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Vernworth


Vernworth
Region Vermund
Type City
Quests Seat of the Sovran, Monster Culling, Disa's Plot, The Caged Magistrate, The Stolen Throne, The Nameless Village, An Unsettling Encounter, Feast of Deception, Nation of the Lambent Flame, A Beggar's Tale, A Case of Sculptor's Block, A Magisterial Amenity, A Noble Exchange, A Place to Call Home, A Trial of Archery, A Veil of Gossamer Clouds, Crossing in Shadow, Dulled Steel, Cold Forge, Every Rose Has Its Thorn, Gift of the Bow, House of the Blue Sunbright, Masked Correspondence, Oxcart Courier, Saint of the Slums, Tensions on the Highroad, The Arisen's Shadow, The Gift of Giving, The Heel of History, The Ornate Box, The Phantom Oxcart, Till Death Do Us Part, Vocation Frustration, The Regentkin's Resolve
People Captain Brant, Disa, Sven, Allard, Waldhar, Wilhelmina, Klaus, Roderick, Glyndwr, Mildred, Daphne, Kendrick, Margit, Donovan

Vernworth is the fortified capital of Vermund, south of Melve, where the commoners' town spreads out around Vernworth Castle. It is the political heart of the kingdom, the hub for most of the early story, and home to many of Vermund's shops, guilds and side quests.

Vernworth Map Location

Vernworth map location:

Map credit by Map Genie.

Vernworth Lore and History

Vernworth is the seat of Vermund's crown, but power rests with Queen Regent Disa, who backs a false Arisen now sitting on the throne as Sovran. When the true Arisen arrives under guard, Captain Brant comes to their aid and the two begin working in secret to expose the pretender and the queen regent's schemes. Brant meets the Arisen at The Stardrop Inn at night, and most of the main story in Vermund is handed out there.

Inside the castle, Disa's own son Sven turns out to be an ally against his mother's plans, while Allard, the imprisoned magistrate Waldhar and the nobles of the Noble Quarter all play a part in the struggle over the throne. The Regalia Sword, carried by generations of Vermundian rulers, is a symbol of legitimate royal power that the Arisen can help restore.

Vernworth Quests

Seat of the Sovran opens the city's story, when the Arisen is brought to the capital and Captain Brant begins plotting to prove the Arisen's claim. At The Stardrop Inn, Brant then hands out Monster Culling, which sends the Arisen to Trevo Mine, Harve Village and Vermund's eastern edge; Disa's Plot, a night-time search of the castle for evidence of the queen regent's misdeeds; The Caged Magistrate, a gaol break to free Magistrate Waldhar from the cells beneath the palace; The Stolen Throne, an infiltration of a royal masquerade in Vernworth Hall to get close to the false Sovran; The Nameless Village, an investigation into the pretender's origins on Vermund's eastern edge; and An Unsettling Encounter, a search of Allard's Chambers. Feast of Deception ends this chapter at the coronation, after which Brant hands over the permit for the border and Nation of the Lambent Flame begins.

In the Merchant Quarter, Benton by the fountain starts A Beggar's Tale about a suspiciously well-off beggar, and the argument between the shopkeeper Auriol and young Sven over an ornate box starts The Ornate Box. Klaus at the Vernworth Vocation Guild starts Vocation Frustration, which unlocks the Warrior and Sorcerer once the missing weapons are found. Donovan at the North Vernworth Oxcart Station starts Oxcart Courier, a guarded oxcart run to deliver a letter to Melve. Glyndwr, an elf fascinated by human bows near Roderick's Smithy, starts Gift of the Bow and later A Trial of Archery, which leads to the Sacred Arbor.

Mildred, by The Stardrop Inn, starts A Place to Call Home by asking the Arisen to look after her house while she travels, and the house can be bought when she returns. In the Noble Quarter, Klark starts A Case of Sculptor's Block, which sends the Arisen to the sculptor Fulvio in Bakbattahl, and Margit starts Till Death Do Us Part, a timed race to rescue her husband Gregor from a scheme by Ser Ludolph. Wilhelmina of the Rose Chateau Bordelrie starts Every Rose Has Its Thorn, which asks for evidence against Allard.

In the Slums, the orphan Daphne starts The Gift of Giving, which leads into House of the Blue Sunbright with the housemaid Diana. Kendrick of The Gracious Hand starts The Heel of History after donations and sends the Arisen after a missing boy who found a hidden archive, and Elena of The Gracious Hand is at the centre of Saint of the Slums, an investigation into rumours about the patients of The Gracious Hand.

