Welcome to the Valley
Welcome traveler, to the Valley of the Lost and Found. Buried in the mountains which border Kapyria and Amers, this realm has quietly gone about its business, largely ignored by the rest of the Western Realms. Though settled by people from across the continent, with myriad cultures and origins, the Valley has forged its own path.
The first modern settlers arrived in the Valley nearly one thousand years ago, after passing through the Mist. They were seeking a quicker trade route between Amers and Kapyria, free from the reliance on the Prophet's Road or shipping lanes. They braved the strange foggy vale which had long deterred travelers. Many were lost, wandering too far from the group. The survivors were astounded and relieved when they came to the Wall, a single gate inviting them through to safety.
Upon discovering the Valley, the explorers sent messengers back to Amers, with tidings of this new bountiful realm. None made it. The explorers soon became settlers, raising a lodge just inside the Wall, waiting for rescue.
Here to Stay
As the months turned to years, more explorers found themselves trapped in the Valley. Those sent to recover the lost missions soon found themselves joining the settlers, who were becoming accustomed to their new lot in life. Scholars in the Valley estimate that just shy of eight hundred people entered the Valley in those early years.
The lodge had grown into a village, and then into a town; Mistwall. Settlers continued exploring the Valley, finding plenty of fertile land for farming. A new village on the Ovuri river was settled, marking the founding of Kyrepolis.
By now, children were being born and raised who knew nothing of life beyond the Valley, of their parents' homes. In time, they had children, who had little interest in leaving the Valley; those who were inclined to leave rarely survived to have offspring.
The dream of escape became more distant as the centuries passed. Folks of the Valley were content, and many newcomers found a new home for themselves in this strange, isolated realm.
What Came Before
Even though the current story of the Valley began under a thousand years ago, there are remnants of older settlement and civilisations. The most prominent of these is the Wall which keeps the Mist at bay. Its age and origins are unknown, but it has yet to show signs of wear.
There are ancient temples and shrines dotted across the Valley, built to worship unknown gods by unknown supplicants. Wandering between all these relics are dangerous monsters. They descend from the mountains, emerge from the forests, harassing farmers and trade routes throughout the Valley. These beasts keep inhabitants alert, and adventurers in a job.
None of these ancient sites or monsters have yet to yield truths about the Valley and its nature. Many wonder why it keeps people trapped inside, and what happened to those who came before. There is speculation that some truths have been discovered and kept secret, that sharing it would be dangerous to the integrity and relative peace of the Valley.
Recent Calamities
The worst disaster in living memory is the destruction of Myrn, a once important town offering refuge for traders traveling between Kyrepolis and Archaven. Nearly 60 years ago, an earthquake racked through the Valley. Most settlements endured, with only minor damage. However, Myrn was all but consumed by a vast chasm which tore through its centre.
The chasm gave rise to a vast earth titan, and numerous smaller elemental creatures. Though the titan was short lived, crumbling under its own weight, the damage was done. Thousands died, few escaped. The city is now a ruined graveyard, a stark reminder that the balance of life in the Valley is fragile. Nobody knows what caused the catastrophe, but many fear it could happen again at any time.
Elemental creatures still lurk in the scarred ground, the tormented spirits of the dead haunt their homes, lamenting their suffering. The calamity all but cut off Archaven from the rest of the Valley. The town and college are now served by temperamental airships, which glide silently over the Ruins of Myrn.
New Heroes
The destruction of Myrn alerted the Valley to the need for quick responders. Many citizens called for capable warriors and mages who could keep the monsters of the Valley at bay. Adventurer guilds were founded, and granted authority to act as needed to protect the Valley.
Many were over zealous, and bit off more than they could chew, and met sticky ends. But some, with wily patrons, have done well, even turning a profit from adventuring in the Valley.
Your calling has brought you to one such guild. Perhaps you were raised with tales of these new heroes, and wanted to become one. Perhaps the promise of riches appeals to you, enough to risk your life in the pursuit of coin. Are you native to the Valley, or have you made a new home for yourself here from beyond the Mist?
Regardless of your origin, your allegiance is now with your guild, with your companions. The Valley needs heroes.
West Marches Campaign
A West Marches Campaign is one in which the players set out on "episodic" adventures from a home base, learning more about the world and defeating threats as they go. The cast of characters is likely to change between sessions, rather than following the same party across a continuous campaign.
