It cannot follow you, so it makes you carry it.

It cannot follow you, so it makes you carry it.

Unlike animated dolls or crawling relics, a Cursed Object usually remains physically still. Its danger lies in attention, proximity, attachment, and use....

Where warriors are broken, reforged, and made worthy of legend.

Where warriors are broken, reforged, and made worthy of legend.

The hall stands hard against the mountain cold, a weathered stone stronghold where discipline hangs in the air as thick as smoke, sweat, and oiled steel....

They do not conquer quietly.

They do not conquer quietly.

Their riders go to war on giant worgs, never horses, and the howl of a worg pack on the lowland wind is the first warning most enemies ever get.

53 Names
21 Accounts
28 Species
41 Locations
12 Houses
The Shadowed Thicket
  • Dark Fey Haven
  • Watching Shadows
  • Lost Paths

The Shadowed Thicket

Teen 13+
The Shadowed Thicket is a goblin town hung on giant ancient trees: rickety treehouses nailed and lashed to the sides of the trunks, joined by sagging rope, vine and plank bridges over black water. Lanterns glow in every crooked window, and mist pools on the forest floor between mossy clearings and a dark lily pond. A huge gnarled tree whose roots form a tavern, a ring of pale standing stones and a council platform high in the biggest tree are the only landmarks anyone agrees on. Goblins live here, with the darker forest folk who enjoy their company.

The Shadowed Thicket lies where the generous warmth of the glade fails and the forest remembers how to frighten. Its canopy knots thick overhead, choking the sun into thin green-gray strands that barely touch the moss below. Roots twist through the ground like half-buried hands, black leaves glisten with old rain, and the air tastes of damp bark, cold stone, and secrets held too long.

This is a darker kind of fey settlement, hidden in hollows, root chambers, crooked tree-houses, and lantern-lit nests tucked between branches too tangled for ordinary paths. Tiny lights drift through the mist, but they do not always lead toward safety. Laughter carries from places no doorway can be seen, ropes and bridges vanish behind curtains of hanging moss, and every shadow feels politely interested in whether someone brought fear, coin, or both.

The Thicket matters because it is not merely dangerous; it is inhabited, clever, and alive with its own rules. Strange bargains are made beneath bent branches, warnings pass in whispers, and those who belong here know how to survive without ever stepping fully into the light. It is a home for mischief, memory, and darker wonder — a place where refuge and trap may look exactly alike until the door closes behind you.

Goblin

Teen 13+

Goblins survive in the spaces everyone else overlooks: under roots, behind loose stone, inside broken walls, and occasionally inside trouble that absolutely had a lid on it a moment ago. Small, wiry, sharp-toothed, and bright-eyed in the dark, they move with twitchy speed and alarming confidence, turning narrow gaps and cluttered ground into escape routes no larger folk can properly use.

Their size is often mistaken for weakness, which is convenient for them and embarrassing for everyone else. A goblin can climb where boots fail, vanish through a hole that should not count as a doorway, and repurpose a bent nail, cracked hinge, and suspicious string into something useful, noisy, or legally questionable. They are scavengers by necessity, inventors by habit, and little green catastrophes by public reputation.

Goblin communities thrive on shared work, fast thinking, and the glorious belief that most problems can be solved by stealing, fixing, biting, hiding, or trying the same terrible idea from a different angle. They may be mischievous, impulsive, and deeply exhausting, but they are rarely dull. Earn their trust, and they will build, warn, guide, scheme, and possibly flirt with disaster on someone else’s behalf.


Goblin
  • Tiny Trouble
  • Crafty Survivors
  • Fast Twitch
Follow the lights if you trust bad ideas.