Within the castle, the guard Roman starts Dulled Steel, Cold Forge to have the Regalia Sword repaired, and Sven starts Masked Correspondence, asking for a letter to be delivered to Lord Patrick at a masquerade, and later A Veil of Gossamer Clouds about a letter written by the queen regent. A Noble Exchange plays out during a gift exchange at a masquerade in Vernworth Hall, and A Magisterial Amenity is a later request from the freed Waldhar. A mysterious shadow following the Arisen through the streets starts The Arisen's Shadow.

Later in the story, Simon at the city gate starts Tensions on the Highroad, an escort for Ser Augustin, a leader of the opposition to the queen regent; rumours of a phantom oxcart on the western road start The Phantom Oxcart; and, after A Candle in the Storm, a visitor at the Arisen's own house in Vernworth starts Crossing in Shadow. In the Unmoored World, Brant at The Stardrop Inn starts The Regentkin's Resolve, one of the evacuation quests of Halls of the First Dawn.

Shops and Places in Vernworth

The city is divided into the Merchant Quarter, the Common Quarter, the Noble Quarter, the Slums and Vernworth Castle. The Merchant Quarter holds most of the shops and services: Roderick's Smithy for weapons and enhancement, Bjorn's Armory for armour and rings, Philbert's Sundries for curatives and implements, Clovis's Barberie for changes of hairstyle and makeup, the Vernworth Pawn Guild and the Vernworth Vocation Guild. Shakir's Inn offers rest and storage, while The Stardrop Inn is the tavern where time can be passed and Captain Brant waits at night. The Grand Riftstone of Vermund stands in the city, and the Vernworth Portcrystal allows a return from anywhere with a Ferrystone.

The North Vernworth Oxcart Station runs carts to Melve and the West Vernworth Oxcart Station runs carts to Checkpoint Rest Town. The Diviner's Salon in the Common Quarter gives hints for a fee, and Mildred's Dwelling is the first house the Arisen can own. A far grander house can be bought in the Noble Quarter.

The Noble Quarter holds the estates of Allard, Baldwin, Klark, Patrick and Townsend, the Watchhead's Home, the Rose Chateau Bordelrie run by Wilhelmina, and the Vermund Charnel House, where the bodies of those who died in Vermund are kept and can be revived. The Slums hold Walter's Tavern and The Gracious Hand, a charity that cares for orphans and the sick, and The Gracious Hand's Vaults, where a forgotten archive lies hidden.

Vernworth Castle includes Vernworth Hall, where the masquerades are held, the Castle Training Ground, The Guardhouse, the Vernworth Castle Gaol Tower, the Fountain Garden and the private chambers of Disa, Sven and Allard. The Vernworth Castle Vault lies deep inside the palace and can only be opened with a vault key.

Bjorn's Armory

Name Image Type
Adept's Coat - Body Armor
Animistic Robe Animistic Robe Body Armor
Arena Breeches Arena Breeches Leg Armor
Beastren Pride Beastren Pride Body Armor
Bestial Boon Bestial Boon Body Armor
Combat Breeches Combat Breeches Leg Armor
Confidant's Hood - Head Armor
Crimson Hosen Crimson Hosen Leg Armor
Dashing Capelet Dashing Capelet Cloaks
Devotee's Hood - Head Armor
Epiphanic Waistguard Epiphanic Waistguard Leg Armor
Fencer's Jacket - Body Armor
Fiendish Armet Fiendish Armet Head Armor
Friar's Hood - Head Armor
Galewind Helm Galewind Helm Head Armor
General's Mantle - Cloaks
Gladiator's Helm - Head Armor
Grand Surcoat Grand Surcoat Body Armor
Guardian Leg Plates Guardian Leg Plates Leg Armor
Guardian Plate Armor Guardian Plate Armor Body Armor
Hard-Leather Helm - Head Armor
Hunter's Mail - Body Armor
Iron Helm Iron Helm Head Armor
Lamellar Armor Lamellar Armor Body Armor
Lion-Lord's Helm - Head Armor
Magician's Coat - Body Armor
Meadow Cloth Meadow Cloth Body Armor
Mysterial Robe Mysterial Robe Body Armor
Napped-Leather Boots Napped-Leather Boots Leg Armor
Orphic Robe Orphic Robe Body Armor
Patroller Knee Guards Patroller Knee Guards Leg Armor
Peddler's Boots - Leg Armor
Plate Armor Plate Armor Body Armor
Plumed Cap Plumed Cap Head Armor
Ranger's Vest - Body Armor
Regal Cloak Regal Cloak Cloaks
Ring of Accrual Ring of Accrual Rings
Ring of Exultation Ring of Exultation Rings
Savant's Boots - Leg Armor
Scaled Jacket Scaled Jacket Body Armor
Serpentine Circlet Serpentine Circlet Head Armor
Soaring Surcoat Soaring Surcoat Body Armor
Soldier's Helm - Head Armor
Sprinter's Boots - Leg Armor
Traveler's Gaiters - Leg Armor
Tribal Brace Tribal Brace Body Armor
Unseen Shadow Unseen Shadow Head Armor
Verger's Gown - Body Armor
Vermundian Cloak Vermundian Cloak Cloaks
Vigilant Greaves Vigilant Greaves Leg Armor
Voyager's Cape - Cloaks
Wizard's Hat - Head Armor

