Light a lantern at noon, and nobody here will ask why.

Light a lantern at noon, and nobody here will ask why.

The town lives on the water and on the climb. Flat-bottomed lake boats tie up at the quays below the market with timber, slate, wool and barrels of salt...

The candles burn all night at the old lord's house. Lately, so do his guests.

The candles burn all night at the old lord's house. Lately, so do his guests.

The suppers are candlelit, musical and wildly indulgent: card games in the gallery, dancing in the long room, and a quiet valet who never seems to blink...

Beautiful enough to trust, ancient enough to regret.

Beautiful enough to trust, ancient enough to regret.

The term “Fey” does not describe a singular biological species, but rather a metaphysical lineage encompassing numerous magically-attuned peoples such as...

92 Denizens
28 Lineages
71 Hamlets
14 Orders
77 Tales
Priestess Vaelyra Solmourn
  • Gentle Healer
  • Heavy Ledger
  • Quiet Burden

Priestess Vaelyra Solmourn

Teen 13+

Race: Human. Gender: Female. Age: 44. Height: 5'4" (163 cm). Weight: 118 lbs (53.5 kg).

Alignment: Lawful Evil

She is the gentlest person in the Army of Light, and nobody who has met her would argue it. She walks the sick tents from dusk to dawn, humming old hymns under her breath, and the wounded reach for her the way children reach for a lamp. Her healing is quick and golden and almost painless, and she gives it to anyone who asks - soldier, villager or prisoner.

She keeps a heavy, iron-cornered ledger against her hip, and she never sets it down. Not to eat, not to pray, not to heal. When she lays her hands on someone, she studies their face for a long, quiet moment, the way a painter studies a model, as if she is trying to keep it. Then she smiles, writes something small in the ledger, and moves on to the next bed.

The search runs through the camp: the hospital tent, the chapel, the quartermaster's stores and the fires where soldiers swap stories. Everyone loves the healer. Everyone has a theory about the page. A recovering soldier swears he saw a chaplain's clerk near her desk. A quartermaster wonders aloud why a healer keeps such careful tallies. A camp child says the healer looks at everyone's face as if she is counting them. The healer herself keeps working, gentle and tireless, and thanks the player each time they come back with nothing.


A Page From the Healer's Ledger
  • A Healer Among the Soldiers
  • A Page Torn From Her Ledger
  • She Remembers Every Face
The War Camp
  • Holy War Machine
  • Heavy Military
  • Spoils and Silence

The War Camp

Teen 13+

The War Camp is a huge army encampment on dry golden grassland, inside a timber palisade and ditch with gate towers: orderly rows of canvas tents along muddy lanes, plain banners and pennants, horse lines and corrals, wagons and supply stacks, and siege engines parked in a yard of their own. The commander's pavilion stands at the center under tall banners, beside a timber shrine-chapel and a drill field of battered practice dummies, and a sutler's striped tent serves as the tavern. Soldiers, armorers, scouts and camp followers live here, and the wind always smells of smoke.

The War Camp sprawls across scorched ground in ordered rows of canvas, timber, steel, and watchfires. Banners snap in the wind above ranks of soldiers, supply wagons, weapon racks, command tents, and training yards where drills continue long after sunset. The air smells of smoke, oiled leather, hot iron, horse sweat, and old blood scrubbed poorly from places everyone pretends not to notice.

This is not a camp built for rest. It is a moving engine of discipline, faith, conquest, and command, where every hammer strike, shouted order, sharpened blade, and polished breastplate feeds the next march. Soldiers move with practiced obedience, armorers work beneath low flames, scouts come and go through guarded paths, and officers speak in clipped voices over maps marked by decisions that will ruin lives far from the firelight.

The War Camp matters because it shows the cost beneath holy certainty. To some, it is protection given structure; to others, it is violence dressed in clean banners and righteous language. Spoils lie tucked beneath canvas, prisoners are watched from shadowed edges, and every road leading away from the camp feels like a question no one is permitted to ask aloud.


Human

Humans arrive in the world without obvious advantages, which seems rude until they start turning that lack into everybody else’s scheduling problem. They build shelters where storms insist they should not, raise banners over places that keep trying to kill them, and make tools from whatever is close enough to grab. Give them a broken road, a bad season, and one questionable plan, and somehow there is a village there by spring. Annoying? Absolutely. Effective? Tragically, yes.

Their lives burn quickly compared to longer-lived peoples, and that urgency shapes everything they touch. They chase love, power, safety, glory, revenge, comfort, and terrible ideas with the same dangerous momentum. A human court can become a battlefield with better clothing, while a frontier camp can turn into a kingdom if enough stubborn fools agree to keep hammering posts into the mud. They do not always know when to stop, which is charming right up until it becomes a siege.

What makes humans significant is not perfection, purity, or some grand destiny conveniently gift-wrapped by the heavens. It is variety under pressure. They can be farmers, soldiers, rulers, wanderers, cowards, lovers, tyrants, protectors, liars, and heroes before lunch if the day is especially rude. They are ordinary in the way flint is ordinary: dull in the hand until struck, then suddenly full of fire.


Human
  • Stubborn Survivors
  • Endless Adaptation
  • Ordinary Trouble
Her hands heal anything. Her ledger never closes.