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The Valleyfolk are renowned for making their sentiments known, loudly, often, and often louder. It’s good advice to steel one's ears before engaging in a spirited conversation with a citizen of the Iron Valley, lest you find opinions that aren’t yours rattling around in your skull.

Agreement does not always mean support.

But it’s more important to pay attention to the words unsaid during a Reeves Council. It’s far more important to pay attention when the Valleyfolk get quiet rather than when they shout “We stand together!”. And it’s even more important still to be concerned for a time when you enter the Valley and are met with silence.

I Refuse to Live Under the Terms of Weaklings

“Calling all strong arms, shield bearers, and banner carriers! The Concord needs all of its warriors in this time of emergency, in this time of disaster! The Valleys Own offers good pay, good service, and good war against the enemies of the Valley and beyond! Take up our history as warriors! Take up our history as conquerors!”

Olgeid made his way back to the cart with the bags of seed onion looped over both his shoulders, the words of the warrior in the square echoing around in his mostly empty skull. He met his father at the Highward south edge of town, their gaggle of a dozen goats being lashed to the cart as they bleated protest and observation. His father, a good man with a beard and hair like fire that made him look like a character from a story smiled at him and pointed at the onions.

“Those’ll be good. Durida is paying good for bushels for onions and they’ll be a good investment. Now I know you’ve been asking me for more responsibility, a chance to prove yourself.”

Olgeid dropped the onions in the cart and looked at his father.

Good pay, good service, and good war.

“We’re going to need to clear the top field and plant all these. But once that’s done, it's all yours. You work it, you keep it clear, you chase off the bastards, and then you get two thirds of the profit. Same as any other farmer in the borough.”

Take up your history as warriors.

“What d’you say?”

The slap-slap of Olgeid’s bare feet as he ran back to the fighting square was all the answer he gave.

Take up your history as conquerors.

-=-=-=-

“This is Olgeid, he’s new.”

Olgeid followed Hafthur’s lead and sat down at the small circular table in one of the taprooms that had once been ‘The Striving’, the massive bridge-spanning tavern that had given Strivington its name, and had been broken up into nearly a dozen smaller taverns following the death of its owner Beorn. The other man at the table was lean, with a face like a jagged cliff and a black beard flecked with grey.  Hafthur made a symbol with his hands, pressing the points of his thumbs together and pointing his smallest fingers forward while the rest of his fists remained closed. The other man nodded and tucked his head at Olgied, to which Hafthur gave a non-committal shake of the head in response.

“It's his first time. He’s off for Andash to go fight for the Own in a week's time.” He offered a way of explanation.

The dark man stared at Olgeid with a mixture of disdain and disappointment.

“You know they’re not letting people leave the army right now? They’re keeping them fighting beyond their terms. It's basically slavery.” The stranger said. Olgeid nodded with what he hoped was his hardest look.  The stranger sighed and pushed across a bundle of supplies all wrapped in a bare skin with markings on it; a crude map.

“Word from up Windholme way is that there's a group of Thralls making their way to Lerona Mere this season. We’re sending you south to watch the border for a few days, make sure they don’t take this opportunity to cross over and get to robbin’ and burnin’. You’ll meet Stantur and Takrida at the spot on the map. Any of those fucks come within bowshot of the border, you put them in the mud.”

Hafthur nodded, scooped up the bundle and stood. Olgeid stumbled to his own feet, not expecting the meeting to be so quick.

“We’ll see it done. Blood spilled.”

“Iron forged.” Responded the stranger, and took a long swig from his cup.

-=-=-=-

Olgeid’s breath was cold around his teeth, steaming out of his mouth to join the morning mist. His face was daubed with mud, and his wood-cutting hatchet felt familiar in his hand, even if the work didn’t.

The ground was soft and he struggled to retain his footing as he ran, but also tried to keep quiet. If he focused too much on breathing quiet, the squelch of his boots would get louder, and the reverse if he tried to manage his footwork.

But then they were upon them.

Hafthur’s spear split through the first of them from above, pinning the man awkwardly to the ground as he crouched over to tend to his fire. The man howled like a dying dog. Olgeid figured that he basically was as he burst into the camp.

Stantur rushed into the camp from the side opposite him and began to set the meagre tents alight with his torch. A man in various stages of undress stumbled out of the burning tent and attempted to tackle the larger Valleyfolk, but was stomped to the ground for his trouble.

