Final Character Sheet: Sara Bloom: Book 1 "Rejoice!"
A "Wood Wide Web" Story

Final Character Sheet: Sara Bloom (End of Book 1: "Rejoice!")
Name: Sara Bloom
Race: Mycorrhizal
Rank: Viscount
Territories: 3. Haven Valley (Primary), Crystal Cavern Mines (Linked), & Haven Volcano (Linked)
Commander (Rare) Level: 4 [EXP 1127.29 of 2000]
Novice Alchemist Level: 4 [EXP 1030 of 2000]
Affiliation: Mycorrhizal Network
Max Network Size: 10,000
Current Network Size: 8000 of (8000) 10,000
Racial Title: [Symbiotic]
Effect: Host entity cannot truly die. As long as one fungal spore survives, Regrowth will occur.
[Commensal Mycorrhizal Network]
Effect: As the network feeds, it grows stronger. All stats increase based on Stat Growth Energy stored.
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[Mycorrhizal Network Parameters]
Definition: The Mycorrhizal Network is the bearer’s fungal lattice, a living system that absorbs, stores, and redistributes energy from defeated creatures. It is tied directly to the bearer’s Soul.
Maximum Capacity: Determined by Soul Self (Base).
- Current Soul Self: 103
- Network Capacity: 10,000 Microbes
- At Soul Self 105 Network Capacity: increases to 10,500 Microbes
- (Additional Network Abilities determined by Soul Self & Mind Knowledge)
Absorption Rate: Determined by Soul Sum (Base).
- Current Soul Sum: 101
- Absorption Efficiency: 500% of creature biomass converted into usable Microbes.
- At Soul Sum 110: Absorption Efficiency increases to 525%.
Stat Growth Energy Storage: Determined by Soul Sum (Base).
- Current Soul Sum: 101
- Current Limit: 5x creature stat value.
- At Soul Sum 1100: Stat Growth Energy Storage increases to 5.25x creature stat value.
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Biological Genome Stored:
• Monkey Mauler: 5 of 5
• Jungle Cat: 5 of 5
• Rock Constrictor: 5 of 5
• Mountain Bear 1 of 5 (Tier 2)
• Magmite 5 of 5
• Cloudwasps 5 of 5
• River Gnasher 2 of 5 (Tier 2)
• Crystal Crawler Swarm 5 of 5 (Tier 2)
• Crystal Devourer (Dungeon Boss Variant] (Tier 3) x2
• Sun-Touched Rabbit x5
• Volcanic Elemental x5 (Tier 3)
• Eyebats x5
• Kobolds x5
• Wraithlings x5 (T2)
• Mindspinners x5 (T2)
• Gem Mantis x5 (T2)
Growth Energy Stored for next Regrowth
N/A
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Core Stats (Commander Bonus 1000%)
• Body: (97) 970
o Force:97 (Effectiveness 1000% = 970) (Equipment +20)
o Speed: 106 (Effectiveness 1000% = 1060) (Equipment +15)
• Mind: (93) 930
o Thought: 99 (Effectiveness 1000% = 990) (Equipment +28)
o Knowledge: 93 (Effectiveness 1000% = 930) (Equipment +13)
• Soul: (101) 1,010 (-50 Soul Bond T2)
o Self: 103 (Effectiveness 1000% = 1,030) (Equipment +11)
o Sum: 101 (Effectiveness 1000% = 1,010) (Equipment +11)
[Free Stat Points for allocation: 10]
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Defenses:
Physical Defense: 970 (Equipment +40) = 1,010
Mental Defense: 930 (Equipment +30) = 960
Soul Defense: 1,010 (Equipment +30) = 1,040
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Currently Active Abilities
Sporesight: 200 Feet. (1000 microbes Locked)
Infectious Cloud: 20 Feet. (1000 microbes Locked)
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Stat Milestone Abilities:
[Speed Milestone 1 Ability: Afterimage Step]
• Afterimage Step: Once per minute, Sara can blur her movement, creating a phantom double that confuses enemies. Automatically dodge one non critical attack per minute if Speed is higher than that of the attacker.
[Self Milestone 1 Ability: Self Sustain]
• Self Sustain: Passive regeneration of 1% Soul energy per minute outside combat.
[Sum Milestone 1 Ability: Balanced Aura]
• Balanced Aura: Allies within 10 meters gain +5% to their lowest stat, reflecting Sara’s stabilizing presence.
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Skills & Abilities
Core & Subskills:
• Novice Two-Handed Weapon Mastery (Core Skill)
o Increased Proficiency with heavy, two-handed weapons.
o Increases damage and control when wielding large weapons.
