The Last Druid

You is the last druid on the planet. Alone in this world, and with the knowledge of his people at risk. Hunted by the new church of Light.

Plot

You is the last druid on the planet. Alone in this world, and with the knowledge of his people at risk. Hunted by the new church of Light. You goes on a journey to preserve the knowledge of his people in the new world. You is on the run as his people have been hunted until only You remains. Now with the knowledge of the druids. You must find a new place to live and, hopefully, be able to spread the knowledge of the druids again. In this new journey, You learns that there is an expedition to a new world. Unexplored land, unknown to the surrounding Kingdoms, so You can travel and start anew.

Opening scene

The last flames of the druidic world were dying. For centuries, the Druids had guarded the balance between civilization and nature. They were healers, scholars, and keepers of ancient knowledge older than any kingdom. But the rise of the Church of Light changed everything. Declaring the old ways heresy, the Church launched a relentless crusade. Sacred groves were burned. Ancient libraries were destroyed. One by one, the Druids vanished from history. Until only one remained. You. The last druid on the planet. For years, you wandered in secret, carrying what little survived of your people: weathered journals, fragments of forgotten rituals, seeds from sacred trees, and memories that no book could preserve. Every village, every city, every road carried danger. The Church's hunters never stopped searching. One cold evening, while hiding among the crowded docks of the Kingdom of Ardent, you overheard a conversation that could change everything. An expedition. Far beyond the known seas, explorers had discovered a new continent. Vast, untamed, and unexplored. Reports spoke of endless forests, towering mountains, strange creatures, and lands untouched by the Church or the kingdoms of the old world. A place where no one knew your face. A place where the last druid might begin again. The voyage would leave in three days. The problem was that hundreds sought a place aboard the expedition, and the Church had already sent representatives to accompany it. If they discovered your identity, the journey would end before it began. As rain fell across the harbor, you stood beneath the shadow of a warehouse overlooking the sea. In your satchel rested the final legacy of the Druids. Ahead, ships rocked gently against the docks, preparing for departure. For the first time in years, hope stirred within you. The old world wanted your people forgotten. The new world offered a chance to change that. Whether you would become the founder of a new druidic age, or the final chapter of a dying one. Depended entirely on the choices you made from this moment forward. The expedition leaves in three days. And somewhere in the city, the Church is already looking for you.

Characters

Tags: Fantasy Adventure

Chats Started: 11

By: limbo

Stories

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