This is our collection of notes.
- Community Forums
- What is the Celtic Holdfast
- Celtic Villages & Homes
- Celtic Stones
- Authurian Legends
- Ultima Inspiration
- Ultima Online Inspiration
- What are we planning?
- Holdfast Layout
- Our Founding Principles & Past Experience
- Public Building Breakdown
What is “The Celtic Holdfast"? It is Dara Brae.
We have decided to make it easy for our citizens by using Enjin. There is a message board and chat available.
Clicking the link will open the community forums in a new window:
A new community focused Holdfast has been included (bought) and is looking for community minded people looking to be part of a player-ran town that will be holding events, celebrations, Farmer’s Market, and more! We are planning on giving this Holdfast a Celtic theme as much as we can.
This community will be the home base of the Celtic Order of Druids and Bards (1 structure planned) BUT we are looking for others to join in the fun. Including another guild or two.
Please keep in mind that we are in the planning stages but there will be a few open village spots and maybe 2 Row House spots opening up. We will need to flush the details with Portalarium yet but will try to get a place that is perfect for the inner-nature lover in you.
Right now we have reserved 4 properties lined up with possibly 6 available. We will not be charging you money or gold to place your village/row house lot and house here (you supply them and the spot is FREE). We only ask that you help contribute to the Holdfast by participating in town events, town crafting , town celebrations, the town farmer's market, etc. We may ask for a small donation of gold from time to time help enhance the holdfast. We want this to be a community for you and all of the citizens of New Britannia.
There will be Central Square with 1 NPC owned building and 8-10 expert crafting stations available that will be set up for everyone's use (Blacksmithing, Carpentry, Tailoring, Cooking, Alchemy, Smelting, Milling, Textiles, Tanning, Butchery).
Player owned buildings in planning include:
- SotA Museum in-game (www.sotamuseum.com)
- Crafting area with public access expert crafting tables
- Publishing/Printing company showcasing the stories on the citizens who live here
- Lighthouse (maybe)
- Druid Tree House for Celtic Order of Druids & Bards
Grab a Guinness (or your favorite beverage) and think about the possibilities.
Dara Brae celebrates our Celtic Heritage by having the name come from both Irish and Scottish cultures.
Irish word Dara - from the Irish word "Mac Dara" which means "oak tree". (Behindthename.com)
Scottish word Brae - Lowland Scots for the slope or brow of a hill. (Wikipedia. org)
So our holdfast name means roughly "oak tree by the slope of a hill". Our oak tree is the large Druid tree house which will be by a hill in SotA.
How does this fit within SotA?
Besides the tree house there is many things that come from Celtic lore and legends. Druids, stone circles, the small thatched roof village houses, Celtic knot on the Elven Cloak, and more.
Our intention is to bring Celtic adventures and gatherings for all of the citizens on Novia.
We encourage anyone who is interested in Druids and other nature "classes" to consider living in our holdfast. Our inspiration is from the old Ultima single player games where Bards, Druids, Rangers, and Shepards adventured around. From UO we have inspiration from the Bards, Tamers, and Rangers.
One of our inspirations is real Celtic Villages that exist today. Two of them that I love is Skara Brae and Galicia.
On the southern shore of Bay of Skaill, was created during the Neolithic (4000 - 1800 BC) on the Orkney Islands in Scotland. I have visited there and the stone walls and the grass huts are amazing to look at and touch. Celtic life
Museum in Wales - Celtic Village Reconstruction
St. Fagans National History Museum has a wonderful celtic village set up since 1992.
Galicia appeared in the Megalithic period around 4500 - 1500 BC. This house is from the Iron Age period with its stone walls and thatched roof. This village is in Poland. The picture below is from this area.
There is a Galicia in Spain (northeast). This also had Celtic people living there. Related to the name of the ancient Celtic tribe that lived north of the Douro river. They also have stone huts similar to the one below. Each year they celebrate their Celtic heritage through a parade.
In Scotland on the Orkney Island stands some of the most amazing Celtic Standing Stones I have touched and gazed upon.