• Power Swing (Subskill of Novice Two-Handed Weapon Mastery)
o A wide, crushing strike that deals heavy damage and knockback.
o Costs -1 temporary Force per use and risks damaging fragile weapons.
• Spear & Shield Mastery (Tier 2 Core Skill)
o Increased Proficiency when wielding Spear and Shield in combination.
o Increases damage and defense when wielding Spear & Shield
o Reduces stamina cost of Spear & Shield Skills by 20%. (T2)
o Efficiency Boost: Spear & Shield Skill cost & cooldown duration reduced by 25%. (T2)
o Passive scaling: Force and Speed now apply more efficiently to weapon strikes and defenses. (T2)
• Rapid Jab (Subskill of Spear & Shield Mastery)
o Turns a single stab into 3 jabs in one attack.
o Costs -1 temporary Speed per use
• Spear Dash (Subskill of Spear & Shield Mastery)
o Triples Speed for 1 second, adding Speed as bonus damage to next spear strike.
o Costs -2 temporary Speed per use
• Spear Wall (Subskill of Spear & Shield Mastery)
o Grants all members of the Spear Wall +1% Defense per 10 members for 3 seconds.
o Usable once per hour.
o Costs temporary -5 Body Force, -5 Soul Self.
• Novice Mace & Shield Mastery (Core Skill)
o Increased Proficiency when wielding Blunt weapons and Shield in combination.
o Increases damage and defense when wielding Blunt weapons & Shield
• Hunker Down (Subskill of Novice Blunt & Shield Mastery)
o Increases PD/MD/SD and Resistances by 25% for 3 seconds, then returns all damage resisted as additional damage on next Blunt weapon attack.
o Costs -1 temporary Force per use
• Novice Archery Mastery (Core Skill)
o Grants basic proficiency with bows and arrows.
o Increases accuracy and strike damage with ranged weapons.
• Piercing Shot (Subskill of Novice Archery Mastery)
o Arrows fired with this technique penetrate deeper, ignoring a portion of target defenses. Effective against armored or high resistance foes.
o Costs -1 temporary Speed per use
• Energy Manipulation Mastery (Tier 2 Core Skill)
o Increased Proficiency with shaping and directing of raw energy through external mediums.
o Increases damage and defense of controlled Energies.
o Expanded Conversion Capacity: Maintain 2 active Energy Conversions simultaneously. (T2)
o Efficiency Boost: Conversion cost duration reduced by 25%. (T2)
o Adaptive Resistance: +20% resistance against any energy type currently manipulated. (T2)
• Acidic Energy Conversion (Subskill of Novice Energy Manipulation Mastery)
o Alters existing controlled external energy to secrete corrosive energy
o Costs -1 temporary Thought per use
• Fire Energy Conversion (Subskill of Novice Energy Manipulation Mastery)
o Alters existing controlled external energy to empower with fire energy.
o Costs -1 temporary Thought per use
• Ice Energy Conversion (Subskill of Novice Energy Manipulation Mastery)
o Alters controlled external energy to empower with ice energy.
o Costs −1 temporary Thought per use.
• Identify (Utility Skill)
o Reveals target stats (Body, Mind, Soul).
o Higher Mind increases detail and accuracy.
• Danger Sense (Utility Skill)
o Provides early warning of ambushes, hidden predators, or in some cases environmental dangers.
o Higher Mind increases detail and accuracy.
• Novice Stealth (Utility Skill)
o Provides basic knowledge of where and how to move to reduce risk of detection. Footsteps lighter, movements surer, noise reduced by 20%.
• Novice Harvesting (Utility Skill)
o Grants basic proficiency in collecting usable materials such as hides, pelts, herbs, and crystals.
o -Costs -1 temporary Thought per use.
• Basic Cleanse (Utility Skill)
o You have learned to purify and clear a small area, object, or person.
o -Costs -1 temporary Thought per use.
• Basic Meditation (Utility Skill)
o A foundational practice of focus and inner calm. Allows the user to filter external distractions and stabilize Soul energy flow.
o Passive Effect: Increases Energy recovery rates by 10% while meditating.
o Active Effect: Center (Triggered): Enter a meditative state, reducing external distractions and improving focus for 30 seconds.
