Gardens 0806 — Satyr Garden Heart
The satyr’s gardens are full of vertical stone pillars, and here they
are larger, more organic and branching, like a web of petrified trees.
They form a tangled and multi-leveled chamber that serves as their main
population center and is said by some of them to be the origin of their
work. The streams of water are thick and form waterfalls throughout the
structure, and the not-quite-pomegranates are cultivated here in great
quantity.
A little over a thousand satyrs live here, living and loving and tending
to the plants and glowworms that they use in their lives. The atmosphere
is one of permanent party: drug use abounds, sex acts are done in the
open, and few satyrs have a permanent dwelling, instead sleeping
wherever they find themselves when they get tired with the knowledge
that they will not be deliberately disturbed.
The Garden Heart functions as a town by TNU’s economic standards, though
its denizens will be more generous in trading goods for goods than in
using coinage — they mint none of their own. There is no such thing as a
governor here.
Some notable denizens and locations:
A pool where multiple streams converge, its bottom riddled with holes.
Occasionally, young satyrs (equivalent in stature to late teenagers in
humankind) craw from these holes, with only scattered memories of
another deeper world where they frolicked as children, and of the
twisting passages that led them here. They swim to the shore and gasp
for air, their lungs used to something else. They grasp language (satyrs
can speak all tongues) and form clusters with other new emergences,
gathering the courage to join their elders.
“The Ribbon Tree” is as its name suggests a treelike pillar festooned
with ribbons, collected from travelers from the world above. The Ribbon
Tree also serves as the hub of chemical research for the satyrs: it can
serve adventurers as both a drug-focused vice den and a source of
well-researched chemists. Novel ribbons are valued as payments for their
services.
Palla (they/them) and Rhea (he/she) are satyrs dedicated to training
defenders against violent incursion. They can be found drilling 3d20
volunteers in fighting with spear, staff, sling, and curved sword in a
relatively open cavern nicknamed “the battleground.” Both of them are
concerned about incursion from the south by Runalt and his interred
soldiers.
A gang of Glass Thieves loyal to runalt have hidden themselves in the
less lively cracks and crevasses of the heart. They look for chances to
kidnap sacrifices to take to 0506.