The Valley of Dreams
raidsThe Valley of Dreams has been hostile to mortal kind for centuries. A stronghold for the Fey to cavort, to sing and to dance, to create kingdoms and watch them fall. It has also been a place for the Fey to send out raid: to take things and livestock and people. The Valley of Dreams was lethal to mortals, or perhaps they simply never had the chance to return.
It said by many that the Valley itself was somehow growing, taking over with trees, groves and strange beings.
This era's problems started with a village - Amburn - being settled near the Valley. Too close, many said. The Fey would be too tempted. It would invoke their ire. But the village survived. Season after season, cold iron wire around the boundaries kept the more deadly Fey away and the villagers were smart and tough. Sometimes someone would vanish, but for the first time in mortal memory, people returned and celebrated themselves with the riches from the woods - and this encouraged more to come and try their luck.
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Table of Contents
Introduction The Valley of Dreams - Locations of Note The Town of Amburn - Locations of Note The Organizations of Amburn - The Council of Amburn - The Prismatic Chapter of the Adventurer's Guild Local Pantheons - The Family - The Elmentals - Devilish Hosts |
Then the Fey stole the wrong child.
The Merchant Valken Morteg was well known for being one of the richest men around, with a small empire of traders under him. When he came himself to see the potential gain against the cost of delving deeper into the valley, the Fey took his twin children. Morteq was no fighter, but an almost unlimited amount of coin can buy the finest, and soon the town bustled with adventurers and soldiers.
It didn't take long for a group to steal back the twins, but by then the Fey were tired of their prizes escaping. The adventurers were able to get back to the town with what seemed like the whole valley of Fey behind them. Ranks of Fairy Knights poured out the forest, Sidhe threw destructive spells, vine-bound giants marched from the woods with groans of pain. The Fey summoned devils within the walls to break the iron defences.
The disorganized adventurers were quickly pushed back, and only the more trained mercenary and military units were able to hold in the centre of town. It quickly became apparent that they wouldn't be able to hold. The band of adventurers responsible for the rescue realized, quickly, that running wouldn't work - the Fey were pouring out the woods, and no other fortifications were nearby. Even the simple wooden ones where were better than fighting on the road.
Plans were quickly formed, with the adventurer units being used as harassers and shock troops and the mercenary units forming a defensive core for them to retreat to. The adventurer's sallied out, unleashing devastating assaults before returning to rest, heal and try again. Mages hurled spells and formed barriers, traps were laid and detonated. Still, numbers had a way of telling, and the small village was being razed to the ground. Their plans were running out.
Morteq, deciding he was responsible for this mess, also chose to end it. Talking to the soldier and the leaders among the adventurers, explained he had a plan. When he gave the signal they would be able to attack or flee, whichever seemed best. He simply asked that his children be taken to safety, which was quickly agreed to.
The Merchant then called for surrender, and a meeting to talk about it. The Fey agreed and the man was led, alone, to stand before the court of the Sidhe. Mocked and ridiculed, he was brought before the warmasters and told the terms for the mortal's surrender. "You do not understand," the man said slowly as he stood up tall, "I arranged for this meeting so you can surrender before I kill you all."
As an enraged Knight charged the mortal to put an end to his impudence, the man calmly asked, "Does this mean parlay is over?" and, at the laughter, detonated the magically enhanced bomb he had merged with his person.
No one else should ever have known these final words, as the Fey camp was vaporised., but it's said somehow his children and the leaders of the camp were able to watch and hear from afar. Their numbers were cut in half and their leaders reduced to a fine ash, the Fey were not prepared for this from the Amburn mortals. Many broke and ran, and others stayed, fought and were overwhelmed. Amburn was saved.
There is no record of the decision, but it was decided that wasting the bloodshed here was a waste, that the place should not be forgotten. More, the Fey no longer controlled the Valley. While still powerful, they had never claimed it, and now their numbers were far too thin to simply roam as they wished. There were plenty of things in the woods that had not enjoyed the Fey's rule, and took advantage of themselves.
A year passed. People came, looking to make their fortune. Walls were built, bound with iron and magic. Houses replaced tents and huts, shops became stone and wood instead of a tent. The Adventurer's Guild granted an official charter to the members that had remained in town, allowing them to form the Prismatic Chapter of the Adventurer's Guild.