• Novice Companion Bond (Companion Skill)
o Grants the ability to attempt Soul bonding with juvenile creatures. Establishes a basic link of loyalty and resonance.
o Passive Effect: Enables Soul energy exchange between Challenger and bonded creature.
o Active Effect: Soul Bond (Triggered): Channel Soul energy into a creature to attempt forming a Companion Bond. Success depends on compatibility.
o Locks -25 temporary Sum + Self per Bond Tier
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Mycorrhizal Abilities
• Regrowth
o Converts 250 microbes to Regrow host body where regrowth spores are saved
o Any Stat growth stored will be triggered during Regrowth.
• Repair Self
o Converts 50 microbial energy to restore host Body, Mind & Soul.
• Create Basic Object
o Converts 100 microbes into a simple, functional item up to 5 pounds
• Create Advanced Object
o Converts 200 microbes into larger, more complex, or more powerful items than Basic Object can maintain.
• Create Masterwork Object
o Converts 500 microbes into larger, more complex, or more powerful items than Basic Object can maintain.
• Infested Strike
o Converts 100 microbes to Inject fungi into stabbed creature, causing internal damage over time and inhibiting movement and attacks.
• Ensnare
o Converts 150 microbes to cause fungal vines to lash outward, rooting into the environment or directly into a target. The spores weave into tendrils that lash, bind, and immobilize prey, slowing movement and even restraining foes all together if the Network’s Soul Sum overpowers the targets Body Force.
• Infested Cloud Strike
o Converts 150 microbes that directs spores within range of Sporesight to infiltrate and disrupt a biological target, dealing damage over time and weakening defenses. Less effective against mineral or non-organic foes.
• Sporesight
o A sensory ability that projects spores outward, granting the Commander awareness of terrain, enemies, and hidden details within a radius cost of 50 microbes per 10 feet radius locked during use.
• Infectious Cloud
o Locks 500 microbes per 10' radius of Sporesight Cloud
o Hostile creatures entering the radius are immediately afflicted with Infection, taking continuous damage over time as spores dig into flesh and eat at the creature from the inside.
• Repair Other:
o Converts 100 microbial energy to restore Body, Mind & Soul to a Marked target.
• Fire Shield
o Locks 500 microbes and one use of Fire Energy Conversion to convert Fire Energy into a protective aura around the target, reducing incoming Fire Damage by 30%.
o Melee attackers suffer reflected fire damage on contact.
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Classes and Class Abilities
Challenger Class: Commander
Level: 4 [EXP 1127.29 of 2000]
Commander Class Abilities
• Bolster: (Level 3)
o Temporary 10% increase to Ally Physical, Mental, and Spiritual Defenses within up to (Soul Sum) feet of Commander.
o Temporarily locks 5 Soul Sum per 100 feet radius
• Rally: (Level 3)
o Temporary 10% bonus to Ally Resource & Stat regeneration from losses due to skills, abilities, or spells Defenses within up to (Soul Sum) feet of Commander.
o Temporarily locks 5 Soul Sum per 100 feet radius
• Empathic Coordination: (Level 3)
o Temporary 5% bonus to Ally Physical, Mental, and Spiritual Attacks within up to (Soul Sum) feet of Commander.
o Temporarily locks 5 Soul Sum per 100 feet radius
• Commander’s Presence: (Level 3)
o 25% Boost to Territory Resources while Commander is within the Territory.
• Sustaining Presence: (Level 4)
o Effect: Allies within (Soul Sum) feet regenerate +2% Soul Energy per second while Commander is active.
o Secondary: Boosts healing received by allies by +5% within Presence range.
o Temporarily locks 5 Soul Sum per 100 feet radius
Note: Stats used to activate Commander Skills are not consumed but are locked in purpose. They cannot be used for skills, abilities, or crafting until Commander Abilities are terminated.
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Crafting Class: Novice Alchemist:
Level 4 [EXP 1030 of 2000]
Novice Alchemist Class Abilities
• Brew Potions II: +10% success rate, +10% result quality, +10% result volume.
• Crafting Efficiency I: Batch size for basic potions and salves +1 (potions x4, Saves x6).
• Stability Bonus: +10% additional success rate.
• Experience Gain: Duplicate recipes now grant 20 EXP instead of 10.
• Novice Recipe Success: +10% Crafting Success Rate for Novice Recipes.
• Alchemy Slot Expansion I: +1 Alchemy Slot -can maintain one additional active recipe or experiment simultaneously.
• Hands of Precision: Slightly faster grinding, straining, and condensing actions, reducing crafting preparation time by 15%.