Standing Stones of Stenness
These stones are a henge monument (link Stonehenge). A circle or oval shaped flat area surrounded by a ditch with a bank. Only four stones remain and the largest is 19 feet tall (6 metres). There were 12 stones total in a circle pattern. In the centre of the stone is a hearth similar tot he one at Skara Brae.
Images courtesy of http://www.orkneyjar.com.
Ring of Brodgar
These stones are from the late neolithic period (2500 - 2000 BC) containing 60 stones total at one point in time, only 27 stones remain. These stones are small at 7 feet (2.1 metres) to 15 feet (4.7 metres). This too has been classified as a henge.
Images courtesy of http://www.orkneyjar.com.
Who could forget the beauty of Stonehenge. Placed here on earth by Druids - more specifically Merlin brought the stones over from Ireland where it was called the Giant's Ring. Yes, I believe that is the truth plus the book "The World of King Arthur" confirms that belief on page 22.
Images courtesy of http://en.wikipedia.org/wiki/Stonehenge#mediaviewer/File:Stonehenge2007_07_30.jpg
Since I was a little boy I read stories of King Arthur and his Knights of the Round Table. Boy did I wish I could be part of that!
Camelot - The castle I always wanted to live in is an inspiration and with the Duke pledge level, there will be a grand Castle to anchor the Holdfast. Some say the hill Camelot was erected next to the village of South Cadbury. The hill fort which rises 500 ft (150m) above the Sumerset plains.
Merlin - His Celtic magic and upbringing really interested me (before I know I had Celtic blood in my body). This brought me to learn more about everything Celtic and led me to know more about my ancestry through Druidry.
Isle of Avalon - The mystical island that some think is Ireland, others not. Legend says this isle produces crops without cultivation. Some think Glastonbury is it, others say Caer Wydyr, the Fort of Glass is.
Excalibur - Forged when the world was young. And Bird and beast and flower were one with man. And death was but a dream. - One land, One king! Drawn from the stone - this exists in Dorstone (Herefordshire) It is rumored that Arthur is buried beneath this stone. Other myths conflict with this information. Who knows which one is right? Of course other legends say the Lady of the Lake brought Excalibur forth to the world. In the movie, Excalibur, it details how this and the sword in the stone are both right.
Stonehenge - Legends says the stones were brought from Ireland by Merlin as a memorial of the dead.
Morgan Le Fay - Morgan the Fairy learns magic from Merlin to aide her and her destiny. She first appears in Geoffrey's long poem, Vita Merlini, as the ruler of the Isle of Avalon. She was the eldest of nine daughters skilled in healing and shapeshifting. Other stories she is Arthur's half sister from Igrane and her son Mordred battles Arthur in the Battle of Camlann. Some say Morgan is related to the Celtic goddess Modron or the Irish deity Morrigan.
Welsh Triad Poems - There are the Welsh verses called Trioedd Ynys Prydien (The Triads of the Island of Britain). These mention Arthur over 24 times. What is exceptional is Arthur is sometimes added as a forth to the train verse.
The Illustrated Encyclopedia of Arthurian Legends
The World of King Aurthur
Excalibur (Movie) - One of the best I have seen.
The Way of the Druid
Making their homes within the Deep Forest of Britannia's northwest, the mystic druids call the town of Yew their own. They can frequently be found in deep meditation amongst their sacred oak groves, which they defend fiercely from all who would harm the forest they protect. Deep within these woods, they further themselves in the virtue of Justice, and are frequently involved in the affairs of the High Court. The druids' knowledge of natural lore is without peer, and their understanding of medicinal herbs and the habits of Britannia's wildlife makes them a boon companion. This, along with their powerful mystic arts and knowledge of the arcane, makes them a valuable asset in any adventure.
The druids fight with an assortment of weapons, although they often prefer to wield different types of bows, carved from the trees they carefully nurture. In close combat, many prefer a stout oak staff or heavy mace. The druids tend to shun works of metal, preferring well crafted leather armour, for they believe in retaining a close communication with nature; although, some have been willing to put aside their convictions to further a greater cause.
In Ultima 2 in the town of Baradin. The druid in a grove of trees shouts, "Anol Nathrac Uth Des Bessod Dien Doch Dientes!" This is a reference to the charm of making from the great movie Excalibur (Morgana recites this in the movie). Translates to "Breath of serpent, spell of death and life, your song of making."
