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HISTORY OF THERENGIA

Talomin Hall -- Study


The Morzindaen - - - HxxTM
Northern Customs - - - RdnNC
A History of Therengia - - - HdnHT
The History of Muspar'i - - - HxxHM
A Historical Guide to Langenfirth - - - HxxHGL
Merelew History - - - HpeMH
Gamgweth Dictionary - - - RxxGD

 

 

THE MORZINDAEN

The Morzindaen, Gamgweth for "Great Houses," are the most major and powerful Houses in the entire province of Therengia. While there are other, lesser noble Houses in Therengia, the Morzindaen each control a portion of land, which they oversee in the name of the Baron Theren. Generally, a Morzindu Lord possesses a keep of his own, from which he controls the land given him by the sovereign.

The list of Morzindaen has remained fairly constant throughout the long years of Therengia's history, as it is relatively rare for the Barons to elevate a House to this stature. It is even less frequent for a Morzindu to be dissolved completely, and usually quite drastic circumstances bring that about. In recent memory, only Houses Dunshade and Valsef have been dissolved, their lands absorbed into those of other Houses.

To help those unfamiliar with Therengian nobility acquaint, I shall provide a listing of the Great Houses, and a small portion of their histories.

Trigomas - - Trigomas is one of the most respected Therengian Houses, with a history dating back to ancient times. Traditionally, the Gar Rae Raenaden is raised from Morzindu Trigomas, adding to the power of the House. Trigomas rules over the bulk of the Ker'Leor Mountains and so is instrumental in guarding the western approaches to the capital, as the keep looks over the sole navigable pass through the mountains. The House's crest is the image of a golden ram's head encircled by ivy vines above a gauntlet forming a fist, on a field of forest green. Their motto is "Feas ia lyba rae keraen." Currently led by Lord Paragon Larohald Trigomas, the Gar Rae Raenaden.

Dekera - - House Dekera is one of the two Morzindaen located within the thick forests west of Abriyit land and northeast of Kwarlog. Dekera is not an overly wealthy House, as most trade with Kwarlog is conducted by House M'Henral. Due to unsuitable land and lack of any strong sources of income, the house's territory has slowly grown smaller with the passing of years. Their crest is an evergreen tree with a longsword displayed across it, upon a red field. Currently led by Lord Caranry Dekera.

Ananthor - - House Ananthor controls one of Therengia's 'border territories', those lands along the northern border of the province. Beyond that border lies an endless and uncrossable expanse of wastes occupied by barbaric tribes and savage creatures. Ananthor is strong militarily, in order to protect the border. An old House, with a history of military excellence, Ananthor is the highest ranking of the northern border Houses. Their crest is an image of a charging boar run through with crossing spears on a green and gold field. Currently led by Lord Paragon Dunith Ananthor.

M'Henral - - Located only slightly northeast of Kwarlog, House M'Henral controls the only bridge over the Faldesu west of Langenfirth. Most Therengian trade with Kwarlog is conducted by House M'Henral, as the only portion of the Kwarlogian Road in Therengian hands lies on M'Henral land. This has given influence to the House, as well as coin, though it is still not the wealthiest of the Morzindaen. House M'Henral's influence was rewarded when, upon the dissolution of House Dunshade, M'Henral was awarded much of that lordless land. Their crest is a wooden bridge above a single grey tower, on a field of light blue. Currently led by Lady Alianhra M'Henral.

Vanuerin - - Though controlling perhaps the smallest territory of any Morzindu, House Vanuerin has proven mildly prosperous. It has remained relatively untouched by major battles, due to its close proximity to Therenborough. To the north are the border territories, and to the east is Therenborough and Ker'Leor, keeping Vanuerin protected. The peacefulness held here has aided in keeping their ancestral wealth intact. The House's crest is a large Ker'Leor winter emerald in the center of a purple corbane flower, upon a black field. The Vanuerin motto is "Usho cam naronas." Currently led by Lord Cristic Vanuerin.

Kuthvaz - - House Kuthvaz controls much of the forestland northwest of Riverhaven along the Lake Gwenalion shore. They are bordered to the north by the Badlands, limiting their ability to acquire additional land. This downside makes Kuthvaz one of the weaker Morzindaen. The crest of House Kuthvaz is a single silver feather beneath a golden seven-pointed star upon a black field. Currently led by Lord Dorraent Kuthvaz.

Kisarta - - House Kisarta rules the land of the Meram and Siato Peninsulas south of Langenfirth and west of Riverhaven. The bulk of Therengian farmlands lie on Kisarta territory. House Kisarta also contributes assistance with the route between the two lakeside towns. Their crest is a swooping hawk clutching a sword scabbard in one talon, upon a gold banner. Currently led by Lady Soludar Kisarta.

Chancar - - Like House Dekera, House Chancar possesses land in the forests east of Kwarlog. While both were respected and powerful Houses long ago before peaceful relations with the Dwarves solidified, their glory has long since passed, making Chancar one of the weakest of the Morzindaen. The crest of House Chancar is a snarling wolf clutching a silver globe in its maw, upon a violet field. Currently led by Lord Solysi Chancar.

Dacawla - - House Dacawla is the wealthiest of the Morzindaen. Controlling the town of Hvaray, all trade and travel into Maspar'i is overseen by Dacawla. Strangely enough, Dacawla is also one of the younger Houses, having been made noble relatively recently in time, when Therengia occupied the formerly-Dwarven Hvaral. The crest of House Dacawla is a frost-capped mountain beneath a dagger on a grey field. Currently led by Lord Elbaeryn Dacawla.

Macwe - - Much of the road connecting Fornsted to Hvaral lies on the land of House Macwe, and so House Macwe has shared in a portion of the wealth acquired by their neighbor, House Dacawla. Though nowhere near as powerful or prestigious, Macwe still holds a significant degree of influence within the province. The crest of House Macwe is an armored man mounted on a golden lion, upon a grey field. Currently led by Lord Asmar Macwe.

Abriyit - - House Abriyit holds jurisdiction over lands along the shore of Gwenalion, lake and river. The fishing town of Langenfirth is on Abriyit land, as is the Langen Brewery. They also have some of Therengia's rare farmlands. House Abriyit's crest is the image of three black towers beneath a row of white clouds on a grey field. Currently led by Lord Enaldar Abriyit.

Rethlon - - House Rethlon, like House Ananthor and Avshotin, controls a portion of the lands making up Therengia's northern border. Because of this, Rethlon land is well defended, and the House possesses much honor for its defense of Therengia. Their crest is the image of a prostrate Human before a golden seven-pointed star, on a field of violet. Currently led by Lord Bamario Rethlon.

