The People
In many ways, the Valleyfolk are a simple people. Their ways are that of the high valleys and have not changed in hundreds of years. As such they feel a deep connection to their culture, their homes and their people. The archetypal Valleyfolk is proud, forward and loyal. The Valleyfolk are built like stone and will not be moved, they can be defensive but rush to the aid of those they consider close, they are prone to disagreement but will always support the group, even if they do disagree.
Residing in the lees between the massive fortress walls crafted by the Valleyfolk in times past, most live the lives of their parents, being raised into a farm holding, family business or as part of a larger enterprise such as a mine or quarry. If a youngster feels they want to change their position, they need to seek out the Reeve of the Burough they wish to join and demonstrate their skill and willingness.
In this a person's Borough forms partly their working companions, partly their social group and partly their main method for interacting with the realm as a whole. The Reeves elected by the Burough will meet to discuss matters of regional importance, and in turn elect Reeves who can represent the region in larger matters if required. These Buroughs are often very close, eating, drinking and living together in large long houses. This helps keep homes high density in a valley system that isn’t getting any bigger. In this, the Valleyfolk live in a collective world where even at its smallest, you are expected to share what you have and what you make with those around you. This forms the foundation of the Iron Valley’s larger sense of loyalty, which binds them together.
The average Valleyfolk is a hard working, hard celebrating person with a large personality. They are gregarious and quick to form fast friendships with people who pull their weight and are equally quick to judge those who are underhanded or appear to be profiting excessively off the work of others.
Names
Iron Valley names are based in the Saxon and Old English names of the 8th century, adjusted slightly for modern readability and speakability. Most Iron Valleyfolk will have a surname that reflects their Burough. So a warrior who defends Baelags Holdfast might be known as “Theodric of Baelags Holdfast” or a miner from Windholme Forgesteel mine might be known as “Eadwyn Windholme”.
Example Names
Prefixes: Ead, Ken, Ather, Hroth, Pect, God, Aed, Arn, Cyn, Eng, Rom, Win, Alf, Cen.
Suffixes: Frith, Wald, Wyn, Wulf, Loc, Maer, Mund, Red, Ir, Old, Mer, Wen, Ilda, Child, Hun.
Place in the World
The Iron Valley cuts through the thickest parts of the Steinvault mountains which divide the rest of the Esterra from its Eastern peninsula some weeks travel East of Lerona Mere. High above the surrounding lands, the Valley and its mountains are cold all year, and experience light snow in the depths of winter, but more often driving rain and hail.
The Valley is split into three Lees and has four ancient fortresses. The Westmost fortress is Deorlings Citadel, a particularly old redoubt that underwent extensive improvements as Lerona Mere grew in power, leading to an imposing structure. The next fortress is Baelags Holdfast, which unlike the others is more castle than reinforced wall, intended to be the central military structure of the Iron Valley. Between Deorlings and Baelags is the Lee of Windholme. The eastern portion of the Iron Valley is split by a blade of mountains that fork the valley. The northern pass is blocked by Alfwens Wall, known for its fine carvings that tell the tale of Alfwen the settler. The southern pass is held by Hjorvarths Rampart, also known as The Seastone Fortress, from its limestone reinforced outer wall. The Lees between Baelags Holdfast and the eastern fortresses are known as Northern and Southern Brotherslee. At the highpoint of their historic power, the Iron Valley also held, either through direct ownership or fealty, much of the lands around it. From the Valley to the Eastern coast, the forested lands south of Hjorvarths Rampart and a lot of territory south-east of Deorlings Citadel.
The attacks of the Illsevir have shattered much of the Iron Valley. As the Concord begins the Iron Valley controls only Deorlings Citadel and Windholme, with Baelags Holdfast and the remainder of the valley held by the silent southern raiders. The lands west of Deorlings Citadel between the Iron Valley and Lerona Mere are currently safe, but neither realm has managed to secure them for their own.
For more information in locations in the Iron Valley, see Windholme and Bolsterlee
Economic Concerns
The primary exports of the Iron Valley are the minerals and stone it pulls from its mountain lands. These goods fetch a good price throughout the Concord and allows the Iron Valley to be a wealthy place when it is stable. Before the invasion they were known outside the value for the reliable mercenary bands who would roam seeking glory and experience for their Borough away from the generations long peace behind the fortresses. Beyond this, the Valley is also well known for its smiths, carpenters and architects whose wares can compete with the best of the other realms.
