Verdant Tide Circles
Race: Firbolgs, Elves, Humans
Government: Nature Circles
Description: Coastal jungles and wetlands governed by druidic covens.
Allied with:
Sylvanreach Enclaves – Protection of primal ley-lines
At War with:
Gilded League – Overfishing and exploitation
Verdant Tide Circles
A coastal druidic polity where nature, tide, and tradition are bound in ritual cycles, the Verdant Tide Circles balance maritime trade with sacred stewardship of sea and shore. Their authority is shared among circles of druids, tidewardens, and merchant-navigators who read currents as others read ledgers.
Castle / Keep
Thalassagreen Spire
A living stone-and-wood keep grown atop a cliff overlooking the sea, its walls entwined with ancient kelp-vines and wind-carved arches. The Spire serves as both ritual anchor and defensive bastion, its highest terrace aligned with lunar tides and seasonal currents. At low tide, hidden causeways emerge beneath the cliffs, known only to the Circles.
Notable Features:
Tide-calibrated watchtowers
Living gates that seal or open with druidic rites
A moon-pool chamber used to divine storms, migrations, and naval threats
Port Town
Greenwake Haven
A bustling yet carefully regulated port town built around floating docks, coral pylons, and terraced sea-gardens. Ships are welcomed—but only those that agree to the Circles’ Greenwake Accords, which govern fishing, waste, and trade along the coast.
Notable Features:
Tidal markets that open and close with the sea
Druid-licensed shipwrights using living woods
Salt-temples where sailors offer thanks for safe passage
Trade in kelp-silk, tide-crystals, preserved fish, and weather-charms
Political Character
The Verdant Tide Circles are not isolationist, but they distrust unchecked expansion. They favor long-term pacts, ecological contracts, and ritualized agreements over coin alone. They often act as mediators between maritime powers, especially where overfishing, naval buildup, or ley-sea disturbances threaten balance.