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Valreka
The Whale-Borne City · Tani's God-City
The city that will not stay still and will not stay buried. It rides titanic sand-whales across the dune-sea, recovering its own lost holy city piece by piece, because its goddess died in this land and came back, and the city has never forgotten how.
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At a Glance

Etymology
Icelandic hvalreki (a beached whale; idiomatically a windfall, a godsend) → Valreka, "the whale-drift," the lucky thing the sand gives back.
Position
No fixed seat. The herd roams Galdua Jendea, the desert of Lioaru; it drifts near the River Duchies and close enough to Emarrea for the Heartcourt envoys to come aboard. You find it by the dust on the horizon.
Terrain
A dune-sea, crossed in the cool and bedded down through the killing noon, driven on by sandstorms. The city is the herd: each district rides the back of a sand-whale.
Character
A nomad city on titanic sand-whales, recovering the buried past it rides across.
Whale-BorneRecovers the PastNo Fixed PlaceThe Herd Is the Realm
Size
Nineteen great whales, about seventy thousand people: the smallest of the thirteen god-cities. Seventeen noble houses, the crown's Lenama, and the Guild's Anzar.
Peoples
Ghoran before all, Tani's long-lived Guardians of Time, each elder a living archive; a community of Azarketi water-bearers who keep the desert city alive; and the Nagaji wrights who build the recovered past into it.
Tongue
Talanese for trade and abroad; the city's own desert tongue on the decks, in which a person's name carries the whale they were born to.
Faith
Single-deity Tani-devotional. Worship is recovery and remembrance, and every fragment lifted from the sand is a rite. Folk hold her the youngest of the Thirteen, for she alone was born twice.
Rule
The herd is the realm. Noble houses guide the whales; the royal line, the Eramun, guides the mother whale under the title Eskua, the hand, and because the herd follows her, to guide her is to lead the city.
The Crown's Whale
Lenama, the Mother Whale
alive since Tani came back · she bears the palace, the sanctum, and the memory-keepers · the herd follows her, and to guide her is to rule
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The City That Will Not Stay Buried

Valreka rides the backs of titanic sand-whales across the dune-sea of Galdua Jendea, never in the same place two seasons running, and it spends its days doing in small what its goddess did in whole: refusing to let the buried past stay buried. When Tani was killed in this domain and the Crimson Rain scoured Lioaru, her holy city of Oroiri was swallowed and scattered under the shifting sand. Then the goddess came back. Her faithful had no ground to return to, for the sand that took Oroiri would swallow anything built on it, so they took to the whales instead, and they have roamed ever since, recovering Oroiri piece by piece as the wind gives it back. The city of the goddess who died and returned is itself a city that was buried and is being recovered.

Valreka calls itself a city of three tenses, after Tani's three faces of child, woman, and elder: it recovers the past, rides the present, and builds the future, and holds all three at once the way the goddess holds her three ages. It was refounded at the rebirth itself, near the turn into the first year of the Mortal Reckoning, and the mother whale has carried it ever since, the oldest living thing in the city and a sacred relic in her own right.

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The Herd Is the Realm

A noble house is a lineage that can guide a sand-whale, and each house guides one whale, which carries that house's district on its back. The royal line guides the mother whale, greatest and oldest of the herd; because the whole herd follows the mother, to guide her is to lead the city, and that is the crown. The guiding is a bonded art, a house and its whale across generations, the craft taught only within the bloodline and the beast answering only that bloodline's hand. The herd's shape is the political map: the houses ride in their whales, the districts are the whales, and when the herd spreads in transit the houses themselves drift apart and draw close again.

The whales are near-ageless and seldom die of years. A whale dies from its rider's mistake, an accident, or a catastrophe, and when one dies its house falls, losing district and seat while its people scatter among the other whales, and there is shame in the fall, because a fallen house is almost always a house that failed its beast. The one road up is as hard as the fall is bitter: a commoner who can ride out into Galdua Jendea, find and bond a wild whale, and bring it home founds a new house, and most who try die in the sand.

The Sword Over the City

The mother whale has been alive since the rebirth, and the city does not speak of her dying.

Yet if that day ever came, Valreka would meet it as the last test of its own creed. A city built on the faith that the buried returns and the dead rise would have to prove it could do what its goddess did, and rise again from the ashes of its own heart.