Olgeid looked to his left, then his right, and saw a young man, not much younger than him, struggling to string a bow and grab an arrow at the same time. Stupid. One of Brosstuk’s lessons at the training field had been ‘if you’re doing something in a fight, just do one thing, then the next thing, you’ll just fuck up two things, then die.’ Olgeid figured this boy wasn’t even a soldier, not like him.

He rushed him and tried to kick the younger lad in the face, but succeeded in mostly getting tangled up in the bowstring and falling on top of him. He ended up laying on top of the smaller youth, mostly covering him with his crotch and legs, in a way he was sure his sister would have made fun of him for. He brought his leg up sharply and felt the pap-CLACK of his knee connecting with a bottom jaw, and then that jaw slamming closed. The thrall rolled away. Olgeid lashed out with his hatchet, hoping to put himself in a good position as the fight progressed. He scrambled to his feet, mud and sweat dribbling into his mouth.

But his axe was buried in the other boy's neck, Takrida was pulling an arrow free from the last thrall they had killed, and the growing inferno of the tents was pleasantly warm. Hafthur slapped him on the back as Olgeid stared as the hatchet, at the boys still face, at his half strung bow.

“Welcome to the fight, brother.” Hafthur said grimly.

“Blood spilled.” Mumbled Stantur.

“Iron Forged.” They all repeated into the early morning mist.

There is war in the Valleyfolk heart, as sure as there is blood and soul.

Game Information

The growing focus on a great past, an Imperial past, for the Valleyfolk is being felt all across the High and Low Valley. The whispers of great ancestors, jealous allies, and weak enemies, make it difficult to not miss such a past.

In Windholme, a group known as ‘The Chosen of the Stag’ have begun to recruit wayward youths and old warriors. Extremists on the most active end of the Bloodglass Inheritors, the Chosen of the Stag champion a resurgent Iron Valley, continued invasion into Brotherslee, and the subjugation of the Bailites, as is the right of the mountainfolk. There will be decisions for the Reeves Council of Windholme, and the Champion of the Valley regarding appeasing or disbanding the Chosen of the Stag.

In Bolsterlee, the far-flung homesteads and small boroughs that work that wild land have begun to slowly empty. The towns of Jaalstead and Strivington see growth as these workers flock to the training yards of Strivington, and into the recruitment of Jarls in Jaalstead. Bolsterlee is becoming a hotbed of anger, aggression, and hands ready for bloody work. There will be decisions regarding this growing pressure for the Reeves Council of Bolsterlee.

In addition, Farms and Wilderness investments in Bolsterlee will find that they have produced less this past season as their workers depart for iron pastures. Naval Investments and Military investments in Bolsterlee that were damaged this past season can take advantage of the growing number of fighters in the region to repair for free. This can be done by visiting the Exchange and informing the Exchange master.

The Valley's Own have gained the following trait:

Name Casualties Inflicted Mod Casualties Suffered Mod Claim Mod Special
A Third War +15% +10% +500 This trait only applies when taking the Bloody Attack order in a region belonging to Lerona Mere or the Kingdom of the Bailes.

Thanks to the arrival of Greenweald Baroness, the people of the Bayward side of Bolsterlee have found their investments supported and protected this past season. All characters with investments based in Bayward South and Bayward North will not be affected by the State of Emergencies increased taxation.

For the high places comes a strength unmatched.

I Refuse to Remain Unanswered for Your Frail Conviction

High Reeves,

I had written to you some time past and I write to you once more, but now let my words be seen by all who care to know. Let them know that your kin have not been answered!

In Spring 225 I asked you to lay waste to uncertainty and lend credence to a side, be it Greatstone Carvers or Bloodglass Inheritors. And I have seen naught.

Certainly, we have had our triumphs and I thank you for them High Reeves! The raising of the Sea Hall and our great Jarlthane. But what is a ship sailing aimlessly without a course? The construction of the Vault of Ranhilde, and of course, the retaking of the Baelags Holdfast, but what do we hold in our hearts as a people that is worth protecting?

Perhaps, High Reeves, you would think me a hypocrite, for once calling myself neither Carver nor Inheritor, but do not misunderstand me. My soul beckons to our Sphere of Steel, and The Thunderbolt would strike you all down for cowering in the face of definitive action! You are sowing seeds of doubt by leaving us to flounder in this era of indecisiveness.

Mark your faces and shout your warcries all you wish, but it means nothing without carrying a philosophy for our people to rally behind.

