5. The Continent of Avalon
Avalon is a large continent with many different villages and towns, forests and waterways and there is no substitute for reading the location descriptions to feel the atmosphere of a place. However, in the limited space available here these few paragraphs should help set the scene.
The Greenwood Forest
The Greenwood is the largest single expanse of forestland. It covers a
large proportion of the lands west of Mercinae. It is, as ancient lore
would have it, a province of the God of Life, a bitter irony, for within
the obscurity of its thickly laden boughs abide many creatures that seek
to pervert its creator's ideals. It is a dense forest that stretches from
the Uruk Road (which lies in the west of the continent), right through to
the north where it meets the mountains, and then towards the east where it
meets the boundaries of the ancient Chetwood forest and Mercinae's city
walls. Waged within this tenebrous province are recurrent battles between
various factions, not least between the Goblins who intend to overrun it
and the guild of Rangers, good human-folk who live for the forest and its
stability.
Not all that lives within the Greenwood, you must remember, aims to do
battle. Other legends of this vast wooded mass include the presence of a
benevolent mannish folk in the far north; the tale of the Stone Cross; the
hidden retreat of the great seer Orestes; and the fabled lost library of
Alessandria. Dangerous, beautiful and intriguing, the Greenwood epitomises
the territory of a true adventurer.
The Rivers
Avalon's many rivers and streams provide excellent means of transport for
the wary. The lengthiest of them all is the River Leithe, carrying the
life-blood of trade and treasures between the cities of Mercinae, Thakria
and Parrius to the east. It is upon these rivers and their tributaries,
that you will be sure to find safe passage from city to city. Ferry-boats
and barges traverse these watery by-ways, departing regularly from most
city and village docks. By spending a few gold pieces on a river-boat cruise, you are sure to avoid some of the more sinister dangers of the
overland routes. Ferries depart from the docks of the Leithe in Mercinae,
from the lakeside quay in Thakria and the three fingers dock in Parrius.
For your information, the River Leithe forks north from the centre of
Mercinae through to the northwest to the Moonstone Lake beside the city of
Thakria. The Leithe forks a short distance north of Mercinae into the
Rivers Silverlight and Callieton. The Silverlight runs northwards past the
village Kristanisti and the town of Springdale. The Callieton River runs
eastwards, south of the villages of Nassau and Ariadne, past Lake
Thrullmere, to the city of Parrius.
A map of the
rivers is available.
Thaumacie
Thaumacie sits atop the mountainous territories to the south-west of the
Avalonian continent. Many view it as an enigma in itself, for it is a
town-like colony of hardened dwarves, dwelling in a barren citadel astride
the rear-end of the Goblin City. Further research will reveal, however,
that their resolve to remain in such a dangerous place is both
well-founded and valorous. The dwarves are a hardy race, living and
working under the leadership of Verlakmar the Golden. It is upon this
precarious position that the dwarves live with special intent, that of
keeping guard over their sworn adversaries the Goblins. They are committed
to impede the menacing Goblin troops by keeping them engaged in
intermittent battles over the invaluable mountain passes. It is in part
their bravery that allows Mercinae to breathe easily in her slumber.
The fortress of Thaumacie has another purpose, one that is more dangerous and
yet more essential for the existence of all peoples. Beneath the citadel,
behind the bronzed gate, is the entrance to the fabled Under-deeps.
Thaumacie stands guard over the most dangerous of all enemies, the Demonic
Black Sun. Brooding in immortal anger under the vigilance of the dwarves,
the Black Sun waits for Thaumacie to fall, and to chase the Sun from the
sky. Hence the presence of Thaumacie is crucial, and the dwarves the
sturdiest of all allies to humankind.
The Goblin City
The Goblin Town, in the west of the continent, should be considered a
separate cultural centre. Its entrance is guarded by the infamous Wolf
Gate which opens irregularly to the world with a great rumbling that can
be heard from miles around. It would be too easy to dismiss the goblins
as simply manifestations of a cruel, distant evil. They are motivated
above all by strong instincts of self-preservation and a rigid social
order. Should you delve deep into the goblin town, you will find breeding
chambers, working mines, and a bustling internal trade. The goblins
maintain cautious friendship with some of the more ruthless humans, and
many of those who forsake the major cities end up residing beneath the
mountain in the town of the goblins.
The goblin town, as has been stressed earlier, is not simply a
battleground for righteous humans. It is home also to a small brotherhood
of humanfolk who have chosen to forsake the major cities and live beneath
the protective walls of the goblin town. Fangthane was the first to tread
this dangerous path, followed closely by Astiroth, Taker of Souls and
Helkarakse, of the frozen wastes.
The Villages
There are dozens of human villages dotted around the Avalonian continent and
many more ruled by the non-human races. Villages tend to be small and insular
communities, trading in particular goods and usually allied to one or more of
the major cities. Eastern Avalon boasts more villages than the wildlands of
the west. Some individual villages worthy of note are Eleusis, Ladakh, Snowfoot, Ogg, Astrea's Delta, Kenkria's Monastery and Eastpoint.
The Human Cities or Cityports
There are four great cities situated on the shores of the continent, Mercinae, Parrius, Thakria and the most recent, Springdale. New characters begin their lives as a citizen of one of these cities. Within the walls of your home town you will find food, shelter and a multitude of shops and stalls to provide the every need of the merchant adventurer. The cities are run by Barons who are democratically elected by the population and who have sworn an oath of allegiance to a Prince from within their ranks.
Return to the index or carry on to examine the Cityports.
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