Avalon; the First Age

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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 larger Springtown. The Callieton River runs eastwards, south of the villages of Nassau and Ariadne, past Lake Thrullmere, to the city of Parrius.

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. Legend speaks also of a small brotherhood of humanfolk who have chosen to forsake the major cities and live beneath the protective walls of the goblin town. No proof of this has ever been found, however, and some seers argue this is an ancient prophecy rather than legend.

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 three great cities situated on the shores of the continent, Mercinae, Parrius and Thakria. 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.

Character Building

Skills

Locations and Movement

The Continent of Avalon

The City-Ports

Communication

Items and Item Manipulation

Computer Controlled Characters

Guilds

The Command Environment

Etiquette and the Gods

About First Age

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