Many times, investigators have arrived from whatever empire, kingdom, or republic happened to control the area. Rumors bring them hence, or disappearances, or simple curiosity. The simple farmers and villagers who live nearby always tell them the same thing: do not enter the Vale.

When pressed, they avow that the Vale contains a power that molds flesh and bone, root and bark, stone and earth as if each were so much clay on a potter’s wheel. Whether the power is some sort of spirit, a natural force, or something entirely different is of no concern to those near the Vale; they see the nature of that place as unknowable and capriciously so.

They evince a belief that the Vale reshapes anything that enters it into a form that best suits its deepest and innermost nature. A record compiled by the Imperial Guard mentions a farmer claiming that every tree of the Vale was once a lazy and dissolute creature, for instance. A later document prepared by a Directorate Investigator mentions a cooper that claimed people would occasionally stumble out of the vale with no memory or identity; beings that had begun as something else that the power behind the Vale had reshaped.

Without fail, the interviewees treat the Vale in a resigned matter: they are not disturbed by their fantastic tales, and give their warnings without judgement or passion. It was a part of their lives, and if a local refused to abide by the local wisdom, their inevitable disappearance–or purported reappearance in another wildly different form–was enough to ensure that few would follow.

It is also worth noting that, also without fail, the reports of the various investigative agencies are incomplete. For even as the investigators universally dismiss the reports as superstition, they are always compelled to see for themselves. The discovery of their effects in birds’ nests and bear dens is always held up as evidence that they were waylaid and murdered by brigands and left to rot in the vale.

They never return.

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Friend – Aunt Ellthea Savage
The elderly patron of the former merchant house of Savage and Vic’s only remaining blood relative (aside from a few distant cousins). Well-built and caring, if inflexible in her morality, she and her late husband took Vic’s family in after their ruin. Out of obligation to her family, she will allow Vic to lay low with her after a caper and is willing to suffer the brief intrusion of his “friends” into her otherwise staid existence as a dowager. To make ends meet, she runs a small pastry shop with her husband’s daughter from a prior marriage, and she dreams of one day restoring the family fortune and seeing its line continue.

Friend – “Tapman” Scruthers

The barman and co-owner of the Lucky Ogre inn, and a former cutpurse in the city’s underbelly. He and Vic met as ne’er-do-well youths, and while he has managed to pull himself up from those humble origins he is always willing to share a drink with his old friend. While Scruthers has distanced himself from outright thievery, he still maintains a profitable sideline as a local information broker and is willing to rent rooms to thieves and others of low repute provided they behave themselves.

Friend – Pearcy Lightpocket
One of the city’s more successful thieves, Pearcy is something of an elder statesman, being all of 45 years old and still active as an occasional cutpurse—an unusual achievement. Though he generally works alone, he’s also the unofficial majordomo of a group of thieves that come to him for advice, which they trade for tips. Percy was something of a mentor to Vic some years ago and they will occasionally meet over ale to discuss comings and goings and techniques.

Neutral – Pickett the Fence
A pawnbroker of some repute, Pickett is also one of the most successful fences in the area, with a reputation for being able to turn around just about any item given enough time. While his rates are lower than some other fences, the fact that he’ll buy anything from anyone, provided that they have not crossed him in the past, has kept him afloat. His pawnshop deals entirely in legitimate items; the items he fences are farmed out to a network of apprentices in various other locations. His discerning eye for craftsmanship is legendary, as is his businesslike and professional demeanor.

Neutral – Constable Muttermelon
A sergeant in the city watch, Muttermelon has a reputation as the most corrupt and inept constable in the area. A family connection to the powerful Muttermelon clan keeps him gainfully employed and liberally supplied with information, but he is willing to betray anyone and anything for enough coin (with which he feeds a compulsive gambling habit). As such, he tends to be sought out by ne’er-do-wells as a bribery target, smuggling things in or out of the city prisons or passing on confidential information.

Neutral – “Pinchy” LaRoue
“Pinchy” is, as his name suggests, an infamous pickpocket. He is charming and popular and often hired on as additional help for rogues looking for an added put of muscle or finesse; this is counterbalanced by his occasional unpredictability and overwhelming selfishness. Rogues still talk of the Hannover Job, in which he was hired to steal a noble’s signet ring to start a feud between two houses. He performed as requested, replaced the ring with a forgery, and made a fortune selling it to an outside buyer as the noble houses and the thieves they had hired tore each other to ribbons.

Enemy – Kyr Whisperblade

Kyr is legendary in the regional underworld, not only for her skill and beauty but for her ruthlessness and ambition. She waylays, murders, steals, and plants on a whim, often stealing items or jobs from other thieves. In addition to being horrified by her methods, Vic has been upstaged, humiliated, and robbed by her on multiple occasions, and nurses a powerful grudge.

