AndrewNotes/Avalon/05_Locations/Avalon Locations.md
2025-12-06 11:24:51 -08:00

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Avalon & Valley Locations

This section is written as stuff your characters would reasonably know. Anything marked “DM ONLY” should stay out of player handouts.


The Circle Fuel & Snacks

What students call it: “The Circle”, “Circle 9”, “Circle”

Vibe (student-facing):

  • Combo gas station / convenience store / low-key hangout on the edge of town.
  • Fluorescent lights, two flickering pump islands, and a sad little seating area with three metal tables and a claw machine that never pays out.
  • This is where kids meet up after school, before parties, or when they “go for a drive” and dont want their parents to see who theyre with.
  • The staff mostly dont care what youre doing in the lot as long as youre not obviously dealing, fighting, or summoning anything bigger than a cantrip.

What your character knows:

  • Everybodys been here. First crushes, first cigarettes, first “you are way too high to be at a gas station right now” moments all happen at The Circle.
  • After dark, there are always a few older kids / townies leaning on cars, playing music too loud from beat-up speakers.
  • Rumor has it theres a corner of the lot that never shows up on the security crystal playback quite right like the picture skips.

DM ONLY Hooks:

  • Pips operation uses The Circle as an exchange point and as an anchor for a small, illegal tap feeding their little network.
  • The lot is built over a minor junction in the Academys distribution grid enough that leyline “noise” bleeds into the pumps and cameras.
  • Future beats:
    • Surveillance footage that glitches when Root anomalies happen.
    • Confrontations between Pips crew and Oversight proxies.
    • A fight where spilled fuel + wild magic makes the whole place a hazard.

Titan Lance Armory (a.k.a. “The Missile Museum”)

What students call it: “The Missile Museum”, “Titan”, “The Silo”

Vibe (student-facing):

  • About twenty minutes out of town: an old, decommissioned underground military site turned into a museum.
  • Officially, its a Cold Warera “Titan Lance Strategic Armory”, where they used to keep some kind of giant magical war-spear pointed at “whoever pissed the country off that decade.”
  • Theres a visitor center with cheesy educational displays, then a long elevator ride down into the silo where the “lance” used to sit.
  • Schools drag kids here on field trips to talk about “the importance of peace” and “responsible use of destructive magic.”

What your character knows:

  • The actual weapon is gone supposedly dismantled but the empty silo is still there, with the big cradle, old consoles, and a huge circular blast door in the floor.
  • Tour guides love to tell stories about how the old crew could launch the thing in under 60 seconds.
  • Rumors:
    • Some nights, if youre quiet, you can still hear something humming under the empty launch tube.
    • A kid once snuck away from the tour and came back white-haired and refusing to go underground ever again.
    • The academy has some kind of “special access” to the lower levels normal tours dont see.

DM ONLY Hooks:

  • The “Titan Lance” was a colossal, one-use leyline weapon that could rip a chunk of Root out and hurl it at a target basically a magical ICBM. It was “dismantled,” but the binding cradle and targeting array remain.
  • The armory is now a classified magical depot:
    • University / Oversight stores decommissioned artifacts, unstable prototypes, and sealed warheads in the lower levels.
    • Access is strictly controlled through Root Oversight, which is why Dserris cares about this valley so much.
  • Possible uses:
    • Field trip episode where something in storage stirs when the Root is agitated.
    • Late-campaign job where Dserris wants to repurpose the Titan cradle as a last-resort weapon against Fouadriel / the Root.
    • A break-in by a rival faction trying to steal a specific relic or warhead.

Avalon Adventuring Academy Main Quad & Node

What students call it: “The Quad”, “The Heart”

Vibe (student-facing):

  • Big central courtyard surrounded by the main classroom buildings, admin offices, and the library.
  • Theres an ugly statue of the Academys first Headmaster in the middle, arm raised dramatically toward the hills like he fully expected applause.
  • Between classes, this place is chaos students cutting across the grass, people sprawled under trees, clubs recruiting at folding tables.
  • The flagstones hum under your feet if you linger; most people chalk it up to bad foundation work and too much enchantment.

What your character knows:

  • Everyone passes through the Quad. If you hang here long enough, you see practically the whole student body.
  • Sometimes, announcements are made here by illusion a giant holographic Headmaster head, Estrada yelling through a full-courtyard cantrip, that sort of thing.
  • If you ever want to people-watch, gossip, or just skip class while technically staying “on campus,” this is the spot.