Weyato - - House Weyato is one of the more significant Morzindaen, as the bulk of the road leading from Langenfith to Therenborough is upon their land. Weyato is an old and respected House, even having an Emperor in its history. The keep of House Weyato, being one very old, has suffered damage in recent battles, and so they have begun efforts to refurbish a Gorbesh-build fortress as their own. The House's crest is an oak tree divided into blooming spring and leafless winter, on a field of half gold and half white. Currently led by Lord Ereic Weyato.

Darpam - - West of Weyato land, south of Macwe, and north of M'Henral lies the thick ancient forestland of House Darpam. There the trees are as tall as a keep's tower. Darpam is a young House, raised to the Morzindaen for their valiant actions during the defeat of the Dragon Priests. Their crest is a rearing bear beside a half-moon axe on a field of green. Currently led by Lord Haleran Darpam.

Shillat - - The ferries which run the Faldesu River from the Northern Trade Road to the port of Riverhaven are operated by House Shillat, whose lands are located to the east of Riverhaven. The crest of House Shillat is a small boat suspended above a black hammer, upon a blue field. Currently led by Lord Astenad Shillat.

Avshotin - - House Avshotin is the third of the northern Houses. Its territory rests directly north of Threnborough, with the lands of House Rethlon to the east, and House Ananthor further east than that. House Avshotin has acquired great honor, which accords it considerable influence among the Morzindaen despite its relative lack of wealth. Their crest bears the image of a large grey stone wall, with twin crossed swords upon it, on a field of black. Currently led by Lord Paragon Gavena Avshotin.

Theren - - Though not one of the Morzindaen, I must make mention of House Theren. House Theren is the Zozindu, the One House. Every lord in Therengia bends knee to the Baron Theren, every arm they wield is held in honor of House Theren. The Baron rules over all of Therengia, and rules directly over Therenborough and a sizable amount of land around it. The remainder of the land is ruled by the Lords in fealty to the Baron. The nobles operate under a strict Code for which they fulfill duty and honor. The crest of House Theren is a black tower beneath a golden seven-pointed star, on a field of royal blue.

 

 

NORTHERN CUSTOMS

by Dwov Nareg

Table of Contents

Introduction - - Therengia Culture .... Page 2
Therengia Holidays .... Page 4
Shosandu .... Page 5
Andu of Penance .... Page 8
Vereklaath .... P age 9
Langen's Feast .... Page 12
The Gypsy Gathering .... Page 13
Therengian Customs .... Page 14
Marriage .... Page 14
Age .... Page 17
Death .... Page 18

I ntroduction - - Therengian Culture

It is well known amongst all that the southlands are ruled with disgrace. While the lords of Therengia serve honor and tradition and duty, the lords of the south serve greed, ambition. Shady deals made under tables with shady characters, a southern lord would abandon any principle, any belief, any ethic for the sake of profit, political advancement, or some other materialistic goal. Therengia, however, is different. Long after the surrounding lands fell into chaos and anarchy as they discarded the traditions it had given their civilizations birth, Therengia clung to the Old Imperial laws and honor, and clings to them still. It is with these laws that House Theren has maintained order and dignity. From duty comes honor, from honor comes strength, and from tradition comes stability and prosperity.

The old ways shall always live in the north. In these harsh lands, bordered by barbaric tribes and savage creatures, devastated by brutal cold in the winter and bitter heat in the summer... a strong devotion to honor and fulfillment of duty is important.

Essential to the carrying out of justice, peace, and prosperity is order. Without order, all is chaos, and honor is lost. Order, though, cannot exist with a weak government, or when the lords are more concerned with their political well-being than the well-being of their subjects. It is this knowledge that gave birth to the Imperial Nobility. It is House Theren that provides order and stability in Therengia, and from this comes justice and peace.

In the Empire, it was the task of the lords to protect their people and see to their well-being. They were tasked with leading the people, providing unity, seeing to the carrying out of justice. There was a bond between the two groups of noble and subjects, each side providing their own part.

That is the way of things in Therengia. Each portion of the land is seen to by the Chosen of Chadatru, the descendants of Akroeg, the lords. Above all those lords is the highest of lords, the Baron, the head of House Theren. The Barons that rule Therengia have always held more power than many kings, yet it is said the first Baron Palatine chose to retain a title of lower ranking after the Great Collapse as a gesture of humility. The line of Theren has been the favored of Rutilor, Lord of Kings, since then.

Therengian Holidays:

Like all realms, Therengia has many holidays all its own, that are either celebrated only in Therengia, or that are celebrated elsewhere, but with extremely different customs here. I will list some of those holidays, and practices they involve, for the uneducated. I understand the brutal desert Masparans have some unique holidays of their own, but I'm certainly not going to cover those here.

Shosandu, or New Day, is the first day of every year.

During the time of the Great Collapse, the cult of the World Dragon Priest came into existence. It wasn't long after Provincial rule was established that this order turned militaristic, and under Dzree they began a rampage across the newly formed and therefore weak nations. Her people took advantage of the instability of the lands following the end of the Empire, and they cut a bloody path northward, under the Conqueror's Banner.

The Therengian forces were slowly pushed further and further back, until they were defeated wholly. The people were forced to flee the capital in the night before the Dragon Priest army had arrived, forced to take refuge in the furthest Therengian border-forts. The Lord Theren, His Excellency Baron Bamiec himself, along with his most elite soldiers held Fort Kriota throughout the length of Dragon Priest rule, keeping most of the citizenry safe (unlike such disasters as what occurred in Shard). There was no shame in losing to the Dragon Priests. There was no loss of honor. The Priests fought without honor - - they used evil magics and evil beasts conjured from the womb of Dergati. Even the Hounds of Rutilor fell to the Priests. No shame.

The Baron and his people were forced to remain on the outskirts of civilization, holding an uneasy alliance with a ragtag group of Dwarven refugees, forced to wait until the time to strike was right. In time, that chance presented itself.

The seers of the land knew when that chance had come. It was an omen from the gods. Just as they had battled the World Dragon and sealed it away, so to would their children battle the spawn of that defeated beast. The Conqueror's Banner lit the sky again, and that night Dzree died. Revolts broke out across the Dragon Priest Empire simultaneously. Ferdahl Alec the Phoenix led the Elotheans and Elves in liberation of Ilithi, Neithrel and Savrin led the people of Leth Driel to fight the Dragon Priests in the nearby regions, and the young Baron Falstad, descendant of Bamiec, with minor assistance from the Dwarf Baulsir defeated the Priests in the north.