Enemy – Constable Graveline
A lieutenant in the city watch and Muttermelon’s supervisor, Graveline is a dedicated career constable who attempts to ruthlessly stamp out crime and lawlessness from his city. His adherence to the letter of the law and his willingness to take a personal hand in operations means that he has crossed paths with Vic multiple times, encounters that almost always end with Vic in jail or relieved of his stolen goods. As skilled a constable as Muttermellon is corrupt and inept, he is perhaps the most effective law enforcement in the city.

Enemy – Lady Faxhall
Lady Faxhall is the only child and heir of the Faxhall family, who were until recently a merchant family. They were ennobled around the time that the Savages were ruined, and profited greatly from buying their businesses at fire-sale prices during the plague. Some even claim that they caused the plague through sorcery to eliminate competitors; Lady Faxhall keeps a collection of family rings and sigils from families the Faxhalls have destroyed. Vic, in addition to blaming her for the misfortunes that befell his family, has been caught several times trying to steal Savage heirlooms back from her collection.

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Some say she is the exiled princess of a kingdom beyond the veil of the day-to-day world, some that she is the illusory form assumed by a creature or consciousness beyond human comprehension. Perhaps the most parsimonious explanation is that she is a sorceress of the Old Order who has carefully struck deals with Time and Space to be exempt from both in exchange for some long-ago service.

When encountered, she is always dressed in foreign or exotic clothes; a Perytion shayshmyr robe in Uldar, Uldarian peasant culottes and dress in Peryt. She is always accompanied by two small figures in similar clothing but with concealed faces; they appear at first to be children but may be dwarves or even marionettes depending on the observer, the season, or the angle of the sun.

Of the travelers, farmers, and others that she meets on the road, a single question is asked: what is most precious in the world? Refusing to answer or giving an answer which displeases the asker seems to have no effect; she will pass by with a cutting remark or in total silence. An answer which intrigues her, though…that will bring the offer of a boon in exchange for a service. Someone who answers that their family is precious may be offered a larger farm; a person who favors gold may be offered a sack of it.

The boon will always turn out to cost the supplicant exactly what it was they valued. The farm will be infertile; the gold will lead to poor and bankrupting investments or be seized by highwaymen. And the boon? One year and one day after the service is rendered, the person who received it will vanish, never to be seen again.

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“Why, over there we have Thel’Qan of the Forest Elves which some call the Fair Folk.” Boggs looked over at the elf, whose long ears drooped, had a nose big enough for its own fiefdom, slouching problems that could be from sciatica or a lifetime of bad posture, and hellacious acne. He smiled kindly, revealing the kind of twisted and gapped teeth that Boggs had rarely seen outside of the Kingdom of Bretagnia.

“He’s not exactly fair, is he?”

“Which is why his own luminous and ostensibly enlightened people cast him out,” said Syrris. “And next to him you can see Urg-Olug the troll.”

Urg-Olug nodded politely and sipped at a teacup. His stringy purple hair had been carefully coiffed into the respectable Francya style and he wore spectacles over his dead-looking bluish-black eyes. His brown nails were carefully groomed, and he was dressed as a Francyan gentleman in the latest style.

“Let me guess,” Boggs said. “His people cast him out because he tried to be stylish?”

“No,” Syrris said. “Because he’s a vegetarian. Let’s see, who else have we got in the common area today…ah, yes! Over in the corner we have a former member of the Theives Guild, Manaya Quickfingers.”

Boggs thought that the lithe if plain woman was pilfering books from the common area library, but on closer inspection she was actually replacing and alphabetizing them. “She’s a little on the obsessive side,” Syrris said. “She feels compelled to return objects to their rightful place, which as you can imagine didn’t sit so well with the Guild.”

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Aureliana Aldalgisa came not from the aristocratic Old Families or the plebian Newtowners but the grey space in between, people with enough of the Gift to succeed in the bureaucracy of the Sorcerous Republick but without the connections or influence to make that possible. Her ancestors included a member of the Council, albeit one who had served only briefly and resigned under a cloud, as well as a prominent revolutionary in the failed Newtown Uprising. With a father in Republick service as a clerk, a mother who taught basic cantrips at a local finishing school, and three older sisters, Aureliana would have seemed destined for a minor teaching assignment, a civil service post, or a life as a homemaker.

One wouldn’t have expected her to become one of the most notorious sorcerous criminals in the Republick.