If you cannot declare a side, then it will be disorder for our kin. And disorder amongst the Valleyfolk has never been anything but bloody and broken.

Reeve Cynmaer of Brakkenloh

Fighting for the soul of the Valley is a long war with a clear end.

Game Information

As the final conflict between the Greatstone Carvers and the Bloodglass Inheritors draws near, no action has been taken by either side to ensure a final decision for the future of the Iron Valley.

All Iron Valley Investments that do not take a Special Action and remain in the Iron Valley will be able to show support for the Greatstone Carvers or the Bloodglass Inheritors.

Downtime Actions that would exclude an Iron Valley from participating are:

  • Supporting an Army on a force outside of Iron Valley
  • Defend Fortification on a Fort outside of Iron Valley
  • Scout The Frontline Downtime Action
  • Redeploying outside of Iron Valley
  • Trade with Foreign Ports Downtime Action
  • Support a Fleet Downtime Action
  • Find New Anchorage outside of Iron Valley
  • Conviction if the Endeavour is outside of Iron Valley

The most Tiers of Investments by the end of Winter 227 alongside Commissions completed or under construction, will determine the future of the Iron Valley. If neither side achieves a convincing victory, both options will be abandoned by the people and uncertainty will descend upon the Iron Valley.

The following Commissions remain available until Winter 227:

Appraisals of Belief for The High Valley - Windholme

These commissions will be available for construction for two years, after which they would need to be re-appraised. As these are commissions, they must still be confirmed through Motion in The Senate. Each commission will have a great impact on the ideological future of the Region, however constructing one does not prevent the construction of the other. Given the intent of the appraisal, there are none that are expected to produce coin or resources on their own, but all still benefit The Valley in some way beyond the represented belief.  

The Hall of Inheritance

A place of martial legacy, decorated with sagas, banners, shields, swords, armour and more; all honouring those dead or lost in the pursuit of greatness. A place of tradition, where Huscarls can be forged and tempered, warriors can learn from the histories of their like-minded ancestors, and the belief of The Bloodglass Inheritance can take root and truly flourish. Nestled firmly within Abelard, deemed the most appropriate due to the martial history of the town and their championing of the cause so far.  There would be large open spaces within its walls where warriors can learn, Sokn Duels can take place, and the cause of Inheritance can be pursued through reflection rather than pure strength.

Cost: 10 Thunderoak, 3 Vaults

Duration: 2 Seasons

Location: Abelard, Windholme West

Special: Beyond being the key representation of The Bloodglass Inheritance’s place in The High Valley, The Hall of Inheritance would see the presence of Huscarls grow within The Iron Valley, and Sagites set to purpose to actively search for lost Bannercloaks and similar items of lost legacies. Opportunities to reclaim lost items, either keeping them for Heroic use or returning them to The Hall of Inheritance, would regularly become available to The Champion of the Valley upon completion of this commission.

The Greatstone Tower

Built within the centre of Brakkenloh, rising up from its Boroughs like the trunk of a giant oak tree made of stone. The Greatstone Tower would be a place of community, creativity, and safety. A place where stonemasons, smiths, tailors and more can practice their craft alongside one another, learning from one another and increasing the skill of all. A place where Boroughs can gather in safety and warmth, tall and large enough that nearly a third of Brakkenloh could fit within it should such a time be needed. A place of meetings and governance, where the ideals of The Greatstone Carvers can shine amidst the community of those within its borders.

Cost: 10 Arcstone, 3 Vaults

Duration: 2 Seasons

Location: Brakkenloh, Windholme West

Special: Beyond being the key representation of The Greatstone Carver’s place in The High Valley, The Greatstone Tower is a fortifiable position that can protect a large amount of Brakkenloh’s population. It would be greatly resistant to standard threats, and adds 500 strength to Defensive Campaigns taken in Windholme West.

Appraisals of Belief for The Low Valley - Bolsterlee

These commissions will be available for construction for two years, after which they would need to be re-appraised. As these are commissions, they must still be confirmed through Motion in The Senate. Each commission will have a great impact on the ideological future of the Region, however constructing one does not prevent the construction of the other. Given the intent of the appraisal, there are none that are expected to produce coin or resources on their own, but all still benefit The Valley in some way beyond the represented belief.  