On Shosandu, the New Year, we celebrate this victory, the victory of Baron Falstad who drove the Dragon Priests from Therengia. We remember the joy of freeing our cities. But we also stand in remembrance of the defeat all Five Provinces suffered at their hands, and stand fast to prevent such tragedies. Shosandu is a day of cheer, but it is also a day of sadness and grim determination.

Andu of Penance

This somber occasion occurs during the last week of the month of Skullcleaver the Dwarven Axe.

Though known as the 'Day of Penance', this is actually a misnomer as it lasts an entire andu(four days). This holiday first appeared amongst the Teyra, but though Therengians scorned the foolish beliefs and customs of those misguided individuals, the Andu of Penance was adopted into mainstream Therengian society.

During the Andu of Penance, one reflects upon the wrongs and mistakes they have committed during the year. Our lives must be lived according to the codes of honor and duty, and the Andu of Penance is when one atones for their failures in achieving a pure lifestyle. During this week, one spends most of their time in meditation for their failures, and contemplation upon how better to live their lives in honor. The remainder of the time is spent working nonstop. Celebrants are also requried to fast.

Also, the Andu of Penance serves to prepare the people for the coming winter. Therengian winters are particularly harsh, and the Andu of Penance reminds us of the hardships to come, and how best to endure them. It bleeds the weakness out of the heart and spirit, and reinforces our devotion to honor and the gods.

Vereklaath, Founding Day

Verelkaath is celebrated on the first day of the month of Akroeg the Ram. Though the holiday is honored throughout the entire province, the primary celebrations occur in Therenborough.

After the time of the Clan Wars and the Elven-Human War, there came Akroeg, who began the process of uniting the various clans. Sometimes Akroeg brought others with him and his Ram Clan by peace and negotiations, and the weaker clan's willingness to join something larger, their lack of will to resist and fight any longer. Sometimes he brought others to heel with force. His task was to unite the lands and end the never-ending cycle of warfare by small, disparate groups. The Elven-Human War had shown that something needed to change.

Akroeg formed a unique system of governing for the Ram Clan which he hoped would pacify them and give tham a say in the running of things. But even with this in place, people still thought as themselves as members of this or that race, and further as members of this or that clan. Old clan blood feuds refused to die, and there was still enmity and a lack of true unity.

When Akroeg died, his successors continued the process he began; his wife, Lirum, his son, Veriek, Barabalas, and the scholar Moliko. The proclamation they would soon make shocked the people that had been placed beneath the Ram's banner - - the old Clans were no more. Thus the Empire was born. The Empire sought to abolish the ancient blood feuds and enmities, eliminate the separateness created many smaller groups having their own clan name. It sought to make one people, and thereby bring about a new order of civilization and peace.

Verek was anointed the first Emperor of the Seven Pointed Star, and pledged oaths before Chadatru. He then saw to continuing the uniting of peoples his father espoused, and brought even more land to the new Empire. Though there were many areas the Empire never conquered, and some lands they conquered and couldn't hold, it brought huge amounts of land under its benevolent rule, and to those lands it brought civilization and law.

On Vereklaath we celebrate the founding of the Empire, and its descendant Therengia, which still holds the Imperial way of life. The day is marked by festive parades, which includes a march of the soldiers in full armor bedecked with colorful ribbons and flowers. Citizens will also often share gifts to remember the Empire's spirit of unity, prosperity, and giving.

Langen's Feast

On the third day of Ka'Len the Sea drake, the people on the west bank of the Gwenalion Lake celebrate Langen's Feast.

We don't know the precise day when Langen, a Human monk, first crossed over the lake in the year two hundred and forty into a small firth, there a tiny fishing village. Historians have narrowed it down, though, and that is the date believed. But even if it is not accurate, that is the day the people of Langenfirth (later renamed in his honor)celebrate his coming.

Though at first shunned by the villagers, Langen won them over with his creation of one of the finest ales ever brewed, which he crafted from the waters of Lake Gwenalion. Langen's Ale was soon popular the world 'round. Langen taught his brewing secrets to his son when he died, and his son in turn passed them on when his time came.

Travelers come from all over to Langenfirth and the other villages along Lake Gwenalion's coast to celebrate Langen's Feast, which is complete with roasted meats from the forest animals, hunted by the villagers, fresh Gwenalion fish, and Langen's Ale. When the feast is over, though, no Langen's Ale remains.

The Gypsy Gathering

There is no set time when the Gypsy Gathering is celebrated, though it almost always occurs in the heart of spring, when life strikes a tenuous defeat over death.

During the Gypsy Gathering, each of the nomadic gypsy tribes from around the entire northlands send a group of representatives to celebrate the victory of Lanival and the establishent of their way of life. The event can last from one day to as many as six or seven, though it usually lasts three days.

It's a joyous event for the gypsies, which they celebrate with festivals, feasts, and games. The tribes bond during this gathering, and communicate with each other - - sharing stories, songs, their trials and tributes since the last gathering. Clan leaders are announced during the gather, and inter-tribal councils are chosen.

Therengian Customs

Marriage

There are several different marriage customs throughout Therengia. I will attempt to detail some of the most common ceremonies.

One custom dictates a man asking for the permission of the woman's hand from her father. The young man will present the elder with an abuertelo. The two men will then duel for the honor of the woman. If the father approves of the man, it is customary for him to allow himself to lose, to give the honor of the marriage to the young man. Afterwards, he will give his blessing. If he does not approve of the wedding, he must fight with all his heart to defeat the other. If he still loses then the marriage has been approved by Chadatru, and must proceed without the father's blessing. It should be noted though, that if one dies during this honor duel, there is great shame placed upon the killer. There is never any honor in killing in that manner.

With the father's blessing received, the bride and groom can proceed with wedding plans as they wish. The ceremony of the wedding itself is more or less the same as that done in Zoluren, save that every Therengian couple must take vows for Chadatru, pledging to live their lives with honor.

The duel of the abuertelo is by far the most prominent wedding custom, honored everywhere in Therengia. There is another major one, though, held by people of the Danduwen Forest or those that live near Lake Gwenalion.

The family and friends and the man and woman gather together on the shores of Lake Gwenalion. A raft is loaded with willow sticks, and then the man and woman together push it out into the water. If the raft floats out to the center of the lake, the marriage is blessed by the gods and should proceed. If it doesn't, or if it sinks, the time is not yet right, and the couple must wait another year. Either way, following the ceremony, the gathered people share a feast.

