The Dreaming

The geography of the Dreaming, including mountains, rivers, and the like, are all similar to the real world, though with east and west reversed. Cities are also similar, though not always exact mirrors. Distances are not fixed, and certainly weights and measurements don’t adhere to any logical standard. Unattended mechanical devices naturally stop working since the careful alignments of moving parts end up not quite-so-aligned if no one is tending to them.
The most important thing to understand about the Dreaming is that it does not have a single objective reality. Time and distance are subjective, contorting to fit the stories of any given person, though never going so far as to become impossible to anyone else. Two people engaged in conversation might sense time passing at different rates. A bored person would feel like the day is slipping away swiftly, while the person who is boring him thinks only a short time has elapsed. Only once the conversation ends or one of them mentions what time it is will the Dreaming settle on an actual time, and both people’s perceptions would shift to match it.
That said, the analogue of Risur in the Dreaming has the same general landscape:

  • The big thicket, home of the fey titan the Ash Wolf, lies to the west beyond the Great Blight (as the lands near Flint are called). The city of Weevil, where giant insects are used as steeds and beasts of burden, sits analogous to Bole.
  • The islands of the Yerasol Archipelago lie to the east, and the whole coastline is the domain of She Who Writhes. Analogous to Shale is the flooded city of Conch.
  • The weftlands surround Clover, and here roam the herds of the Father of Thunder. Erratic farms cling to hills and sometimes run into caves in this hill landscape.
  • The High Bayou to the south, where the Voice of Rot lairs, is filled with creepy villages of dark fey, over which seems to hang a perpetual night. The sun only rises when there is a bloodied carcass to reveal, and even then only for a few hours.
  • Beyond that, in the Anthras Mountains, sleeps Granny Allswell, attended by her brood of gremlins, goblins, bugbears, and other things with G in their name.


Clover is built in the Dreaming on lands analogous to the real world city Slate, capital of Risur. The Great Delve River, its steep banks adorned by flowers and dotted with windows of hillside burrows, separates the fey city into the noble east bank and the common west bank.
In Slate six antique castles sit inside a wide bend on the river’s east bank, and in Clover there are nearly identical buildings (on the west bank), suggesting some odd resonance between the real world and the Dreaming that causes them to converge when things exist long enough. Clover’s castles are home to lords of various regions of the continent, each heavily guarded by lithe warriors in nimble plate armor, who hide beneath mats of grass and moss but are ready to spring to battle and ambush intruders. The lords fear the rabble of the east bank, led by the Hedgehog Court.
Across the shore is a chaotic mess of narrow winding streets and houses of all sorts—straw, wood, brick, some metal, and even one composed of stacked sheep—inhabited by the common fey. The fey (or occasionally their houses) bustle through the town trading oddities, treats, or songs for whatever other fey can offer.
A broad grassy hill rises above the rest of the city, site of Thistle Palace, from which the Unseen Court rules. Like the castles of the west, this palace is practically identical to Torfeld Palace in the real world.

Sites of Interest

Honorable Halls of Accumulated Wisdom

Three stories tall, with three basement levels, this library is filled with labyrinthine rows of books, scrolls, bound codices, and loose bundles held together by twine, ranging in content from cyclops recipes to pixie philosophy to forbidden spellbooks.
A pair of ancient pixie sisters named Alba and Zanel, wrinkled, doddering, and flirtatious, own the library, which is served by dozens of younger pixies who sort and search.

Mosscat Mortuary

West of the city, located near an idyllic flowered cemetery, the cheery Mosscat Mortuary has plenty of tall windows to let in light, which feeds the staff: intelligent cat-like plant creatures made of moss. The mosscats, led by a high-strung mortician named Desulie, are only a foot or two tall, but can extend tendrils of moss to manipulate objects. Desulie herself has the ability to assume the form of an elf, but with distinctively cat-like mannerisms.

Krog Tunnel

This three-ended tunnel, a mile from Thistle Palace, is where Rock’s body was found on the night of the 16th.
The three hundred foot-long Krog Tunnel takes its name from its elbow shape, and although someone who passes through it only ever sees two ends, it actually has three, making a sort of Y shape if charted on a map. Depending on how you enter—on foot, in a carriage, alone, in a group, singing a song, carrying a toad, etc.—the tunnel may decide to bend and deposit you in either of the other two exits. You only see the people who are taking the same path you are, though if you enter in a group people tend to stick together. Regardless of which way you go, though, the tunnel always seems straight when you go through it.
Each end is capped with stone buttresses, which are perpetually coated in graffiti proclaiming whichever group in the neighbourhood is in ascendancy, whether they be criminal, cultural, or culinary.
Inside the tunnel, which has a fifteen foot high ceiling, the graffiti currently has a major ‘night sky’ motif, though the stars have been replaced with gears, a few of which grind together, spraying blood across the heavens as they crush small creatures. A group plans in the next few days to add a massive likeness of Rock Rackus to the tunnel to commemorate him at the spot where his body was found.

The Headless Human

This bar sits in the darkest, gloomiest part of town, not far from the tunnel where Rock Rackus was killed. Many spider webs cling in the alleys and awnings around it, and the bar’s hag owner likes the ambience.