Novice Recipes:
• Brew Basic Potions
• Craft Basic Salves
• Craft Basic Pills
• Brew Basic Purification Draught
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Equipment
• Masterwork Mycorrhizal Plate Armor
o PD +20, MD +20. SD +10. Force +10, Speed +5. Thought +5
• Masterwork Mycorrhizal Tetsubo
o Force+12. Thought +8. Self +5. Sum +5
• Masterwork Mycorrhizal Spear
o Force: +10. Speed: +10. Thought: +5.Self: +5. Sum: +5
• Masterwork Mycorrhizal Shield
o PD +20. MD +10. SD +10. Thought +4. Self +6. Sum +6
• Masterwork Mycorrhizal Bow
o Force: +15. Speed: +15. Thought: +8. Knowledge +8 .Self: +8. Sum: +8
• Amulet: Corelace of the Apex Worm
o Thought +8. Knowledge +7
• Bracelet: Devourer Bracelet
o +5 Thought +5 Knowledge
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Inventory
Items Collected:
System Credits (SC): 143,320 (Tas: 30,000)
Territory Authority Points (TAP): 19 (Tas: 33)
Basic Body Rejuvenation Potion: x3
Basic Mind Rejuvenation Potion: x3
Basic Soul Rejuvenation Potion: x3
Minor Healing Salve: x5
Glowbrew Flasks x3
Basic Body Pill: x1
Basic Mind Pill: x1
Basic Spirit Pill: x1
Basic Purification Draught
Black Edge Longsword
Venombrace Daggers
Greataxe of Raging Hunger
Whisperwind Longbow
Crafting Supplies:
Small Brown (Earth) Crystals: 3
Small Green (Life) Crystals: 8
Small Red (Fire) Crystals: 3
Small Cloudy (Air) Crystals: 0
Small Purple (Mind) Crystals: 3
Small Gray (Mind) Crystals x4
Small Black (Death) Crystals: x5
Small Clear (Neutral Energy) Crystals x11
Medium Brown (Earth) Crystals: 7
Medium Green (Life) Crystals: 1
Medium Red (Fire) Crystals: 8
Medium Blue (Water)Crystals: 2
Medium Cloudy (Air) Crystals: 1
Medium Black (Death) Crystals: x1
Medium Clear (Neutral Energy) Crystals x8
Large Gray (Mind) Crystals x1
Large Clear (Neutral Energy) Crystals x1
Stored at Barracks for VDF Forces:
Fungal Daggers(2) x6 [+1 Force +1 Speed +5% Critical hit/damage]
Fungal Spear x4 [+1 Force +2 Speed. +5% Strike Skills]
Fungal Mace x3 [+1 Force +1 Speed +1 Sum. +5% Mind or Soul magic]
Fungal Bow x3 [+2 Force +2 Speed +5% Strike Skills]
Fungal Shield x4 [+5 PD +2 MD +2 SD +5% Defense Skills]
Fungal Staff x3 [+1 Thought +1 Knowledge +1 Sum +5% Mind or Soul magic]
Fingal Greatsword x2 [+2 Force, +1 Speed +5% Strike Skills]
Fingal Greataxe x2 [+4 Force +5% Strike Skills]
Fungal Robes [+3 PD +2 MD +2 SD +5% Recovery]
Fungal Leather [+5 PD +3 MD +3 SD +5% Defense Skills]
Fungal Chain x5 [+5 PD +5 MD +5 SD +5% Defense Skills]
Fungal Plate x5 [+10 PD +3 MD +3 SD +5% Defense Skills]
Fungal Arrows(20) x100 [+1 Force +1% strike skills]
Basic Body Rejuvenation Potion: 12
Basic Mind Rejuvenation Potion: 12
Basic Soul Rejuvenation Potion: 12
Minor Healing Salve: 40
Glowbrew Flasks x20
Basic Body Pill x20
Basic Mind Pill x20
Basic Soul Pill x20
Purification Draught x12
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Final Haven Valley Territory Stats
Population: 137 (+20) (mixed humans and animalfolk) / 4 Challengers / (20 Mercenary under contract)
Territory Oner: Viscount (Sara Bloom)
Linked Territories: Crystal Cavern Mines
Allied Territories: Lifewheat Fields
Haven Valley Prosperity Tracker
• TAP: ~20/day present, ~15/day absent
o (Current TAP Reserve: Tas fund: 25 TAP emergency)
• SC: ~ 26,000/day present, ~19,500/day absent
o Does not include SC of Rare Resources (Listed Separately below)
o (Current SC Reserve: Academy Fund: 30,000 SC, Tas Fund: 30,000 SC)
[Note: Active Defenses Current Cost +16 TAP while active. (Barrier 3 TAP, Nodes 1 TAP per x4 = 4 TAP, Watchtower Anti-Air 1 TAP x5 = 5 TAP, Wall repair/reinforcement .25 TAP per section x12= 3 TAP, Mounted Weaponry = 1 TAP)]
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Crystal Cavern Mines Current Production (Rare Resource) (Not Included in Prosperity Tracker)
Daily Output:
• 16 × Small Neutral Energy Crystals x120→ 1,920 SC/day
• 5 × Medium Neutral Energy Crystals x 600 → 3,000 SC/day
• 35 lbs Crystal Dust x12 → 420 SC/day
Daily Production Value: 5,340 SC/day
Additional Weekly Output:
