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Voyagers Study Group

LegendsOfDruidawn

When Tuesday 9:00
Teacher Name JenniferWileyCordone
Target Age Range 7 - 11
General Grade Level Upper Elementary, Middle School
Ability Level Advanced Beginner, Intermediate
Skill Requirements/Prerequisites Ability to work in a group and follow the "rules" of the role playing game and accept the determinations of the game master. Ability to add two six-sided dice and take turns. Parents need to be willing to "score" writing according to pre-arranged guidelines. There will be no writing during study group. There will be one official homework assignment and multiple optional writing prompts.
Book Title
ISBN
Family Provided Materials
Instructor Provided Materials Legends of Druidawn curriculum guide. Dice.
Study Group Style Lecture, Discussion
Description THIS IS THE EXACT SAME STUDY THAT IS RUNNING AT 1:45. CHOSE ONE OR THE OTHER TIME SLOT

For Parents: Please see the attached document (all the way at the bottom) with details about the structure and expectations of the game.

For Those With Courage:

I beseech you, do not agree to join this heroic band without first hearing my tale. For I hold the secret to the creation of Druidawn, and in fact, the knowledge to all realms of human myth. It was my people who brought the gift of magic to Earth thousands of years ago, before there were castles and knights, before the construction of the Grecian temples, when the great Egyptian pyramids were nothing but sketches in the sand. Surely you must have noticed, even at your young age, that none of the mythical creatures that your ancestors spoke of in their poetry, and depicted in their tapestries, and passed on to their children over many generations exist today. Haven’t you ever wondered why you can’t journey to visit the unicorns, or bond with your very own dragon friend? Why you can’t laugh with the giants, or dance in the fields with the faeries under the harvest moon?

The secret lies in the stars. My people are what you would call wizards from another planet far from Earth. We are immortal explorers, forever in search of new experiences. At least the others of my kind are fortunate enough to be out there exploring. I, myself, don’t currently have that luxury, but more on that later. I will start from the beginning so you will better understand the reason we created Druidawn, and what has happened there since its birth.

In the early stages of human evolution, my people, we call ourselves Druids, paid a visit to your little known world and were immediately entranced by the life and beauty we found there. We were surprised to find that the humans of Earth looked exactly like us, as if cut from the same mold. We don’t usually stay in one place longer than it takes to learn all we can about the cultures and nature of the environment, but Earth was different. We were warmly accepted by the primitive people, and there was so much life in every square inch of your world, we thought we would never complete the task of learning it all. We became overly attached to the humans as well. Some of us went so far as to marry in Earth traditions, and raised children as if we ourselves were human.

Even our pets and companions, various creatures we had collected from our journeys through space, grew attached to this alluring planet. The faeries, unicorns, mermaids, trolls, Elves, and other mythical creatures you’ve enjoyed reading stories about, were our most valued friends. When at last it became clear that my people had to leave Earth before we forgot who we were completely, the magical beings who came with us begged to stay. They never cared much for space travel, and this planet had everything they could ever want, temperate climates, vast oceans, endless unexplored lands, and all the foods required to sustain them.

It was difficult for us to let them remain behind. But we couldn’t deny their plea for happiness. When we departed your planet, it was with heavy hearts, for we had not only left behind our cherished creatures, but our human families as well. We would not have the means to return to Earth for several thousand years. By that time, our descendants, the wizards, witches, and Elementals who were part human and part Druid (round ears and all), wouldn’t know that we had played any role in their history. The creatures we left behind, though many had long life spans, would likely not remember us either.

We journeyed to distant, uncharted worlds, and experienced many wonders, but as the centuries went by, we realized that few of the other planets rivaled Earth’s beauty and life force. We came to miss it. You can’t realize what a strange feeling that was for us. We are Druids. We are eternal. Our purpose is to explore and learn. We have always done this with emotionless efficiency. In all our millions of years of existence, we had never become emotionally attached to a place. It was with this newfound realization that we at last headed back to the famed bluegreen world with great anticipation.