In order to feed its people and remain prosperous, the Valley requires stability and safety. For the Valleyfolk rarely do things with a short term plan. Beyond their ancestral borders the Valleyfolk look for good resources, such as the woods south of the Valley or the coast to the East.
The Rumwold Vastness - Mithril Mine
The massive open mithril mine to the north of Deorlings Citadel has been in operation for more than four hundred years. The single greatest economic resource within Windholme, it was this great gift that The Iron Valley offered to the Concord to prove its dedication. Now it functions as the Concords only source of Mithril.
The Rumwold Vastness is a Mithril Mine held by the Concord. See Campaign: Commissions and Deed Holder
Military Concerns
Of primary concern for the Iron Valley is reclaiming its ancestral homelands and reuniting its people with the history and homes they have lost. Forcing the Illsevir from the three fortresses they hold and the surrounding lands will not be easy, and the Valleyfolk are keenly aware that they will need the full support of the Concord to return to strength.
Deorlings Citadel - Fortification
Deorling was an Iron Valley Huscarl who defended both Windholm and Bolsterlee against invasion from Artebazzani mercenary armies for much of his life. Over time his house became a war camp and his war camp a fort, until finally it was reinforced with great stone. Now it defends the Western mouth of the Iron Valley from the enemies outside.
Deorlings Citadel is a fortification held by the Iron Valley with a strength of 4000 against foes in Bolsterlee and 2000 against foes in Windholme.
Culture and Customs
Record Keeping
The Valleyfolk have lived in their ancestral home for more than a thousand years in some cases. As such their legends and great deeds are all around them. With this history and legend it is a central part of Valleyfolk traditions to track the deeds of the individual and the whole so that they may join the extensive historic traditions of the realm. While social boasting and speeches are common, the true weight of this is in the written word. The Saga Tomes maintained by the priests of Lumos or Stallia known as Sagites are vast records of the heroism they have witnessed within the Valley.
Where a Saga Tome is not available, Valleyfolk become consummate graffiti artists, inscribing their deeds on weapons, stones, outhouse doors and in blood on the sands.
Recently those seeking honour, glory and perhaps also wealth who are daring enough will sneak into occupied parts of the Valley to collect rubbings of ancestral carvings to bring back to Windholme and the Citadel.
Sokn Duels
Dueling is alive and well within the Iron Valley, with the concept of voluntary combat being used as a common method of relieving conflict, resolving issues and facilitating change. Essentially, a Sokn Duel is one part bare knuckle brawl, one part debate. Participants must do their best to force their opponent to surrender while also conceding the point. Achieving one but not the other is often seen as a poor argument. By combining the two acts, the Valleyfolk ensure that people do not bring forward flippant complaints and are prepared to defend their position with their bodies as well as voices. If one side does not concede defeat, it falls to the audience to pass judgement. This result is often common given the stubborn nature of the Valley.
Over time Sokn has expanded in meaning and now such competitions vary from the standard barefist brawls to many other sorts. Two Tradesfolk shouting at each other, crafts in hand, as they debate the future direction of the borough is a common sight. Games of chess. Line by line debates. Feats of strength. Even conflicts fought with arcane power amongst Mages. All have been used as ways to settle disputes. In the end the true definition of winning the Sokn is to be able to communicate your argument best to the observers while simultaneously engaged in a one on one competition with your opponent.
Art
Iron Valley decorations are often exquisite crafts of fine interwoven patterns, preferencing geometric styles with hard angles that reflect the strength of their people and runic calligraphy quoting ancestral deeds. Given their mineral wealth, inlaid gold and silver into weapons, jewelry and other such items of worth is a common sign of good taste or wealth.
Images of the mountains, battle and tranquil rural life are common Iron Valley motifs, recalling the things most important to them: the mountains that are their home, the battles that keep them safe and the lives that they love. It would not be uncommon to see an Iron Valley shield painted with a symbol of a mountain and inlaid with iron runes around the rim narrating the tale of afamous hero.
Boroughs tend to use powerful animal motifs as their symbols. Bears, Wolves, Elk and Wolverines are commonly seen for their perceived strength, wisdom or endurance.
Religious Beliefs
Ancestral worship predated adoption of The Church of the Divine Spheres in the Iron Valley, but the knowledge of the Spheres did not replace the old ways. Rather the folk of the Valley, in understanding the Spheres could now understand the fate of their loved ones and champions.