• 4 × Large Neutral Energy Crystal → 4 × 3,000 SC = 12,000 SC/week
Crystal Cavern Dungeon -Current Production
• Crystals ~600 per day. 1 Dungeon Team (Foreshadows) 2nd Floor (Free Access)
• Crystals ~400 per day. 1VDF Team. 1st Floor. (Free Access)
Daily Dungeon Production Value: 1,000 SC/day
Total Value (56,380 SC/week)
• Daily Production Value: 6,340 SC/day (not including weekly large crystal)
• Weekly Production Value (including large crystal):
= 56,380 SC/week
(Current allocation 60% construction / 40% Sales = 22,552 SC/Week profit
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Ironwood Grove Current Production (Rare Resource) (Not Included in Prosperity Tracker)
Daily Output:
• 10 × Bundles of Ironwood Timber × 200 → 2,000 SC/day
• 5 × Refined Ironwood Planks × 800 → 4,000 SC/day
• 8 × Ironwood Resin Vials × 80 → 640 SC/day
Daily Production Value: 6,640 SC/day
Additional Weekly Output:
• 3 × Ironwood Heartwood Blocks × 1500 → 4,500 SC/week
Weekly Production Value (including Heartwood):
= 50,980 SC/week
(Current allocation 80% construction / 20% Sales = 10,196 SC/Week profit
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Force Ore Mines Current Production (Rare Resource, +50% Yield Bonus Active) (Not Included in Prosperity Tracker)
Daily Output:
• 20 × Raw Force Ore Chunks × 200 → 4,000 SC/day
• 10 × Purified Force Ore Ingots × 500 → 5,000 SC/day
• 20 × Force Ore Dust Sacks × 75 → 1,500 SC/day
Daily Production Value: 10,500 SC/day
Additional Weekly Output:
• 3 × Large Force Ore Nodes × 2,000 → 6,000 SC/week
Weekly Production Value (Including Force Ore Nodes):
= 79,500 SC/week
(Current allocation 90% crafting / 10% Sales = 7,950 SC/Week profit
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Weekly Total for Rare Resource Sales = 40,698 SC
Daily Total for Rare Resource Sales: 5,814 SC
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Haven Valley Resource Bonuses (Current)
• Neutral Energy Crystals (Rare):
+35% sale value (sorting + purity upgrades)
+20% mining efficiency
+20% Crystal Regrowth (ambient energy absorption)
30% stored locally, 20% to Life Lions weekly, 50% sold via Market Square
• Ironwood (Rare)
+20% durability (refined planks and resin strengthen crafted gear and structures)
+15% crafting efficiency (less waste when forging Ironwood into planks, resin, or heartwood blocks)
+10% regrowth rate (groves recover faster due to fungal symbiosis)
20% sold via Market Square (steady trade income)
80% utilized locally (used for Valley construction, armor plating, and defensive fortifications
• Force Ore (Rare, +50% Yield Bonus Active)
+25% forging efficiency (Ingots and Dust refine with less loss, boosting armor and weapon output)
+20% structural reinforcement (Force Ore alloys increase defense values of Valley walls and gates)
+15% resonance stability (Purified Force Ore improves Energy Attunements to enhance weapon resonance effects)
10% sold via Market Square (limited trade for wealth and reputation)
90% utilized locally (dedicated to Valley Defense Force Armor & Weapons and reserve stockpiles)
• Farms:
+30% crop yield (irrigation, improved farmsteads)
+20% crop quality (improved farmsteads)
Surplus food trades at 30% higher value
• Ranches:
+25% livestock yield (irrigation applied to feed/water)
+20% product quality (improved farmstead applied to ranch management)
Surplus meat, hides, milk trade at 30% higher value
+5% Pride Favor bonus (Life Lions value steady meat offerings
• Food Supply
Unlimited safe fresh Life Attuned Water from Well & Tidal Core
+100% Food Storage Capacity
+40% Spoilage Reduction
+25% Settlement Stability
• Defense:
+40% Settlement Defense Rating
+30% Morale for Valley Defense Force (VDF)
+25% Recruitment Appeal for soldiers and mercenaries
12 walls + reinforced gatehouse (+20% perimeter defense)
2 Offensive Node, 2 Defensive Node (rare, SC powered)
5 Watchtower (+50% detection, aerial defense bonus)
Barracks for soldier housing & training
• Training & Crafting:
+20% Crafting Speed for all artisans
Dedicated Crafting Quarter