It brings ill fortune to disregard the warnings of the lake ceremony. If it is unsuccessful, the couple must wait. Going against the ceremony is the same as not doing the ceremony at all, and it is a slight to tradition, a way to bring dishonor to one's family and ancestors.

Just so, it is a bad omen to be wed in the winter, for several reasons. First, in the intense cold of northern winter, parts of Lake Gwenalion will freeze over, making a successful ceremony an impossibility. And second, winter is considered to be the season of the dead - - no good can come of a union during that time. Being wed in the winter is a sure way to bring upon a person and their descendants the attentions of Dergati, who will curse the family and their line. One such marriage was that of Tatia and Byron Dunshade.

Coming - of - Age

When a boy reaches the time in his life when he is to become a man, he must undertake a coming of age ceremony. Therengian youths are drilled from a very early age, required to learn the Codes of Honor. When he has reached the age where he shall become an adult, he must recite the Codes perfectly, without the slightest error.

Once the recitations are complete, he will be gifted his first true sword from his father, and sent out into the wilderness. The areas children are sent varies with the region. Some are sent to Ker'Leor, others to the Fens, others still to various local ruins. There the child is expected to remain for two andaen, eight days. He may take only his gift-sword and his knowledge and his honor. The boy will be required to survive those eight days, and then return to his home, where he is greeted as a man.

Death

From nothing do we all come, and to nothing we must return. When a warrior dies an honorable death, he is placed upon a pyre and turned into ash, releasing the spirit. Those ashes are then sent free, that the warrior may join his ancestors. When one who is not a fighter dies, or if a warrior dies an dishonorable death, they are buried, though this imprisons the spirit.

By my hand,
Dwov Nareg
Scribe to House Theren

 

 

A History of Therengia

Introduction:

Therengia has a long and honorable history dating back to the early years of the Empire. It has existed as a force of strength and honor, maintaining the principles and law of the Empire even after its collapse, and long after the rest of the land abandoned the sacred traditions which brought civilization to a war-ravaged land filled with hateful, quarreling peoples. Remember well the glory of the past, and the glory that House Theren shall carry on into the future. To tell of Therengia, one must tell of House Theren; the two are one and the same. Neither can exist without the other.

The History of Therengia
By Dwov Nareg, Scribe to House Theren

Little more than one hundred years into the Empire, the land was still mostly savage. Verek's successors fought savage wars with the hostile tribes outside Imperial borders; as the Empire struggled to expand, the Lords faced constant risk of invasion from the primitives. A Human had just come to take the throne as Emperor; Cale, of House Rardokin. Ibec Theren and Cale Rardokin were close friends, and both had been possibilities as the next Emperor. They had served together as generals in the War of Glory, both acquiring vast new territories for the Empire upon the defeat of the western barbarians. Theren and Rardokin managed to drive the war-crazed tribes northward. Battle ended, both men returned to Throne City for the winter, awaiting the next coronation, which was soon to come.

Grand balls and galas were held to celebrate Cale Rardokin's ascension to the rank of Emperor. All rejoiced, particularly Lord Ibec. As a reward for his loyal services, Emperor Cale sent the Lord of Theren northwestward with this task: "Secure the north, and expand the borders".

Ibec was given an army, and the power of the Emperor was behind him. He marched westward, and took command of the city of Riverhaven. Riverhaven, at that time, was a crucial piece of the Imperial trade route, interacting with Darkstone, Throne City, and even far-off Leth Deriel. But the city had been left in flames as the barbarians fled northward, and Ibec Theren's first duty was to restore it. With supplies from Darkstone and the Imperial coin his army had brought along, Theren repaired the damage to the port. He built an Imperial garrison there, and left a portion of his troops to protect the city. That settled, Ibec Theren continued into the wild and mostly unexplored northlands.

The further north the Imperial army went, the more barbarians they encountered. But the tribes were fleeing; exhausted, famished, frightened. They were unable to stand up to the trained warriors under Theren's command. Each battle resulted in the hordes defeated, fleeing again, weaker than before. It was at the site where the Su Helmas Temple would later be excavated that the army of the savages made their final stand. Though weary from the long march, Theren's troop accounted themselves admirably. The shabby fortifications erected by the barbarians were no match for the Imperial guard. Within a few days of harsh fighting, the enemies to the Empire had lost; the savages scattered. Those who fled southward were crushed by Lord Ibec's rearguard. Lord Ibec bestowed the Mercy of Moliko upon the rest, allowing them their lives.

A day north of Su Helmas, Lord Ibec and his army came upon ideal ground. They began setting up camps, and fortifications to withstand any attack. Rangers were sent to scout out the area and report upon the surrounding geography; patrols set up to give forewarning of danger. In just two short years, from this initial army encampment grew a city, and a mighty keep from which Ibec Theren commanded and protected the Empire's new northern borders. Messengers were sent to Throne City to inform the Emperor Cale of Theren's success in the north.

Thus was born Therengia. An elaborate (and sometimes dangerous) route was set up to connect the northern city to Riverhaven, Therengia's link to the rest of the Empire.

In time, scouts of the Lord Theren made contact with the Gemfire Mountains in the west, and north of those cold peaks an endless expanse of harsh desert. Inhabiting the mountais was a civilization of Dwarves who had journeyed away from their homelands to establish a new city. The Gemfire Dwarves had constructed a strong keep and several sturdy outposts to protect their home. The Dwarves had been left almost entirely isolated; tribes of Humans (gypsies, they would later be called) in the west brought caravans to the city a few times a year to trade. It was the isolation that allowed the Dwarves to protect their valuable resources, however. Deep, rich mines filled with valuable ores, and more importantly, the only safe pass leading into the desert, with all its exotic treasures. The Dwarves were surprised to find from the Therengian messengers that a great Empire now ruled most of the land, including their homeland. Faced with the prospect of war, the Dwarves agreed to join the Empire.

The Dwarves of Gemfire began trading with Therengia, and new wealth flowed into the north as it never had before. The goods from the mines and the desert were transported to Riverhaven, where they were shipped to the rest of the Empire.

Riverhaven brought imports, as well. Therengia was littered with ancient ruins, like the Su Helmas Temple, the Desert Sentinel, the ruins within Ker'Leor, and even the old Theren Keep (some years ago, the old and hastily-built keep collapsed; a new keep was build right overtop the old one with Gemfire engineers). Researchers from the Imperial Academy in the south came to study and excavate the ruins and their priceless artifacts. The Gealeranendae College of Magical History was established in the city of Therenborough to aid them in their goals, and soon it became the second greatest school in the Empire, only bested by the Imperial Academy itself.

