Nataven Village - 182.143

Located roughly 170 miles from Krakonia City , it takes about seven days for most medium-sized humanoids to travel on foot between the capital and Nataven Village (A little over ten days for most small humanoids). There is a maintained road connecting the two points, making travel straightforward and relatively safe. If one has access to a sailing ship, they can instead make a slight detour along Streamwalker River , extending the travel distance to about 240 miles, but could ultimately reduce the travel time depending on the ship speed and whether or not anyone is sailing it at all hours of the day. There are also plans to add a teleportation circle within the village itself as part of the burgeoning Krakonia City Public Teleportation System (KCPTS), but those plans are currently on standby until The Mages Guild of Krakonia(MGK) raises the funds needed in order to justify its creation.

Named as shorthand for the phrase "Native Haven," Nataven Village is a somewhat large village consisting mostly of the native races of Requerm , created as a safe place for native Requans to mingle and coexist within The Kingdom of Krakonia despite having many historic cultural differences. It started out as a humble settlement during The Unification Wars as more native tribes accepted Krakonia as their ally and/or ruler. Overwhelmed with the many strange, new races flooding Requerm due to The Effects of the Dawn , many natives that would ordinarily never interact with one another suddenly found solace and companionship with one another, founding the village as a means to stabilize these new bonds in the spirit of the kingdom itself as a place for all races to live united under a single banner. The village has since grown, welcoming people of all races as citizens, although most of the population still consists of Requans to this day. Despite the village's lofty ideals, it is still just a village, so not too many outsiders are truly interested in moving there.

Lately, however, Nataven Village has been the talk of the kingdom within certain circles, as the citizens there were the first to open the doors to what the Kingdom now calls a "Juvenile Adventurers Academy," aptly naming theirs the "Nataven Adventurers Academy." The idea behind this academy is to train the Kingdom's youth, developing the skills necessary to become new adventurers for The Adventurers Guild of Krakonia(AGK) , since the kingdom is in need of as many qualified explorers and helpers as possible in this unprecedented time of growth. Applications for the academy are open to any child between the ages of 12 to 14, although 12 year olds have to be turning 13 during the year they apply for. Exceptions may be made depending on the race, with races that age quickly being allowed to join sooner (Most races in Requerm age at the same rate until adulthood, which is considered to be 15 for most intents and purposes). They then spend the next two years studying and practicing basic skills necessary for any adventurer, from survival to combat to diplomacy to anything in between, with a combination of written, vocal, and practical exams evaluating their growth. After graduation, students earn a direct connection with the academy's network to experts in the specific fields that they are interested in, who then mentor said students long enough for them to be comfortable passing them along to the AGK, a process that varies in time depending on the field (It takes longer to become a wizard than a fighter, a statistic that is actually outlined in base Pathfinder, located in the human's "Starting Age" table, unless of course the race ages more quickly than a human).

The story goes that the founding of the Nataven Adventurers Academy originated due to a colorful, diverse group of village children all desiring, above all else, to become true mythical adventurers for the history books, akin to the legendary Harbingers of the Rising Dawn themselves. The adults in the village, humbled by the fact that each child in this friend group were of different races and were dreaming of a collective, inspiring dream, considered this a sign that their village had fulfilled its original purpose as a safe haven for Requans in the Kingdom of Krakonia. They petitioned their local DGK chapter for the resources to train their youth to be adventurers, a petition that the DGK eventually accepted due to the Kingdom's need for as many adventurers as they can get. This became the blueprint for juvenile adventurers academies in towns and villages throughout the kingdom, although among them, only the Nataven Adventurers Academy is currently old enough to have actually graduated any of their students.

Other than the newfound juvenile adventurers academy, Nataven Village has little in the way of noteworthy sites, although it should be noted that its surrounding biomes are quite diverse, making it suitable for the academy's purposes. It is located in a relatively rocky, hilly region, but is near a jungle to the west, a lake to the south, an ocean to the north and east, and even a small island just a couple day's trip away by sailing ship to the northeast. None of these locations are particularly interesting to a typical tourist, but nature sightseers won't need to look far for some interesting, diverse landscapes. It is also a decent resting place for travelers going to or from Spinewall City , with good food, drink, bathhouses, inns, and conversation to spare.

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