Basic Craft School (+Novice Skillbooks + workshop access)
Service Academy (+room/board + standard soldier equipment)
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Haven Valley Upgrades Acquired
• Food Stability (Granary x2, Mill x1, Community Cellar x1)
• Trade Potential (Market Square x1)
• Defensive Perimeter (Palisade Walls x12 + Reinforced Gatehouse x1, Watchtower x5) [Valley Entrance Fully Walled]
• Node Integration (Offense x2 + Defense x2)
• Basic Crafting School
• Basic Training Service Academy
• Valley Defense Force Barracks
• Workshops (Blacksmith Forge x2, Smithy x1, Tannery x1, Leatherworking Hall x1, Engineering Workshop x1, Alchemy Laboratory x1, Carpentry/Woodworking x1, Tailoring x1, Weaving x1, Brewery x1, Bakery x1, Jeweler x2, Scrivner x1, Library x1, Enchanter x1, Mason Hall x1, Healing/Herbalist x1, Glassblower x1, Potter x1, Runecarver x1, Boyer/Fletcher x1, Weaponsmith x1, Armorsmith x1, Crafters Guildhall x1)
• Living & Resource Improvements (Increased Housing x2, Improved Housing Level 1, Improved Farmstead Level 1, Irrigation Channels Level 1)
• Mining Improvements (Mine Safety Upgrade (Common), Crystal Sorting Facility (Uncommon))
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Current Active Valley Resources
• Freshwater (Life Attuned) (Common → Rare):
o Havenrun River Purified by the Tidal Core Shard.
o Village Well Purified by the Tidal Core Shard.
o Supports irrigation, fishing, and empowered water for alchemy and recovery.
• Neutral Crystal Mine (Rare):
o Produces highly sought after crystalline shards usable for crafting, enchanting, and trade.
o Linked with Crystal Cavern Mines for boosted yield.
• Force Ore Vein (Rare):
o Deep beneath the valley hills.
o Highly sought after for weapon and armor crafting; amplifies kinetic force.
• Ironroot Trees (Rare):
o Roots infused with metallic fibers.
o Can be harvested for unique wood metal composites, prized by Boyers, fletchers & artificers.
• Timber Groves (Uncommon):
o Small forested areas on valley edges.
o Provides wood for construction, fuel, and basic alchemy reagents.
• 6 Farms (Common):
o Crops: grains, root vegetables, and medicinal herbs.
o Provides stable food supply for population and surplus for sale/trade.
• 4 Ranches (Common):
o Livestock: chickens, goats, cattle, and beasts of burden.
o Provides meat, milk, hides, bone materials, & working animals.
• Stone Quarry (Common):
o Produces building stone and gravel.
o Essential for expansion and fortification projects.
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Haven Valley Undiscovered Resources
(These exist within Haven Valley but have not yet been revealed or exploited. They may require exploration, quests, or specialized skills to uncover.)
• Moonpetal Herb (Rare Alchemical Resource):
o Grows only under certain lunar conditions in shaded groves.
o Key ingredient for advanced healing potions and soul binding elixirs.
• Echo Crystals (Uncommon):
o Found in hidden caverns.
o Used in sound based enchantments and communication devices.
• Spirit Spring (Very Rare):
o A hidden underground water source infused with Death & Soul energy.
o Provides rare reagents for alchemy, Death Attunement for weapons and boosts Soul stat growth.
• Buried Relic Site (Unknown Tier):
o Ancient ruins beneath farmland.
o Potential source of artifacts, lore, and System recognized relics.
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Note: Valley Exploration in progress: Unrevealed resources may require specialized exploration teams or Overseer assignment.
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Haven Valley Character Appendix
Core Protagonists & Close Allies
Name Species Class / Role Level / Status
Sara Bloom Mycorrhizal Novice Alchemist / Territory Owner (Viscount) Level 4 Commander /
Level 4 Novice Alchemist
Tas System Spirit Territory Assistance Spirit (hologram advisor) Bound to Haven Valley Territories
Fluffy Greatworm (Adolescent Magma) Hatchling Guardian (Bonded to Sara) Growing, Adolescent stage
Herman Ratfolk Village Elder Level ?