The Guild
Your characters are all members of an adventurer's guild in Kyrepolis. We will flesh out the guildmaster and guildhall features together in Session 0, as well as more details about the guild, and how your characters came to be in it.
Think about the kind of missions the guild members would go on, and what their guiding rules could be. Are they run by a disinterested nobleman throwing money at a vanity project, or a grizzled veteran looking to do some good in the world. More importantly, what colour should the emblem be?
Session Scheduling
I'll aim to run sessions on a monthly cadence. Sometimes they might be more frequent, sometimes less. To schedule a session, I'll send out the proposed date, ask who's available and will run the game if there are a minimum of 3 players. If possible, I'll try and limit sessions to a maximum of 5 players, to keep things moving. Normal sessions are likely to be run on weekends, and run ~4 hours long. Games will be held in person or online depending on the players involved.
If you've been unable to make several sessions in a row and want to play, I'll work with you to give you some date choices for the next session.
Adventures Arcs
The adventures will, for the most part, be standalone one shots, or spread over two sessions if needed. As such there won't be as much time to go "off script", in terms of roleplaying and downtime. If there are certain downtime activities you want your character to pursue, we can resolve them at the start or end of a session, or have the occasional "downtime session" to have more free form, RP focused gameplay.
Even though the adventures will be "episodic", I still intend for there to be a larger arc and narrative at play, with your choices influencing how it all plays out.
Character Motivation & Longevity
It is entirely up to you how many characters you play during this West Marches campaign, and what you expect their longevity to be. This style of campaign lends itself to different characters dropping in and out, giving you the chance to try out different character concepts.
That being said, if you prefer to invest in a single character, they can still have arcs which are developed and (hopefully) resolved. It might be a slower burn, but hopefully it's still enjoyable and rewarding.
Retired characters may return as NPCs if appropriate, and if you have ideas for what they might do as an NPC, we can figure something out.
Settlements
Kyrepolis
The gleaming jewel of the Valley, Kyrepolis stands proudly on the Ovuri, overseeing most of the realm's farmlands and resources. Its myriad neighbourhoods are an amalgamation of all the cultures which made their way into the Valley, and never left. Traditional Kapyrian tea rooms sit across from Majoran style vintners, all trading with coins minted by Geldarian numismatists.
The bustling markets make it easy to forget how isolated the Valley truly is. The theatres put on shows worthy of the highest praise, and the taverns keep folks merry. Were it not for the crime syndicates vying for dominance, and the vast wealth inequalities, one could almost call Kyrepolis a Utopia.
Details
Population. Just shy of 80,000 in the city proper, but another 40,000 in surrounding villages and farmland who frequent the city.
Government. Kyrepolis is ruled by the Vale Duke, a title currently held by Hermun Koralis II. The Duke nominally controls the entire Valley, though different towns operate under devolved governments. Duke Hermun is very popular -- one would hope so, given how much he spends on public relations.
Social Strata. There are several dozen noble houses which live in fine family manor homes close to the Azure Dome. They often intermarry, and live lives of great excess.
The merchants and skilled artisans live a comfortable life, with farmers and unskilled labourers making up the poorest classes in the city, but even they are largely able to make ends meet.
Trades and Services. Trade largely revolves around rare luxury items sourced from the Valley. Art is also valued highly, and the city is the main producer and exporter of wines, in part due to crime syndicate control over the industry.
Interesting Locations
Azure Dome. Seat of the Vale Duke, the Azure Dome is an architectural marvel in its own right. The palace overlooks the city, and great stretches of the Valley from its peak.
House of Japes. Largest of Kyrepolis' theatres, the House of Japes is a versatile space, capable of hosting plays, concerts, and even some sporting events.
Ducal Conservatory. An exclusive college for the children of nobles, which boasts the largest library outside of Archaven. Though not as prestigious as Archaven, a place at the Conservatory is highly sought after.
Character Ideas
Blue Blood. Child of a noble house, yearning for adventure.
Going Straight. Former member of a syndicate, trying to go straight.
My Muse. Playwright wanting inspiration for their magnum opus.
Mistwall
The first town to be settled in the Valley, Mistwall still stands as a majestic first sight to new arrivals. Life is strictly governed by the Grey Wardens, a garrison of well trained rangers and warriors who keep monsters at bay, both inside the Valley, and in the Mist. They, and those who work to support them, feel a strong pride in the safety they bring to the Valley.
