Evermoor

Government: Wilderness, Independent Villages, and Defended by Lord Roland

Evermoor is a large section of sparsely populated wilderness next to Arden that consists of misty forests, lazy streams, and semi-dry swamps. The few humans who live there gather in small villages lead by a Druid. Other people, most notably, the elusive Wood Folk and the dangerous Trogre, also populate Evermoor. Getting to and from Evermoor is quite difficult as the only known ways lay deep in Arden. These trails, which are mere footpaths, are well hidden and are changed on occasion by its Defender. There is a great deal of silver in Evermoor and it's slow streams and creeks have a high abundance of semi-precious minerals. What little handmade jewelry makes it out of Evermoor is highly prized for its quality and craftsmanship. Due to the rural nature of the people and the inherent dangers of the wilderness, the Guild and treasure seekers are strongly discouraged.

Point Cost

  • Shadow of the Realm [2]
  • Restricted Access [2]
    (Comm. Barrier: In- Logrus, Magic, Trump, Psyche)
    (Access via paths in Arden, lead by Roland, or Shadow walking from a forest on a single full moon.)
  • Control of Contents [1]
    (No High Tech or Gunpowder, Magic works well)
  • Total Cost [5]

Even though his time is currently split between Evermoor and Amber, Roland has spent a considerable amount of time in Evermoor. Although unintentional, his isolationist tendencies and simple lifestyle has left its mark on this shadow. The shadow, even though it is close to Amber, is difficult to get to and hard to reach through alternative means (such as Trump). Its peoples lead a simple (at times primitive) lifestyle of subsistence living. Although some are friendly, they tend to keep to themselves and view change (especially technology) suspiciously.

Geography

Misty forests and marshes make up the bulk of Evermoor's terrain with the occasional glen and rocky outcropping. There is also a plethora of streams, creeks, springs, and small ponds. Small villages (25-100 people) are tucked away in the landscape.

Evermoor's geography is very fluid. Streams change course, game trails move, ponds dry up, and even entire villages will relocate (following game, new stream, etc.). These changes are not completely random. Most are seasonal and some are reliably predictable.

Population: Sparse

Humans: This part of the population tends to live in small villages or single-family farms. The can be friendly and polite but tend to be standoffish with new people/ideas until they decide how they will be affected by them. They operate on a subsistence level by choice trying to fit in with their environment. Although they live on the abundance of game and fish located in the woods and marshes, they also farm (which they call 'tending'). This is little more than collecting the natural fruits/berries and growing small garden patches through out the wilderness (you will never see a field in Evermoor but you will stumble upon a small garden seemingly in the middle of no-where from time to time).

Trogre (Tro-Ger): These 9-foot-tall, heavily muscled, vaguely humanoid creatures stalk through Evermoor looking for food (which can be anything, including each other), sex (don't ask), and things to kill. They have above animal intelligence and have a rudimentary language. They are not evil but very primal and driven by their base needs. They are very tough, strong, and quick. They also heal astoundingly fast and appear to be immortal unless killed. The only thing they respect is someone that can out eat, out sex, and/or out kill them. Fortunately they are solitary creatures and only come together by accident, to mate, or when forced to by an outside agency. Roland keeps them under some control by 'culling the herd' when their attacks become too frequent. Oddly enough, this causes them to respect him.

Wood Folk: Basically the grouping of sprites, faye, pixies, elves, and other fairy type creatures. They do not interact with others unless forced to and are very secretive. They have their own civilization/government and live next to the other people who live in Evermoor but not with them. They accept Roland as The Lord of the Domain but it is clear that they do not serve anyone but themselves. Roland leaves them alone unless absolutely necessary.

Weather

The weather in Evermoor follows the same patterns as Amber but tend to be harsher. They are, however, exempt from the conditions placed on Amber by the sea because Evermoor has none. (Evermoor is also on the same 'time' as Amber.)

Government

There is no central rulership. Although they will follow the commands of their Defender.

Druids: Villages are run by Druids. How this person is selected depends on the village. He (or she) is usually the oldest and wisest of the village. The majority of Druids have at least a passing knowledge of Blood Magic.

Trogre will follow the strongest being present until that person shows weakness then they'll try to eat him (or kill him or whatever they happen to be in the mood for...).

The Wood Folk currently are lead by a Prince but their system of government changes from time-to-time for no apparent reason (Once, they were an Benevolent Democratic Anarchy based on the tenets of Feng Shu).

Religion

Most people loosely follow the Way of the Unicorn, which is loosely based on a book supposedly penned by Dworkin (OOC: Pulled from the second series). They tend to focus more on the natural aspects as opposed to the metaphysical.

The Patron: Roland has been in Evermoor for as long as most people can remember. They do not think of him as a god but as their patron and protector and grant him a great deal of respect and courtesy. Most are also willing to follow and serve but he doesn't ask for that,

The Legend of the White Knight: The White Knight waits at the end of the Secret Ways on his great horse. He defends the Center of the Universe from all intruders. Yes, it's Julian. The actual legend changes depending on who tells it. No one can agree if the White knight is good or evil, how (if at all) he is related to Roland, or his real purpose. Those who are more worldly and know of Amber know some of the facts but their knowledge just fuels the discussions and no one agrees and Roland will not illuminate them. He tells those who ask to go talk to the White Knight. (Roland finds this very amusing.)

Oraganizations

The Huntsmen: This group of men and women idealizes Roland to the point of living his lifestyle of isolation, hunting, tracking, and being one with the wilderness. They are the closest Evermoor has to soldiers and since they keep the Trogre from decimating villages, Roland lets them be. Even though he finds them annoying. They, along with the Druids, are the few people who have left Evermoor to Amber and are responsible for what little trade that occurs.

Other

Evermoor's waterways hold a great deal of mineral wealth which people use to make jewelry and other crafts. Silver is quite common.

Master crafters: The people of Evermoor take pride in their ability to create and put a lot of quality into everything they do. What they make may be simple but it is always made well.

Unique Shadow Walkers