Flashdrought Fountain

Analogous to the Grand Weft in Slate (where three highways intersect), Clover has a thoroughfare, albeit more chaotic. At its edge sits the famous Flashdrought Fountain, displaying dessicated wooden statues in the shape of angry air elementals. The fountain itself is perpetually dry, but if you pour liquid into it, sometimes coins rain down from the statues’ clouds.
Anyone who sits by the fountain for a minute or so feels suddenly thirsty as the latest things they drank are magically sucked out of them. This is a popular spot for people seeking instant sobriety, though the process can yield horrific hangovers.

Shady Grove

This wealthy neighbourhood for dark fey consists of a tangle of thorny trees that overgrew an earlier array of buildings. Like a tiny urban jungle, the labyrinthine grove hosts some of the most bizarre and debauched festivals in the city, and separatists aligned with the Hedgehog Court gather here regularly to plan each day’s battles.

Thistle Palace

On the east side of the city, Thistle Palace has three main buildings—the central House of Perennials, the eastern House of the Unseen Court, and the western House of Mayflies. Prestigious visitors normally enter from the east, especially if they’re conducting business with the Unseen Court. Commoners typically enter from the west. Currently the west wing has been given to the Hedgehog Court, and the hall between the central Perrenial and western Mayflies houses has been bisected by a thorn wall.
Palace Layout
  1. Foreigner Fountain. Non-fey are expected to wash their hands at this fountain. The mere act ends up cleaning everything they wear, from boots to hats, in order to ensure no grease stains the palace carpets.
  2. House of the Unseen Court—Entrance. A portico held up by dryads welcomes visitors, but those who have not been invited are compelled not to enter.
  3. House of Mayflies—Entrance. Commoners are welcome here, and the only guards are swarms of pixies who will put to sleep anyone who causes a ruckus.
  4. Grand Lawn. Cheerful sporting events occur here normally. This week, though, tents dot the campus, filled with injured fey returned from the ongoing battles. One lord of the Unseen Court, Sallin the Dryad, makes the rounds each day healing the few that she can.
  5. House of Perennials – Entrance. More armoured stags guard here, these equipped with levitating bows, and the flowery caryatids supporting the awning here can themselves animate as treants. Beautiful nymphs greet renowned visitors and take them to the drawing room to enjoy a light repast.
  6. Entrance Foyer. A decorative ‘dragon’ made from flower wreathes and purple silks hangs from the ceiling by wires.
  7. Guard Post.
  8. Drawing Room. There are canvases and charcoal here so people can draw.
  9. Game Room. Fey are fond of riddle games, so mostly the room just has comfortable chairs.
  10. Antechamber. People gamble with cards here.
  11. Diplomatic Reception. This is a diplomatic way to refer to the palace jail. Right in line of sight of everyone, with barred windows that give prisoners a view of all the fun everyone is having out on the grand lawn. (Well, normally. Now the cell is even more depressing.)
  12. Library.
  13. Chamber of the Hedgehog Court. The doorway that leads to the east half of the palace is always closed, locked, and covered with a tapestry. This room has a raised floor along its east side where the members of the court stand like actors in a play put on for whatever visitors and petitioners stand on the lower floor.
  14. Balcony.
  15. Mask Gallery. Fey who die as members of the Unseen Court have their masks hung here as mementos.
  16. The Runaround. A trap door in the floor in this room leads down to the palace’s dungeon. The term ‘the runaround’ actually applies to the halls and rooms surrounding it. The whole eastern wing of the palace is eerily empty, with magic keeping the place in fine condition. Honoured guests of the Unseen Court who arrive here are greeted by one or more Unseen lords, who talk while strolling through the mostly empty building. Members of the court show up, talk for a bit, then peel off, weaving through rooms. Eventually the walk-and-talk leads them back to Area 17, where formal meetings will begin.
  17. Chamber of the Unseen Court. The Unseen Court holds formal business here.
  18. Fool’s Chamber. If an ‘honoured guest’ grows impatient of the runaround, the fey lords petulantly punish them by taking them to this room instead of the actual meeting chamber. Here they are told the rest of the court will arrive shortly, and are asked to wait. Once they realize the prank and walk through the unlocked door to the south, the whole Unseen Court bursts into laughter.
  19. Commons. Guests of the Hedgehog Court gather here, and members of that more blasé court often come out to eat and drink with them.
  20. Party Hall.
  21. Champion Gallery.
  22. Offices. Tiny fey work feverishly in this wing, recording the events and speeches and copying them so they can be distributed to the people of the Dreaming. Olazdor wishes he could get a printing press that wouldn’t grate on everyone’s ears, but this is the next best way to spread the word of their resistance to the Unseen Court.
  23. Monarch Garden. Statues of Risuri monarchs stand here.
  24. Hood Garden. Hooded lanterns sit on poles amidst this grove of trees. The lanterns are always lit, but the hoods over them mean they only light the ground directly beneath them, leaving the area gloomy.
  25. Titan Shrine. An identical set of statues in the Waking depicts the five fey titans.
  26. Stables. The rangale (stag and gazelle guards) sleep here.
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