The tight streets and compact squares are a far cry from Kyrepolis' sprawling avenues and gardens, but Mistwall's taverns and sense of welcome camaraderie give the town a unique charm and appeal.
Details
Population. Around 20,000.
Government. The city is under the control of the Grey Wardens, which is almost one thousand strong. The Wardens nominate a High Commander, which is a lifelong position. The current High Commander is Ruweia Singer. The law is strictly enforced in Mistwall. Whilst it keeps everyone safe, the restricted lifestyle does have its costs.
Social Strata. Most of Mistwall's population are either part of the Grey Wardens, related to a Warden, or work in an industry supporting Warden's Rest. Though there are higher ranking and richer families, the town is much more egalitarian than Kyrepolis.
Trades and Services. Mistwall specialises in two industries; ale and armour. Most jobs are related to one of those crafts, and both makeup Mistwalls sole exports to Kyrepolis.
Interesting Locations
The Wall. The Wall which marks the Eastern boundary of the Valley stands tall and mighty. A single modest gate allows passage through it. Nobody is entirely sure who built this wall, as it predates the earliest records of the Valley's settlement.
Warden's Rest. The imposing fortress home of the Grey Wardens dominates the city's skyline. It is one of the oldest stone buildings in the Valley, designed to withstand attacks from armies and monsters alike.
The First Tap. Across the road from Warden's Rest is, perhaps unsurprisingly, the Valley's first tavern, up against the gates of the Wall. Those who wander their way into the Valley are met with rich ale and hearty food, as their predicament is explained to them.
Character Ideas
Grey Warden. Current or former Grey Warden, looking to put their skills to good use.
Recent Arrival. Someone who recently arrived in the Valley from the Western Realms, either by accident or design, skilled enough to be useful as an adventurer.
Acolyte. Trained in one of the temples whose prayers are thought to aid in keeping the Mist at bay.
Archaven
Founded by Rolen Liadon and his enlightened followers, Archaven was built as a place of learning and reflection, a place to break free of conventional thinking and pioneer new technologies. Its flowing streets are heavily inspired by Elven design, and the exclusivity of the college only adds to the high brow atmosphere of the town.
Despite having a reputation as being self absorbed hermits, the scholars of Archaven have done great things. Most recently, the development of airships promises a new era of safe trade and passage through the Valley.
Details
Population. About 7,000.
Government. Archaven is presided over by the Chamber of Deans, chaired by an elected Chancellor. The fact that the Chancellor is elected is somewhat moot, as there has only ever been one Chancellor; Rolen Liadon. The High-Elf has presided over the Chamber for nearly 400 years.
Social Strata. The Chamber of Deans, and the carefully picked students they teach, are the foremost citizens of Archaven. Whilst there is no tax as such, all citizens are obliged to aid and serve the Chamber, whenever required.
Trades and Services. Archaven's main export is its graduates, who help further technological progress in the Valley. They go on to become architects, artificers, healers or researchers, to name but a few professions.
Interesting Locations
Halls of Erudition. Several large college buildings surround a beautiful courtyard, where Deans often lead lectures and debates. Admittance to the grounds is highly restricted, with month long waiting times and a hefty fee for an access permit.
Sky Docks. Archaven is the site of Airship production, which takes place in the highly specialised Sky Docks. Tuning the Airships to perform safely can take many months of experimentation, and the success rate is low. The docks are a marvel, despite the growing pile of scrap beneath it.
The Selenarium. Chancellor Rolen was first drawn to the Valley in search of somewhere to realise his designs for a vast telescope. The designs were said to be based off of an ancient lens, built by a dragon in the Heart Mountains. The Selenarium is Rolen's passion project, and work on it continues to this day.
Character Ideas
Graduate Placement. A student in the Halls of Erudition, learning the mystic arts.
Elven Scion. A child of an old Elven house which calls Archaven home.
Airship Sailor. A sailor trained to repel bestial assaults, and operate or construct an airship.
Cloudreach
Some who come to the Valley do so to escape the politics and noise of the Western Realms. Many of them have come to call Cloudreach home. The town is made up of several sprawling villages and hamlets, connected by rope bridges spanning the gaps between the tall karsts, reaching up to the sky.
The townsfolk live in harmony with the strange, snake like lindworms which make their home within the karsts, and live carefree lives in the skies. Cloudreach is as close to an idyll as one can find in the Valley. As long as one is content living with just the bare necessities for a good life.