Neomith

Name Image Type
Amber-Rimmed Glasses - Head Armor
Disciple's Spectacles - Head Armor
Half-Frame Glasses - Head Armor
Monocle Monocle Head Armor
Nose-Pinchers - Head Armor
Round-Frame Glasses - Head Armor

Philbert's Sundries

Name Image Type
Courtly Breeches Courtly Breeches Leg Armor
Courtly Tunic Courtly Tunic Body Armor
Detoxifying Decoction Detoxifying Decoction Curatives
Ferrystone Ferrystone Implements
Grass-Patterned Camping Kit Grass-Patterned Camping Kit Implements
Lantern (Fueled) Lantern (Fueled) Implements
Lantern Oil Lantern Oil Implements
Marcher's Armor - Body Armor
Marcher's Cuisses Marcher's Cuisses Leg Armor
Marcher's Helm - Head Armor
Mundane Camping Kit Mundane Camping Kit Implements
Salubrious Draught Salubrious Draught Curatives
Savagery Extract Savagery Extract Implements
Stoutness Extract Stoutness Extract Implements
Waking Powder Waking Powder Curatives

Roderick's Smithy

Name Image Type
Achromic Reverie Achromic Reverie Censers
Anchor to Heaven Anchor to Heaven Staves
Bane Archistaff Bane Archistaff Archistaves
Bespoke Bow Bespoke Bow Bows
Blackwing Bow Blackwing Bow Magickal Bows
Blighting Arrow Blighting Arrow Implements
Broadsword Broadsword Swords
Caged Fury Caged Fury Archistaves
Carnation Carnation Swords
Continental Shield Continental Shield Shields
Cutlass Cutlass Swords
Dead Ringer Dead Ringer Duospears
Dragon's Breath Dragon's Breath Magickal Bows
Dragon's Flight Dragon's Flight Greatswords
Dread Aspis Dread Aspis Shields
Drenching Arrow Drenching Arrow Implements
Explosive Arrow Explosive Arrow Implements
Feather-Light Pelta Feather-Light Pelta Shields
Framae Blades Framae Blades Daggers
Grievous Horns Grievous Horns Archistaves
Heaven's Key Heaven's Key Daggers
Hunter's Bow Hunter's Bow Bows
Hydra Husk Hydra Husk Bows
Initiate's Blade - Duospears
Iron Shield Iron Shield Shields
Iron Sword Iron Sword Swords
Ironclad Staff Ironclad Staff Staves
Magian Crutch Magian Crutch Magickal Bows
Meniscus Meniscus Archistaves
Necrotic Shriek Necrotic Shriek Staves
Percipient Blade Percipient Blade Duospears
Resonant Hymn Resonant Hymn Censers
Revenant Wail Revenant Wail Bows
Rhewynt Rhewynt Duospears
Savage Fang Savage Fang Bows
Shield of Vernworth Shield of Vernworth Shields
Snagdaggers Snagdaggers Daggers
Stalwart Sword Stalwart Sword Swords
Steel Urchin Steel Urchin Hammers
Stilettos Stilettos Daggers
Tarring Arrow Tarring Arrow Implements
Terminal Gyre Terminal Gyre Magickal Bows
The Exalted The Exalted Maces
Throatcutters Throatcutters Daggers
Two-Hander Two-Hander Greatswords
Unfettered Claw Unfettered Claw Staves
Vermundian Brand Vermundian Brand Swords
Volant White Volant White Staves
War Blade War Blade Greatswords
Wounded Heart Wounded Heart Greatswords

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