Pocket Domains

The Vale of the Azure Sun is a pocket domain: a world completely separate and mostly cut off from the “real” world. There are different kinds of pocket domains, depending mostly on their entrances and exits. The entrances and exits to the Valley are mostly stationary: they stay where they are. Some of the entrances (such as the oak) are under the control of the Blue Sun. Others, such as most of those in the cavern system, are not. These, he tries to fill with dangerous creatures.

Within a pocket domain, the “outside world” is inaccessible, except through the special entrances and exits. Magic (at least magic that cannot traverse dimensions) cannot transport anything from the outside in, nor from the inside out. “Teleport”, for example, will not allow the sorceror to escape a pocket domain. As far as the magic is concerned, there is no outside world.

Pocket domains can have different rules than the real world. Most things in the Valley work the same as on the outside. However, the Valley is a pocket domain with its own rules. The most obvious difference is that falling results in less damage. It just doesn’t have the same force as in the world above. Divide the distance fallen or jumped by three for the effective damage-causing distance. This does not mean that characters can jump higher or farther, nor that they fall more slowly. Only that they can fall farther without death or serious injury.

Time within the Valley is variable compared to the outside, but generally will not vary by more than 50% to 200%. Four days in the valley could be as little as two days in Highland or as much as eight days. It is up to the Adventure Guide and may be used to interesting effect.

While in the Valley (and the surrounding caves) characters will not become hungry. They may eat if they wish, but they do not have to.

The Vale of the Azure Sun

Most any child or gypsy could tell you two or three verses of The Vale of the Azure Sun.

Fields of blue by hills of stone,
Sky bright green on a sparkling dome.
Clouds of wispy yellow foam,
In the Vale of the Azure Sun.

Pray not to trip on a strawberry tide,
Nor ask of the dead for a hand to guide.
Nor follow to Alice, her rabbit astride,
In the Vale of the Azure Sun.

Sculptures fine of marble pied,
As no man makes nor ever tried.
Wait for the sculptor in grey to guide,
In the Vale of the Azure Sun.

His chariot races across the sky,
Chased by the night his dogs do cry.
Never once caught however he fly,
In the Vale of the Azure Sun.

His chariot chases the morning shore,
As swift as a shadow it flies before.
Dusk behind, Dawn afore,
In the Vale of the Azure Sun.

Doors of water, doors of mirth,
Doorways hidden in the earth.
Doorways of enormous girth,
In the Vale of the Azure Sun.

Pray not to trip on a strawberry tide,
Nor ask of the dead for a hand to guide.
Nor follow to Alice, her rabbit astride,
In the Vale of the Azure Sun.

Other Worlds

The Vale of the Azure Sun opens to several other worlds, and creatures from these worlds inhabit the Valley and the Long Caves. The worlds are the World of Highland, Fading Highland, and Dead Rome at the Crossroads. In Dead Rome it opens to a crossroads which returns to the Vale, goes to the World of Barcelas, and also goes to two other worlds of your design. Dead Rome at the Crossroads is itself almost lost. If the players choose to explore it, they will see the tattered edge of reality.

There are three portals to the World of Highland. One is the one in mid-air from the hollow oak which will be in a location of your choosing. Another leads to the underground lake beneath Illustrious Castle. And the third leads to the western slope of the Great Mountains, near the Haikiutl.

Coins are usually Crosspoint, sometimes Roman, sometimes Barcelasian, and sometimes Black Stag.

There is more information about these worlds in the back of this book. Places like the Vale often become way-stations between worlds. They are a means of providing adventures that don’t have any place in the “real” world that the characters know.