About the Writer: Hello, I am Nox. Through my years I had always aspired to become a battle hardened warrioress like the guardian dwarves of Highforge. To prove myself, I decided to go to the metropolis of adventuring, Threshold. This Book is intended to help new and hopefully old adventurers navigate through the surrounding lands of Threshold, close or far, to spread good will. New pages will be added for as long as I live and continue my crusade against evil.
Maze Guardian: At the start of your journey, you will be suggested to go visit these first. They are south in the Training Course in Threshold itself. Maze Guardians make the perfect training dummies. They don't hit too accurately, not too hard, but you will definitely get bruised. There's a shield at Darcy's Diner that protects you with a magical ward against their bludgeoning attacks. Perfect to start you off but not entirely required. Take it slow. The traps there will tangle your feet and consider your limits. Also be mindful to stay within the Maze, do not go further and be mindful of the rats at the end of the maze. They nibble rudely and painfully.
Giant Ants: These pests are located east from Threshold, just up the cliff when you head immediately left from the gate. These beings have a tendency to swarm, which you will find becomes a normality in your travels. They are not as fragile as the Maze Guardians but still not too hard to dispatch. They do however have a bit, so be sure you practiced enough at the Maze Guardians, acquired some equipment so you can be sure to handle these. A much bigger threat in the cave they are in is their Queen. She's best to be avoided unless you are very savvy to protect yourself against physical harm. If you do manage the queen, avoid going further down. You will face orcs which may be out of your league.
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The small star in the sky may seem so meaningless, but when close, it becomes the center of your galaxy.
Cursed Spirits: North of Threshold City Propper, in the farmstead, there are quite a few locals that require aid. Among them is also the Gravekeeper. Within the Crematorium are restless spirits. They are plenty, not too deadly, but still if you aren't cautious, they will kill you. Among them is a more spiteful entity, a lot more dangerous than the others but if you can handle the Giant Ants, you will master these without much issue. Make sure to communicate with the Gravekeeper. You don't want to cause more of a mess and disturbance for those poor souls.
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The small star in the sky may seem so meaningless, but when close, it becomes the center of your galaxy.
Goblins: Housed in the West of Threshold, this tribe of Goblins is at war with another tribe further north of them, through their lair. Outside the Ranger within the isolated home in the western forest of Threshold requests aid to hold back this plague. They litter, they cause issues and every now and then attack the gates of Threshold itself. While not so much a threat to Threshold itself, it can be dangerous for any travelers or starting adventurers. Make sure you are armed with means to defend physical attacks. Anything that makes you resilient to piercing, slashing or bludgeoning attacks will make it easier from this point and beyond. These fellows swarm and are sneaky, particularly their archers. Among them are also shamans, which can heal their brethren and addle your mind. They should be your priority target. If you can't fight back, you are in danger. Make sure to communicate with the Ranger in the house first. He will have more useful information.
Inside their lair are bigger threats. One of which are worg riders that are very competent fighters. They are very deadly if you can't fend off fairly accurate blows. Much more sinister is a basilisk that has a tendency to lurk beyond a door north east of that lair. At all costs, do not open that door and stray clear from the area.
Eastern Orc Tribe: These Orcs are a tiny step up from the goblinoids, however they are consistent with the threat they pose. All of them are in a fairly weakened state, barely able to scrounge up food due to Threshold's ability to contain them, yet they still pose a threat and make it hard to populate the eastern side of Threshold with housing or farmland. In their ranks are archers using shoddy bows, rusted weapons and a few casters that like to summon companions and minor hurtful spells. Most of which are magical or chilly of nature. Be mindful to stay in that level of the cave. Going further below is dangerous and will likely kill you. They have a home explicitly for their chieftains. You will find him there alongside company. It can be a deadly fight if you are unprepared.
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The small star in the sky may seem so meaningless, but when close, it becomes the center of your galaxy.
Wulfholde Orcs: In the Wulfholde hills, east of Threshold's farmstead when following the river yonder the gate, you will find another orc tribe. I am not sure if they are affiliated with the orcs at the eastern side of Threshold but they are certainly more lively. They have a tendency to overrun caravans which is more than likely their way to stay alive. The hills are, as such, dangerous to traverse. You can likely find poor caravanners that lost their goods in the Farmstead, if they made it out alive. Ask around before making a venture. Maybe you can help someone while you go tackle your next challenge. The orcs here have similar troops to the eastern tribe, but they are smart to position archers in mostly unreachable places to any that are bound to melee. They are just a bit better in fighting, but their shamans have tricks to hold you down with spells which opens you up to attacks you can't fend off. Prioritize them. Fighting their Chieftain is a massive battle. No less than a dozen or twice as much orcs. Bring friends. You will need them.
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The small star in the sky may seem so meaningless, but when close, it becomes the center of your galaxy.
Stirges: These airborne entities come in a few forms. However, they all flock the same and will try to overwhelm you with numbers to suck you dry of your blood. They can be found around some caves or other dark venues, but they are also quite a blight to the farmstead. Sometimes they like to flock into barns where they can feast on animals or otherwise. Ask around the Farmstead and see if anyone is having issues with their ilk. If you go into battle with stirges, be prepared to have means to deal with an overwhelming force of them. They may not endure much which is a downside you have to abuse to not get drained alive.
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The small star in the sky may seem so meaningless, but when close, it becomes the center of your galaxy.
Gnolls: Icky, smelly, bipedal hyenas. They're disgusting, stabby and cast annoying magic. Their fighters are fairly competent. A bit more competent than the Wulfholde orcs but their shamans are deadset on keeping your mind woozy which makes them all the more dangerous. Among that, their leader is absolutely brutal. He, himself, is a force of his own and even more so is guarded by a lot of his kin. Do not fight him alone unless you are an extremely competent adventurer. Bring as many people as you can if you plan to take him down. You can find him on the second floor of their lair, behind a door. Avoid it at all costs till you are prepared.
There is three access points to their cave. One from Gorgons Pass, which you should be avoiding entirely unless you have someone to protect you to the trip to Kelvin and two from south of Threshold. To access the two safer options you go to the direction of Threshold's training course for adventurers, go up the first ramp and instead of going up to the second to the training course, keep going straight yonder the little water stream and finally past the tightly secured double gate.
Bugbears: These foul creatures are surely better than the gnolls. Their fighters have better weaponry, where some even have have dual axes either in each hand or on a pole. Their archers are dangerous, for if they hit you with their bolts, you may find yourself poisoned. They are also the sneaky sort. Try to deal with them first. Their casters opt for supportive spells or healing. Sometimes they do try to cast holding spells if you give them enough time to do so. They patrol the forest in packs of 3-7.
The Bugbears can be found in the Blackwoods which is south of the Isolated Hut with the Ranger in it.
Further information on their lair will follow.
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The small star in the sky may seem so meaningless, but when close, it becomes the center of your galaxy.