The Empire prospered. Therengia prospered. But we all know the ending to that story. Corruption began to set in. New Emperors forgot the honor of the past; abandoned the traditions of Veriek and Moliko that had made the Empire great in the first place. When that happened, the Empire was doomed.

Therenborough was far from Throne City, and unable to do much in the wars that followed. The capital was lost to the armies of Tiero, and other Imperial provinces began to fall. A warrior appeared from seemingly nowhere to combat the crazed Elven Voice. When it became apparent that the Empire had been destroyed beyond repair, the Baron Jelstad Theren sent troops to aid the young Lanival, determined that it was a far better choice than allowing the warlord to have his way with the chaotic remains of the Imperial lands. The Baron's decision was encouraged by a mysterious advisor known as Shorka. This woman reinforced the northern army with a battalion of S'Kra Mur.

Lanival was victorious, and divided the Imperial lands into five provinces, one of which became modern day Therengia. Seemingly, a new golden age had begun, much like the early years of the Empire. That illusion was shattered as the Dragon Priests emerged in the south and began a new war. Most of the southern lands were lost seemingly overnight; Riverhaven itself fell soon after Zoluren. From there, the Dragon Priests marched northward. East of Therenborough, a small fort was constructed by the Priests. The Baron led his guard to this keep, and battled with the invaders. It soon became a killing field, with countless dead on both sides. In the end, though, the Baron retreated to the Great Keep, beaten and besieged. Eventually, the siege was successful. The Baron and most of those left in the Keep used the hidden tunnels and passageways beneath the city to escape, and they took shelter with the gypsy tribes in Therengia's Borderforts.

Dragon Priest rule was long and painful, for all. When High Priestess Dzree met with her ill-fated demise, uprisings began across the land. A new Ferdahl rebelled in the south. Bards joined with Forest Elves. Gor'Tog tribes came down from the north to strike at the heart of the Dragon's Empire. House Theren rallied the people of Therengia, and they rose up to destroy the Priest garrisons and monsters, and the Baron Falstad reclaimed his ancestral seat.

Regrettably, this honorable Baron passed away, and his fool of a son took the throne (we shall not speak his name; he has since been condemned by each Baron to rule Therengia). Believing that in its defeat House Theren had been shamed, the boy decided that not enough war had been waged. Pointing to the doctrines of Lanival, he stated that all of Therengia should be under Theren's rule, and marched his army to attack Gemfire. This is the most tragic point in Therengian history.

The Dwarves were enraged by the attack, and open warfare began. The Baron managed to convince the Human tribes to join in the cause, though they did so with great reluctance. Dwarven machines of war struck at the keep, causing extensive damage, particualarly to the Northeast Tower. The Baron's guard was not entirely unsuccessful, however. The Dwarven forces were bulky and slow with all their machines, and the Baron's mounted soldiers made numerous strikes against them, fast and deadly.

In one key battle, however, one which would have decided the fate of the war, the gypsies never showed up. The Baron's plans were ruined, and a disgraceful defeat was the result. Furious, and believing the gypsies to have betrayed him to the Dwarves, the Baron attacked their village, killing quite a few. The tribes fled their village and began a wandering which continues to this day, careful to avoid any Barony soldiers. Several of the more militant groups of the tribe became marauders, striking at patrols, trade caravans, and occasionally raiding the city of Therenborough.

Shortly after his defeat to the Dwarves, the Baron hung himself in his chambers. His son, Artosh, became the new Baron, and formed an uneasy peace with the Dwarves, ending the bitter war. The damage had been done, though. Lord Artosh's father had caused the deaths of quite a number of Dwarves - - too many for them to maintain themselves. The Dwarves of Gemfire were forced to retreat southward, to Kwarlog. The Baron's Guard occupied their abandoned city.

Therengia has suffered greatly since those days; its wealth depleted, its keep damaged, its people occasionally embroiled in border disputes with Zoluren. But House Theren has survived and persevered, and the honor of the past makes it strong. The greatness of House Theren will rise again, and preserve it through any danger. Trade with the Merelew and the Musparans has begun restoring the coin of Therengia, and rebuilding has taken place. Peace has been restored with the Dwarves.

All glory to Chadatru.
For the honor of Theren
Dwov Nareg

 

 

THE HISTORY of MUSPAR'I

The History of Muspar'i - - The Sun's Egg

Chapter One: The Tribe of Mhalush
Chapter Two: Velaka
Chapter Three: The Resistance War
Chapter Four: Shorka's Legacy and Muspar'i Today

Chapter One: The Tribe of Mhalush

To truly tell the tale of Muspar'i, the Golden Egg of the Sun, the Desert Jewel, we must go back further than one would think, before the creation of the city itself. Millennia ago, the S'Kra Mur people were created by Ushnish, and given their minds and tail by Peri'el and the Serpent God Hav'roth.

Once blessed with the gift of tail from Hav'roth, the S'Kra developed into a civilized people. The Book of Lovers tells us that three S'Kra brothers emerged within this early civilization as the leaders of their people. They were called the Sons of Hav'roth, and were named Zaarin, Mhalush, and Dhrakhh. Zaarin was the eldest brother, and Dhrakhh the youngest.

Each of the brothers fell in love with a young woman, she who was called Norayaz, the Maiden of Peri'el. She was the gentlest and most beautiful S'Kra, and it is said that when she sang... but that is not a part of our story.

The three brothers each wished to wed Norayaz. Zaarin, as the eldest and leader of the S'Kra Mur, possessed most of the tribe's land and wealth, and so in the end, he won out. There was a great ceremony, which the entire tribe attended, and it was to be the start of a Malk Akom, blessed by the gods as the Maiden of Periel wed the Son of Hav'roth. Mhalush was pleased for his borther.

But not so the vain and spitful Dhrakhh. He could not be happy. The younger brother claimed to a group of the S'Kra Mur that it was an evil bonding, that it would bring down the wrath of Ushnish, and so Dhrakhh took up the q'zhalata. He would kill the woman and save his people from the curse. Or so he said. But Dhrakhh knew his true motivations. If he could not have the Maiden of Peri'el, then no one could.

Dhrakhh's q'zhalata failed, however, and instead of Norayaz sipping the poisoend wine during the Smo'kku'par Ceremony, Zaarin drank from it instead. The eldest brother, blessed of Hav'roth, fell over dead.