If you take this further and look at Jones Celtic Encylopedia - In irish it is spelled, "Anal nathrach, orth' bhais's bethad, do che'l de'nmha" or "Anáil nathrach orth bhais betha, do cheol déanta". Translates to "Serpent's breath, charm of death and life, thy omen of making."
The Druids are fierce fighters, especially when defending their beloved groves. They hold all trees to be sacred and their town of Yew lies deep in the woods. Druids are also impressive practitioners of the mystic arts and their knowledge of herbs is without peer. They may fight with different types of bows, although their preferred weapon is the mace. The Druidic philosophy forbids the wearing of metal of any kind, so Leather is their armor of choice. The Druid's knowledge of the ways of the woodlands make them invaluable as fellow travelers.from The History of Britannia (Ultima IV)
We are now seeking a contingent of druids to join us in the Abyss. We hope they might be able to use their mystic abilities to persuade a sacred grove to take root in our chasm. Many druids are skilled with bow or mace, and so would be doubly useful. Druids generally shun the wearing of metal armor. Here this is good, for in the Abyss sound carries easily, and metal armor is noisy.from Memoirs of Sir Cabirus (Ultima Underworld)
Because of their devotion to and understanding of nature, druids are a much-needed profession after Britannia's time of environmental devastation. Most druids do not go heavily armored, and rely instead on their mastery of spell-casting and woodcraft to evade combat, or utilize their surroundings to their own tactical advantage.from A Safe Passage Through Britannia (Ultima Underworld II)
The Way of the Ranger
Off the western shore of Britannia lies the fair island of the rangers. Venturing far from their retreat, they are found throughout the realm, though, the mystic forest of Spiritwood or the solemn keep of Empath Abbey, where they pray for enlightenment, are favoured stomping grounds. Guided by the virtue of Spirituality, they seek to improve the conditions off all throughout the land. Rangers are well-versed in woods lore, and are known to fiercely protect what ever forest they call home, but also make an ideal companion in any excursion to the far off reaches of the land. Their Spirituality gives them mystical strength, making them proficient magic users
The solemn rangers of Britannia are skilled in the use of most kinds of weapons, and their familiarity in the ways of magic leave them unafraid of employing arms and armour bound with magical enchantment. Many choose to limit their protection to nothing heavier than leather armour, for the bright glean of sunlight off a polished helm, or the harsh clang of chain in a silent forest oft gives away their position. Despite these disadvantages, some rangers have chosen to employ hardier armour for protecting their bodies.
Rangers are among the Older Professions, and were actually encountered as enemies in Sosaria during Ultima I.
In Ultima IX, the ranger receives a sextant and the key to a chest in Skara Brae as a starting bonus.
Off the western shore of the mainland lies the fair island of the Rangers. Venturing far from their retreat at Skara Brae, they strive to improve the conditions of people throughout the realm, guided by the virtue of Spirituality. Rangers are well-versed in woods lore and fight fiercely with most weapons, but shun all but leather armour. They are also proficient magic users and faultless trackers in any wilderness.from The History of Britannia (Ultima IV)
With the coming of the druids, should I be successful in recruiting them to establish a grove in the Abyss, we will of course also welcome woodsmen of all types. I have often thought that rangers would be useful here to track down intruding predators, and their training in woods lore might enlighten us about some of the odd creatures we find.from Memoirs of Sir Cabirus (Ultima Underworld)
Rangers tend to be loners, solitary heroes schooled in woodcraft and natural lore. Experts in stealth and tracking, in the wilds they are deadly foes.from A Safe Passage Through Britannia (Ultima Underworld II)
The Way of the Bard
The bards of Britain are known for their entertaining tales and wonderful ballads, but are also unopposed to performing deeds of valor and daring on their own right. Found throughout the land, they are often encountered in a pub or royal court, where they might entertain with a well-strung lute. Through their countless hours devoted to enlightening the souls of those who would hear their tales, the bards greatly further the cause of Compassion. The weapon of choice for bards has long been the sling or bow, although many a fine bard employs the crossbow.