When we arrived, we were not prepared for what we found there. As it happens, humans had evolved over the years into a violent species. They had created swords, built giant fortresses of stone, and took to riding horses so they could more easily and efficiently kill one another in war after endless war. When there was no battle to wage, the humans had taken to amusing themselves with the hunting, trapping and killing of our precious magical companions. Though the creatures possessed powerful magic, they were ultimately no match for the relentless humans who outnumbered them a thousand to one. Dragons were slain for sport, unicorns were trapped and forced to use the healing properties they channeled through their horns to mend warriors, who repaid them by destroying more of their fellow creatures. Wizards and witches, our direct descendants, were forced to use their spells to help kings rise to power or suffer the dire consequences of their disobedience. Witch burnings, born of ignorance and fear of all women, be they magic or not, had raged out of control, and our creature friends, those who had survived the brutality, had moved deep into the forests to hide.

Needless to say, we were stunned, disappointed, and angered, all new emotions for us. Earth was no longer the paradise it had been. It was littered with the bodies of fallen soldiers, burned villages, and human despair. We wasted no time sending out a psychic message to the remaining magical beings. “Rendezvous at the sacred sites for transport from this world,” we said. The sacred sites included Stonehenge, Glastonbury Tor, Giant’s Causeway, Loch Ness, the center of the Bermuda Triangle for the water creatures, and the great pyramids for those who had traveled quite a distance from our original landing site. We gave them nearly a full Earth year to arrive at the rendezvous sites, and still not all of the creatures came. Some chose to remain on Earth despite the dangers. We bid those friends farewell, and we quickly left the blue green planet without a look back.

You would think that this would come as a great relief to them, but the creatures were never content living shipboard. Though they were safe from all harm, they craved a natural home to call their own. We knew from our long journeys that there was no planet nearby that had what our companions desired. They wanted Earth without the humans. Our only option was to build them a planet ourselves. It had to have all the climates, seasons, land types, and vegetation that Earth possessed, without humans or other life forms that would pose a threat. We found a frozen world in a perfect location, in a solar system with 15 other planets, none of which harbored humanoid life. The planet was on the small side, only two-thirds the size of Earth, but it held plenty of space for our companions to prosper and multiply. And it was the perfect distance from the large orange sun in order to maintain warm temperatures once we corrected the problems with the atmosphere.

Our best scientists went to work infusing oxygen and other crucial elements into the air. While they were at it, they added a magnetic protection field that would make it impossible for alien ships to land on the planet, thereby ensuring that our creature companions would never have their home threatened from outside forces. They slowly melted the ice that covered the healthy continents and channeled the water into oceans and lakes. It took many years to transform the barren world into a beautiful planet, thriving with life and fertile lands. When at last the world was deemed safe for habitation, we gave the planet to the creatures as a gift. It was our greatest creation. We named it Druidawn.

But my story doesn’t end there. Nearly a century later, but still in Earth’s recent past, my people became consumed with the urge to depart Druidawn and continue their explorations of the universe. They needed a volunteer to stay behind and guard the planet from any possible large threat. I never volunteered for the task, but when no one was willing to stay behind, I was elected. I was instructed to never interfere in the daily lives of the inhabitants of Druidawn, and to only use my powers of authority if something threatened the well being of the entire planet. I was given the illustrious title of “Guardian of Druidawn,” as if that would make it any easier for me to remain behind. Ah, well. I was relatively young at the time and anxious to please others. If they had elected me as I am today, I would have refused their decision. But now it is far too late. My people are long gone, seeing wonders I can only dream about.

My only consolation has been my sleeping chamber in my floating kingdom in the sky. After being abandoned here, I had decided that I would put myself in a deep sleep, in the isolated dome palace that never touches the ground, thereby preserving my body and mind until my people return for me one day. I have always had the ability to maintain my alertness while sleeping, so I could quickly awaken fully if the planet was in danger. Otherwise, my dream journeys have been my only comfort. I know what the creatures of Druidawn call me. I am the “Sleeping Guardian” to them, God of the Sky. It’s a fitting title, since they will never receive more from me than my dream musings can offer.