Details
Population. About 4,000, although the boundaries of Cloudreach are vague.
Government. Cloudreach operates as a collective, without a singular leader or government. Elders often gather to discuss plans and current affairs, but decision making is slow.
Social Strata. Cloudreach shuns commerce, making it hard for wealth disparity to arise. Elders are given the most respect, as are monks and druids who are most in tune with the natural world.
Trades and Services. There is little in the way of recognisable trade, with products and services being given away as and when needed. The Elders do, however, manage a modest stash of coin, in order to trade with Kyrepolis.
Interesting Locations
The Lyndworm Nest. Within the largest of Cloudreach's karsts lies the home of the strange serpentine Lyndworms unique to the region. They are largely docile creatures, which enjoy dancing in the skies, and helping citizens where possible. Their nest is a vast network of alcoves and pools, where monks often go to meditate.
Raffa's Call. At the top of the same karst which houses the Lyndworm's Nest sits a beautiful temple, the closest thing Cloudreach has to a palace. It is where the Elders gather, and where the call to prayer is issued from. Each morning at dawn, a large gong is struck, its sounds echoing through Cloudreach. Some percussionists pride themselves on being able to beat the gong so loudly, that even the Vale Duke is woken by it.
Obsidian Trove. Most of the karsts have distinct black streaks spiraling around their bases. These veins are lined with obsidian, which Cloudreach sparingly mines, and crafts into beautiful trinkets.
Character Ideas
Zen. A monk seeking inner peace, or the ability to punch really hard.
Dig Dig Dig. Miner or labourer extracting obsidian from the base of Cloudreach, used to defending against opportunistic beasts and thieves.
Lindworm Rider. Villager trained in animal handling, able to ride the Lyndworms native to Cloudreach.
Ruins of Myrn
Once an important town between Kyrepolis and Arhaven, Myrn's taverns and brothels were among the best in the Valley. It was the capital of merriment and mirth.
However, since the calamity 60 years ago, Myrn has decayed into a tragic ruin, the remnants of lives cut short visible around every corner. Though some have tried to restore Myrn, none have succeeded. The dangers still lurk amongst the chasms and rubble. Only wanted criminals, and those happy to rob the dead, find their way to Myrn. Some hide out there for months at a time, but the era of taverns and brothels is long gone.
Perhaps there is a future in store for Myrn, though none have yet found means to fix it, nor the strength to face the remains of this tragic calamity.
Details
Population. Unkown.
Government. None as such, though whoever is able to survive and thrive there is welcome to any regal title they choose.
Social Strata. Survival of the fittest.
Trades and Services. There are scavengers who scour the ruins for lost treasures. The best of these rarely leave empty handed, often finding jewelry, finely crafted weapons, or other artifacts in the rubble. These can fetch quite a price at market.
Interesting Locations
The Great Chasm. Many fissures run through Myrn, though one is grander and deeper than the rest. The Great Chasm is where the elemental assault is originated, where the titan emerged. It is some 700 feet across at its widest point, and almost a mile long.
The Hollow Titan. Witnesses to the destruction of Myrn reported seeing a colossal creature made of earth and stone, which rose out of the Great Chasm. Though it collapsed shortly afterwards, it leveled much of the city as it crashed down. The hollowed out shell of its torso is still a dominant feature of the ruins.
Pool of Serenity. Only one feature of Myrn survived the calamity - the Pool of Serenity. It used to be a gathering place at the centre of town, where daily markets would do business. The water may be stale, and the markets long gone, but the structure still stands in defiance of chaos. Some see it as a symbol of hope that Myrn may yet have a brighter future.
Character Ideas
Out of Sight. A former convict who went into hiding in the ruins for a while, but cannot bear it any longer.
Something Wicked. Practitioner of less palatable arcana, recently ousted and looking for a fresh start (or a cover story).
Wanderer. A hunter or hermit less keen on society, but still wanting a roof over their head.
Features
The Mist
One of the many obstacles making it difficult to leave the Valley is the Mist. Beyond the borders of Mistwall, the Mist has obscured travel and sight Eastwards for ever since the first explorers passed the Wall.
The Mist is known to be home to horrific monsters, kept at bay by the Grey Wardens of Mistwall. On rare occasions, these daring guardians venture out into the Mist to find out where it ends, or to hunt monsters which return time and time again. Few make it back from these expeditions.