The earth trembled, then. It was the fury of Hav'roth. For Dhrakhh had violated his Ru'at, Hav'roth's own Ru'at. The furious god quaked and shattered the S'Kra lands, splitting them asunder. This was the birth of the Reshalian archipelago. And orayaz was filled with the spirit of the warrior goddess Peri'el, and she drew Zaarin's sword and severed the tail of Dhrakhh from his body, naming him Smozh.

The fates of Norayaz and Dhrakhh after that point are the source of legendary tales, but it is not of those we shall speak. Our story follows the middle brother, Mhalush. Shocked at the split of his Ru'at and the near-destruction of his homeland, Mhalush donned the robes of the Silver Arm and led those who would follow him in a quest to find a new land chosen by Hav'roth.

Mhalush's tribe crossed the sea that now separated the S'Kra Mur homelands from the rest of the land, and they began their quest there. Mhalush was a shaman; nightly he would fill his tent with incense and ka'tamas and speak with Hav'roth through visions. It was through these visions that Mhalush would lead his people to their new home.

So up the eastern coast the S'Kra Mur traveled, further north, until they reached that which we know today as the Faldesu Bay. They rested at the bay for several nights, and had some dealings here with an isolationist clan of Elves. Mhalush's people formed an amicable relationship with the Elves, and the two groups traded some.

After some time resting along the Faldesu Bay, the S'Kra Mur began their journey once more. They followed the river, which they named Hekemhhg, to the west. They had no love of forests, and so they stayed close to the river's banks.

When the S'Kra reached a large lake, they headed straight north. And there, in a clearing, Mhalush suddenly declared that Hav'roth had ordered them to stop. The leaders of the tribe, Mhalush and the other Poho'adu, built a temple there. They also built a village, though it was a small one.

Chapter Two: Veleka

In the forests surrounding their new home (its name lost to the dust of time), the S'Kra Mur found a type of Troll wondering about. Taking the Troll people in, they gave them rudimentary teachings and trained them in manual tasks. Calling them the Gor'togs, the S'Kra Mur bred them into workers. Though one could toss zh'al'hhm at the S'Kra for our supposed evil here, the truth is that we took the Gor'Tog and turned them from unintelligent beasts into a noble race of builders and workers, with devotion to the tasks they set themselves to. We taught them communication and writing, building and storytelling. It was due to those efforts that what was merely a group of Trolls became one of the Seven Races.

The assistance of the Gor'Togs enabled the S'Kra Mur tribe to reach vast heights, culturally, though other works can expand upon such things better than this book. The people of Mhalush, now long dead, furthered their trade with the local Elven populations, strengthening their bonds.

When the Long Winter came upon the northlands from the dikka'staho'osson, the Children of Mhalush were devastated. The Poho'adu counseled their people to release the Gor'Togs; with the harsh weather and brutal conditions of nature, the S'Kra Mur would be unable to support them. So the Gor'Togs were sent away after being taught how to fend for themselves by the Poho'adu.

It was during the long winter that the Elven woman Sorril was abducted by Humans. The Elves called upon their S'Kra Mur friends for assistance. Promising food and coin to aid the S'Kra Mur through the winter, the Children of Mhalush agreed, and became a party to the war. Many of the Reshalian S'Kra, the tribe of Norayaz, also assisted, though they for less honorable reasons.

The Elven-Human War as it was called proved to be harsh on all sides, and eventually, despite the agreement, the S'Kra Mur needed to withdraw from the war entirely, before the endless battle destroyed them. The Poho'adu strongly encouraged the Elves to make peace lest they were to be doomed as well, and then bid the fighting farewell.

The war continued to go badly for the Elves and their other allies, lav'hashhgi, and their side lost utterly. The Dwarves, Humans, and Gor'Togs were victorious. Then the Gor'Togs, with their other friends, turned on their former teachers and drove the Children of Mhalush from their land, the Hav'roth had set them in. The Mehath'Gamant was abandoned and the S'Kra Mur people were forced once again to begin their wandering.

For years after that humiliation, they wandered as nomads, facing further insult in the form of harassment from Gor'Tog and Human raiders that would occasionally attack them. The Poho'adu had no shaman like Mhalush had been, and this time, their wanderings were not guided by Hav'roth. This was a dark time for the S'Kra.

The Children of Mhalush were slowly driven further and further to the northwest where, in time, they came upon Velaka, a vast desert encircled by mountains. Exclaiming this to be the will of Hav'roth, the Poho'adu were sure it was their new home, for the Great Serpent God watched over deserts especially.

The wandering S'Kra Mur entered Velaka, following a tiny stream running through the desert, which led to a large lake. They found there a new group of Elves, the Sand Elves. Unlike their old allies, though, these Sand Elves were hostile, claiming that Velaka was theirs. Fighting broke out between the two groups, and the weary Children of Mhalush were driven from Velaka. Surely they had done something to offend the great Hav'roth, and this was his punishment.

They were forced to resume their wandering, aimlessly moving across the northern lands, waiting and hoping for the day would they would be able to enter the land of Hav'roth.

During this time, an Empire rose, begun by Humans. The S'Kra Mur became a part of this Empire, though the wandering tribe still never settled much. And one day, a girl was born under the sign of the King Snake, and she was named Shorka.

Chapter Three: The Resistance War

Shorka grew, and she became disdainful of the lifestyle of her people, saying that they had fallen far since the days when Dhrakhh, Mhalush, and Zaarin led the S'Kra Mur united. And so she left the clan and began a journey of her own. Shorka hoped to become a new shaman, like Mhalush, and speak with Hav'roth.

Shorka's wanderings were great, and they took her from Highhold to Leth Deriel, Throne City to Hibarnhvidar, Darkstone to Surlaenis, and even to Ratha, the city of Norayaz's descendants. He religious beliefs changed drastically during this time, but never her desire to better her clan.

We know not where, or how, but at some point, the young S'Kra woman met up with a discontented Elf named Lanival, one on his own journey of discovery. The two became friends, oddly enough, and forged a bond with each other. Some time later when Lanival rose up in rebellion against the Elven lord Tiero, he called upon Shorka for assistance.

Shorka returned to her people and convinced them to side with Lanival in this war. The charismatic woman was certain that fighting this war would ensure a better future for her people, and she passed that belief on to them. And so, the Children of Mhalush joined in the Resistance War to overthrow the Empire of the Seven Pointed Star.