Serga Human Village Elder Level ?
Russo Human Village Elder Level ?
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The Foreshadows (Sara’s Trusted Challenger Defenders.) (12 Month Contract / Citizenship)
Name Species Class / Role Level / Status
Braska Bearfolk Barbarian Level16 Experienced fighter
Sylvi Ferretfolk Ranger Leve 15 Agile ranger
Dalen Human Healer Level 14 Spirit aligned Healer
Kaelith Lizardfolk? Runemage Level 15 Mind focused strategist
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Valley Defense Force (VDF) Captains
Name Species Class / Role Level / Status
Cadri Foxfolk Valley Defense Force Captain Level 12, Captain of VDF Scout Force
Brogan Molefolk Valley Defense Force Captain Level 10, Captain of VDF Wallguard Force
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Valley Defense Force Scouts (Captain Cadri)
Name Species Class / Role Level / Status
Whistle Foxfolk VDF Ranger Scout Sergent Level 9, Bond Holder (Sarah)
Sarah the Hawk Avian Spirit Bonded Bird Companion to Whistle Tier 1 Spirit familiar Bonded to Whistle
Darol Human Scout Level 8. Agile ranger, Master Archer
Rynel Houndfolk Scout Level 7. Keen tracker, specializes in forest patrols
Tessa Elf Scout Level 5. Silent pathfinder, excels in night operations
Corvin Human Scout Level 4. Quick runner, messenger between outposts
Connak Foxfolk Ranger / Leather Worker Level 8 Ranger (Semi Retired) / Level 11 Leather Worker
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Valley Defense Force -Wall Guard Captain Brogan)
Name Species Class / Role Level / Status
Hadrik Human Shieldbearer / Wallguard Sergeant Level 11 Vanguard
Maren Wolffolk Spear and Shield Fighter Level 10 Striker
Torvik Dwarf Heavy Shield Defender Level 9 Vanguard
Selra Catfolk Shieldmaiden / Rally Leader Level 9 Dervish Healer
Jastin Human Wallguard Infantry Level 8 Shieldman
Orric Bearfolk Shieldbearer Level 8 Vanguard
Fenra Hawkfolk Spear fighter Level 7 Striker, Spotter
Druven Human Shieldguard Level 7 Reserve
Kallor Boarfolk Wallguard Infantry Level 7 Reserve
Veyra Deerfolk Shield Priestess Level 6 Vanguard Healer
Brannic Human Shieldbearer Level 6 Shieldman
Tovren Otterfolk Wallguard Infantry Level 6 Reserve, Aquatic specialist
Eryla Hawkfolk Spear fighter Level 6 Striker, Spotter
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VDF Training Academy Roster
Name Species Class / Role Level / Status
Aric Stonefield Human Spearman Level 1 -Recruit
Lira Windstep Eaglefolk Archer Level 1 -Recruit
Borin Deepforge Dwarf Shieldbearer Level 1 -Recruit
Tessa Quickfoot Halfling Scout Level 1 -Recruit
Kael Ironpaw Wolffolk Swordsman Level 1 -Recruit
Mira Dawnwhisper Swanfolk Healer Acolyte Level 1 -Recruit
Joran Flintjaw Human Crossbowman Level 1 -Recruit
Sylra Brightleaf Elf Mage Support Level 1 -Recruit
Fenric Broadback Bearfolk Heavy Infantry Level 1 -Recruit
Nyra Featherfall Owlfolk Skirmisher Level 1 -Recruit
Kira Ashboom Human Combat Medic Level 2 -Apprentice
Sira Quickpaw Foxfolk Ranger Level 3 -Apprentice
Thalia Emberhand Dwarf Defender Level 5 -Advanced
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Haven Valley Notable Villagers
Name Species Class / Role Level / Status
Thurge Molefolk Veteran Miner / Tunnel Foreman Experienced digger, family patriarch
Selm Molefolk Miner / Hearthkeeper Wife of Thurge, balances mining with family care
Darrin Molefolk Young Miner Late teens, eager to prove himself underground
Kelra Molefolk Miner / Tool smith Early 20s, skilled at maintaining picks and gear
Borin Molefolk Miner / Scout Teen, quick and curious, often explores new tunnels
Syla Molefolk Miner / Ore sorter Early 20s, sharp eye for valuable veins
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Haven Valley Crafters (And Novices in Crafting Academy)
Name Species Craft / Role Level / Status
Ned Halfling Tavernkeeper Level 5
Eldrin Human Bonecarver Crafter Level 4
Ellie Human Novice Enchanter Level 2 Novice