Despite this danger, and its determination in keeping people in the Valley, the Mist seems all to eager to let people travel Westwards through it. Lost travelers often find themselves at the gates of Mistwall. Sometimes they were looking for a route through to Amers, sometimes they were intent on finding the fabled Valley. Either way, the Mist ensures they stay confined to their new home.
Attempts have been made to fly over the Mist, however it rises up to meet those who would try, pulling them back down to their demise. Even brave tunnelers have found their efforts thwarted, their tunnels veering off as the Mist blinds them underground. Some scholars suspect the Mist is, in some ineffable way, sentient. Others ascribe these phenomena to monsters that manipulate the Mist. Either way; it is best avoided.
Rumours
A Curse On Your Valley. Some say the Mist was summoned by an ancient mage, intended to punish those in the Valley for persecuting him. Perhaps his power still holds sway, centuries after his death. Perhaps his remains hold the key to dispersing it?
Treasure Trove. Over the centuries, countless people have tried leaving the Valley through the Mist. Many of them left with their most treasured possessions. Possessions which now lie unclaimed, scattered throughout the Mist. Some daring adventurers claim to have retrieved many fine items, worth a pretty penny. It's not grave robbing if there are no graves... right?
Funny Fey. Whilst some hold by the curse theory, those with a more positive outlook on life like to imagine that the Mist is a practical joke. Who would possess the power and inclination to pull such a prank? Probably a bored Arch Fey. After all, the Mist has a sickly sweet aroma... so they say.
Airships
Following the calamity at Myrn, Archaven found itself cut off from the rest of the Valley. It was possible to skirt the boundaries of the ruins, but to do so with cargo proved difficult.
Though they were already being developed and planned, this spurred the creation of the first airship in the Valley, named New Hope. It completed its first voyage forty years ago. Since then five further airships have been constructed, although the Miraposa was lost when it crashed during a storm, and the New Hope is showing signs of wear.
The ships are small, and move slowly unless in favourable winds. They can only achieve altitudes of up to 300 feet above ground. Whilst this is enough to glide over Myrn, airships have yet to become a viable means of escaping the Valley. With most people now content to remain, there isn't much demand for airships as an escape.
The arcane technology behind the airships is a closely guarded secret, with only a select few Deans permitted to work on it. Though the large gemstones which keep the ships aloft are visible, the methods of their enchantment are where the cleverness lies.
These gemstones are difficult to come by, which makes developing the airships a delicate art. For each ship that sails today, several prototypes failed, their parts mostly salvaged for the next attempt.
Rumours
Up Up And Away. The mages of Archaven have long tried to develop airships which can gain enough altitude to crest the mountains which border the Valley. However, these efforts are always met with a series of unfortunate events and mishaps. Many mages are therefore highly suspicious of their colleagues, paranoid that their research will be next to fail.
A Little Extra The delicate nature of airship technology means that the weight of cargo has to be carefully managed. Each crate needs to be itemised. But they say that for the right price, these manifests can be creatively altered.
Shipwreck. Several years ago, the Mariposa was caught in a storm, and crashed into the mountain. Word is that she was carrying precious cargo, which has yet to be salvaged.
Ovuri River
The Ovuri river is the lifeblood of the Valley. It runs Eastwards, eventually flowing into the Red Bay. Attempts have been made to sail out of the Valley on the river, but the Mist doesn't ignore boats.
Fishing in the river provides a good portion of food in the Valley, especially between Kyrepolis and Myrn. Trade flows easily downriver to Mistwall, supplying them with food and fish, in exchange for arms and ale.
Though the people of the Valley have little need for a proper navy, Kyrepolis is home to several modest frigates which patrol the Ovuri, protecting trade from raiders and monsters in equal measure. Whilst the main course of the river is kept safe, its many tributaries are beyond the reach of these vessels.
Those who dare to sail up those streams are often met with carnivorous river monsters, opportunistic pirates, or other unnatural phenomena. However, it is up these tributaries that many of the ancient structures and relics of the Valley are found. As such, many scholars to believe that the civilisation which dwelt here before used the Ovuri as their main means of travel, and that it was an important aspect of their culture.
The river waters run cold, but that doesn't stop new recruits in the Grey Wardens from proving their mettle by swimming laps across the river. The first to leave the icy waters traditionally buys the first round of warming ale at the tavern.
