moons that chase each other across the sky. A waterfall half a kilometre high shimmers and thunders over the edge of a cliff like molten green glass, shattering into rainbow-clouded fragments as it nears the lake beneath. Brilliantly plumed birds soar and swoop across the treetops, occasionally diving towards the waters of the river that flows from the lake. The effect is more than real: It’s as supernaturally vivid as an exotic holiday ad, banishing the rainy Edinburgh afternoon outside to the level of a dreicht grey parody of reality.
You’re about to ask what you’re meant to be seeing here—a bank robbery in a package holiday ad?—when the camera on the rain forest pans back and up, and you realize you’re not on Earth anymore.
There’s an island in the sky, a plug of rock set adrift from its mooring in the sea of reality, like a painting by Roger Dean come to life. Beneath it, ghostly violet and green lights flicker, buoying it up on a wave of magic. The camera rises like a helicopter and pans across the island. Although there are trees atop it, it’s mostly given over to buildings—constructions with uneven stone walls and steeply pitched roofs, some turreted and a few supported by classical colonnades. The ground rises near the heart of the flying island, peaking at a low hill that is surmounted by the battlements and towers of a gigantic castle. The battlements flash and glitter in the sunlight, as if they’re made of a glassy substance: Rainbows shimmer in their recesses.
“This is the Island of Valiant Dreams. It hovers above the Lake of the Lost, in the foothills of the Nether Mountains in Avalon Four. The Island is home to the city called Roche’s Retreat, and it’s supported by ancient magicks. Among other things, it is home to the central bank of Avalon Four, which we manage under contract.”
Aye, reet, you tell yourself, as the viewpoint rotates and zooms in on the island, diving towards the cobbled streets and crowded alleys that thread the city. There are a myriad of folk here, not all of them human. You weave past the heads of giants and around the sides of a palanquin borne on the back of a domesticated dinosaur led by lizard-faced men, loop around a timber-framed shop that leans alarmingly out across the road, leap a foot-bridge across a canal, then slow as you enter a huge stone-flagged city square, and dive through the doorway of a temple of Mammon that puts Parliament to shame. So this’s what the wee one thinks he’s getting for his birthday? It’s all very picturesque, but the column of exotic dancers high-kicking their way between two temples tells you that Davey’d better have another think coming.
“This is the central bank. Our task is to keep speculation down, and effectively to drain quest items and magic artefacts from the realm to prevent inflation. One way we do this is by offering safe deposit services to players: Avalon Four runs a non-persistent ownership mode so you can lose stuff if you’re killed on a quest and respawn, and the encumbrance rules are tight.”
It’s not much like your local branch of the Clydesdale. Demons and magicians and monsters, oh my!—a bizarre menagerie of unreal, superreal entities stand in small groups across the huge marble floor, bickering and haggling. Here and there, a flash of light and a puff of smoke erupt as one of the staff invokes an imp or servitor to take this or that item to the safe deposit vaults, or to check an adventurer’s possessions out of their custody and return it to their owner.
“The time is just past ten fifteen…”
Your viewpoint jerks, then slews round to face the entrance to the bank. The doors are three times as high as a tall man, carved from giant ebony beams clasped in a frame of some silvery metal: The hinges they turn on are as thick as a body-builder’s arms. But they’re not silvery now—they’re glowing dull red, then a bright, rosy pulse of heat lights them up from the outside, and the