Avalon
Avalon is set among the beautiful green rolling hills of the biome. The homes here are right out of a Maxwell Parish or Thomas Kincaide painting, little Tudor styled cottages and a quaint temple. They cluster around the central plaza, which is really just the intersection of three undertravelled Imperial roads (South to Antioch, East to the Villages, NorthEast of GreatRidge road).
Avalon - Arth Village
Avalon is set among the beautiful green rolling hills of the biome. The homes here are right out of a Maxwell Parish or Thomas Kincaide painting, little Tudor styled cottages and a quaint temple. They cluster around the central plaza, which is really just the intersection of three undertravelled Imperial roads (South to Antioch, East to the Villages, NorthEast of GreatRidge road).
Avalon would be known for its sheep and goats. It produces fine wool products and excellent cheeses. However, it is the presence of the Druids that make it stand out. First a bit of geography. To the west, is the coastline. Between here and there is a band of green called the Coastal Forest. It is here the bulk of the Druids (humans who dedicate themselves to Mother Arth or the Green Lady) live in a manner similar to the Elventi... embedded in the Green using magic to assist their lives. They still need humanti goods, but much of their lives is spent in magical communion with The Green.
On a small island off the coast, called Emerald Island, lives the Grand Druid (and a large number of other druids). It is unclear if the Grand Druid is immortal (or nearly so) or just a title passed on. In addition to being the leader of the Druids, he is known to have supernatural wisdom. He is known to answer ONE question a year for every supplicant. The questions can even be about the future. If the need is great, the answer is straight foreward. If the need is not great or it is about a future event, the answer is a complex riddle. The amount of riddle implies the importance to the World and the Druid.
The Druids (and Villagers) make a living off the supplicants. There is a steady trickle of those who wish to know The Truth. Each one is to give a gift of note to the Druids (a sliding scale, two copper for a peasant or a major magic tool for an Imperial Noble). For that gift, the Druids will bring you (in small groups) through the sacred Greens, walk you across the water (on stones that raise or lower), and though the mysts that protect the island (and back again). You get an audience in the temple of the Green, a temple made of interwoven evergreen trees. The Great Druid sits in a wooden throne that seems grown. There is great pomp and ritual to the asking of questions and the answers. After the questions are answered, everyone is escorted back to the village.
Not Registered Yet? No problem.
Do you want Strolenati super powers? Registering. That's how you get super powers! These are just a couple powers you receive with more to come as you participate.
- Upvote and give XP to encourage useful comments.
- Work on submissions in private or flag them for assistance.
- Earn XP and gain levels that give you more site abilities (super powers).
- You should register. All your friends are doing it!
? Responses (4)
More Arth. I like the details on this little village.
So is there a Druidic religion? How does he fit those other number of gods?
The Druidic religion is the Worship of Artha, Mother Arth.
I use the terms druids for two reasons 1) it is easier for most people to get a hold on the concept of nature spirit worshipers right away and 2) These were Druids brought here by The Point .
The few Druids that came through brought with them a whole social structure. When they came through, they also found a massive influx of magical responses to their prayers. Thus the Grand Druid, the most senior there, became a true seer.
This is very picturesque and Arthurian. A good location for Druidic encounters (Druids of legend are much more fun than their D&D counterparts by the way). May you walk with the Goddess. :)
This is a great place as the target of a quest for the PCs. Add some dangerous places en route, and instant adventure.