A voracious reader with natural talents in the Gift that far outstripped her family and peers, Aureliana was frequently left unsupervised and had little opportunity to distinguish herself without powerful connections. She turned inward instead, researching arcane lore and eventually various forbidden arts, mostly in the areas of divination and transfiguration. Investigators from the Republick Bureau believe that Aureliana’s original plan was to abduct a member of an Old Family and assume their place, using her increasingly sophisticated and dark skills to maintain the charade.

Working out of a squalid apartment she had purchased, Aureliana’s first attempt apparently met with disaster. Rather than allowing her to assume the aspect and knowledge of victims (mostly members of minor Old Families who had fallen from grace and were eking out livings in Newtown), they were instead reduced to incorporeal shades with only the barest connection to the material world in the form of a small quantity of “essential salts.”

Based on the Bureau’s investigation, they believe that Aureliana became obsessed with the unintended consequences of her sorcery and the absolute control it offered over the shades of her victims. There were 35 vials of “essential salts” in her possession when she was apprehended after a lengthy investigation; while the disappearances had piqued the Bureau’s interest, it wasn’t until she attempted to send a shade out into the city that Aureliana was discovered. Her ultimate ambition, it seems, remained the same.

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The precinct doors flew open, and a squat figure entered flanked by uniformed officers (well, perhaps they were more following than flanking, given how much of the corridor the man took up). An officer offered him a chair opposite the negotiation team; the man shook his head and pointed to a nearby loveseat, the one that had been in the office ever since Josie in dispatch had been pregnant. When it was wrestled into place, the man settled into it like an oversized armchair, leaving little room on either side.

“Sherman Gregward?” Chief Strong said.

The man tossed his head, with its dark hair thinning in front and gathered into a ponytail in back. “That’s me. Sherwood Greg, if you prefer. Collector, scholar, dungeon master, level 24 elven sorceress, and head of the Council of Twelve and overall coordinator for Nerdicon.”

“Mr. Gregward,”Strong said. “I assume you’ve heard about the events at SciCon earlier today?”

“SciCon’s a competitor, but a respected one,” Sherwood Greg replied. “I’ve deigned to attend on occasion, when campaigning is slow. I hear they went and got their guest of honor kidnapped.”

“Nestor Pressman, who played…” Strong looked at the sheet in front of him. “Captain Why of Timeship Omega in the 1983-87 tv series TimeTrek Wars.”

“Don’t patronize me, captain,” Greg sniffed.” I know Pressman. He was at Nerdicon three times before he went to the other side.”

“We’re had no luck in finding the kidnapper or kidnappers, and the demands that were left for us are, well, incomprehensible.”

“So you brought in an expert. Smart.” Greg waved an outstretched hand; Strong gave him a copy of the dossier with the cut and paste ransom note:

BR1|\|9 Ph1\/3 |-|U|\|DR3D 7|-|0U54|\|D d0LL4R5 (45|-| 4 (0/\/\PL373 1985 5(1-(0|\| (0/\/\/\/\3/\/R471\/3 (0LL3(710|\| 7|-|3 L057 3P150D3 0Ph 71/\/\3-7R3|<-\/\/4R5 4|\|D 4LB3R7 /\/\3LL5731|\|'5 5(R33|\| 7357 Ph0R (R'/P7 r0BB3R 70 7|-|3 (17'/ bU5 73R/\/\1|\|4L b'/ 319|-|7 70/\/RR0\/\/ 0R pR355/\/\4|\| 15 0U7 0Ph 71/\/\3

“It’s gibberish,” Strong said.

Greg glanced at it. “Bring $500,000 cash, a complete 1985 SciCon commemorative collection, the lost episode of TimeTrek Wars and Albert Mellstein’s screen test for Crypt Robber to the city bus terminal by eight tomorrow or Pressman is out of time,” he read.

“H-how did you…?”

“Child’s play. I’ve decoded leetspeak twice as hardcore before second breakfast. And before you ask: the 1985 SciCon commemorative collection is a legendarily rare swag bag from the first convention of which only 5 are known to exist, the lost episode of TimeTrek Wars was filmed but never edited just before the series was canceled in 1987 with only a few black and white stills known to survive, and after he won an Oscar Albert Mellstein was so anxious to cover up that he tried out for the lead of Crypt Robber that he bought and publically burned the negative.”

Strong’s jaw hung agape.

“See? You picked the right man for the job. Also, that last bit? Captain Why’s catchphrase was ‘we’re never out of time’ in the show. You’re welcome.”

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“Come in, come in.” The manager was an orc; that much was clear even without looking at him. He had a UV light near his desk to help nourish the chloroplasts that gave his skin its deep emerald hue, and had a small but functional shield—more a targe, really—painted with his clade’s distinctive glyph was hung prominently on the wall.

