Renascence of the Dream Smith BD Miller

Story premise

All his life, Airy had to depend on himself, using his imagination to escape the harsh realities of life. But when he realized his ability to manipulate dreams was far from typical, the gift became a heavy burden as he faced The Fallen- Daemons wielding nightmares as weapons, creating war and chaos. With the help of Zephyr, who compels him to embrace the identity of the Dream Smith, Airy must confront his deepest insecurities while navigating the line between duty and aspiration, racing against time to forge not just his destiny, but the fate of those he loves.

Historical Background Information and Timeline

World Name: Aetheris

Dominant races: Humans, dwarves, elves, and celestial beings. Daemons, once thought to be mere legends, now roam the lands, wreaking havoc.

Social structure: Societies are structured around ancient traditions, with strong ties to their respective courts. Elves maintain a matriarchal leadership, while dwarves are governed by a council of elders.

Cultural highlights: Festivals of light and shadow, where celestial beings bestow blessings dwarven craftsmanship fairs showcasing legendary artifacts and elven storytelling traditions that weave history with magic.

Major factions or nations: The Celestial Court, the Dwarven Clans of Stonehold, the Elven Kingdom of Aeloria, and the Human Coalition of Eldor. Daemon factions are also emerging, creating chaos.

System of governance: Each race has its governance style, from the collective decision-making of elves to the strict laws of dwarven clans. Alliances are formed and broken based on the ongoing war.

Current conflicts: Tensions rise as the daemons begin to infiltrate human territories, and the Celestial Court struggles to maintain order among the races while facing dissent from within.

Technology and Magic System:

Level of technological advancement: Aetheris is primarily a medieval fantasy world, with advancements in alchemy and magical constructs, while traditional technology remains limited.

Presence and nature of magic: Magic is woven into the fabric of Aetheris, with users drawing power from ley lines. Each race has its unique affinity: elves with nature, dwarves with stone, and celestial beings with light.

Unique technological or magical elements: Enchanted artifacts like the Celestial Compass, which guides users through dangerous territories, and the Rune Stones, granting temporary powers to those who can decipher them.

Historical Significance:

World History: Used to be more under Celestial control, but other races rose up to demand their freedom.

Major Wars and Conflicts: the Great Celestial War, which saw the mortals unite against the daemonic forces; the founding of the Court of Dreams as a peacekeeping body for celestial and mortal relations.

Myths: The Legend of the Starbound Heroes, who are said to have once saved Aethris from total annihilation.

Legends: Dream Smith of each generation.

Additional Information: Ruins of the First Celestial Temple, believed to hold the key to understanding the origins of magic in Aethris.

Main Characters

Airy:

Born during Winter Solstice in the coastal town of Veska, 22-year-old Verechio Jr "Airy," reconciles family obligations with personal aspirations. When his father turned to alcohol, Airy became a blacksmith at age sixteen to help his mother, Levintha, and four siblings.

Their cottage next to the forge symbolizes both captivity and sanctuary. Even though he hates blacksmithing, Airy's ability to craft weapons is unmatched.

Excursions into the nearby forests and piers soothe Airy; he looks up at the stars, dreaming of life beyond Veska.

Zephyr's introduction in Airy's dreams makes things more complicated. Stirring conflicting emotions, Zephyr symbolizes Airy's aspirations and conundrums.

Resolute to be great at his gift of dream smithing and vanquish daemons, Airy wrestles with personal destiny vs. responsibility. He must overcome arrogance and impulsiveness, seek help, and learn to accept himself.

At 6'1", Airy's forge time has created a strong physique. His unruly, curly hair with golden highlights borders honey-brown eyes over freckled chestnut skin. He wears a crooked grin with dimples often. He wears simple, modest clothes that are stained with soot but are also well-groomed.

An ENFP (Type 7 Enneagram), Airy is action oriented with dramatic gestures. Confidence causes him to look out for his siblings and encourage others. Tests have made him value justice and loyalty, but also pride and impulsiveness, especially toward Zephyr.