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The Herd, Counted

Nineteen great whales carry Valreka in 2532 MR, about seventy thousand people between them. Lenama, the mother whale, carries twelve thousand of those; Ardats five thousand, Anzar four thousand, the other house-whales two to three and a half thousand each, and Tizir the least at twelve hundred. That makes Valreka the smallest of the thirteen god-cities, and the only one that cannot grow except by bonding a new whale. Two whales carry no noble house: Lenama, who carries the crown, and Anzar, who carries the Guild. The herd stood at twenty-six whales at its largest, in the last Golden-Era century, and at eleven in the Dark Era, when five houses fell inside forty years. The herd calves seldom. A calf runs with its dam's house until it is grown, and then a younger child of that house takes its bond and founds a cadet house; that is the noble-born's road up, and the commoner's road is still the wild whale.

A house is called by its whale's name, so that the Ardats is the whale, the bloodline that guides her, and the district on her back in one word. Two houses break the rule. The royal line is Eramun, a line before it was a house: the Eramun led the faithful onto the whales at the refounding and have guided Lenama since, and they keep their own name where other houses take their whale's. The monarch's title is the Eskua, the hand, because a whale answers her bloodline's hand and the herd answers Lenama. Itri ult Eramun is Eskua now, a Ghoran who took Lenama's bond at thirty-one and has held it one hundred and forty years. The other exception is the memory-keepers, below, who outlived their whale.

You can hear how old a house is. A house bonded in the Lost Era wears a name from the deep desert, a house bonded under the Golden Empire wears an Imperial one, and a house bonded since the Dark Era wears a name in the city's own tongue. Any Valrekan hears a house's age before anyone says it, and the Errok's claim to Oroiri nobility has an argument built into its name, as does any chronicler who doubts it.

The herd as it draws up at rest. Tap a whale to read her house.

Out front
The heart
At her side
The inner ring
The outer ring
Last

The draw-up. When the herd rests it draws up in two rings around Lenama, Ardats at her side, the old houses in the inner ring and the young in the outer, and a house's ring is the plainest public measure of its standing. Anzar rides apart, at the herd's leading edge, with her own Stokkul shoal: the first whale a stranger reaches and the last one the departing see.

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What a Valrekan Is Called

A Valrekan carries a given name, then the whale they were born to, and then, if they choose it, the whale they live on. The third name is taken by choice and read as a declaration, so Amnay Ardats Tizir has told you he was born on the market-whale and belongs now to the upstart. The guiding blood alone put u (a son) or ult (a daughter) before their whale, claiming the beast as a parent; the Eramun use their line-name where the whale would stand.

A child carries the prefix Mez- on the given name until the coming-of-age, when it drops and the name may change, though most keep the one they had. The elder suffix -ghar has no ritual and no date: one day someone younger uses it for you, and some years after that you begin writing it yourself. Taking the Guild oath adds Anzar to a name, always, and strikes the particle; dropping the birth-whale is the member's own choice.

"I was Mez-Tafsut on Caldwel, I am Tafsut Caldwel Anzar on the Roll, and my daughter's crew call me Tafsutghar when they think I cannot hear. I can hear. Now: your names, your rank, and which whale I send the rider to."

Tafsut Caldwel Anzar, clerk of the Whalehall desk, entering a new party on the Standing Roll
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The Memory-Keepers and the Long Argument

The memory-keepers are the exception to the fall: the Greymantel, a Golden-Era house whose whale died in 2131 MR, in the last years of the Dark Era, and who turned to the past instead of scattering. The crown took them onto the mother whale and gave them the old noble quarter, and they became the city's foremost archaeologists, the ones who lead the recovery of Oroiri. A fallen house's name goes to the sand; theirs stayed because the crown took them aboard, and the Greymantel are the only people in Valreka who carry a dead whale's name. A house with no whale, and so no present, became the keepers of what is gone.

The city's oldest argument runs between them and the whale-wardens. The memory-keepers would halt the whole herd to dig one more day for one more piece of Oroiri; the wardens must keep the whales moving to feed and to live. It is Tani's own nature made civic, Memory against Decay, and it never resolves, because the goddess is both, and the sand that buries a thing is as much hers as the hand that lifts it back out.