The Valley of Dreams
The Valley of Dreams is a secluded area surrounded by largely impassable mountains to the north, south and west. For as long as humans generally remember it has been dominated by warring groups of the Fey who will generally ally themselves against invaders, but the recent disaster at Amburn devastated their forces, allowing other beings and creatures within the woods to start taking areas for themselves.
The valley floor itself is heavily forested initially, but aerial observations have revealed several other areas including at least one large plane and a large lake to the North. Several other valleys run off the Valley of Dreams proper are rumoured to have wildly different environments which are clearly the effects of some kind of magic.
It is also obvious that the Fey have not always dominated here - notably, the always truthful beings have never claimed ownership of the valley - and that there are the remains of other, ancient civilizations dotting the mountains, forests and caves.
These - and the beings the Fey previously dominated - make exploring the valley very dangerous but hugely profitable.
Locations of Note
The Nightmare Barrow - In a large glenn stands a massive barrow. Little more is known about the area as it swarms with the undead, most of which seem to come from this barrow, hence its name. Those that camp nearby have reported howls and roars. Notably, the barrow seems to have been built for something far larger than most normal races.
River's Close - The ruins of a fortress sprawling across the river, the massive gates locked and sealed and preventing any river passage deeper into the valley. Rumours abound that the fortress contains several underground levels, and the keep itself is as sealed as the gates.
Khalharum - A strange city floating in a lake. The city is formed of six island arranged around a central one connected by bridges. The city is made of a stone not native to the area, and is covered in a significant amount of plant life. Other than the name and location little is known, as currently the only safe way to get near the city is by air.
Shining Gem Peak - It's unclear what, exactly, is at the peak of this small mountain, but the light it emits can be seen throughout the valley. It is often used as a reference point for exploration, bar when the plant life decides otherwise. While several parties have tried to climb the peak so far none have been successful.
The Town of Amburn
A settlement with barely a thousand souls, Amburn is rapidly growing from the village of a couple of hundred it was just a year ago. While the majority of the villagers survived the catastrophic battle against the Fey most of the village did not, and it has seen a rapid rebuild and expansion.
The most notable improvement is the town walls, a significant construct of sandstone with wooden walkways. The walls have been laced with iron wire, and the concrete mixed to bind the stone mixed with iron filings, making it so most of the Fey and their allies struggle to even touch the walls. Since they are perfectly able to use engines of war and monsters large enough to hurl trees into the stonework a vigilant watch is still required, but the walls provide significant safety.
The town inside is still in flux, but one of the things set down was the streets. An extension to the south leading to one of the major highways leads from the South, but even before this was complete local quarries were dug and cobbled streets laid.
Since the town was laid out with an eye to expansion there are still plots of unclaimed land to be had, and the Council refuses to sell them to speculative buyers, meaning the prices are still affordable. A petition to buy land must be made, and evidence provided that it will be used by the person rather than simply sold on.
Locations of Note
The Sewers - With the decision to rebuild Amburn almost from scratch was made the Morteq family invested heavily into the town. One of the improvements made was a significant sewage system running beneath the town. The vast network of tunnels is maintained by dedicated technicians, but their cave-like nature still attracts a number of creatures who find the location cozy.
The Bath House - Another creation funded by the Morteq family after seeing several workers bathing in the river shallows being attacked, this large building provides large communal pools for bathing, or smaller, more private rooms for smaller groups where more than one business deal has been negotiated. There are even individual tubs with and without attendants. A washhouse is also present. Additions to include places for healing, meditation and massage are under construction.
The Guildhall - A two story building that looks closer to a small manor than anything else and located near the centre of town , the Guildhall goes deeper under it than above, the Guildhall is the headquarters of the Adventurer's Guild in Amburn. It contains most of the facilities the Guild members need, including areas to train, relax and bunk rooms for new recruits or teams who prefer to live on site.
Docklands - Several warehouses and piers reaching out into the river, the docklands are the home of much of the trade and contain the facilities for the riverboats to dock and repair. The beginnings of a boatyard are even under construction, hoping to use the vast and plentiful local lumber.