His manner of speaking fluctuates from superficial to deep; he speaks well in a Western human continent speech and can speak a bit of broken celestial language. Restlessness triggers some mannerisms; in excitement, he bounces lightly.

Airy is respectful but demands respect from the powers that be and is cold with enemies. Airy dislikes his abusive father but has a tense but cordial relationship with his mother and a great relationship with his siblings.

Airy cares about protecting the innocent and is wary of the powers that be and those who cast magic.

Wishing that he might venture outside of Veska's limits, he does not want to be stuck in his village. He is sorry for not having done enough for everyone around him and despises behaving like his father or failing at something new.

Airy's day starts at sunrise with sibling care and labor at the forge until midafternoon. Sibling care and an evening walk are dedicated to the evening before sleep, the realm where his abilities shine.

Financially poor, Airy affords necessities from weapon sales to traveling traders, as villagers lack the means.

Airy is torn between duty and freedom, as the Daemon war looms at their doorstep, Airy's journey is that of discipline and sacrifice.

Supporting Characters

Zephyr:

Born during the Great Celestial Convergence, Zephyr was born with immense magic that surpassed his natural changeling abilities. With changeling parents who fought for the Dream Court, Daemons killed them when Zephyr was still young. After the murder of his only friend, leaving him alone with a pile of trauma, his pent-up emotions drove him to destroy a monument, leading to his punishment as a wanderer of mortal dreams in search of the Dream Smith.

Fate brought Zephyr to Airy, whose yearning for adventure countered Zephyr's craving for stability. As war loomed, their bond strained further, magnifying their contrasting traits. Shared aspirations and fears developed a love that ultimately broke under the weight of battle and conflict.

Devin:

Initially reserved, Devin exudes an air of ancient wisdom despite her young appearance. She is cautious around humans but shows warmth when she notices something special about Airy. As the daughter of a merchant, she has a gentle but firm demeanor and treats her magical wares with the respect they deserve.

Devin possesses a slender, ethereal frame crowned by delicate, translucent wings that fold elegantly against her back. Her skin creates a subtle luminescence that sets her apart even among other faeries. She develops a close friendship with Airy as they train their abilities together to prepare for the upcoming war.

The Council Representatives:

The Council Representatives project bureaucratic authority with disdain for those they deem to be beneath them. As members of Renova's Court of Dreams, their authority spans the dream realms, but they seem to believe it spans the world. Traveling between the realms, they seek out and find individuals who are significant to the Court to increase their odds in the coming war.

Their otherworldly looks distinguish them as faerie and celestial beings. Their leader, a woman with smooth, pale hair, has a dominant aura. Her right hand is a seemingly middle-aged man whose eyes give away more years. Both exude an ethereal quality unlike humans.

locations:

Veska:

Nestled against a natural bay, the small harbor town has weathered wooden docks on the water, and on land it spreads out in half-circles around the central fountain plaza. Cobblestone streets are lined by wood and stone buildings with overhanging upper stories. The market sits near the fountain, while the outskirts of town are bordered by craftsmen's workshops. Residences sit between merchant shops and the workshops, and the pier.

A blend of coal smoke and saltwater filled the air, accompanied by waves crashing and seagulls calling. At night, a brilliant starry sky unrivaled in the human continent emerges. The fountain holds the statue of the Goddess Vesk, the town’s namesake. During celebrations, scents of spices and sweets join lively music and candle shows.

Renova:

The lavender and rose domes make up the city's landscape, their hues mirroring in shifting patterns of the sky. Scents of jasmine and citrus from gardens carry on the wind. At dusk, magical colors light up the spires, making the city even more dream-like.

Located on the celestial continent, seven hills lay across Renova with the Court of Dreams at its center. Byzantine-style architecture had mosaics that shifted color from another view. Pastel buildings stretched outward, bordered by arched staircases and bridges. Pillars draped with vines bordered bazaars decorated with crystals. Vegetable groves and trees bordered the city's outer edges. Weather influenced Renova's way of life and its architecture, shaded walkways, and courtyards under shelter, protecting from the sun.