The S'Kra aid was invaluable to Lanival, as it was among the earliest support he gained. Shorka remained with Lanival during the course of the war - - she was brilliant, charismatic, and had a fine eye for tactics, and so she served as an excellent advisor. Shorka would later serve beside a Gor'Tog by the name of Uthmor, who became Lanival's leading general.

Though the war generally seemed in favor of Tiero's better-trained and larger army, and it seemed as though Lanival's resistance would be crushed, he did manage to emerge victorious, due to the people he gathered around him.

After the Empire had crumbled fully and Tiero had been beaten, the Imperial lands were in some degree of chaos. The leaders of the resistance set about forming new lands. But Shorka, and the S'Kra Mur tribe that now followed her, left. They wished to find a home.

Returning once more to Velaka, Shorka's people found the Sand Elves' numbers greatly decreased. The S'Kra advanced through the desert and found themselves once more at the crystalline lake within the desert. It was here they built their homes. And this is the founding of Muspar'i, the Sun's Egg.

Chapter Four: Shorka's Legacy and Muspar'i Today

Shorka built a great city within the desert sands! Nestled amongst the golden land, it was said that their new, golden city was born from the brilliant rays and harsh heat of the sun itself, that this city was the city of the sun, its child. And so it was named Muspar'i.

It took years of effort to build the city, but it grew steadily under the direction of Shorka, now accounted as their queen. She proved to be an adept leader. The ancient zha'vazh between the S'Kra and the Sand Elves ended, and the nomads visited Muspar'i to trade. The two peoples allied, and would frequently fight together against the desert beasts of Velaka.

Trade routes were established from Muspar'i to Therenborough and Kwarlog, and the desert city soon became enormously wealthy, trading valuable desert finds with the outside world. Practicing the natural S'Kra alchemic arts, they found many precious ingredients in Velaka. The eyes, hearts, and other insides of many beasts were discovered to be fantastic components, as were certain desert herbs and powders - - all things Muspar'i took control of. Like Sraan Mhhg, the desert city became famed for healing poultices, perfumes, dyes, spices, and poisons, many of which are still exported.

Combining Dwarven engineering they had learned with their alchemic mastery, the S'Kra of Muspar'i developed a phenomenal forging process which enabled them to craft exquisite weapons - - weapons not only beautiful and incredibly sharp, but also light-weight. Precious silks and other cloths (especially when combined with unique dyes, many colors the S'Kra refused to sell to outside traders) become valuable commodities, as well. The people made beautiful pottery and other ceramics, and the jewelers of Muspar'i are nearly as famed as those of the Dwarven Darvagai Anliker.

Living in Muspar'i also allowed the S'Kra Mur to flourish culturally, advancing more than they had since the birth of the Gor'Togs. The magnificent sarhhtha was once again practiced by the S'Kra, and even improved upon. They developed a distinct style of beautiful poetry, practiced by such as S'zella, famed even among the other races. The Poho'adu built great temples to honor the deities that led them to their home, the gods of Muspar'i that birthed it and watched over it. The Temple of Hav'roth and the Temple of the Dragon are two pearls within the city.

Shorka herself resided in a great palace filled with gardens and fountains, a marvel in the wasteland the city was built in. She ruled the S'Kra as their Queen, and when she died, her son became king. Ever since the city's creation, Muspar'i has been governed by the Blood of Shorka.

Note, however: Though the nobility and rulers of Muspar'i are known as the Blood of Shorka, few, if any, are direct blood descendants of Shorka the Cobra. The Blood of Shorka is determined by a family's social standing, which in itself is determined by wealth, heredity, and exceptional deeds. The throne of Muspar'i is not always passed from parent to child, as one must always remember one of the most important S'Kra customs, the q'zhalata, which makes governing by promigeniture difficult.

Unlike Ratha, which has embraced the outside world, most of Muspar'i are traditionalists, following the old customs of the S'Kra Mur. The customs of q'alri are followed quite staunchly, and relationships of S'Kra with outsiders is looked upon quite unfavorably. The people generally clothe themselves in loose and flowing clothing, and wear a great deal of jewelry. The jewelry of the people can often identify many of their traits - - the person's wealth, their family, their social standing.

This concludes the tale of Muspar'i as it was, and Muspar'i as it is today.

For the eternal life of the Blood of Shorka, Malasurath Ratoepus

 

 

A HISTORICAL GUIDE TO LANGENFIRTH

Historical Guide to Langenfirth

Too often historical assumptions are made about the origins of Langenfirth from looking at the village as it stands today. On the surface Langenfirth does justice to its modern history, from the time of the founding of the local Rangers guild to the present, but to truly know Langenfirth a scholar must delve much further back.

Lake Gwenalion is more loch than lake, its shores steep hills rising out of deep water. Once one has traveled along the river from Riverhaven and entered the lake there are very few places where one can leave the lake with any ease.

During the time of the Empire, the lake was filled with Imperial ships, which afforded passage across to Therenborough. All that ended after the Empire ended, and for considerable time, travel in that area was a difficulty. Journeying north to the Barony was accomplished by canoe across the lake and then up a small, barely navigable stream. Long before the Dragon Priest wars, the stream was filled with silt and rock to allow passage of anything but water, fish and the occasional duck. An arduous overland journey through the Danduwen Forest limited travel to a few strong souls and served to isolate the northern part of the province.

The area now known as the village of Langenfirth was one of the few low-lying areas of the Danduwen Forest, and rested in a sheltered cover, a firth, along the northwestern shore of Lake Gwenalion. It quickly became a portage area for use by traders and trappers. The waters were shallow at the shore and a flat basin of forest nestled behind the firth, giving an open passage into the hills and north to Therenborough.

Most of the early history of the area, that predating the Dragon Priest wars, has been lost to the ages, but there stands in Langenfirth a testament to the early residents of the area. An ancient stone temple rests in the woods near the lake, its originating god or goddess obscured by subsequent worshipers. It is known to predate the wars for several reasons. While it is known to have been used by the Dragon Priests at the height of their influence from the artifacts found under the altar and markings made on the walls, its construction is not that of any kind ever known to have been used by them. Additionally, the stone used to build it is one not found in any area near Langenfirth. The stone is a type found far to the northeast and must have been brought to the area at a time shipping and travel on the lake was much greater, a time now lost to history.

Excerpts from traders journals give us a brief look at what Langenfirth was like, before it took its name, and was nothing more than a mere muddy shore to pull a canoe upon. Early travelers found that the cove was not deserted, although the population in the area was small and most transient. After the wars, traveling clerics maintained and worshipped at the stone temple, and its deity changed many times. A one room cabin or two sprang up near the shore and the temple to afford trappers and traders a place to weather a storm or wait for the ice to break on the lake so their journey could continue. That is El'Bain's Stop.