As he rose to greet Sheniqua she could see a small, dull axe—about tomahawk size— dangling from his belt. That and the targe represented him following the letter of the Hamurabash if not its spirit: an orcish male or unmarried female was always to carry their axe and have their shield close by.

“Now, Ms. Washington, what can I do for you?” This particular orc, a Mr. Shamash to judge from his name plate, had apparently gone to greater lengths than most to function comfortably within a polyspecies world. He’d either filed down or removed the large canine teeth, so necessary for proper Hamuraorg speech, that made many orcs appear to slobber or growl when they tried to speak other languages. Shamash had given himself a speech impediment among his own people to communicate better with outsiders.

He also had close-cropped, well-groomed (if receding) hair. While there was nothing in the Hamurabash about one’s hair, cultural traditions led most orcs to take an all-or-nothing approach, either letting their hair grow unchecked and dreadlocked or keeping it shaven billiard-smooth. With a little foundation makeup and a bit of nose putty, he could have passed for human or perhaps half-dwarf.

Sheniqua couldn’t help but wonder if she would be willing to live under the strictures of the Hamurabash or use a dental prosthesis to give out bank loans in the orc homeland.

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Vic Savage was born into a prosperous merchant family in a major regional center. However, his parents’ business was ruined by an outbreak of plague and they were essentially forced into the street, winding up with relatives in the bad part of town. He spent a large part of his late childhood and adolescence on the street, running with urchins and impromptu thieves’ gangs. Those pursuits resulted in an athletic and dexterous temperament, while his family’s fall from grace meant that he slipped easily into the role of a rogue and sometime thief, though their former station means that he prefers to steal from people he believes deserve it.

Somewhat impulsive, Vic tends to speak before he thinks, and often rushes into situations as well. While he’s quick to claim that he has a silver tongue he actually stumbles somewhat with words and has a hard time convincing anyone of his point of view. He’s also easily distracted and prone to daydreaming. His prosperous background means that he had a relatively good education as a youngster; he also tends to prefer gaudy and expensive clothes for that same reason.

Vic wears his dark hair short (to keep anyone from getting a handhold) and tends to be unshaven despite his pretensions to a more noble appearance. He is of average height.

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Gravelines link all cemetaries, charnel-houses, catacombs, mausoleums, ossuaries, and tombs, and are the primary method by which the Pale travel from place to place. Be they Pale of substance, like ghouls or ghasts, or Pale lacking substance, like ghosts and banshees, all Pale may use the gravelines by their very nature. To the living, they represent a mystery that cannot be plumbed.

Travel is not instantaneous, and the Pale may be tracked or the course of a particular graveline mapped (though they tend to be difficult to follow, proceeding ramrod-straight through bush and earth, rock and house). The most reliable way is to obtain a togdove, a bird only born in a textile fire that claims at least one life. Togdoves by their nature are half of the Pale and are sensitive to the charnel smell and lambent ectoplasmic glow of a graveline. One may provide a trained togdove with a bit of the Pale to be tracked or simply turn it loose and hope that the graveline it follows be the correct one.

The togdove will soar along the graveline as best as it is able, and is often bound by a fine and flameproof chain around one leg. It will signal that the destination has been reached by bursting into sudden flame, which (again due to their nature) is neither painful nor fatal.

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The treaty could only be described as one that angered everyone equally. Creatures borne of the Creator, such as man, were to live in the logical world of Terra while those borne of the Cycle, including most of the fair and mystical beings, were to live in the illogical Ether, and the realms were to be separated so as to make travel between them difficult and so prevent another war. As part of the treaty, all the fair beings on Terra and the mortals in the Ether were rounded up and forcibly exchanged.

For the most part the arrangement worked well, save in one place: a village in the Riftlands called Mirage. As the Rift was a chaotic admixture of Terra and Ether, with aspects of both, neither side could agree to whom Mirage belonged. Its population included all sorts of creatures from both sides of the divide, most of whom strongly resisted any attempt to break up uncountable years of peaceful coexistence. War loomed again and the treaty was imperiled by a village with less than 1/20th the population of the great cities for which hundreds had fought in the war.

Eventually, a compromise was forged: the Riftlands were to be set apart from both Terra and the Ether, to exist in a sort of betwixt and between. All who remained were bound to stay, though all who wished could leave before the treaty took effect. Unsurprisingly, most of the inhabitants chose to stay and were accordingly sealed away. They remain so to this day.

But just as the chinks between Terra and the Ether were never completely closed, the occasional link between Mirage and the other worlds can sometimes be found…

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