Rumours
Lorelei. These days, few sail further West than Kyrepolis, other than fishing boats. This is partly due to Myrn being in ruins, and partly due to the tales of a siren which lives on the Ovuri. Some say she is a vengeful spirit, others that she is lonely, yearning for companionship. None who hear her song survive long enough to verify these claims.
River Serpent. Many have tried sailing Eastwards past Mistwall, hoping that the river can carry them out of the Valley. Whether or not they made it remains a mystery, but some witnesses claim a large beast lies in wait, devouring those who dare float by.
El Dorado. There are dozens of tributaries which work their way into the Ovuri. Some meander and snake up into smaller valleys. In one such valley is said to lie a vast gilded temple, built by the ancient civilisation of the valley. However, only one navigator is said to have known the way, and he took the secret with him to the grave.
Blackroot Forest
Whilst the North bank of the Ovuri is dotted with towns, farms, and culture, the Southern bank has all but evaded such development. At the heart of the Valley sits Blackroot Forest, a dense and dark stretch of woodland. It is inhabited by all manner of denizens, from trouble making goblins to vengeful wraiths, remnants of the ancient civilisation which once roamed the Valley. Their temples and shrines lie overgrown in Blackwood's depths. Some say they still hold great treasure.
Hunters and explorers frequently venture into the borders of Blackroot, seeking rare game or monstrous trophies. Druids dare to delve in search of rare herbs and ingredients. However, few venture too deep, lest they disturb the forest's denizens. Even knowing the dangers, people go missing often enough that Blackroot's reputation has been well maintained over the centuries.
The Eastern reaches of the forest are tamer, and lumber
12345yards dot the forest boundary. However, this is only
1234567possible thanks to the Grey Wardens, who keep
123456789122222222222the dangers at bay.
From the walls of Kyrepolis, strange floating lights can be seen in Blackroot, across the river. These wisps even whisper at passing boats, luring sailors in. Every so often, an idealist will follow them, believing the forest can be healed, that the wisps hold the answers.
Blackroot Forest cares little for idealism.
Rumours
Toil and Trouble. Whenever settlers dare to build hovels inside the outskirts of Blackroot, they find themselves plagued with nightmares. Come morning, terrible omens litter their gardens; dead birds, sigils drawn in blood, foul stenches hanging in the air. Someone in the forest does not like having neighbours.
Fate Worse Than Death. The death penalty is used sparingly in the Valley - farms always needs labourers, mines need miners. However, some crimes in the Valley's history were so depraved, even death seemed too kind a fate. It is rumoured that these criminals were set loose in Blackroot, to let them face the horrors they inflicted.
Herbology. Despite its dangers, the rare herbs which grow in Blackroot are vital to creating potent healing potions and other medicines. Retrieving such herbs (and surviving the endeavour) can be immensely profitable.
Felldeep Caverns
The large cave mouth at Felldeep provided the perfect location for stone quarries to help build Kyrepolis. Vast tracts of the mountain side were pulled away and used to build anything from palaces to brothels. As the quarries expanded, they revealed more precious minerals; gold, silver, iron, all the necessities to support civilisation.
However, they also revealed vast, sprawling cave systems that burrowed deep into the ground. These caves and passageways led to a network of linked tunnels, and even some long disused mines. Nobody quite knows the extent of Felldeep, though many have tried to chart it.
Today, access to Felldeep is strictly controlled by the Ducal guard. Some feared that the incessant digging and exploration was what caused the catastrophe at Myrn, that some prospectors disturbed something, perhaps even wounded the large titan that briefly woke. Fearing a repeat, the mines were all but shut.
Permits to dig and explore are hard to come by, and terribly expensive. Adventuring guilds have special dispensation to rappel down into Felldeep's chasms, in search of treasure, answers, and more sources of wealth.
Such is the importance of Felldeep, that it has even given rise to a small religious sect, who believe the entrance to be the mouth of some colossal beast. Despite the guards' best efforts to dissuade them, these cultists can often be seen tossing offerings into the cavern, in strangely energetic rituals.
Rumours
Door to the Deep. Felldeep has yet to be fully explored, with countless tunnels winding off into a variety of caves. The deepest expedition, led by the cantankerous Grigor Bronzeside, reported seeing structures indicative of civilisation, before being forced back by a strange abberant creature. Perhaps a whole new world lies just beyond the creature's lair.
Good Mining. The upper reaches of Felldeep are rich with gold and silver, and several mining companies compete to find the highest yield veins. Guards are often hired to ward off monsters... and other mining companies.