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Whether You Can Get Home Depends on the Herd

When the whales draw close, at rest or over a dig, the contraption-bridges go up and the whole city becomes one, houses mingling and markets and courtships running along the spans. When the herd spreads to travel, each whale becomes its own island, and you are home or you are not. Misjudge the bridges and you are a guest on another house's whale for two days until the herd draws close again, and being a good stranded guest, who earns their keep and tells a fine tale, against a bad one who sulks on a stranger's deck, is a real Valrekan art.

The city travels in the cool and beds down through the killing noon, and when it can it rests for days, near the River Duchies, or close enough to Emarrea for the envoys, or parked over a fresh dig, until a sandstorm rises on the horizon and drives the herd on.

Bridging is a measure of guiding. A poorly guided house can only span when the herd is drawn up at rest. A well-guided house can hold a bridge for an hour while the herd is moving; two skilled houses working their whales together can hold one for two. So how connected your house stays is a plain public measure of how good its guiding is, and a house that can throw a bridge on the move is quietly flexing in front of the whole herd.

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Stokkul, Outriders, and the Strays

Every whale carries its own shoal of Stokkul, the small leaping kin of the great beasts, who ride the whale's wake through the sand, clean its hide, and feed on what it stirs up. From that shoal the city breaks its mounts, and when a whale dies its orphaned shoal scatters off to join the others, a small sad omen the city knows to read.

The outriders. The Outrider Corps and the city guard's own outrider unit ride the Stokkul across the open sand between the moving whales, carrying word, healers, and the people who cannot wait, breaching up onto the backs where the districts sit. It is prestigious and lethal, because an outrider who loses the herd in open sand dies out there.

The Strays. The young ride for the joy of it. The Strays are a single renowned crew with a chapter on every whale, who break their own Stokkul and race and breach the dunes and leap deck to deck, the loose herd inside the herd, free for an hour against the structure of the grown city. To break a Stokkul is the small shadow of the great dream, for the youngster who can ride the dunes is the one who might one day ride out and bond a wild whale and raise a house. The toy and the crown are the same skill at two scales.

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The Whalehall on Anzar

Every divine city-state carries a Godshall, the Adventurers' Guild's monumental rank, and Valreka's is the only one of the thirteen that travels. It rides Anzar, at the herd's leading edge, and the city says Whalehall where the paperwork says Valreka's Godshall. Anzar was bonded wild by an outrider in the last decades of the Dark Era, and when the Guild came to Valreka in the reconstruction it had no whale and so no ground, while the rising house of Anzar had a half-empty back. The Guild took rooms as a paying tenant. It grew until the hall was the district: the counter and the Standing Roll in the entry hall at the whale's shoulder, the Bank's vault sunk into the hide-cradle amidships, the taproom astern, and the guides' quarters at the head, where the guiding is done.

In 2287 MR a bad crossing and a sand-fever took the Anzar guides inside a year, and the last of the blood was a child of six. The wardens' custom for an unguided whale is to take the people off and give her to the sand, since she drifts from the herd within a season. The Guild refused. For nine years its adventurers kept an unbonded whale with the herd by hand, riding her hide, turning her with Stokkul, feeding her at every halt, and forty-one of them died doing it. The child, Tasa ult Anzar, took the bond at fifteen and gave up her seat among the houses in the same week, declaring herself and her heirs the Guild's. Her blood still guides Anzar, as a whale requires, but as sworn Guild members on a Guild wage, the bond-line, holding no seat and sitting no council. The whale went on. The house stopped.

A Whale With No House

Valreka says every whale has a house, and Anzar has none, and the city holds both facts at once without strain.

The Sovereign sits in no council of the houses, and no house crosses the whale that carries the Bank, the Post, the Blackened Lands warning, and the only people who ever kept an unguided whale alive. A house's child who takes the Guild oath forswears their claim, and the roll on Anzar's deck lists four such children today, among them the Eskua's younger brother, entered in 2470 MR as Massin Eramun Anzar. The crown has offered the Sovereign a seat among the houses three times, in 2301, 2398 and 2503 MR, and three times the seat was refused on the same grounds: a house owes the crown, and a Godshall bound to Valreka could hold relations with no Duchy and no one. The city treats the offer as a courtesy and the refusal as one. Outsiders find the arrangement odd. Valrekans find it odd that anyone asks.