Daemon Realm

Twilight shrouds the earth, ancient trees above a canopy that filters out the pale light of the cloudy sky. A stench of metallic rot clings to the air, and crooked roots lie on dangerous ground. Glowing mushrooms inscribe eerie light on the forest floor, breezes carrying screams from a distant place. Puddles of still water reflect grotesque images, and the shadow seems to reach out and pull in travelers.

Outside the turbulent Marish Sea lies this continent of black-barked forests and dark gorges. Ruins imply a lost history, and obsidian and black iron towns cut through the half-light. Over it broods the Nightmare Citadel, where Daemon lords hold court, with walls consuming what little light there is. Cracked cliffs surround it, scored with warnings in lost languages.

Additional World Information:

Physical Characteristics: -

Major Geographical Features: land similar to earth but smaller. Continents don’t look the same, Human Continent is largest, humans are the largest population. There is a floating continent that is relatively secret and is home to powerful magic and celestial “angels.” It has luminescent flora, crystal-clear lakes that reflect the starry skies, and ancient ruins that pulse with residual magic from the celestials.

Natural Resources: wood, steel, water, stone, fish, livestock, crops

Weather Patterns: The climate varies greatly across the continents, with temperate regions experiencing four seasons, while others are dominated by unending storms or perpetual twilight due to the influence of celestial magic.

Seasons in your story: slightly shorter seasons.

Additional Information about the geography of your story: everything is a bit bigger. Trees in forests are huge, mountains ranges are massive in comparison to the land it is on. Aetheris is composed of six continents, each with unique landscapes ranging from mountain ranges and enchanted forests to wastelands plagued by daemons. Magical ley lines crisscross the continents, pulsating with energy; the Aurora Falls, where waterfalls shimmer with ethereal light; and the Evernight Forest, where the sun never fully rises.

Wildlife: -

Important animals: similar animals and wildlife to earth, with the addition of fantasy animals, such as hell hounds.

Animal Characteristics: Intelligence, eating habits, lifestyle, relationship to primary races. Hell hounds are incredibly intelligent, they eat raw meat, and loyal to Daemons.

Domesticated Animals: dogs, a cat like creature called a Tibure, and a small bear like creature called Greavers

Plants: the same, with the addition of poisonous and magical plant life. Some are known to glow.

Agriculture: typical crops, a kind of wild rice known as Pilet, that is generally disliked but cheap and filling.

Farming: farming done similar to medieval setting.

Additional Information about the plants in your story: very similar, but often much bigger and more vibrant with magical traits.

Economic Factors: -

Primary industries: Mining and metallurgy in dwarven territories; agriculture and herbalism among humans; and magical artifact crafting among elves.

Trade systems: Barter systems are common, with trade routes governed by ancient treaties. Magical caravans transport goods across dangerous lands.

Resources:

Abundant - magical herbs, gemstones, and enchanted metals.

Scarce - ancient tomes of knowledge and artifacts of power.

Currency: A Medieval type of coin exchange and banking

Story Synopsis

Airy grows up in a small village, surrounded by a drunken father, a helpless mother who is unable to stop it, and his four younger siblings who rely on him. He is bound to work in his father's forge, where he has developed into a skilled weapon smith. However, his true passion lies in manipulating his dreams into whatever he desires. This power serves as an escape when he has to work against Daemons who wield nightmares.

His strained dynamic with his home life leads him to readily accept the role of the Dream Smith. The fact that Zephyr appears in his dreams gives him hope and passion, and these emotions grow while he is training at the Court of Dreams, where he also forms friendships with fellow dreamers. Airy's arrogance, lack of caution, and refusal of help, as well as Zephyr's control issues, are revealed while trying to navigate their potential relationship.

Airy is forced to overcome his insecurities and fears as he faces war. His journey is also marked by struggles between obligations and needs, and by unresolved feelings for Zephyr. While navigating complex relationships and histories of abuse, Airy must come to terms with his strengths and limitations as a Dream Smith.

