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Part 14
Dark and Darker

Part 14

Explore Aventuria's regions, currency (Thaler, Farthing, Ducat), and Threat Value in Dark and Darker. Learn about Ferdork and Grimtooth Castle.

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Explore Aventuria's regions, currency (Thaler, Farthing, Ducat), and Threat Value in Dark and Darker. Learn about Ferdork and Grimtooth Castle.

Currency:

  • The Thaler (T) is a silver coin. 1 silver Thaler = 0.1 Ducat = 10 Farthings.
  • The Farthing (F) is a copper coin and the smallest unit of payment. 1 copper Farthing = 0.1 silver Thaler = 0.01 gold Ducat.
  • A gold Ducat (D) is equal to 10 silver Thalers (10 T) or 100 copper Farthings (100 F).
  • Money is stored in the Quest Bag and has no weight.

Threat Value (TH):

  • Threat Value is assigned to each opponent, indicating their danger level.
  • The value ranges from 0 (harmless) to 20 (absolute lethal).

Regions of Aventuria:

  • Aventuria is a large continent, approximately 3000 miles north to south and 2000 miles east to west at its widest.
  • North: Icy wastes inhabited by ice elves, yetis, goblins, and white-furred orks.
  • Nivesian Steppes: Gentle hills and open woodlands, home to nomadic Nivese and travelling Norbard traders.
  • Elfland: Everlasting forests of elves (steppe, silvan, and lea elves), with some humans present. Lea elves may show interest in humans, leading to half-elves.
  • West of Elfland: Bordered by Thorwal and the mountain-ringed Orkland, inhabited by belligerent clans and unfriendly orks.
  • Fountland (East): Surrounded by enemies, struggling for independence. Winters are hard, and inhabitants fear the neighbouring Dark Lands (Ice Realm of Glorania to the north and Dark Tobria to the south).
  • Middenrealm: Extensive area in Central Aventuria, dominated by a feudal system with an Emperor. Culturally diverse, with flourishing trade and developed faith. Features the Demons' Waste south of the capital city Gareth.
  • Horasia (West Coast): Technically and culturally advanced realm, also known as "The Fairfield". Aristocratically dominated and in constant competition with the Middenrealm.
  • Khom Desert Caliphate (Southern Aventuria): Founded 250 years ago in the Keft Oasis where the god Rastullah manifested. Culture is comparable to Oriental cultures, with a moneyed aristocracy, cultural richness, zest for life, and growing sympathy for Rastullah among Novadis and Tulamides.
  • Southern Tip: Includes the Dark Alliance of Al'Anfa, the jungles of the Forest People, and colonial cities. Known for slave and fit weed trade, and bloody arena entertainments, earning Al'Anfa the title "Plague-Spot of the South". Middenrealmers can conflict with its merciless laws.

Key Locations:

  • Ferdork: A famous trading city on the Great River, south of Angbar Lake. It is an important economic and political center in the Principality of Kosh, within the Middenrealm. Dwarfs form a significant part of the population, offering Dwarfen goods. Home to the "Ferdok Pale Ale" brewery. The "Ferdok Lancers" were once stationed here but were annihilated at the Battle of Warkhome. The city experiences a colorful mix of citizens, aristocrats, and Anvil Dwarfs, with hearty inn fare, varied trade goods, and exceptional Dwarfen metalwork. A recent series of unsolved murders has cast a shadow over the city.
  • Grimtooth Castle: An ancient fortress in the Windhag Mountains on Aventuria's west coast, south of the port city of Havena. It belongs to the Margraviate of Windhag and was originally constructed during the Bosparan Empire, now serving as a bulwark of the Middenrealm.
Tips
  • Understand the currency exchange rates to manage your wealth effectively.
  • Be aware of the Threat Value of opponents to prepare for encounters.
  • Ferdork offers diverse goods and is a central hub, but be cautious due to recent events.
  • The various regions of Aventuria have distinct inhabitants and potential dangers.

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