"Noble? No. Ask any house and they will tell you the Guild is no house. Then watch which whale they send their younger ones to."

Ilel Errok, bridge-warden, to a River Duchies factor who had asked whether the Sovereign outranked her

The Sovereign. A Guild Sovereign holds the seat, by long custom a Ghoran elder, on the reasoning that an office whose whole weight is precedent belongs to someone who was present for the precedent. Amestan Anzar holds it now, born on Caldwel, Sovereign since 2489 MR, and the one who refused the third offer; the Roll's clerks call him Amestanghar to his face. His authority covers Galdua Jendea, Hareaveldi, the River Duchies and Auran, and the perpetual standing warning posted over the Blackened Lands is signed from his desk.

The Whalehall →

Anzar deck by deck: the guides' deck and the forward watch at the head, the entry hall with the counter, the Standing Roll and the plaque of the Forty-One at the shoulder, the Bank hall and the Sovereign's rooms amidships, the taproom and the pens astern. Who serves, who guides, and how a party gets its name on the Roll.

The Bank, the Post, and the Standing Roll. The Guild Bank never notices the whales: the enchanted ledgers synchronise across distance, and Valreka's traders use the Guild's vault the way a settled city uses a treasury. The Post is the harder half. Within the herd the Guild runs its own riders off Anzar's shoal; beyond it, a letter addressed to Valreka goes to wherever the herd happens to be. Yemmazru, the great rock of Galdua Jendea, knows where that is, since its water-roll says where the herd will drink next; so letters for Valreka come to the great rock, and the Whalehall pays the Outrider Corps to run its sacks to the nearest rock of Azrar, where the Necklace's wing-post carries them on to the settled routes. And because the board fills in bursts, a season's work coming aboard whenever the herd nears a settlement and then weeks of empty dune, the desk keeps the Standing Roll: a register of parties who have declared themselves available on short notice, with their names, their rank, what they will take, and which whale a rider will find them on.

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What the Roaming City Trades

Valreka makes almost nothing it can hold, and needs nearly everything; what it has to offer the continent is the past, and what it must have in return is water.

Remembrance

The Ghoran are the continent's roaming archive. Houses, clans, and kingdoms that fear their own keeping-houses will fall entrust their records, genealogies, and histories to Valreka's living-archives, who carry them in memory across centuries and outlast the settled institutions that crumble. To be remembered by Valreka is to be remembered past the fall of whoever wrote you down.

The Recovered Past

What the digs lift from the sand that is not Oroiri's own, the Tani-era relics and lost-world finds and buried history of the dune-sea, the city trades to the scholars and collectors the herd drifts near, and dates and authenticates besides, for the Ghoran knew the old eras when they were the present.

The Crossing

Valreka is the one city that crosses Galdua Jendea entire, so the roaming itself is a trade: it carries word, goods, and people among the rocks of Azrar and out to the River Duchies' edge, the moving market among the fixed rocks.

And the one need that never eases: water. A roaming desert city makes nothing of water and cannot live a week without it, so the Azarketi water-bearers' endless labour of finding the seeps and sand-springs that make Galdua Jendea the Place of Many Waters is the city's true foundation; food and the settled world's goods it pays for in remembrance and the recovered past.

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Peoples

Ghoran

Tani's Guardians of Time, plant-rooted and long-lived, the majority and the heart of the city. Each elder is a living archive of centuries the rest of Valreka holds only in fragments, which is exactly the work of a people whose city exists to remember.

Azarketi · the Water-Bearers

A community who have made atonement a daily labour for an old wrong their bloodline carries. Water-born in a desert city, they find and give the water Valreka cannot live without: deep wells at every resting-place, the dune's own hidden seeps called up by old water-craft, the watering of the Stokkul shoals, and the safe-guiding of the Strays home. The youngest, wildest lives in the city ride out underwritten by the quietest and most penitent.

Nagaji · the Wrights

Aboard since the faithful first took to the whales: the future tense with working hands. Theirs are the crews that raise a first hall on a newly bonded whale's bare back, rig the contraption-bridges, and build recovered fragments of Oroiri into the living city once the keepers have read them to the end, so the buried city becomes Valreka piece by piece, the way a Nagaji becomes her next self out of the last one. What the city sheds is theirs to call, and they relish the deciding in a way the keepers find faintly indecent. When the herd must move with Oroiri still in the ground, a wright closes the dig and lays a piece of shed skin in the sand: what we were stays with what was, and we go on.