DM ONLY Hooks:

  • The Quad sits almost directly above the main surface node that ties the Academy into the regional trunk. Its basically the “junction box” for most campus taps.
  • Small anomalies manifest here first: odd echoes in speech, flickering illusions, Root whispers under particularly emotional scenes.
  • Its a good place to:
    • Drop subtle foreshadowing when the Root is unhappy.
    • Stage big reveals where the environment literally reacts to the party.
    • Have Dserris do a full-school broadcast.

The Wash / Riverbed

What students call it: “The Wash”, “The River”, “The Ditch”

Vibe (student-facing):

  • A mostly-dry riverbed that only really fills up during heavy rain, running just outside town.
  • Scrubby bushes, scattered trees, graffiti under the bridges. At night its either peaceful or creepy, depending on who youre with.
  • Classic spot for: sneaking cigarettes, passing flasks, making out, or just getting away from parents and dorm monitors.

What your character knows:

  • The cops and school security both know kids hang out here, but as long as nothing explodes and no one posts incriminating Sending-Stone stories, they mostly ignore it.
  • You can get from one side of town to the other by walking the wash if youre patient and dont mind your shoes getting dusty.
  • Rumors say some students use it for secret ritual circles because “the earth is thinner” here.

DM ONLY Hooks:

  • The wash cuts across a shallow leyline tendril, which makes it a natural amplifier for Root whispers, especially when the ground is wet.
  • Sorens “dead body by the river” can literally be at a spot where the Roots attention is strongest.
  • Good site for:
    • Random Root anomalies (lights in the dirt, voices, sudden growth of weird plants).
    • A secret meeting with Dserris / Elias away from Academy wards.
    • Fouadriel-related events (something in him “wakes up” here).

Madera Ridge Estates

What students call it: “The Ridge”, “The Hills”

Vibe (student-facing):

  • Gated hillside neighborhood perched above the valley, all terraced yards, huge windows, and old people who will tow your car if it's worth less than 20 gold.
  • Houses with three-car garages, outdoor kitchens, and views that end up on every real estate brochure in a 200-mile radius.
  • Most students never go up here unless:
    • They live there,
    • Theyre going to a party with someone who does,
    • Or theyre taking the long way around to avoid being seen.

What your character knows:

  • This is where Ben “I swear Im from the block” actually lives.
  • Parents up here are the type to install very expensive arcane security wards and then forget to update them for ten years.
  • Rumors:
    • A Ridge kid threw a party last year that got so wild it shorted out half the neighborhood wards and lit up the Oversight logs like a winter festival.
    • Mageball coaches definitely scout the Ridge for “sponsorship opportunities.”

DM ONLY Hooks:

  • Madera Ridge is a private sub-grid: luxury homes have their own micro-taps and wards tied into the main trunk.
  • Pips boss absolutely sees this place as both a lucrative market and a pressure point for Ben.
  • Easy future beats:
    • Attempted break-in / “warning visit” from Pips people.
    • Dserris threatening to cut Ridge power if certain parents block his directives.
    • A house party gone wrong when a ward fails in a very Root-ish way.

Mr. Magic Pizza Party Fun Time

What students call it: “Magic Pizza”, “Mr. Magics”, “MPPF”

Vibe (student-facing):

  • Think: fantasy Chuck E. Cheese thats been around way too long.
  • Animatronic band of off-brand mascots, enchantment-powered ticket machines, a stage, and a dozen spell-scuffed birthday rooms.
  • As little kids, everyone in town had at least one party here. As teens, you mostly come back ironically, or because youre babysitting younger siblings.

What your character knows:

  • The food is… fine. The soda refills are unlimited. The noise is unbelievable.
  • The animatronics sometimes twitch or speak when theyre not supposed to; staff blame “old runes.”
  • MPPF runs lots of deals and coupons including the infamous “Mr. Magic Pizza Party Fun Time!” voucher that gets you a party package if you somehow win one.

DM ONLY Hooks:

  • The whole place is wired into a cheap, overworked tap that powers games, lights, and the mascots.
  • When the PCs cash in their coupon, you can:
    • Have the Root bleed through the janky enchantments → animatronic horror episode.
    • Make Dserris furious because he has to waste Oversight attention on a cursed kiddie restaurant.
    • Tie one of the artifacts / subnodes into the basement (MPPF built on some old ritual site).