Oddly Shaped Tunnels. Many of Felldeep's cavernous spaces are linked with bizarrely circular tunnels. Whilst very convenient for transporting bulky equipment, it does beg the question; who put them there? What put them there?
Nurgolos Thal
To the far West of the Valley, one of the realms oldest known denizens dwells in the depths of a vast mountain. When travelers first came to the Valley, and settled the banks of the Ovuri, they did not suspect they were becoming neighbours with the mighty Nurgolos Thal, an ancient red dragon.
It wasn't until the walls of Kyrepolis were raised that Nurgolos Thal's attention was drawn. One night, angry at these incorrigible peasants, Thal left their mountain lair, and burned many farms and villages to the ground, wreaking havoc. He snatched what gold was beginning to emerge from Felldeep, and retreated to his lair, warning the settlers that they had best prepare the next tribute.
Every few years, Thal would emerge, demanding his tribute of gold, and the continuing supplication of the small folk who lived in his domain. Thal became part of life in the Valley, another
125threat to be adapted to, another compromise.
After a century of exploitation, heroes arose, worthy of challenging Nurgolos Thal. Thirteen warriors, the best ever raised in the Valley, rode to his mountain lair. Though they were never seen again, Thal never returned to harass the Valley. The dragon has been seen, on rare occasions, circling their mountain, but whatever the thirteen did had had a lasting effect.
They came to be known as the Tamers of Thal, and many aspiring adventurers drink to their memory to this day.
Rumours
Vast Savings. No dragon worth its salt can exist without a mighty hoard. It's practically a rule, right? Though nobody's ever actually seen it, brave adventurers who dared to approach Nurgolos' lair insist the horde exists.
Are You Still There. Though legends of Nurgolos' ferocity are plentiful, recent reliable accounts are harder to find. This has led some scholars and sots to wonder if the great Thal has shuffled off their mortal coil?
Oh Dragon My Dragon. Nurgolos Thal may be the villain in many a bed time tale, however some seem to find them fascinating rather than fearsome. Priests in red can, at times, be heard extolling the virtues of the beast, claiming that someday they will liberate the Valley. Are they just occasional madmen, or the facse of an organised cult?
Runeshade Tower
One of the newest points of intrigue in the Valley is Runeshade Tower, not far from the Ruins of Myrn. It was built as a watch tower for the town, to help warn against encroaching threats from the mountain, or Blackroot Forest. Experimental enchantments were places on it by the Deans of Archaven, in order to heighten the senses of its guards. Unfortunately, it was not much help in stopping the calamity that eventually destroyed Myrn.
Not having anything to defend, the guards abandoned the tower, and it fell into disrepair. It has been used, on occasion, as an emergency makeshift docking port for airships, though the risks in attempting to dock an airship there often outweigh the peril the ship originally found itself in.
Recently, the tower seems to have acquired a new resident. First, rumours spread through the various crime syndicates that some smugglers had been killed trying to use the tower to stash contraband. Then lights were spotted in the windows. Attempts to parlay with the tower's resident have been futile. The enchantments which once enhanced the guards and their defenses now make evicting this resident a daunting task.
Their intentions are not yet known, though rumours abound. Some think it's an expelled student from Archaven, others claim it's an exiled king from a far away country in the Western Realms. Friend or foe, one thing is certain; they value their privacy.
Rumours
Blue Beacon. Farmers who live in view of the tower often report strange lights emanating from its battlements. Some even claim to have seen faces in the light, staring down at the Valley. Or looking longingly beyond it. Depends who you ask.
Deep Foundations. Some of Felldeep's tunnels supposedly lead under the tower. Dungeneers say the tower's foundations reach deep into the mountain, and that there exists an ancient cellar door deep at its base.
Exclusive Guests. The rumours generally say that nobody enters or leaves Runeshade. However, some hushed rumours claim that carriages pulled by phantom horses ride to Runeshade, ferrying passengers between the tower and Kyrepolis itself. Speculation as to the identity of this guest is rampant, with some even pointing at the Duke as the tower's infrequent visitor. This is, of course, refuted by the Duke's very eloquent spokesperson.
Glossary
Airships
Recent inventions that allow travel via flight. Though limited in speed and altitude, the five airships currently in service ferry people and goods between Archaven and Kyrepolis.
