Feast and Famine

The entire world remembers the day the corn and wheat fields shriveled up. When the cows and sheep fell in the fields. How the chickens died mid morning call. Every domesticated crop and animal had been infected by a sudden magical illness that spread across the entire continent. The mass starvation that occurred after was genocide of not just humanity but every fantastical race out there. Entire civilizations collapsed. Our story takes place in one of the last bastions of civilization, doing what any type of desperate people would do in a situation this dire...

COOKING MONSTERS, B I T C H !!!!

Characters
Ospina Lacrimorta (RIP)

CITY NAME here
NaME is run by Queen Alyssa who has inherited her rule from her deceased parents after a rebellion broke out from the plagues aftermath. She, her advisors, and her royal officers created the monster hunting Guild in hopes of finding a new food supply for the kingdom's citizens. So far their plan has been a major success! Refugees are entering every day, the city is re-fortified, and a possible cure for the plague is on the horizon. Hope is ablaze from the recent defeat of the rebel former-Archmage Aria who was stealing gold from the royal treasury and weakening the castle from the inside out. The Queen has even been able to leave her castle isolation and is able to greet her citizens face to face for the first time in years.

COMPLETED TOWN IMPROVEMENTS:

 * The New Road (Cutting through the Great Pasture, Lake, Ancient Forest, and Thundercrow). Southern Wall. Docks. Third Tower (now Halfling accessible). Quarry Improvements. Aquaculture. Livestock Center. Plumblossom Brewery (Owned by Fenli~!)

IN PROGRESS TOWN IMPROVEMENTS:

 * Fixing the houses (x67): 50 gp per house. Siege weaponry: 800 gp. Dungeon Renovations: 600 gp

Guild Organization
RANKS: Ranks are gained through Prestige. Prestige is gained by completing Guild missions.

MISSIONS: Categories range from A to SS ranks.

A = Always require four people, or three people of rank 10 or above.

B = Always require three people, no matter rank.

C = Advanced missions. Must be done with three people

D = Medium difficulty missions. Must be done with two people, or one person of high rank.

E = Easy, can be done with one person.

F = A non-Hunting mission, meant only to gather materials.

G = Only Guild officers can go on these kinds of missions as these missions are extremely difficult.

S = Super hard. Only accessible to rank 15 members. Always at least an Elder Dragon level of difficulty.

SS/S+ = A siege mission. This is for monsters you cannot hunt. Rather, you must lay siege to kill them.

Notable Places
Glass Glacier: A frozen landscape full of ice cold monsters who want to devour anything that's warm. Home to the Elder Drake who once destroyed the cities docks in a fit of rage.

Muddy Plains: A squishy, swampy plain full of burrowing creature ready to much on anyone that steps on them by accident.

Crystal Pillars: A geometric forest of glistening jewels. Just watch your back. In those crystalline mirrors, you're the next meal in the reflected eyes of a wild beast.


 * The crystals here have a mass biological energy from calcified magic over time. Deposits of this are found wherever Elder Drakes are. The dust seems to give animals typically effected by plague more energy. This is because the plague seems to suck out biological connections to the Weave. These crystals might be a permanent cure...

The Thundercrowns: A hilly canyon run by a terrifying Elder Drake whose cries burst the ear drums of those unfortunate enough to hear it.

Ancient Forest: A gnarled forest whose watched the world come and go around its ever growing reach. Artifacts are abundant here should you dodge the ferocious claws of old beasts roaring for new flesh.

The Lake: A giant lake that was clearly home for an long lost civilization of mages. Now it's a calm pool of secrets- until its current residents pounce on intruders.

The Great Pasture: A large valley that, thankfully, is relatively peaceful. Many farmers used to live here before the plague. Though there aren't many residents nowadays there is a new tavern welcoming travelers and immigrants at its northern crossroad.

Floral Marshes: A technicolor whirlwind of poisonous flora and venomous fauna make up this forested expanse. Bring antidote potions or a Cleric with you should you travel in its deceptively happy woods- you'll need it when you make even one wrong move.

The Dead Village: A remnant of a recent tragedy. The Dead Village used to be home for a prosperous city-state and major religious center to the Tarot. However, the plague destabilized the region and a curse of undead ruined those who remained. The land requires a consecration. Though that means you have to rip and tear through the former residents to achieve such a goal.


 * The party has killed off a cult of Eldritch pestilence worshipers who were likely spreading a large portion of the undead curse. They allied with the Elder Drake of the region after freeing him from the cult, and he now aims to fix the undeath run rampant here. They also saved three Tarot Clerics who were trapped in the main Church.

Star Fields: A very confusing, fae-like place of wonderous morbidity. The monsters within are made of a radioactive Wild magic. Rats are now cupcakes with teeth, slices of cakes have lapping strawberry tongues, pastry land sharks roam the surface... What more can I say? Don't get eaten by your own cooking!