The armour choice of those who follow the way of the bard has long been leather, for the harsh clang of metal offends their sensitive ears; although, many have been willing to make more practical choices when the situation requires. Their profession requires that they be skilled in almost every trade imaginable including, but not demanding: singing, playing musical instruments, fighting, and even casting spells. They make a fine companion on a long journey.
In Ultima IX, the bard receives +5 Karma, a target bow, and a map of Paws as a starting bonus.
The Bards of Britain entertain the people with their ballads and tales of heroic deeds. Bards not only chronicle the deeds of valor, but perform them as well. The weapon of choice for a Bard is the sling, but they may use a crossbow at times. All armour save that of Leather is shunned by these minstrels, for they find metal harsh and too noisy for their sensitive ears. The Bard also dabbles in magic and makes a fine companion on a long journey.from The History of Britannia (Ultima IV)
Minstrels with bright songs and inspiring tales might relieve our bleak existence, and our Colony is worthy of a new tale or two. Bards considering the journey to Avatar Isle must be prepared to perform deeds of valor, not just chronicle them! Many bards are greatly skilled with sling and crossbow, not to mention the arcane arts - these are talents always needed here.from Memoirs of Sir Cabirus (Ultima Underworld)
Bards travel the land, learning of brave and extraordinary deeds (often committing a few themselves along the way) and preserving their memory in song. Not only are they learned and quick-tongued, but anyone who travels on foot as much as they do should be able to hold their own in a fight, and perhaps hurl a spell or two when the need arises.from A Safe Passage Through Britannia (Ultima Underworld II)
Bards excel in dexterity and poise. They rightly choose professions that make good use of their talented hands and agile bodies; minstrel, archer, locksmith, and tinker are just a few. Fearless in battle, bards are often as quick of mind as of hand and their magic abilities are keen, although their power is half that of mages. Britain is a favorite gathering place of many bards. Others, especially tinkers, are based in Minoc.from Book of Lore (Ultima V)
Poet and minstrel, tinkerer and athlete, user of magic and noble adventurer. These all describe the multi-talented bard. Though not as physically imposing as the fighter, the bard is usually more dexterous and agile, being both quick of mind and of foot. Sure hands and nimble fingers serve the bard well as he untangles knotty puzzles and picks "unpickable" locks.
Often an accomplished archer, the bard is also acquainted with the ways of magic, making him a most versatile gladiator on the field of battle. He often chooses to apply his combative skills from the rear of the melee where he can let his arrows and fiery magic missiles fly toward beleaguered targets in the front. Whether in the heat of battle or in the quagmire of a wizard's mischievous riddle, the well-rounded bard is an indispensable ally in the adventurer's quest.from Compendium (Ultima VI)
A true jack-of-all-trades - a trickster, a minstrel, a battler, a spellcaster; the bard possesses all of these skills. Physically, the bard falls somewhere between the brawny physique of the fighter and the delicate frame of the mage. The bard is dexterous and agile. He tends to be more clever than intelligent. He also possesses a presence and charm that come in handy in all manner of situations. The bard has a natural gift for missile weapons and a mind for riddles. The bard also plays an important part in society by recording local history in such a way that it is well remembered, through rousing tale and song.from The Book of Fellowship (Ultima VII)
Warrior, singer, story-teller and sage: the bard is all of these and more. Quick with wit or crossbow, bards have their place in the adventuring world. Fighters seek them out for their attention to detail and their ability to recall daring exploits in vivid imagery. And we mages tolerate them for their charismatic skills of diplomacy, which we so often lack from too much time spent in solitary pursuits. I have recently heard a saying that best sums up all that is a bard: A bard's value to society is measured in how well history is retold.rom Beyond the Serpent Pillars (Ultima VII Part Two)
The Way of the Shepherd
They are persons who herd livestock for a living, expressly sheep. Their job holds little reward and no grounds for improvement. It is very monotonous work, but it is the backbone of much of the industry of Britannia. Thus, the shepherd is the true epitome of the virtue of Humility. Many shepherds live on the island of New Magincia, where there is plenty of open land on the island for their sheep to graze. Their knowledge of the land, and the their simple unassuming nature, makes them a steadfast companion on any adventure.