I did awake once, however, to a shocking sight. Not long after my people departed on their journey for the stars, war had erupted on Druidawn. I couldn’t fathom this, for we had just removed the creatures from the hostility on Earth. Apparently, it had taken little time to become hostile themselves. They had been tainted by the human race from all those years of witnessing the violence. The horrible sounds of their magic-based battles for dominance had disturbed me from my deep sleep. Nearly the entire planet was at war. My people hadn’t elected any leaders for Druidawn’s ten territories before they left; they hadn’t seen the need. Now there was a definite need for leadership and structure, and it was up to me to make this occur. I didn’t enjoy being awake, so I had to think of a way to elect strong rulers who could control their territories with confidence and power. Leaders whose authority would never be questioned, and who could maintain their positions for all time, so this would never happen again. After much contemplation of the problem, I decided to hold a contest. The ultimate contest. There would be many trials of mind, heart, and magic. The ten winners would be awarded a selected territory to rule, a unique dragon of their own, a castle or luxurious dwelling of their own design, and… eternal life. Yes, I have the power to stop the aging process in those I touch. I can even put a protective energy force around them so they can enjoy relative invulnerability. It was a calculated risk bestowing these ultimate gifts on others, however. For once given, I couldn’t take them away. I had to be sure the winners were truly deserving of this honor.

My only condition of the contestants was they had to be direct descendants of my people. Only wizards, witches, and Elementals were allowed to compete. If they had Druid blood coursing through their veins, they stood a greater chance of gaining the complete loyalties of the creatures in their realms. And I wouldn’t have to wake again. Here is a list of the winners, be they worthy or not. All of these individuals still maintain their power today, though if I could reverse the decision on some of them, I would have ages ago. However, even with the ones I’m not at all proud of, I must admit, Druidawn has been far more peaceful since their rise to power.

AERON – The gentle artist and musician, ruler of the Burgean Mountains. BETHEVAN – A shape-shifter of a quiet nature, overlord of the Araithial Woodlands. JALLORA – A crafty witch, the overlord of the beautiful Desiran Islands. KULAAN – An insane Air Elemental, overlord of the strange land Psychonia. MARINA – A Water Elemental, the lovely overlord of the sea. RAYTOR – The sinister wizard-ruler of the Swamps of Decay. RIANN – The hot tempered Fire Elemental, overlord of the Zevaar Desert. TIBARIOS – The neutral wizard, ruler of the Frozen North. URIELL – The exotic protector of animals and all things wild, ruler of Botania. VANDERIS - The evil shape-shifting ruler of the largest territory, Metamorphia.

There is only one part left of my story to tell. Now you know how and why Druidawn was created. You know how the overlords came to power. It’s time for you to know of the strange incident that changed Druidawn’s history forever. Though I wouldn’t necessarily say for the worst. It has actually made things far more interesting from my perspective. But I am the silent watcher. I never interfere in the affairs of this world unless the entire planet is threatened. The day humans came to Druidawn posed no immediate threat, so I sat back and watched. I waited to see what would happen. Things were finally becoming interesting. The magical creatures of Druidawn would not agree, of course, for they truly hate humans, as you can understand.

You must know that at the same time Druidawn was evolving into the planet it is today, Earth had long moved into its future; its “space-age” as you would call it. Colony ships had left the Earth in search of other planets to colonize, for humans had outgrown the space provided by their tiny world. One of these large ships, containing 1000 colonists, had become ensnared in Druidawn’s magnetic force. The force field was designed to repel ships from the planet, but wouldn’t you know it, the human ships were built differently from others we encountered. Instead of repelling the ship, the magnetic layer pulled it down toward the planet! It crashed deep into the surface of Druidawn, in the land of Metamorphia. Amazingly, the ship was only partially destroyed, and nearly all of the colonists survived the impact.

