Guild Hall •
Inventory Ledger
_To the immediate north of Keyforged lies nothing but sub-arctic scrubland. These moors are easy to walk through, and pleasant fragrances of near wildflowers and gatherable berries waft enticingly through the air.
The west is mostly a large grassland containing many birds and mammals. One of the more notable creatures there are the wolves.
We have found the reason that the east has lacked much travellers, and that is the threat of war....a war so large that if we are not prepared we may get dragged in it...Welcome To Keyforged! - EST. AUTUMN '23

Buildings:
- A5: Tavernkeeping Yaranga.
- B4: Cartography Watchtower.
- B5: Adventuring Villa.
- D4: Guild Hall.
- D5: Smithing Workshop.
Landscaping:
- C2: Empty Field.
- C4: Market Tent.
- C5: Alchemy Tent.
- E1: Idling Bonfire.
C2: The Empty Field was allegedly cleared by the Idle Guild.
D4:
The Guild Hall is for guild members to discuss Keyforged affairs and share their guild's advancements. Go here to see community milestone progress and guild rankings. (Checklist)
B4:
The Cartography Watchtower is for getting a better perspective of Keyforged and beyond. Erected with the militaristic sensibilities of the soldier founder, Blacktooth Ripclaw. They study the geography and places of interest, and partition deeds to land for appropriate use.
Go here to start a new guild. (Search)
B5:
The Adventuring Villa is two stories surrounding a courtyard with terracotta rooves. Founded by Bruv Brightbuckle. They log the expeditions of those who wish to leave town to raid dungeons and have a chance of coming back with treasure.
Go here to participate in a dungeon raid party. (Roll-To-Dodge)
D5:
The Smithing Workshop is big as to house elaborate workstations and equipment. Founded by the local Aywen Ayes. Enables the community to make weapons and tools. (Crafting)
E1:
The Idling Bonfire began when the founder, Mysterious Stranger, was given a tent to claim a plot of land, the wooden poles and fabric were dropped on this spot, and never finished. One prospective recruit came here to check the guild out but stumbled and knocked over a lantern. the Idle Guild “tent” burned down, rather than extinguishing it- they have turned the burning mess into a permanent bonfire. A passive systems maintenance guild. (Google Doc)
Gate:
Welcome to Keyforged!
About:
Keyforged is a Fantasy Kingdom Sim. Players can make guilds to add new gameplay mechanics, and the guildmates DM that feature.
To Join:
1. Introduce yourself in this thread and describe your appearance.
2. Choose a font color.
3. Choose one of the 12 regions as your origin. (Distant Places spoiler)
4. Join a guild, links are listed above.
NORTH
Gorm's Maw is a lake that lies some fifty miles northeast, which claims several species of woody shrubs and hedges to it's banks. The lake is fed by a river known as 'Oarsbane', which takes it's origin from a mountain range called Rigg's Spine. The road, terminating at the beginning of arctic tundra, runs through the valley of these intimidating mountains, some hundred miles away from Keyforged.
Fingers of Gorm is a forest that flanks the western edge of the mountains, and is home to many boar, deer and other fauna.
Er-Ur's Fallow is the largest community of Frost Giants in the deepest regions of the north. A swathe of land suitable for farming hardy plants accustomed to the permafrost, and every harvest-tide feast is punctuated by the need to move the village, as it exists in the spot where springtime's fields must be. Beyond that are seemingly impenetrable fields of ice, with glaciers encroaching on the spots these frost giants can live.
Known Races: Wizards, Half-Giants, various ancient creatures
WEST
Great Plain of Empty is by far the closest to our settlement. Despite its name, it is not empty, it just has very few towns and villages despite its large size.
Linara is by far the largest of the forests in the West, at least 2 times as big as any other. It contains many Crowfolk, Ravenfolk, and many others who have made their home there complete with wooden houses on the treetops.
Navafir is the furthest away, the coastal town contains many semi-aquatic creatures of various shapes and sizes. In fact, this is the town with reports of mermaid sightings.
Known Races: Ravenfolk, Crabfolk, various merfolk
EAST
Hills of Armandis are a seiries of mountains that line out across the vast valleys of the east. Beyond the last hills are undead creature, and inside them live many fortresses pertaining to the Dragon King of the East, and perhaps his lair himself.
Raidplains are perhaps the largest stretch of valley in the east. Long plains with few inclines, this open space is seperated out by some of the largest rivers in the land, which make it extremely valuable for farming, and horseback riding. The several nations that live around it tend to be called the River Kingdoms.
All-Forest is a massive jungle that litters a large portion of the southeast, seperating us from most of the conflicts. Contained within it are ancient temples to forgotten gods, and deadly beasts. It is risky to cross it, which may serve in our favor, as it will keep us out of much of the conflict brewing on the other side.
Known Races: Ogres, Goblins, Witches, Golems(?), various dragonkin
SOUTH
Great Marshes
Sword Mountains
Known Races: Lizardfolk, Dwarves
Unlisted Guilds:
These guilds failed to report in for 2 weeks.
A5:
The Tavernkeeping Yaranga was built tall for the half-giant founder, Elliot March. The kitchen is in the middle, where the cook can look out to the rest of the patrons. A cooking guild maintain community cooking equipment and regulate its use. As a result of a recruiting related mishap, the Idle guild “tent” has burned down, rather than extinguishing it- they have turned the burning mess into a permanent bonfire.
Go here to attempt to cook or brew something. (Crafting)
C4:
The Market Tent. They regulate community shopkeeping and bartering. (Trading)
C5:
The Alchemy Tent. They regulate community attempts to brew potions, elixirs, and poisons. (Crafting)
These guilds have been inactive longer than they were active, or were closed.
Sorcery Guild
NPC Guild