They could walk in their footsteps and in following their example, align themselves with the spheres. This approach to the Church of the Divine Spheres makes their worship a personal quest that touches the long history of every person in the Iron Valley and so that many are deeply religious.
Priests within the Iron Valley have unique titles not seen elsewhere within the Concord and take on unique duties that reflect the important roles they have in the culture of the Valley. Many such Iron Valley Priests feel that the rest of the Concord would be better served following their traditions, decrying how separate the Church can be from the day to day lives of its parishioners in some places.
Priests of Anarch and Arcadian are referred to as Huscarls or Guardians amongst the folk. Warpriests in form as well as function, these hardy warriors embolden the defenders of the Valley, blessing the fortresses and soldiers against foes. Notably, Guardians are tasked with the holy duty to retrieve the dead of the Valley. All who were born of the Valley, must be buried in the Valley, and it is the Huscarls duty to make it so. Huscarls can particularly be recognised by their banner-cloaks. A long tradition among these warrior priests is to wear the banners of lost fortresses, warbands or champions as capes or cloaks, turning the Huscarl into a symbol themselves.
Priests of Lumos and Stallia are far less at odds than they are elsewhere in The Concord for they both fill the role of record keeping Sagites. They maintain the mighty Saga Tomes of the Valley, ensuring that the tales of the greatest of the Valley are recorded, but also that they are spoken. It is traditional in many places to begin a feast, wedding, funeral or tournament with an appropriate reading from a Saga Tome. For Sagites, these Tomes are their most prized possessions, often treasures in their own right. With the loss of the homes from which the Sagas were transcribed into Tomes they have become even more important and many pious young folk have joined the ranks of Sagites dedicated to recording everything that has been lost, however they can.
Gravers
The Priests of Panoply and Cervitas within the Valley are often referred to as Gravers. Once a joking insult, it has become a title of respect. Priests of Gold and of Imperial Wisdom have for the longest time been the greatest advisors, Reeves and leaders of the Valley and it is their requirement to make hard choices that lead to their reputation and disposition. It is the task of a Graver to consider the ways in which any action might lead to weakening the Iron Valley and ensure that such risks are known. In a macabre fashion, Gravers carry a single human skull on their person, a reminder of the weight of their task.
Ancestorblessed - An Iron Valley term for Graces
The reverence for their ancestors held by the Iron Valley leads to a unique circumstance for Graces. In a circumstance where a great hero dies and a Grace is born shortly after it is superstition that they are that hero reborn, thus the power of their Grace. In many circumstances, such Graces will either be named after that hero directly or after a fashion. The pressure it places on these newborns is immense, but through this crucible many rise to greatness themselves. This does lead to a joke that there are only five famous names in the whole Valley, a rather offensive chide, particularly for Graced Valleyfolk.
Arcane Traditions of the Iron Valley
Arcane magic is carved into the very stones of the Iron Valley. In ancient times, the Valleyfolk would pursued a wide variety of arcane disciplines. Dangerous Blizzardweavers would crush hostile forces with the power of storms, Farseers would control the threads of magic to protect their people and Valleyfolk healers would compliment alchemy with essential healing magic. The Valleyfolk have always seen the arcane magic of the mortal sphere as threads of power and chance that spread across the world. It is the role of a mage to weave these threads into something useful. To the Valleyfolk, arcane magic is just another tool to assist their people.
Valleyfolk magic is often a matter-of-fact affair, rarely showy and always useful. Their mages will often focus on an area of magic rather than being overly widely read. The long histories of magic has led to plenty of teachers and apprenticeships being available across the Valley, with access to education often being cheap and easy. Arcane burroughs exist as well, sometimes as groups of mages or as arcane enchanters, although these are uncommon, with every borough having a smattering of spellcasters being the norm.
Valleyfolk draw their magic from the natural world and their people. The power of the storm, the strength of the mountain, the growth of the harvest and the wholeness of the people are common sources of arcane power within the Valley. Arcane implements common in The Iron Valley include runestones, carved wooden rods, rough iron tools and crystals.
Much like its creators, Iron Valley artificery is hard wearing and made of the mountains. Magical items from the Valley will often interwork fine gemstones, beautiful metals and polished stone. Each item is intended to be worthy of being a family heirloom for centuries to come. Items such as the Standard of the Brave, Survivors Platemail and Avalanche are classic Iron Valley items.