Story Excerpt

“Hello,” Airy said softly, not wanting to startle the faerie.

The vendor flinched, her wings opening just enough to suggest flight.

Airy felt his heart turn to lead in his chest. Even powerful creatures had grown to distrust the human continent. He hoped nobody here had hurt her, leaving his town tainted in her mind.

“I apologize,” Airy said. He took another cautious step, “I was just here to buy some of your Star Mead, do you have any left by chance?”

Her wings tucked back behind her, and a small smile crossed her lips.

“I’m sorry, I’m not usually alone. My father went to grab something off the ship. I didn’t expect anyone to come to us after sundown,” she almost whispered the words, her voice as melodic as the chorus of crickets around them.

“I love the stars. I do my best to see them as often as possible,” He gave her a lopsided grin and shrugged.

She looked up at the twinkling starlight, smiling wider now. “You should see them in Renova. I mean they’re lovely here too, for the human lands,” She reddened, clearly embarrassed at her implication of Veska’s stars being lesser, “It’s just, you know, Renova. It’s the Dream Court. Nighttime is alive there.”

Airy knew little of the celestial continent but knew there were many courts. He’d at least heard of the Dream Court, founded by his own village's namesake, Vesk.

He felt an ache of longing in his chest and tilted his head back to gaze up at the stars. “I would love to do nothing more,” he rasped, then cleared his throat and looked back at her.

She gazed at him with an unreadable expression. Pity perhaps?

“Do you have any left?” he asked, eager to bring the focus back to why he was there. “The solstice mead?”

“I have a few. A gold piece for a bottle,” She smiled again.

Airy reached for his last gold piece, knowing he would only have a few coppers to spare now. He frowned at the coin. Any other wine would cost just one of those coppers, but this was distilled with faerie magic that made colors brighter and brought the drinker otherwise unachievable levels of peace and happiness, and the Faeries only traveled here twice a year to sell it.

She took the coin from his hand, her fingers brushing against his. She went rigid, lips parting slightly, and almost stared through him, right into his soul.

Then she shook her head and smiled, bigger now, “I do believe you’ll have those adventures you desire,” she said, knowingly. “Don’t lose hope.”

She turned away, grabbed the bottle, and gave it to Airy, then paused.

“Take this too,” she whispered. Her thumb ran over a small star pendant around her neck. She quickly unclasped it. “This place is too small for you. I can see that. But you have talents, powerful ones, and they’ll seek you out. They’ll need you.” She rushed through her words, grabbing his hand and pressing the pendant into his palm. “This will help focus it.”

He just stared at it for a moment, confused. He didn’t understand, but this seemed important to her, so he wrapped his fingers around the small charm.

She beamed at him, her glow seeming to wane and grow, almost wilder than before.

“Thank you,” he said, not wanting to lie, but not wanting to tell her that he would likely never see that freedom.

“I hope to see you again soon, Airy,” she said with a tilt of her head.

He smiled slightly.

“Uh, yeah. I hope to see you too.”

References:

Marquardt, F. H. (2025, April). Dream Ship Concept Sketch. Freya Haze Visual. Retrieved May 2025, from https://www.freyahaze.com/artist-works/renascence-of-the-dream-smith.

Marquardt, F. H. (2025, April). Renova Concept Sketch. Freya Haze Visual. Retrieved May 2025, from https://www.freyahaze.com/artist-works/renascence-of-the-dream-smith.

Marquardt, F. H. (2025, April). Veska Concept Sketch. Freya Haze Visual. Retrieved May 2025, from https://www.freyahaze.com/artist-works/renascence-of-the-dream-smith.

Marquardt, F. H. (2025, April). Daemon Concept Sketch. Freya Haze Visual. Retrieved May 2025, from https://www.freyahaze.com/artist-works/renascence-of-the-dream-smith.

Miller, B.D. (2025, April). Airy Concept Sketch.

Miller, B.D. (2025, April). Zephyr Concept Sketch.

Miller, B.D. Renascence of the Dreamsmith

CREATED BY
BD Miller