The Conqueror’s Gauntlet

To prepare for war, and the act of conquering, is to pursue the belief of Inheritance. The Conqueror’s Gauntlet would be a place where the pursuit of martial strength is truly tested. A field of giant blades forming many smaller rings, within which tests and trials can be performed, many of them physical and some tactical. A place where improvement can be actively measured and proven, a place that prepares the body and blade physically for the responsibility and actions expected of a conqueror. In simple terms, rings of fighting pits within which training mirrors the expectation of The Inheritance in addition to the improvement of skill.  

Cost: 5 Mithril, 20 Forgesteel, 20 Sun’s Iron, 5 Vaults

Duration: 2 Seasons

Location: The fields of Bayward, Bayward North

Special: Beyond being the key representation of The Bloodglass Inheritance’s place in The Low Valley, The Conqueror’s Gauntlet would include the creation of a Realmic Title, ‘The Blood Master’. The Blood Master would generate no income, but would be able to guide an Iron Valley Military Investment through The Conqueror’s Gauntlet once per Season, increasing their Tier by 1. Additional details on the Title would be provided upon completion of this commission.

The Depth of Stone

Holding true to the belief of building up greater and greater, The Depth of Stone would be built atop Athermer’s Folly. The intricacies of The Folly are many, but this would see a great undertaking to improve its facilities, equipment and very structure. It would see additional tunnels mined open, and the parts of Athermer’s in which Kyanite can be found made more secure, accessible, and safe. The Depth of Stone would leave a great mark upon The Folly, made greater still should The Valley secure it for themselves.

Cost: 5 Arcstone, 20 Essencite, 20 Hartswood, 5 Vaults

Duration: 2 Seasons

Location: Athermer’s Folly, Bailite Woods

Special: Beyond being the key representation of The Greatstone Carver’s place in The Low Valley, The Depth of Stone provides Athermer’s Folly with an increased production of 2 Mithril per Season. If it is nationalised to The Iron Valley, this increases to 4 Mithril per season. Additionally, gathering Aetherial Kyanite from Athermer’s Folly becomes far less dangerous, although the cost to production remains the same.

The Valley is watching.

The Blackiron Crown Calls

The eyes of the Valley are cast outwards, upwards, and forwards. It is a time of great victory and the Valleyfolk prepare to move eastwards into new lands, they glare southwards with avarice, and they stare into the stares with rapt awe. These seasons have brought fortune and victory, they stand together far more than apart, it is a good time to be reeve or boroughfolk, summiter or sagite.

It is perhaps this complacency drawn of triumph that leaves them unprepared and scattered when the violence erupted, not on their borders, but within their own townships.

The attacks were bloody and savage, but enacted with such speed and abandon for honour that they were impossible to prepare for. Across Heinsgraf shopkeeps, artisans, mercenary bands, and similar groups find their members cut bloody in back alleys, their homes set aflame in the wee hours, their gatherings fallen upon by small groups of viciously armed and grim faced individuals when the ale had swelled enough to abandon sense. More than thirty died in the month of July alone, along with nine buildings burned and a well poisoned.

To the outsider this was surely the act of an external foe wreaking terror, for the slain were in many cases ordinary folk going about their business. But to those in the know, those right people, the pattern was clear. This was a co-ordinated attack. The opening skirmishes in a war. Not against the Valley as a whole, but against the Thralldring, against the Grimreeves.

The wide web of arrangements, alliances, traditions, and blood that formed the underbelly of the Iron Valley, its careful darkness of organised crime is as old as the Valley itself, for whenever there have been Valleyfolk, there has been greed beyond honour. But in its long age and traditions, the Thralldring has found acceptance, even love among the common Valleyfolk all the way to its heroes. The Thralldring defends the Valley from external interlopers such as spies and thieves, and in exchange they take what they can from the Valleyfolk themselves and foreigners foolish enough to leave coin unattended or poorly guarded. An ideal arrangement? No. But better than many others.

By the time August ends, Heinsgraf has fallen. The dead number nearly eighty, and the burned buildings a round dozen. Any fence, digger-thief, or bruiser that carried Thralldring runes or worked their jobs had either been slain or fled. Even as the Grimreeves gathered in darkened halls to corral a response, the first storehouse in Rumwold caught aflame.

