The Heraldwood
One of the oldest and also largest societies in Sear since the pre-flood era, the Heraldwood is a massive deciduous forest which spreads across a huge section of the wyrmward half of the Searan Shell's landmass. Originally founded by the freed slaves that would eventually develop into the Wood Elves, and later joined by other like-minded races such as Satyrs, treants, and other naturally attuned beings, the Heraldwood is nowhere near being a nation, nor does it even have a centrally governing body. Communities are built in harmony with the forest life that surrounds them, often including elevated walkways and tree-houses either attached to or built within. Decisions affecting the population of such communities are often made by elders or otherwise significant members of the same community, with a need for outside management or influence largely held as a needless relic of a time still fresh in the ancestral memory of many Wood Elven people.
Though they have progressed beyond foraging as a primary means of sustaining themselves, the communities of the Heraldwood do practice subsistence living, cultivating the forest to provide what they need and taking no more at once than they require to survive. Druids form the religious and agricultural centerpoint of life in the Heraldwood, and are also the link through which information and decisions are carried between settlements throughout the wood. Though they may have taken a position of power in other cultures, Druids act as servants of the people and of the forest in the Heraldwood, dedicating themselves to the spread of good teachings and strong beliefs everywhere they hold sway.
With the historically recent encroachment of the hellcreeper to the source, druids of every stripe have taken it upon themselves to defend the forest from both the menace to life everywhere in the forest that this abomination presents, as well as the eradication from an ideological perspective of this aberrant mockery of the natural world which it so ironically threatens. Having been unable to press any further into Jaxeite Ward herself, Archon Veleiuri has pledged to lend aid to the axial societies of Sear by both maintaining a preventative mountain range between the hellcreeper and Young Lake using a powerful earth tower, allowing trade and travel to tentatively continue, and by providing magical and martial support to the axial front, where for several years the druidic forces have been making headway toward the Veleiuri border, promising the revelation of a vastly safer mode of travel than the Shifting Pass into Veleiuri Ward on its sunwyrm border. Archon Veleiuri has her own reasons for this alliance, of course, as the newly developing border such a victory would create promises access to a massively less treacherous route into the ruins of Jaxeite Ward, where Archon Veleiuri hopes she can gain enough lost power to both solidify her control as the dominant military force among the Archons, as well as begin to tie up loose ends regarding past failing such as the emancipation of her one Bonds and the creation of The Compact.
Structure
Decentralized ruling bodies held together by the advisory body of the many Druids which act as protectors and bearers of teachings and information.
Culture
Free expression and self-determination, though never at the expense of the survivability and sustainability of the community.
Public Agenda
The preservation of the forest and the related way of life which has lasted for many centuries.
History
Created as a result of the end of the age of dragons over time by bands of elves who slowly developed both a separate culture and racial identity as they were joined by races native to the forest of all kind.
Military
No standing military outside of self-determined individuals who are willing to take up a cause and the Druids who protect the forest from threats are kept. Large-scale conflict would only destroy what has been created to keep the communities alive, and so disputes are settled via non-military action in whichever way the elders involved deem appropriate.
Technological Level
High-magic, but low industrial investment. Very integrated with animals and plants.
Education
Children are educated by the community as they grow and learn to be a contributing member, and may continue education as they pursue their passion by finding mentors wherever they are available.
Alternative Names
The Great Wood
Training Level
Semi-trained
Veterancy Level
Recruit
Demonym
Woodsfolk
Government System
Tribalism
Major Exports
Unfarmed agricultural products, magical paraphenalia.
Major Imports
Metal and stoneworks
Judicial Body
The same elders who decide the path for a community are often responsible for the judgement of wrongdoings. Punishments range from service to exile, as self-sufficient individuals are allowed to live if they can survive on their own, or die if they are not. Murder for no reason is a solution which is never decided upon at a civilized level.
Location
Neighboring Nations
Housing Mechanics
Demand: HighLand Quality: Modest - Wealthy
Possible Docks: Air, Planar, Water
Special Rules: The magic of the Heraldwood is rampantly impacted by the Surreal, and though not all magic is caused to become wild or weird, it's enhanced overtime. This trait effects magical crafts much more than it effects the casting of spells. When you craft a magic item using a Magical Enchanter upgrade within a construction in the Heraldwood, there is a 50% chance half (rounded up) of the ingredients are not expended.
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