Ami Gnome Engineer Level 8. Crazy, but also crazy smart
Pex Human Baker Level 6
Tharros Lizardfolk Blacksmith Level 7
Liora Foxfolk Leatherworker Level 1 Novice
Bramlin Badgerfolk Blacksmith Level 1 Novice
Serenya Raccoonfolk Jeweler Level 1 Novice
Torren Human Carpenter Level 1 Novice
Kaelenor Rabbitfolk Bowyer Level 1 Novice
Merris Halfling Scribe Level 1 Novice
Ned Halfling Tavernkeeper Level 5
Eldrin Human Bonecarver Crafter Level 4
Ellie Human Novice Enchanter Level 2 Novice
Ami Gnome Engineer Level 8. Crazy, but
also crazy smart
Pex Human Baker Level 6
Tharros Lizardfolk Blacksmith Level 7
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New Crafters of Haven Valley (From Recruitment Notice)
Name Species Craft Level Specialty
Thalia Emberhand Dwarf Blacksmith 18 Master of weapon forging, rune etched blades
Elenwe Silversong Elf Weaver 15 Fine silks, enchanted cloth
Jorin Clayroot Halfling Brewer 12 Herbal ales, restorative tonics
Marrek Ironvein Human Mason 20 Reinforced stonework, defensive walls
Sira Quickpaw Snakefolk Leatherworker 14 Armor crafting, flexible hides
Brenna Hearthfire Human Cook 10 Communal meals, morale boosting recipes
Kaelen Stormbranch Elf Carpenter 16 Precision joinery, siege engine frames
Doin Ashbloom Human Healer Crafter 13 Salves, poultices, Staff of Renewal wielder
Torvik Deepdelve Dwarf Smelter/Forgemaster 19 Rare ore refinement, alloy creation
Lira Moonwhisper Catfolk Enchanter 17 Minor enchantments on tools and garments
Fenric Broadback Bearfolk Tanner 11 Heavy hides, durable armor
Calla Brightleaf Elf Herbalist 9 Medicinal herbs, potion bases
Oren Flintjaw Human Armorer 20 Plate armor, reinforced shields
Pyria Flamefur Foxfolk Glassblower 8 Crystal lenses, alchemical vials
Harl Stonebinder Dwarf Rune Carver 15 Weapon and armor inscriptions
Mira Willowstep Halfling Potter 7 Durable clay vessels, storage jars
Garrick Thornhelm Human Bowyer/Fletcher 14 Precision bows, enchanted arrows
Sylra Dewsong Elf Jeweler 18 Gemcutting, Corelace settings
Varn Copperhide Lizardfolk Metalworker 13 Fine tools, hinges, fittings
Nyra Featherfall Owlfolk Scribe 12 Codices, illuminated manuscripts
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Contracted Mercenary Groups (From Recruitment Notice)
Contracted Mercenary Group: Scar Jaw’s Spears (6 Month Contract)
Name Species Class / Role Level / Status
Scar (Scar Jaw) Human Mercenary Leader Veteran fighter
Rothan Human Spear fighter, second in command Brutal frontline
Mirella Human Alchemist turned mercenary Poison/concoction specialist
Jorik Human Heavy shield bearer Defensive anchor
Fenric Human Archer Keen eyed marksman
Tavren Human Duelist / skirmisher Agile blade fighter
Orren Human Tracker / survivalist Wilderness scout
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Contracted Mercenary Group: The Windcutters (6 Month Contract)
Name Species Class / Role Level / Status
Vithril Elf Leader / Archer Veteran precision archer
Eryndor Elf Sharpshooter Extreme range specialist
Kaelen Elf Volley Master Coordinates suppressive arrow storms
Sylvara Elf Scout / Pathfinder Agile, stealthy
Tharion Elf Trickshot Specialist Ricochet and specialty arrows
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Contracted Mercenary Group: The Ironwall Cohort (6 Month Contract)
Name Species Class / Role Level / Status
Gurk Orc Leader / Shieldmaster Veteran
Thrain Dwarf Shieldbearer Unyielding endurance
Marros Human Shieldguard Tactical coordinator
Edda Human Shieldmaiden Inspires morale
Korrun Orc Bulwark Anchors the line
Velric Human Shieldbreaker Counters siege weapons
Druven Half giant Tower Shield Specialist Dominates chokepoints
Selvi Elf Defensive Warden Agile flank protector
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About the Creator
Canyon Cappola (TheNomad)
Horse Archer, RPG Gamer, and part time Writer of Character based stories.
I hope you enjoy!



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