Astenvale Monastery



Astenvale Monastery

Physical Information
Small The Spine 100-200
Societal Information
60% humans;
40% other: elves, orcs, dwarves;
1 old dragon
Knights of Anathaeum Common, Elven, Dwarven, Orcish
Economic & Military Information
They're all knights Manpower, Magical artifacts Food, medical supplies
OOC Info
MTG - Adam Paquette

Overview

In the shadow of the great Eldyr Tree - though still quite a distance away, as the Eldyr Tree has a very long shadow indeed - lies the Astenvale Monastery. When the factions of man grew greedy and waged their war against the gods of the Vale, one order refused to fight, urging for peace - the Knights of Anathaeum. Their stronghold was Astenvale, and while they could not stop the clearing of the forest or the culling of the magical creatures within, they kept this place and its heart.

Now, as it was then, the knights maintain their vigil over the Vale. Theirs is an order that both protects the Eldyr Tree's last secrets from destructive hands, and defends the surrounding mortal settlements from the dark, twisted creatures that now crawl out of the once-holy site. This dual purpose has created two adjacent subsects of the order: the Sanctum of Dusk and the Sanctum of Dawn. Both Sanctums reside in the same halls and work in conjunction, squires studying under each until they can find their own path.​

Demographic

Astenvale Monastery is maintained primarily by the Knights of Anathaeum, though visitors to the area are welcome to stay if they mind their manners. The Knights themselves have a diverse population, pulling their ranks from settlements across the lands, making no distinction between human, elf, dwarf, or otherwise. Many an outcast has found their way onto the Monastery's doorstep, no other place willing to take them in.​

Architecture

An ancient work from a more mystical time, the monastery is a delicate balance between stark mortal masonry and the raw, organic forms of the forest. Roots intertwine through bedrock to form the foundation of Astenvale, magically enticed to grow in a way that would support the structures above and not overgrow them. The monastery itself is a collection of buildings dispersed amongst gardens and courtyards. The buildings are separated loosely into Wards, where different ranks of the Knights of Anathaeum reside.

Many of the outbuildings are no longer in use, the structures on the edges of the grounds crumbling into ruins, old walls and foundations overgrown with moss and root. Rows of gardens occupy the spaces in between, overtaking decorative landscapes that once served a much less practical purpose. Tall monoliths dot the landscape surrounding the monastery and are carved with ancient runework, tapped into the leylines and thrumming faintly with distant magic. This is the remnants of an ancient defense system, though the warding spells have long since worn off.​

Points of Interest

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The Dormitories - a large, square building with cloister halls that open up to a green courtyard. Home to the squires and young recruits of the Knights Anathaeum, as well as a few rooms on the south end that stay empty for guests. At the center of the courtyard, a stone statue stands tall, depicting the form of the first Knight Commander, the hunter Anathaeum, being set upon by a wolf, a bear, an eagle, and a raven.

Captain's Ward - the living quarters for Knight-Captains of the order, nestled apart from the other wards in a wooded area at the edge of the grounds.

Eldyr's Lookout - The very highest point of the rock formation that shadows the monastery grounds. It is a common dare for new recruits to climb up to this vantage, the hidden path to the top shallow and easily lost.

Rootgrot Burrow - Twining halls and caverns carved from the very roots that support the base of Astenvale, most of the Burrows are dedicated to housing the various mounts and familiars of the Knights. Famed masters of beasts, magical and otherwise, the Knights of Anathaeum were once renowned for their proud and noble steeds. Gryphons, Unicorns, Great Ravens and Dire Wolves all came when called upon by Knights past, and were given home and feed within the stables and aviaries of the Astenvale, but now, the stables seem more empty than not. Of those steeds of old, only the aging Snow Gryphon, Pickles, remains, ornery in their roost.

The Gardens - While most of the land surrounding Astenvale has been dedicated to farm or returned to the forest, one decorative garden still remains, lining the outer rim of the ground's suspended bedrock. Circular in design, all pathways lead to the center of the garden, where a squat tower sits among the trees. Once a scriptorium, the tower is now home to the order's resident tinkerer, a true but somewhat erratic mage that specializes in runework and constructs.

Training Grounds - A place for squires and recruits to hone their skills, equipped with a variety of knightly tools - practice dummies, archery range, dueling grounds, and jousting lane. The jousting lane does not see much use anymore, as the current head trainer considers the sport a flashy affair not suited to real combat.
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The Wishing Well
- A rumor amongst the younger members of the order has named an unassuming and no longer used well in a secluded part of the grounds as a 'Wishing Well', a place to whisper one's dreams and place an offering to the ancient gods of the Vale. Such traditions are common right before assessment days or first quests. The older guard tries to discourage this practice.​

References

Will eventually be updated with residents of the monastery.

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