Most shepherds are unskilled in any form of combat, and few ever receive formal training in the mystic arts. Most are proficient with only the basics needed to protect their flocks, such as staves, daggers, or a simple sling. Leather armour is usually the strongest protection a shepherd can afford or desire. On the rare occasion shepherds have had a more perilous fate thrust upon them, some have opted to secure sturdier protection.
In Ultima IX, the shepherd receives +15 Karma and the Crook of Charming as a starting bonus.
It is uncertain whether the Shepherds are skilled in any form of warfare or in the mystic arts. However, they are highly valued traveling companions for their humility and their knowledge of the ways of the land.from The History of Britannia (Ultima IV)
I have given some thought to the introduction of sheep into the Abyss, and for that reason would like to encourage shepherds to make their way to our isle. Herders vary widely in their training, some being adept at certain weapons or even spells, but the one certain attribute of every shepherd is a degree of humility which would be most welcome here.from Memoirs of Sir Cabirus (Ultima Underworld)
Shepherds are drawn from fiercely independent rural peoples. Often forced to fight wild animals and hostile neighbors to defend their flocks, their simplicity and humility can be deceptive. They vary widely in their abilities; some are skilled in folk magic, others in combat, still others in stealth and woodcraft.from A Safe Passage Through Britannia (Ultima Underworld II)
Ultima Online Inspiration
The Way of the Animal Tamer
Tamers have a gift of communication with animals, bring able to tame them and command them. He is also familiar with animal movement and can track a potential pet through the wilderness. The tamer is a valuable member of the community, as many starting adventurers desire pets to accompany them on their journeys or herd animals as a source of wool and meat.
The Way of the Ranger
The ranger is useful fr both his archery skills and his ability to locate and track both nearby creatures and people. Rangers have a natural way with wildlife, and they use this ability to tame pets that accompany them through the wilderness. To get a quick start as a ranger, tame a pet and find other animals to attach with your bow while ordering your pet to attack the same target.
The Way of the Bard
Although the bard is not as adept as physical combat as other adventurers are, he does have the additional benefit of exceptional music ability. A bard can use this skill to cause other monsters to fight one another and then pick off the survivors with his box. A bard can also develop additional skills in pacifying monsters or enticing them to approach.
The Way of the Sorcerer
The sorcerer is a scholar of all things magical. He is adept at casting spells, although not as power as the mage, but his primary focus is in the area creating small magical items. The sorcerer uses his abilities in alchemy and inscription to craft potions and scrolls for himself or for other mages. In order to perform his work, a sorcerer requires large quantities of spell reagents, which can be bought or found in the wild.
What are we planning?
*Updated 07/2015 *
What are we planning?
We have announced the first Celtic player ran holdfast in Shroud of the Avatar where anyone from New Britannia can come and hang out, adventure, enjoy the splendors, shop, and enjoy themselves.
So far we will have decided to create these house spots:
- Keep lot (taken) - Land based lot with Castle walls, a Duke castle with our Shroud of the Avatar in-game Museum Greagoir
- City lot (taken) - Waterfront for ships. (Community use)
- Town lot (taken) - Sansa. Bambino will temporarily use this lot for R20.
Holdfasts can only select a village home so we selected Pavilion.
7 village lots:
- 1 Village lot (taken) - TDB (Community use) Greagoir
- 1 Village lot (taken) - Pavilion crafting / Farmers Market. (Community use) Greagoir
- 1 Village lot (taken) - TDB Ming Tea
- 1 Village lot is reserved (Waterfront so it will fit a lighthouse or citizen water house). Wahooka with The Bear Tavern
- 1 Village lot is temporarily used by BMC for a few releases
- 1 Village lot is temporarily used by 4B for R20.
- 1 Village lot is reserved by Blaze Barkley. Ranger Hut
Overall our Celtic holdfast will have a range of buildings of different styles and types. To keep our Celtic immersion we are going to have a few hose type rules - Elven hills are preferred, the Small village homes that comes with the Citizen pledge is ok, Wizard tower is ok, "Rustic" homes from the add in store are ok, Windmill from the add in store is ok. We will have 1 village waterfront lot so a light house or cabana is ok.