The Council House - The meeting place of the town Council and administration centre of town. Records and permits, what there are, are housed here. It is also the home of the magistrate for those miscreants who need an official ruling.
The Prismatic Chapter of the Adventurer's Guild
The Adventurer's Guild is an organization that crops up here and there, often in areas where other groups see no profit or little reason to set up shop. The Guild seeks to offer Adventurer's an edge, arranging jobs and backup for them. In return, they take a small cut of any jobs and hold payment, assuring that any work is paid for.
Unlike many larger groups, the Guild does not care much about people not working for them. If you don't have a membership the Guild won't support you. That's it.
Still, in areas where they operate membership in the Guild is an advantage. They help injured members with long term care, even with prosthetics, and can often put their members in contact with suppliers of exotic goods and items - often former members and clients who still maintain their connection or even fellow members who have semi-retired.
By tradition, a new branch of the Guild must gain a charter and then hold their territory with only the initial membership, to prove the new Guildmaster able. After this point, they may begin recruiting new members.
Each chapter is also themed in some way. The new Guild in the Valley of Dreams is the Prismatic Guild, their leadership operating under the names of various colours. Other Guilds have used metal, weapons, magic, elements and gemstones for their names.
Each chapter is also themed in some way. The new Guild in the Valley of Dreams is the Prismatic Guild, their leadership operating under the names of various colours. Other Guilds have used metal, weapons, magic, elements and gemstones for their names.
Each Guild has seven guildmasters, with different job roles and functions within the Guild. There is no set tradition for how tasks are divided, but it often falls along the line of administration, supplies, funding, training, magic, healing, long-term care, item creation and other such methods of sorting members.
Local Pantheons
The Family
The Family are a small, local Pantheon that are closer to Demi-Gods than the full immortals of other pantheons. Still, they play an important role in the Valley of Dreams, and their shrines and temples can be seen in the most unexpected of places.
Vidad
Titles - The Elder,
Portfolio - Defiance, Defence, Comradeship
Imagery - A deeply rooted tree.
Worship - Sharing a fond memory with a friend or loved one.
Holiday - Festa of Giving
Description - Vidad appears as an elder humanoid, still tall and proud for his age but with a stomach, silver-haired and usually clean-shaven, with carefully crafted goggles over his eyes.
Vidad is a creator who shuns pointless destruction but urges his followers to fight to defend when they must and to help aid others when they can.
Titles - The Elder,
Portfolio - Defiance, Defence, Comradeship
Imagery - A deeply rooted tree.
Worship - Sharing a fond memory with a friend or loved one.
Holiday - Festa of Giving
Description - Vidad appears as an elder humanoid, still tall and proud for his age but with a stomach, silver-haired and usually clean-shaven, with carefully crafted goggles over his eyes.
Vidad is a creator who shuns pointless destruction but urges his followers to fight to defend when they must and to help aid others when they can.
Roda
Titles - The Carer, The Matriarch
Portfolio - Caring, Healing, Leadership
Imagery - A Weavers Loom.
Worship - Baking and giving an item of food.
Holiday - The Feast of the Waking
Description - Taking the form of an elder Humanoid of unusually short stature, Roda emphasises the caring aspect of the Family. She is also the unquestioned leader.
Titles - The Carer, The Matriarch
Portfolio - Caring, Healing, Leadership
Imagery - A Weavers Loom.
Worship - Baking and giving an item of food.
Holiday - The Feast of the Waking
Description - Taking the form of an elder Humanoid of unusually short stature, Roda emphasises the caring aspect of the Family. She is also the unquestioned leader.
Vidad-Veoll
Titles - The Rogue, the Renegade
Portfolio - Freedom, Exploration, Choice
Imagery - A winged stein.
Worship - Dedicating a new experience, or finding a new way to enjoy an old one.
Holiday - Any occasion with too much to drink
Description - Tall and lanky with a shaved head, Vidad-Veoll is said to be the youngest of the Family and the most active in the world. He is a Rogue and a Trickster who enjoys a good joke but is said to work to the betterment of mortal kind. Mostly. Sometimes he just likes a laugh.
Titles - The Rogue, the Renegade
Portfolio - Freedom, Exploration, Choice
Imagery - A winged stein.