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Faith · Recovery and Remembrance

Worship in Valreka is recovery and remembrance, because the goddess herself is the proof that the buried can come back. Every fragment of Oroiri lifted from the sand is a rite, the faithful doing in small what Tani did in whole. Patience is the civic virtue, the slow whale and the slow dig; and Decay is revered rather than only resisted, for the sand that buries is also the goddess, which is why the halt-against-move argument is a holy one. Tani's clergy keep the sanctum on the mother whale, and the memory-keepers are as much clergy as scholars. Folk theology holds that Tani is the youngest of the Thirteen, since she alone was born twice and her second birth was the newest of all, and the city loves her the more for it.

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◈   The Faces She Shows
Tani walks her city openly, in two of her three faces. In her elder face she comes to the digs: an old woman at the trench-edge whom every crew knows on sight, telling the diggers where to set their hands, or naming the thing they are about to uncover before it is clean of sand, come to help her city remember, and gone again before the find is lifted. In her woman's face she stands at the public functions, the homecomings and the great reburials and the naming of recovered streets, the goddess attending her city's life as its first citizen. Her child face the city has never seen, and the faithful do not remark on it; a goddess shows the faces she shows. The dig-custom stands regardless: a Valrekan treats any old stranger at a dig gently and well, and offers her water first of anyone, out of love for the one who is sometimes no stranger at all.
⚿   The Face the City Is Not Allowed to See

The old woman at the digs is the face the city is allowed to see. This is the one it is not.

Among the mother whale's Strays rides a youngster the crew calls Amona, which is "grandmother," a name they gave her for the way she always somehow knows things and frets over the others, and which they take for nothing but a funny handle for a kid. Amona is Tani. She slips out from under her own clergy to ride the dunes with the crew, and the whole point of her is what she is not: not the best rider, never breaching cleaner than the rest, never vanishing the moment she is noticed. She is just one of the Strays, a little reckless, having fun.

The youngest of the Thirteen died in her first youth, into a war and the forging of a law, and never had a childhood. So she steals one an hour at a time, on a borrowed Stokkul among friends who will go to their graves never knowing they rode the dunes with their god. The grandmother of the dig-tales and the grandmother of the Strays are the same goddess, and no one in Valreka has ever set the two beside each other.

⚿   The Old Wrong, Named

The Azarketi of Valreka atone for "an old wrong their bloodline carries." This is the wrong.

They are descendants of the Storveldi Denbora, the Gods'-Era empire whose ascended ruling class murdered Tani and triggered the Week of Crimson Rain. Most Azarketi across Talan still carry the old family lie that they are of Elden blood, and most do not know it is a lie; the Storveldi simply built their capital atop Elden ruins and styled themselves heirs. The water-bearers of Valreka are the ones who set the lie down, accepted whose blood they carry, and came to live in atonement among the faithful of the goddess their forebears killed. They give her city the water of life because their ancestors took the life of her. The chronicler in the open record does not know this, and the city keeps the naming gentle, but the water-bearers know exactly what they are paying for.

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Continue Reading

⌬   Open in the Chronicle Record

Valreka's central canon is settled; several specifics remain open, the kind future scholarship or future story will close.
  1. The houses' quarrels. All seventeen houses are named; beyond the Errok's claim, Duncrest's rivalry with Ardats, and Amellal's silence, their standing feuds, marriages, and debts are open for stories to cast.
  2. How the houses meet. The council in which the houses sit and the Sovereign does not: when it convenes, what it decides, and what the Eskua may do without it.
  3. Named memory-keepers. The Greymantel are named as a house; the senior archaeologist, the reader who calls a halt, and the elder who holds the deepest part of the dig are not.
  4. What Oroiri gives back. The recovered fragments of the buried holy city, the great finds and the famous digs, and what the recovered past has taught the present, are open.
  5. The Stray-crews and the Outrider Corps. The named chapters, the great riders, the Stokkul-breaking customs, and the corps' standing routes between the whales are unwritten.
  6. The Heartcourt drift. What passes when Valreka drifts near enough to Emarrea for the Heartcourt envoys to come aboard, and what Tani's clergy and the kitsune court make of each other, is canon-pending.