Game in the woods and fish in the lake were a plentiful source of food and pelts for trade. This soon attracted the attention of men with ideas of great riches to be found in the north. As more Rangers heard of plentiful lands to hunt and trap, and took their canoes up river into the lake, those with enterprise on their mind petitioned their guild to open a trade post at the firth.

To come to the firth with pelts, sell them and collect a fee, and return to the woods, for the most part suited the Rangers and the outpost did well. Soon traders were sending well loaded canoes on a daily basis south, and bringing trade goods north. It did not take long for several other enterprising parties to realize what might be achieved on the northern lake shore.

Soon, a young ferryman, tired of his employment working the ropes over the river between Riverhaven and northern Zoluren, counted his savings and set about having a rough barge built. The barge soon replaced canoes as the mode of travel across the lake, as it plied its way north with goods and passengers and returned with game, pelts and those weary of the rigors of the wilderness life. In time the young man married, and when his oldest son was of age, bequest him with a second barge, and the two plied the rivers for many years.

About this time an old monk arrived in the firth, both penniless and a bit touched in the head from years of isolated living in the Danduwen Forest. He claimed to be a brewer by trade and excitedly extolled the virtues of the lake waters. Most laughed at him, as the brown waters of the lake had an odd taste and were thought to carry "evil" airs, and were shunned as drinking water. He spent many a day convincing the unbelieving that the water was not "evil" but discolored from the mineral content of the surrounding forest. The untouched forests floor was a rich, peaty mulch, from centuries of decaying leaves, logs, and underbrush. The runoff from rains carried the high mineral content into the lake, and here at the firth the water was perfect for brewing a great ale.

Langen was this monk's name, and he must have convinced someone, for he was soon producing a fine ale, quickly bought up by the traders and exported to Riverhaven. Known as Langen Ale from the Firth, it was popular from its inception. Most historians believe that this was the origin of the name Langenfirth.

At about this time in history the Langenfirth Ranger's Guild was founded. Ranger tales tell that one day a great Ranger arrived, and the woods in honor of his arrival bent their trunks and built him a home, one where all Rangers could gather. Most historians surmise that the Guildleader in Riverhaven looked about one day and realized that the Rangers never came out of the north anymore, as their few needs were met by the traders outpost in Langenfirth. He considered his empty dues chests and moved northward to be most accessible to his Guildsman. It is hard to tell which tale is closer to the truth of the matter. Upon close examination of the guild house itself, one cannot find the mark of even one knife whittle on a wall, and certainly no sign that an axe felled the building logs.

Soon a small rustic village had sprung up upon the shores of the lake. Rangers build winter homes, or those with wives, homes for their family. Older Rangers taught younger ones the ways of their kind in the large yards about their guild home. Rangers no longer able to hunt or trap came out of the woods to settle into enterprises connected with their ways of life. Even a small inn sprung up, offering hot, wholesome meals and fine brews to the locals as well as travelers.

Langenfirth, though now a community, was now no safer than the land had ever been, from animal attacks or invasions from trolls, and perhaps less so as it offered more to them now, as there was a static population off which to feed. Most villages wall themselves in, erect gates to close against the night and the danger, but not Langenfirth. A village of Rangers, used to living a free and wandering life amongst the trees could not abide the thought of fencing itself in. This influence is seen to this day. Langenfirth still is unwalled, and the streets wind about like mere trails, to preserve trees that otherwise would have been cut down to build straight thoroughfares.

Near the center of the village was a great tree that towered over all others, and it was put into use by the villagers. Lookouts watched from there, announcing the coming of barges across the lake, and warning of suspicious movements in the forest. A large bell on a nearby cabin was rung to gather together the residents to defend the village,. From these gatherings, and the need for someone to lead, came about the first government of Langenfirth.

That is if one can call it that. The government has long consisted of a Mayor and the cabin with the bell outside, use by the Mayor during his term as home and office, which is fondly called Town Hall, apparently from times when the villagers hoped their home would grow to that size. Records, as such, are a haphazard collection of ledgers noting births, deaths and land contracts, if the Mayor at the time remembers to write them in. There are no taxes, except for guild dues, but the guild handles that. There is no guard force, for justice is that of the wilderness, swift, direct and long over by the time it comes to anyone else's attention.

It is in truth a harsh, if picturesque existence. Winters are long and hard, and a roof not built with a sharp enough pitch easily collapses. The winds, even broken by the trees, are fierce, and windows are not paned with glass that would shatter against the force, but are heavily shuttered with thick slabs of wood. Summers in contrast are pleasant if short, affording great lake fishing and swimming in the refreshingly cold lake waters.

Langenfirth and the northern woods still remain tenuously connected to the southern cities and provinces. Travel overland is almost impossible since all routes north overgrew once the lake route was discovered. In deep winter the barge is often forced to remain docked until the ice recedes. During those times, Langenfirth is isolated from the south. There the barges have ceased to run while they exchanged hands or underwent repair. Several years before the writing of this history the owners of the river barges had allowed them to fall into disrepair and they ran infrequently and often swamped. Trade from and with the north dwindled and Langenfirth was all but cut off from the south.

The Ranger Guildmaster finally took it upon himself to go stay a bit it Riverhaven. His reasons were two-fold, to find a person who would could manage the barges in a more business-like manner, and to provide training new Rangers were sorely in need of, as they could not come north.

He found Riverhaven full of anxious new Rangers eager for his instruction, but his search for a trustful barge master seemed almost futile. In truth, running the barges costs a great deal of money, and traders would rather paddle a canoe then pay a high barge fee! One night, it is said, while visiting a festival held in the south, he met a man named Ditsworth, the owner of a traveling casino, looking for an opportunity to travel far from his shrewish partner, his wife Erma.

As they chatted, Ditsworth saw the opportunity to use the barges for a profit, and a chance to escape a nagging wife. Ditsworth traveled to Riverhaven and bought the barges from the widow of the previous owner and spent a good penny having them repaired and equipped to be, in reality, floating casinos. While a trader or traveler might not pay good coin to ride the barge, he surmised, they would certainly spend that coin on a chance to win a good stake!

And so, now casino barges ply the route from Langenfirth to Riverhaven and back, carry goods and trade in the hole, and happy gamblers above deck! Once the barges were back in operation, the Ranger Guildmaster returned to his home in Langenfirth, pledging never to leave again.

End.