Worship - Dedicating a new experience, or finding a new way to enjoy an old one.
Holiday - Any occasion with too much to drink
Description - Tall and lanky with a shaved head, Vidad-Veoll is said to be the youngest of the Family and the most active in the world. He is a Rogue and a Trickster who enjoys a good joke but is said to work to the betterment of mortal kind. Mostly. Sometimes he just likes a laugh.
Lein
Titles - The Fixer, the Traveller
Portfolio - Creation, Repair, Thought
Imagery - A repaired cartwheel.
Worship - The crafting and gifting of an item to give to a close friend or loved one once a week.
Holiday - Festival of Making
Description - Portly and heavily bearded, Lein travels the lands with his hounds as he will, repairing things, bonds and people as he does.
Titles - The Fixer, the Traveller
Portfolio - Creation, Repair, Thought
Imagery - A repaired cartwheel.
Worship - The crafting and gifting of an item to give to a close friend or loved one once a week.
Holiday - Festival of Making
Description - Portly and heavily bearded, Lein travels the lands with his hounds as he will, repairing things, bonds and people as he does.
Sehila
Titles - The Teacher, Learned One
Portfolio - Learning, Teaching, Knowledge
Imagery - An open book with one-page blank
Worship - Learning and sharing that knowledge.
Holiday - The Day of Knowledge
Description - Tall, Auburn-haired and greed eyed, Sehila loves nothing more than to learn from the actions of her worshippers and to teach others in kind.
Titles - The Teacher, Learned One
Portfolio - Learning, Teaching, Knowledge
Imagery - An open book with one-page blank
Worship - Learning and sharing that knowledge.
Holiday - The Day of Knowledge
Description - Tall, Auburn-haired and greed eyed, Sehila loves nothing more than to learn from the actions of her worshippers and to teach others in kind.
Lechars
Titles - The Jailer, The Bound
Portfolio - Duty, Order, Chaos
Imagery - A cracked key
Worship - An act of contradiction.
Holiday - None
Description - Dark haired and watchful, Lechars is said to be the guard over a prison hidden somewhere within the Valley.
Titles - The Jailer, The Bound
Portfolio - Duty, Order, Chaos
Imagery - A cracked key
Worship - An act of contradiction.
Holiday - None
Description - Dark haired and watchful, Lechars is said to be the guard over a prison hidden somewhere within the Valley.
The Elements
Less deities in the traditional sense and more the personification, the true form, of the Elements.
Earth Itself
Titles - The Bones of Reality
Portfolio - Earth, Stability, Gravity
Imagery - A fractured mountain.
Worship - Working with and enjoying the soil, the stone and the ground.
Holiday - Earthday
Description - Earth Itself is a foundation of reality, solid and sound.
Titles - The Bones of Reality
Portfolio - Earth, Stability, Gravity
Imagery - A fractured mountain.
Worship - Working with and enjoying the soil, the stone and the ground.
Holiday - Earthday
Description - Earth Itself is a foundation of reality, solid and sound.
Fire Itself
Titles - The Fires of Hope
Portfolio - Fire, Warmth, Destruction
Imagery - A broken sun.
Worship - Working by the firelight or the sunshine.
Holiday - Fireday
Description - Fire Itself is the passion of reality, creativity and life-bringing and utter destruction.
Titles - The Fires of Hope
Portfolio - Fire, Warmth, Destruction
Imagery - A broken sun.
Worship - Working by the firelight or the sunshine.
Holiday - Fireday
Description - Fire Itself is the passion of reality, creativity and life-bringing and utter destruction.
Wind Itself
Titles - The Winds of Change
Portfolio - Wind, Breath, Calm
Imagery - A split tornado.
Worship - Feeling the breeze on your skin.
Holiday - Airday
Description - Wind Itself is the turbulence of reality, constantly moving and changing to be where it must.
Titles - The Winds of Change
Portfolio - Wind, Breath, Calm
Imagery - A split tornado.
Worship - Feeling the breeze on your skin.
Holiday - Airday
Description - Wind Itself is the turbulence of reality, constantly moving and changing to be where it must.
Water Itself
Titles - The Water of Hope
Portfolio - Water, Storm, Life
Imagery - A breaking wave.
Worship - Submerging as much of yourself as possible in the water.