I watched with my mind’s eye as the colonists sent their strongest members to climb from the well their crash had created, to discover more about this Earth-like world. From the first scouting party of ten, only one half-dead survivor returned. The colonists were bewildered and horrified. The only survivor told them that they must not return to the surface – that it was filled with magical creatures who claimed that all humans must die. The colonists failed to heed this warning however, and sent further scouts to the surface to investigate. Out of twelve, only one survived. At last convinced that they couldn’t risk any more colonists, the people scraped the hull of their ship and reused it to build a dome, with secret air vents and escape hatches to the surface, cleverly disguised from the world above by holographic projections. They also used their holographic projectors to hide the gaping hole their ship had created in the planet surface while they worked steadily for months to fully cover the opening. When their self-contained city was finally completed, hundreds of feet below ground, and entirely secret, the colonists at last began to relax. Their attention returned to the task of every day living in their artificial world. Their most valuable possession was their distress beacon that sent endless pulses out into space, in hopes of rescue. The colonists have come to call themselves the Technics, and they have been quite amusing to observe ever since, almost worth coming fully awake for.

Now, I know what you’re going to say, “Humans on Druidawn! Why did you let them live? It’s your duty to keep humans away from the planet!” Listen well. The creatures made it clear to the first 22 surface explorers that humans weren’t welcome on Druidawn. The colonists built their home deep under the ground and sealed it off completely from the world above, so this planet is still for the most part human-free. If I cared to, I could cause an earthquake severe enough to crush their little Technic City to dust. But they keep to themselves, and I enjoy watching their fascinating home. The other consideration is that as a rule, I don’t kill. If the magical creatures find the humans, I will be powerless to stop them from destroying their city, but I would never participate in such violence myself.

One incident already put the Technic City in great danger. If anything like this ever happens again, they will be done for. Not long after the city, called “Haven” was established, thirty people, women, men, and children, the original colonists’ second generation, decided that they couldn’t bear life underground any longer. They would have rather died above than live the rest of their days never seeing the sun again. Though Haven has a “sun” of sorts, it’s nothing more than a bright light and an artificial projection, just like the fake moon that rises at night, and the artificial grass that covers the plastic parks. (It’s quite an amazing place they built down there!) The thirty people fought their way to the planet surface and left the Technic City far behind. None of them ever mentioned the underground world again.

The thirty travelers were surprised to encounter no dangerous creatures at first, and they slept under the real stars for many nights and drank in the warmth of the real sun by day, believing that they had truly found paradise. Then one day a terrible disease rapidly killed all ten of the males in the group, leaving the females completely untouched. I didn’t know we had such a disease. Apparently it only affected the human male Y chromosome. It caused rapid cellular disintegration until the males turned to dust. I have since eliminated the virus from the planet, but I’m afraid my actions were too late for the human men. The women and girls were devastated, but their fierce will to survive spurned them onward. Their strength was remarkable. They made a long journey through the forest until they encountered a band of Elves. The women expected to be killed then and there, but a magical thing happened that saved their lives. No, I didn’t have anything to do with it, though it was a certain gift from my people th t spared them. The Orb of Erudition, a glowing ball lifeform, worshipped by the Elves, merged with the leader of the colony women. The orb and the woman became a part of each other, and the Elves immediately believed the women must all be Druids. The Elves welcomed them with reverence into their society.

As more time went by, the Elves built a huge kingdom where they insisted the women live as the highest royalty. Though the women didn’t feel they deserved all the attention they were getting, they played along with the Elves and didn’t deny that they were Druids. They were simply glad to be alive, and to be free of the Technic City. The incredible palace that was built in their honor was a welcome gift, and the women stepped easily into their new roles as the matriarchy of the Elves. To this day, they call their kingdom the Dissenter City, and no Elf has ever questioned why they chose this name.

The Dissenter City is opposite of the Technic City in every way. It is completely without technology, and everything is naturally or magically made. Each city has prospered well in the following centuries. The Technics never venture to the world above, except for the chosen few who change the air and water filters. The Dissenters never speak of the world below that they left behind. The Dissenters’ children have become the “halflings,” half Elf and half human (or half druid as the Elves believe), and the Orb of Erudition chooses the new ruler of the city whenever a queen dies. The members of the Dissenter City have come to have less and less human blood in their veins, but the more “Druid” they are, the more valuable they are considered to be to their kingdom.

Which takes us to the present. This is Druidawn as it is now, darkness and light, the world above and the world below. The realm of magic and the domain of technology, coexisting on the same unique planet. Druidawn is a world without limits. The more you imagine it can be, the more it is. Write it, play it, and watch the magic unfold.



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