital of the Region)

Population: ~15,000

Description: Located on the northern edge of the region, where the icy mountain range transitions into the open grasslands, Stormwatch is a hub for trade and military operations, ensuring the protection of the region from northern threats. This city also serves as the seat of regional governance and houses several prominent guilds.

Greendale - Large Town

Population: ~7,500

Description: Situated in the heart of the grasslands, Greendale is known for its agricultural production, taking advantage of the fertile plains. Its residents primarily consist of farmers, artisans, and traders, who supply food and goods to nearby settlements and cities.

Evermere - Village

Population: ~1,200

Description: Nestled along the eastern edge near the border marshlands, Evermere is a peaceful village with a strong focus on fishing, as several freshwater rivers converge nearby. The residents here have friendly relations with the neighboring nation to the east and serve as an informal checkpoint for travelers and traders crossing the border.

Whispering Pines - Village

Population: ~800

Description: Located at the edge of the vast Whispering Woods in the south, Whispering Pines is a small settlement surrounded by dense trees. Known for its skilled woodworkers and hunters, the village is self-sustained and provides essential materials to towns and cities across the region.

Brookhaven - Town

Population: ~4,200

Description: Found to the east, where rolling hills meet the grasslands, Brookhaven is a popular stop for merchants, artisans, and travelers. Known for its picturesque views and bustling markets, it’s a prosperous town that supplies neighboring villages and smaller towns.

Goldendale - Town

Population: ~6,000

Description: On the western edge of the region, Goldendale is a prosperous town known for its mining industry, with a steady supply of precious metals from nearby hills. The town’s wealth has attracted traders, skilled artisans, and even a small mercenary guild.

Dawnmarch - Fort

Population: ~2,500 (mostly soldiers and their families)

Description: Strategically positioned at the southern entrance to the Whispering Woods, Dawnmarch serves as a defense point for the region, protecting settlements from potential threats emerging from the woods or the southern borders. It’s heavily fortified and managed by a seasoned military force.

Marshwatch - Outpost

Population: ~400

Description: Located on the easternmost edge by the expansive marshlands bordering the friendly eastern nation, Marshwatch serves as a watchpoint for regional security. It is maintained by a small group of scouts and rangers who monitor movement across the border, ensuring peaceful relations and defending against any potential threats that may arise from the wild marshlands.

Geography

Icy Mountain Range (North)

Location: Runs along the northern edge of the Eastern Region.

Description: This range is a natural barrier that separates the temperate lands to the south from the colder, harsher northern climates. Covered in snow year-round, the mountains are steep and treacherous, with narrow passes that are nearly impassable in winter.

Rolling Grasslands (Central Area)

Location: Spans the majority of the Eastern Region.

Description: Known for its open plains and gently rolling hills, this area supports a mix of farming villages and trading outposts. The grasslands are crisscrossed by rivers flowing from the northern mountains, providing water to nearby towns and serving as natural trade routes.

Whispering Woods (South)

Location: Covers the southern reaches of the Eastern Region.

Description: The Whispering Woods is an ancient, dense forest with towering trees and a deep canopy, making it a challenging environment for those unfamiliar with its trails.

Marshlands (Far East)

Location: Forms the natural border with the neighboring friendly nation to the east.

Description: The marshlands are a wet, humid area filled with winding streams, large ponds, and dense vegetation. The area is rich in aquatic life and attracts herbalists and alchemists who seek the rare plants and herbs found here.

The Western Region

Settlements

Stormhold - Fortress City

Population: ~4,500

Description: Stormhold sits at the base of the Ironpeak Range, surrounded by the Frostpine Wilderness. Tall stone walls, reinforced gates, and vigilant guards make Stormhold a formidable defense point.

Timbervale - Large Town

Population: ~2,000

Description: On the edge of Ironwood Thicket, Timbervale is a significant hub for lumber, hunting, and herbal goods.

Brightfields - Village

Population: ~800

Description: Sheltered in a small valley among the rolling foothills, Brightfields is filled with apple orchards, berry patches, and other cold-resistant crops.

Ironpass Outpost - Outpost (Capital of the Region)

Population: ~150

Description: Positioned at a mountain pass through the Ironpeak Range, Ironpass Outpost monitors the narrow pathway that leads into the neighboring valley nation.

Geography

Ironpeak Range

Location: Forms a natural western boundary along the country’s edge.

Description: The Ironpeak Range is formidable, with jagged peaks and a rocky landscape, rich in minerals such as iron and copper.

Icy Mountain Range (North)

Location: North of the Ironpeak Range.

Description: Known for its ice-covered peaks, this range is one of the coldest areas, and its slopes are often shrouded in mist and snow.

The Frostpine Wilderness

Location: Dense forestland surrounding the Ironpeak Range.

Description: The Frostpine Wilderness is a cold, dense forest of towering pine and fir trees, thriving in the shadow of the mountains.

Ironwood Thicket

Location: Spans from the western foothills into the region’s valleys.

Description: The Ironwood Thicket is a dense, ancient woodland filled with hearty ironwood trees, known for their durable wood.

Brightfields Valley

Location: Between the Frostpine Wilderness and Ironwood Thicket.

Description: A small, fertile valley where cold-weather orchards flourish.

Ironpass River

Location: Flowing through the Ironpeak Range into the Lake of Lunaris.

Description: The Ironpass River is the only river cutting through the Ironpeak Range, forming a trade and travel route.

The Central Region

Valebridge - Capital City

Population: ~50,000

Description: Valebridge is a magnificent city renowned for its grandeur and craftsmanship. The city is fortified with towering stone walls, intricate defensive gates, and watchtowers. It is the political and cultural heart of the kingdom.

Notable Residents

  • Royal Family: The ruling monarchy resides here, governing the kingdom.
  • Landless Nobility: Influential families who serve in governance, arts, or military leadership.
  • Master Artisans: Renowned craftsmen producing high-quality luxury goods.
  • Scholars and Scribes: Contributing to the kingdom’s knowledge and governance.

Economy and Trade

  • Luxury Goods: Valebridge is known for exquisite jewelry, textiles, and enchanted items.
  • Guild Headquarters: The central administration of all guilds operates here.
  • Royal Market District: A prestigious trading area offering rare and imported goods.

Geography

The King’s River

Description: Flows southwest, nourishing the land and serving as a trade route.

The Lake of Lunaris

Description: A picturesque lake south of Valebridge, sustaining agriculture and trade.

The Southern Wetlands

Description: Marshy terrain rich in flora, acting as a natural defensive barrier.

The Whispering Woods

Description: Dense forest known for its mysterious ambiance and rare herbal resources.

The Eastern Grasslands

Description: Rolling plains used for ornamental landscapes and noble gatherings.

Northern Defense Forts

Description: Strategically placed forts protecting against northern threats.

The Western Woodlands

Description: Hunting grounds and scenic retreats for nobility and skilled craftsmen.

All images are created by ChatGPT © and fall under royalty-free with unrestricted usage.
bradshra@mail.uc.edu