Holiday - Waterday
Description - Water Itself is the flow of reality, a pattern intrinsic to the needs of life everywhere.
Titles - The Water of Hope
Portfolio - Water, Storm, Life
Imagery - A breaking wave.
Worship - Submerging as much of yourself as possible in the water.
Holiday - Waterday
Description - Water Itself is the flow of reality, a pattern intrinsic to the needs of life everywhere.
Nature Itself
Titles - The Nature of All
Portfolio - Nature, Plants, Living
Imagery - A living flower with a missing petal.
Worship - Gardening, planting.
Holiday - Harvestday
Description - Nature Itself is the life of reality, the essence and the spark. Some might call it the soul of all creation.
Titles - The Nature of All
Portfolio - Nature, Plants, Living
Imagery - A living flower with a missing petal.
Worship - Gardening, planting.
Holiday - Harvestday
Description - Nature Itself is the life of reality, the essence and the spark. Some might call it the soul of all creation.
Light Itself
Titles - The Expression of Reality
Portfolio - Light, Day, Morning
Imagery - A partially obscured rising sun.
Worship - Bathing in the light.
Holiday - Lightday
Description - Light Itself is the expression of reality, how all may be seen and known.
Titles - The Expression of Reality
Portfolio - Light, Day, Morning
Imagery - A partially obscured rising sun.
Worship - Bathing in the light.
Holiday - Lightday
Description - Light Itself is the expression of reality, how all may be seen and known.
Darkness Itself
Titles - The Introspection of Reality
Portfolio - Darkness, Night, Shadow
Imagery - A mostly crescent moon.
Worship - Bathing in the light.
Holiday - Shadowsnight
Description - Darkness Itself is the sensation of introspection, looking inside and seeing what you are.
Titles - The Introspection of Reality
Portfolio - Darkness, Night, Shadow
Imagery - A mostly crescent moon.
Worship - Bathing in the light.
Holiday - Shadowsnight
Description - Darkness Itself is the sensation of introspection, looking inside and seeing what you are.
The Devilish Hosts
The divine is not the only group with interests in the Valley of Dreams. Although not nearly as obvious, several of them maintain cults and worshipers of various skills and abilities...even within many of the towns organizations.
Ingar
Titles - The Deceit
Portfolio - Lies, Misdirection, Poisons
Imagery - A potion vial billowing smoke.
Worship - Poisoning something. Oneself, with the antidote, is acceptable if no one more interesting is available.
Holiday - Nacht des Giftes
Description - Cunning and insidious, Ingar positions his followers where they can strike without warning to further his agenda.
Vaux
Titles - The Breaker
Portfolio - Force, Wanton Destruction, Violence
Imagery - A bloodied sword.
Worship - Hit someone. Hard.
Holiday - Nacht des Gewalt
Description - Vaux preaches force above all other things. Might makes right. Of course, stacking things in your favour can make things even better...
Shalka
Titles - The Ritual
Portfolio - Evil Magic, Unwilling Sacrifice, Unwanted Pain
Imagery - An altar.
Worship - Sacrifice something. For preference, something belonging to someone else.
Holiday - Tag des Opfers
Description - Shalka wishes for power and gains it through the efforts of her acolytes.
Titles - The Deceit
Portfolio - Lies, Misdirection, Poisons
Imagery - A potion vial billowing smoke.
Worship - Poisoning something. Oneself, with the antidote, is acceptable if no one more interesting is available.
Holiday - Nacht des Giftes
Description - Cunning and insidious, Ingar positions his followers where they can strike without warning to further his agenda.
Vaux
Titles - The Breaker
Portfolio - Force, Wanton Destruction, Violence
Imagery - A bloodied sword.
Worship - Hit someone. Hard.
Holiday - Nacht des Gewalt
Description - Vaux preaches force above all other things. Might makes right. Of course, stacking things in your favour can make things even better...
Shalka
Titles - The Ritual
Portfolio - Evil Magic, Unwilling Sacrifice, Unwanted Pain
Imagery - An altar.
Worship - Sacrifice something. For preference, something belonging to someone else.
Holiday - Tag des Opfers
Description - Shalka wishes for power and gains it through the efforts of her acolytes.