Whoever their enemy is, they are suspiciously well armed, violent beyond belief, hold no honour or care for tradition, and very well informed. Some whisper that it is a coup from within, one Grimreeve styling themselves Emperor of the Underworld, others blame the psychic powers of the Severed Lords. Regardless of the source, the image of Vuldam the Heavy, supposed Grimreeve of Heinsgraf having his neck split by an obsidian knife, his blood and tongue spilling onto the floor of his fiefdom's town square in plain view of all will not be easily forgotten. The woman who orchestrated the attack daubed an image of a spiked crown on the stones with Vuldam’s blood. Across Heinsgraf and even in Rumwold this iconography is repeated, sometimes with crude runes that bear a simple warning, or perhaps a promise;

The Blackiron Crown calls…

Traditions run deep in the Iron Valley, but not all of them a kind.

Game Information

Bloody violence has erupted in numerous locations across Windholme as skirmishes between The Thralldring and dangerous upstarts have begun to occur. The disruptions to Thralldring operations has had numerous effects:

  • The Rumwold Vastness will produce slightly more this season, as the standard Thralldring cut has had no one to claim it.
  • The following investments have been damaged due to fire, break ins, or crime in the vicinity:
    • Heimdall Ironhide
    • Leif Eored
    • Revna of Bolsterlee
    • Yrsa
    • Gwynn Ap Eirik
  • Enemy spy networks in Windholme have had increased effect this season as the underworld is in turmoil.
  • Borough leaders in Windholme will have additional information and opportunities to get involved or attempt to end this conflict.

There will be decisions for the Champion of The Valley, and the Senator of Windholme, the Reeves Council of Bolsterlee.

It is likely that without considerable involvement either to end this conflict, or to support one side over the other, that this under-war will spread across Windholme and eventually Bolsterlee. Valleyfolk heroes should consider how their character feels about Valleyfolk criminals, and whether they feel any loyalty to tradition, if that tradition is criminal.

Beckoners of the Salir

“WE KILL TOGETHER!”

The Church and the Valley say that they see eye to eye, a Valleyfolk even sits as High Priest of Cervitas...

“WE ARE THE INHERITORS!”

“BY THE BLOODGLASS STAG!”

“On the wings of The Thunderbolt!”

“And under The Patchwork Flag!”

The lively Pinnacle’s Root falls silent immediately, and the two janissaries are left wondering what they said wrong.

“Listen here, friends. You helped us reclaim our inheritance, and for that we are thankful, but it should have been the Valley’s Own who walked through those gates.”

The man who approaches their table is clearly a warrior of some kind, perhaps one who was fighting into Baelags as part of a mercenary company. His tone is pleasant and polite, but hard eyes crowned by red tattoos betray the threat in the words.

“Their General is here supporting you, but they’re off in Andash fighting for your lands while you are here in ours. All this grand plan of the ‘heroes’.”

Several patrons rise from their seats as he speaks, their cups forgotten for the moment. They stand together with the speaker, their only words the hands resting silently on hilts.

“If you’re going to sit in our ancestral home, the least you can do is use our ancestral words. But I think you’ve finished your drinks.”

As the tankards clatter to the floor, and ale spills over the wooden boards, the two janissaries cautiously stand and move to gather their belongings. The mass of Valleyfolk are arrayed behind the speaker, leaving a path to nowhere except the door. For the second time this season, these soldiers of the Desert Whisperers would stand face to face with an army in unison that spoke in one mind through one mouth.

This time, however, they had no choice but to retreat.

Game Information

The following terms have been accepted as equivalent in meaning and definition by the Heroic priests of the Concord.

  • Salir = Divine Sphere/s
  • Old One = Eternal
  • Chosen = Herald
  • Ancestorblessed = Grace
  • Beckoner = Priest

The people of the Iron Valley who were already using this language are doing so more openly, and the rest of its citizens are joining in. In boroughs further away from the borders of other realms, Spheric language has become less accepted and receives a poor response if used.

There is currently no accepted equivalence in the eyes of the Church, or the Concord as a whole, between the Divine Spheres or Spheric Beings and the Old Ways of the Iron Valley.

Characters from the Iron Valley with Congregations who wish to preach using the above language, or instead preach the Old Ways (e.g. speaking on The Bloodglass Stag or The Stone Bear), can email [email protected] to advise the Story Team. Please be specific as to which option, should you choose to take this opportunity. Congregations preaching standard Spheric language will find they produce slightly less, though there may be additional effects or consequences for making this choice.

There will be decisions for the Council of Six regarding the rejection of Spheric language and the growing usage of Old Ways language.

Further Reading