What is not ok for a house that will break our immersion of the Celtic culture - Knights, Knight Marshal, Lord, and Lord Marshall homes are NOT OK, tower home from the add in store are NOT OK, Row lot homes from the add in store or from the Ancestor pledge are NOT OK, Ring of Stones from the add in store is NOT OK (we will have the main one on the island), Wood and Plaster homes from the add in store are NOT OK.
There will be a Castle with Keep walls and towers, Circle of Stones, Druid Tree home, Elven Home in a Hill, Adobe Stables, and a pavilion for our market/crafting area - these will already bought. See above for other types of homes you can place down.
Castles come from the influence of King Arthur and the stories of his Knights and the Celtic influence that stems from those stories. Our Duke Castle fits this nicely. Our Celtic knights will be housed here.
Sights to see
There are in the early stages and are thinking of having a lighthouse, stable, museum, printing house, fishing stream, and a public crafting area. More ideas are to come!
Ultimately we would love to have waterfront lots, a stone circle, a wooded area to explore, and more. It will be up to the Portalarium devs to make the final decision on what we can have for the Biome and decorations.
Keeping the celtic theme is important for the local Druids, Bards, Rangers, Shepards, and Celtic Knights.
We have 5 designs sketched out by our Inscriptionist. It will take a minute at most. Scroll down a bit to wake them up if need be.
Our Founding Principles and Past Experience
Our Founding Principles
What guides us to create and maintain a player-ran town
Our Beliefs and Charter include:
- Mission is to promote Celtic inspired events to the New Britannia/Novia community while maintaining and operating a realistic "virtual" village within the Shroud of the Avatar gaming environment. We seek to add to player's enjoyment of SotA and foster a sense of community.
- The final location will be determined once Portalarium has given us a spot. Until then we have "adopted" NorthShire village on the Hidden Vale as our base of operations during the Pre-Alpha and Beta releases (or until we are given a final spot during those events).
- SotA is a open world where players can create diverse virtual environment an we encourage them to do so.
- "Celtic Holdfast" is not a guild in itself. It is an environment and community that is limitless to player's imaginations.
- Role-playing is encouraged in the medieval style of the Ultima series.
- "Celtic Holdfast" is a neutral town and does not take sides. We also don't take crap so don't come here just to grief visitors or grief those who live in the Holdfast.
- Authority is given to Duke Greagoir to communicate to other Player-ran towns and Portalarium on the "Celtic Holdfasts" behalf. He is responsible for the "Celtic Holdfast" and can make decisions to eliminate any player that is disrupting the founding principles. He is also responsible for the health of the "Celtic Holdfast".
- Respect and Compassion is our two guiding principles
- Treat all others with respect while in or representing the "Celtic Holdfast".
- Show compassion to others while in or representing the "Celtic Holdfast".
- We are a roleplaying town and encourage those living within the "Celtic Holdfast" to be in Role-Playing most the time while talking to visitors. exceptions do arise and can be prefixed with a OOC in the chat. Example - "OOC Hy car is on fire, be right back." Whispering is the preferred way to speak out of character to someone.
- While roleplaying, please be respectful and if you need to talk about other "realms" (aka real life, another game, etc) to please mention them as other dream realms you visit while sleeping. To help preserve the roleplaying environment and experience.
- If someone that lives in the "Celtic Holdfast" is being disruptive in any manner and is asked to leave. They will have 10 days to find another place in the New Britannia/Novia or Hidden Vale land areas to relocate their house, lot, and belongings in that spot. This will become public knowledge that they are being asked to leave but not why. If the asked person has not moved their house and lot, their lot spot may be "evicted" on the 11th day and that spot can be locked (person leaving keeps their house and lot just the spot is available again). If the person leaving needs more time than 10 days they will have to work that out with Duke Greagoir.
- Role-played Government - As there is one owner of the "Celtic Holdfast", Duke Greagoir is the only government and is seen as the authoritative figure in the "Celtic Holdfast". He will listen to all people living in the holdfast before making any decisions affecting the Holdfast. If only two people are involved then Duke Greagoir can make a decision after talking to both of those two people (not the entire town).
- Lot Spot Rent - Right now placing in the "Celtic Holdfast" is free and no rent will be taxed upon it's citizens. This will be reviewed each year during the "renewal month".