Archaven
A town inspired by Elven design, Archaven is the home of the Halls of Erudition. Most of its inhabitants are skilled artisans supplying the Halls with materials and equipment. The town is governed by Chancellor Rolen, and the Chamber of Deans.
Blackroot Forest
A sprawling forest to the South of the Ovuri river, Blackroot has resisted settlement and civilisation since the Valley was first discovered. It is home to numerous monsters and beasts, and stories of the horrors within are plentiful.
Chamber of Deans
Governing both the Halls of Erudition, and Archaven as a whole, the Chamber of Deans consists of some twenty researchers and arcanists. They strive to make life in the Valley more progressive, as well as boosting their own egos.
Cloudreach
Cloudreach is a small collection of villages and communes nestled in the karsts North of Kyrepolis. Its inhabitants live simple, peaceful lives, accompanied by the peaceful Lyndworms native to the region.
Felldeep Caverns
This vast network of caverns provides both bountiful raw materials, as well as the potential for dangerous dungeoneering. Admittance is tightly controlled, amid fears that careless explorers could wake something unpleasant.
Grey Wardens
The Grey Wardens are a regiment of highly trained warriors and rangers, whose mission is to defend the Valley from the Mist. The most elite of these, known as Mistwalkers, go on expeditions into the Mist, putting themselves at risk to hunt monsters or recover stragglers. They are led by High Commander Singer.
Halls of Erudition
Located in Archaven, this exclusive college teaches a range of subjects, from arcana to mathematics and literature. There are only ever a few dozen students at a time, taught by the Chamber of Deans.
Kyrepolis
The de facto capital of the Valley is home to the majority its inhabitants. The city is widely considered a good place to live, though criminal syndicates hold a lot of sway over markets and trade. Vale Duke Hermun II rules Kyrepolis and the Valley from the Azure Dome.
Mistwall
The first town settled in the Valley, Mistwall sits just within the Wall. It is home to the Grey Wardens, who govern the town and defend the realm from the monsters in the mist. Most of the citizens in Mistwall live to serve the Grey Wardens either directly or indirectly.
Mistwalkers
A specialist group of Grey Wardens who venture out into the Mist, hunting for monsters and stragglers. They often find many of the former, and few of the latter.
Myrn
Myrn was once an important town in the Valley, acting as a mid point between Archaven and Kyrepolis. It was destroyed nearly sixty years ago by a catastrophic earthquake, and a crumbling titan. Now only the desperate call the ruins home.
Nurgolos Thal
This ancient red dragon once dominated the Valley, demanding tribute from the young city of Kyrepolis. However, Nurgolos Thal has not been seen (at least reliably) ever since the Tamers of Thal were sent to challenge his rule, giving their lives in the process.
Ovuri River
Proiding fish and fresh water, the Ovuri flows East through the Valley. Its many tributaries lead to ancient relics of a long dead civilisation, who's secrets have yet to be unconvered.
Runeshade Tower
A former watch tower of Myrn, Runeshade is home to some new unknown entity, who isn't fond of visitors. It was imbued with arcane enchantments during construction.
The Mist
The Mist is a strange unnatural phenomenon which makes it all but impossible for those in the Valley to leave, and return to Amers. It seems content to let people in, a behaviour which has yet to be understood.
The Wall
Built long before settlers found the Valley one thousand years ago, the Wall has stood pristine for many thousands of years. It keeps the Mist at bay, and the Grey Wardens manning it repel the monsters of the Mist from atop the battlements.
Valley of the
Lost and Found
Thank you for taking the time to read through this primer on the Valley of the Lost and Found. I hope it has inspired you to create heroes to fight against monsters and endure unnatural phenomena.
Art Credits
Watercolour Stains - Jared Ondricek
Cover Art - Reluin
D&D in a Tavern (p2) - Banzz
City Art (p3) - Joshua Esmeralda
Kyrepolis (p4) - Bill Zhang
Mistwall (p5) - Kenneth Camaro
Archaven (p6)- MuSeup Choi
Cloudreach (p7)- Thomas Chamberlain-Keen
Ruins of Myrn (p8)- Fmacmanus
Temple Art (p9) - Martynas Latusinskas
The Mist (p10) - Jeff Brown
Airships (p11) - Min Guen
Ovuri River (p12) - J Line
Blackroot Forest (p13) - Maria Serova
Felldeep Caverns (p14) - Andrei Verner
Nurgolos Thal (p15) - Jayron Ju
Runeshade Tower (p16) - Maria S