- Citizens that wish to leave the "Celtic Holdfast" can do so at any time by their own accord. They are not locked in to any time period. Just inform Duke Greagoir when so he can be aware or making that lot spot available soon after thier departure.
- This Beliefs and Charter is renewed each year in January with the first one being January of 2015. Changes can occur during that renal month of January only.
We based these beliefs on another successful player-tan town PaxLair. We thank them for allowing us to use their model.
Our Past Experience
I have helped run two player-ran towns on the Lake Austin shard of Ultima Online.
The first was the Village of Fenwich. This village was located in Malas as the Age of Shadows expansion pack was released. We hosted jousting events crowning a champion of the event. There was a castle, jousting field, themed hotel, and a Cathedral for Paladins. Events happened many times during the year and at the end we started to document it on a web site. This player-ran town existed for 1 year.
Interest died from the other partners running the town so I continued onwards myself. I learned a lot from this and at the end learned that one person making a player-ran town was a lot of work. My real-life needed more time from me and unfortunately Fenwich the player-ran town would be a ghost town. I decided the best thing was to move to a Large Tower in Britannia and keep the legacy alive on a web page.
Link to the web site of the Village of Fenwich
The second was Rivenmyst Village located in Tur Mur facet of Lake Austin. There were archery tournaments, The Tokuno Treasure Museum with artifacts from the lands of Tokuno, A Rune Library, Silvermoon Tavern, and houses. A the height of the village 15 different people lived there making it a busy place. Founders included Keira, Arewen Rivenmyst, and Morgan (I think, I will look up the name and replace if this is not right).
This player ran town existed for 3 years. I left as I could finally place a Castle in Britannia (my dream since starting UO 14 years prior. I had two houses in Rivenmyst and left none standing but over time the remaining town's people also found other avenues of interest and the town started to die. Now the grass has reclaimed most of the prior buildings and left no trace.
Link to the web site of Rivenmyst Village
Public Building Breakdown
University of the "Celtic Holdfast" Tentatively Planned
"Celtic Holdfast" Education and Training
"Celtic Holdfast" Education and Training is an important aspect to the town, its citizens, and its visitors. There are several programs to help people learn about the background and culture of the "Celtic Holdfast". These are being taught in our University building.
"Celtic Holdfast" does not and cannot provide all desired education and training. There are additional means and methods to learn things through community-wide education and training. There is also a potential Education and Training Consortium that helps integrate schools, academies, and universities throughout New Britannia.
PaxLair classes are under construction and will be tested when we can.
Some ideas include (some are speculative - depending on what is added for skills by Portalarium):
Objectives: The student will learn about the "Celtic Holdfast" government, establishments, culture, society, and citizen responsibilities.
Duration: 30 minutes
Location: "Celtic Holdfast" University
Format: classroom instruction, town tour, and student exercise
Resources: books from the"Celtic Holdfast" Library
Completion award: none
Reading at the "Celtic Holdfast" and the Paxlair Library.
Instructors: Duke Greagoir
Objectives: The student will learn about the magics used in Druidry.
Objectives: The student will learn about Alchemy used in Druidry.
Ranger Resource Gathering
Objectives: The student will learn about gathering resources from Nature.
Objectives: The student will learn about herding animals using a Shepard Crook.
Objectives: The student will learn about herding low-level monsters using a Shepard Crook.
More classes to come.
"Celtic Holdfast" is participating in the new Britannia "Education and Training Consortium" with other Player-Ran Towns.
In the central square will be a village sized Pavilion where we plan on holding main events. Events will fill the inside up. Events include:
The inside will have tables lined up for each player vendor to sell their wares to the public.
In R7 we re-created the Farmer’s Market Pavilion that will be featured in the "Celtic Holdfast". This one is located in the NorthShire NW of Owl's Head:
The inside will have chairs or benches around while the inside will have dancing.
The outside along the lot line will have public Expert Founder and Benefactor Crafting Stations (all 10) for use by our citizens and visitors.
In R7 we re-created the Outside Parameter that will be featured in the "Celtic Holdfast". This one is located in the NorthShire NW of Owl's Head: