A Guide to Traveling Across Tyrra
by Madame Zara, Guildmaster, Ravenholt Astrologers Guild
A full telling of the tale of my journeys throughout Tyrra would take far too long and inflict, I fear, a great boredom on the ears of the listener. However, I shall speak a little of some of the more noteworthy stopping places on my sojourn: those where necessities of adamant did not forbid a leisurely transit. I have not of course included our home country of Evendarr, as I believe that you are aware of it's qualities. Further, I should mention that despite my reputation as a traveler I have not been everywhere. There are many interesting countries and peoples all over Tyrra, and these are but a small percentage. I will attempt however to provide information on places that I have not visited, and will attempt to continually update this guide when new information becomes available. These are placed in alphabetical order, and are not meant to be a preferential rating of any sort.
Elfheim
Garm Baraq
Houppelande
Jhivantane
Koko-sho-ne
Myrr
Nuanesa - The City of Spires
Quentari
Rahu and Ketu
Sessuar Imperium
Vesti Gorge
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Elfheim:
The homeland of the Drae, this isolated country sits on the northeastern border of the Duchy of Ravenholt. Up until recently, it was a Barony of Ravenholt, until it was granted independence by King Richard. Elfheim is a land of sparse scrub lands small farms and mountains. Most of Elfheim is to be found underground: mines, cities, strongholds, and vast tunnels are spread beneath the barren surface. The Drae prefer to live together in family settlements near natural resources or strongly defended positions. Larger cities may house many family settlements. Some information regarding population, resources, and points of interest are considered privileged information and are not discussed openly. Citizens must register with the border guard when entering or leaving Elfheim. Non-citizens are expected to be escorted by a member of their host's family at all times. There are no inns. All visitors are shown hospitality by the family that invited them.(I personally have never visited Elfheim, and am only reporting on what I have learned. The Drae of Elfheim are fiercely nationalistic. Since few drae have been known to originate from outside of their borders, they are often believed to be racist, instead of very patriotic. They seldom trust outsiders and recognize few of them to be true equals. A non-drae may be made a citizen, (a rare occurrence.) by an act of adoption into a noble family. However, he or she will never be guaranteed acceptance by the drae, and will be expected to maintain a drae escort for their protection. Their precious stones, fine silver, and elven finished goods are still traded for staples and construction materials. Alas it is no longer possible to obtain any of the fine mushrooms cultivated there. At this time, all food is being saved for war-time consumption.
Garm Baraq:
This is a dwarven outpost at the edge of Troll Canyon on the continent of Amys, far to the south and east. The name means "Emerald Hill" in the language of the local dwarves, but the only greenery to be found in this stark waste is in the heart of the mountain itself, where the Barafindr - The Gemseeker Clan mine the precious stones. The Barafindr are not hostile to strangers, but their hospitality to outsiders is severely limited and wayfarers are sent quickly on their way unless they can provide some needed service.(Healers are particularly welcomed however.) The reason is that life in Garm Baraq is a constant conflict between the dwarves and the other humanoids and occasional humans of Troll Canyon who can nearly always be found pawing through the mine tailings in search of a stray fragment of gemstone that may have eluded the vigilant miners. The clan is on a constant war footing which mobilizes every dwarf down to even the unbearded who serve as lookouts and as fire watch. Visitors are expected to assist in this vital activity: refusal is considered a shocking breach of guest-friendship and expulsion is immediate. (During the seven months of my visit there were dozens of sorties launched against the clan ,and I was told that it was a relatively quiet period.) Travelers to Garm Baraq are cautioned to bring their own provisions. Luxuries are scarce, and one may the cuisine somewhat unpalatable, especially if a diet of mushrooms, fungi, snake and mice would be considered inedible. However, two features make the journey worth making: the spectacle of watching the Barafindr Earthcall magic, and awesome sight of those who have never witnessed the casting of Formal Magic, and of course the opportunity to barter for or purchase fine emeralds at discount prices.
Houppelande:
Crookhaven-on-the-Bay is the name of the capital and principal city of the semi-independent hobling shire of Houppeland on the continent of Minami. It houses one of the most important institutions in that far away land. Here is located the Centenary Collegium of Bardic Arts, (Actually over 600 years old) so named because every hundred years the collegium's libraries are removed and stored in a great underground archive, and the process of collecting the world's music and folklore is begun again. According to the Collegium's founders, the purpose of this ritual is to measure the world's progress, and to keep a record of the evolution of song, story, and skills throughout Tyrra.(The less reverent have suggested that it is also a method of measuring the fortunes of the Collegium itself.) Many of the finest bards on Tyrra have either studied or taught at the Collegium, and most aspirants to that profession consider a sojourn at the Collegium as a desirable ingredient in their education. The city of Crookhaven itself is set upon three hills overlooking the magnificent Belltower Bay, so named for the great Carillon on the collegium's main building. Travelers arriving by ship enter the harbor through the Penmarch Channel, and drop anchor at the bustling quay side where people and goods from all over Tyrra may be found, and where it is said that anything in the world may be bought or sold if the price is right. The experienced adventurer will do well to ensure the safety of person and property with a maximum of spell defenses. This shire was once a barony in the kingdom of Skara, but two centuries ago their baroness' heavy handed tactics and taxes sparked an uprising among the free-spirited Hobling population. When the Collegium entered the conflict, it unleashed an invective upon the baronial house of such scathing wit and sarcasm that the family was driven in ridicule from Houppelande. Fearing a similar fate, the King of Skara decided to grant a measure of independence to the shire. Today, the Mayor of Crookhaven who is appointed by the Council of Guilds is the nominal regent of Houppelande, although the latter title is rarely used except on state occasions. It is interesting to note that next to the Collegium, the Rogues Guild of Crookhaven holds a preeminent position, both in town and shire.
Jhivantane:
Deep in the swamps of northern Amys there is a land which is noted here for the purpose of warning adventurers to enter it at their peril, for it is ruled by human necromancers who regard anyone entering unasked (and even with an invitation there is a risk..) as fair prey. Their capital city of Oglat might best be described as a lair, for it is a foul and shadowy place, lying low under great mossy trees and creeping vines. The smell of death is everywhere and there is much activity, but it is the shuffling of undead feet that one hears in the night, and the daylight is filled with the guttural cacophony of the Goblin tongue, spoken by the minions of the Masters. The whole of the realm is situated on a broad boggy marsh, the delta of the River Shatt. This might have been a gateway to the heart of the continent if it were not for the terror which has closed its mouth for a century. Instead, caravans and ship convoys would far prefer to risk the hazards of an ocean journey to safer ports, or the delays of the overland route than face the prospect of the Guardians of Jhivantane. If the foolhardy, or the desperate, do make an attempt to enter or cross this realm, they will note the presence of great towers situated on the few patches of high ground which dot the marshes. Here gather groups of necromancers in council, to conduct their grisly experiments and to further their research into the darker side of earth magic. It is rumored that they have developed spells, potions, and weapons which would reduce the best efforts of many a kingdom's mages to inconsequentiality. No one knows, for those brave spirits who have entered Jhivantane to investigate have never returned. A few highly experienced adventurers have made quick sorties into the swamp for certain rare herbs and animals, spell components, useful to all spellcasters, and many have actually returned. Just one or two of the rarest or these components can command prices that would make an adventurer wealthy for life. If unauthorized travel must be considered, the visitor should be warned that the entire land is full of snares and spell defenses, mazes, and labyrinths made of permanent circles which herd the unwary into traps from which there is no escape: poisoned wells, trained snakes and scorpions, and the ever-present hordes of goblins and their ilk. These are the perils of the daylight hours, even the goblins refuse to venture out after dark. During the night as one waits and watches for the far away dawn, the damp, foul smelling air is filled with the glowing eyes of night-creatures and the howls of the swamp's nocturnal denizens, and the screams of the unlucky. The fortunate victims of Jhivantane's lords bear the silent mantle of death.
Koko-sho-ne:
The Isle of Kites is located off the eastern shores of the continent of Zephyr. It is an island surrounded by reefs and lagoons, at whose center is a dormant volcano. Here a society of several hundred humans has established itself as the most successful purveyors of magical components in the entire region. They call themselves the "Af-Zeli" or "Collectors of Song" and the objects of their song are the fire birds of Koko-sho-ne: The Phoenix. Af-Zeli legends say that since time unknown, the island has belonged to a Nida, or nest of the magical birds, who make their homes in the caves and cliffs of the mountain. Fiercely possessive of their territory, they mercilessly attacked any who tried to approach it. Several hundred years ago, a great storm caused a shipwreck on the island, but most of its passengers and crew were able to make their way to shore. Among them was a half-elven spellsinger named Mistral. When the storm ended, the fire birds made ready to attack. Mistral gave the greatest performance or her life. She sang a song of friendship to the ferocious fire birds, and won their affection, and mercy for herself and her people. Delighted by the song, the fire birds allowed the castaways to remain, even permitting them to enter the nida for those things which they knew are treasured by mortals for their magical powers. Because of this bond, no mortal may approach the island who is not counted among the friends of the Af-Zeli, and Af-Zeli children are always taught to sing. Yet even as marvelous as the tales are, perhaps more wondrous is the manner in which the Af-Zeli gather the magic of the fire birds. Since the volcano is only dormant, (it is said that the Phoenix themselves control its activity.) no traveler on foot could survive upon its slopes, or in its caves. The Af-Zeli have devised an ingenious solution to this problem. They construct great kites, which ride up the thermal currents created by the heat of the mountain, up to the nida and enter the caves only briefly to collect the feather and blood which may be available. (It must be noted that the only way in which the Af-Zeli are permitted to take phoenix blood is during the interval between the death of the bird and its consumption by its own fires.) As the chief source of phoenix magic in the entire region, the islanders of Koko-sho-ne command great wealth, yet they continue to live simply and naturally. If a traveler wishes to visit and trade with the Af-Zeli, It is not enough to bear coin, or jewels. One must have an item of great beauty or ingenuity, or magic for exchange, or possess a skill or service rarely found among the people themselves. Dwarven craft masters are particularly welcome, as are Bards with songs or stories new to the Af-Zeli.
Myrr:
Ancient Myrr is the land of the Sarr, and lies across Lake Quentari from the elven kingdom. It is a land of great variety, with deserts to the north and west, and a huge primeval forest to the south. The Sarr are a race of cat-like people who are divided into many clans, with each clan resembling a different breed of great cat. Each clan lives in a different part of Myrr, and is noted for its own specialty. For example: The Khiva or cheetah clan raise horses, the Lynx clan trades in fine hardwood, and the Jaguar clan of Lake Jauf in the northwestern part of Myrr are boat builders. The town which is most familiar to those who travel to Myrr by boat is Kashan, which is situated on a peninsula jutting far out into the lake. The Marguay clan lives here, and they are the best fisher folk of the Sarr. The Sarr capital is Shakar, a walled city of about 4000 in the central part of Myrr. It is controlled by the Lion clan, and is rumored to house the only training center for celestial magic in the country. There is also a place called Shapur, further to the west which is inhabited only four times a year, at the beginning of each season. This is the site of Trading Week, where Sarr from all over Myrr gather to barter and participate in athletic contests. It is her that a traveler may find a rich array of Sarr products on display. The Sarr are a matriarchal society, and are considered fierce warriors and hunters. However, although they enjoy competing with one another for sport, they do not make war upon each other, or their neighbors, without good cause. A traveler is quite safe among the Sarr, unless he or she violates their laws or commits a grave breach of hospitality.
Nuanesa - The City of Spires:
This great human ruled city-state on the far side of the continent of Gandar spreads itself across a wide valley which legends say was once the bottom of a huge lake. Many centuries ago the lake drained, leaving behind tall sandstone spires, and on the valley floor a thick deposit of some of the most fertile farmland to be found in all of Tyrra. Because the climate is gentle all the year 'round, several crops may be harvested annually. The soil is so rich, in fact, that no dwellings and only the most necessary roads are permitted to be laid on the ground. Instead, the Nuanesi have constructed their homes, guildhalls, businesses, and royal court inside the spires themselves. Rank upon rank of "apartments" as they are called, have been carved into the soft stone, many with balconies, parapets and arches embellished with finely crafted representations of animals and trees for decoration. Even the elves and dwarves of the surrounding territories and beyond have traveled to Nuanesa to marvel at its beauty. Several of the large spires have springs welling up inside of them to provide water for the residents. Others have their crests hollowed into great reservoirs to catch the abundant rainfall; throughout all of then is an elaborate system of pipes made of glazed pottery and bamboo to carry in water and remove waste products. Where it is possible to do so, many of the spires are connected by bridges of wood and bamboo in order to limit the number of surface roads in the valley. For those who value the works of mortals, there may be no more breathtaking sight in all of Tyrra than that of Nuanesa at twilight, its spires light with the twinkling glow of lamps like clouds of fireflies caught in a frozen dance.
Quentari:
The homeland of the Quentari Elves, this lush country sits on the shores of the Great Lake Quentari, which is about one hundred and fifty miles long and fifty miles wide, almost and inland sea. It is a land of rolling meadows and pastures, deep forests, quiet ponds and pools, and hidden places known only to the elves. It has few cities, since the Quentari prefer to live in small settlements in the forest, particularly the great primeval Taursiloriel Forest, which borders the Rinmor, (also Rintir) swamp, and feeds the river of the same name. To the north, the Green Mountains separate Quentari form Niman. The capital city of Quentari is Din-Oth, which is located within the Taursiloriel Forest. It is considered one of the architectural wonders of the entire continent of Avalon, because it was designed to be in such harmony with its surroundings that each building and avenue appears to be a natural outgrowth of the forest itself. Travelers to Din-Oth consider its greatest marvel to be the living sculptures which grace the city. These are arrangements of shapes and figures, made of the wood of living trees which the Quentari shape into form as they grow. Some have been evolving for thousands of years as each of the succeeding generations of the long-lived elven sculptors carefully nurture the masterpieces begun by their masters many centuries earlier. The other major Quentari city is Helevorn, which lies on the shore of Lake Helevorn in the South. It houses the Elven Institute of Learning and Magic, which many consider to be the best and most ancient repository of arcane lore on Tyrra. Reputed to be located here is the fabled Black Tower, from which came the magicks necessary to defeat the might of the Elemental Hordes in the First Dimensional War. (Dagorim Gurthrauko) The present ruler of Quentari is King Mirtaur Ar-Din, the eldest of the twin sons of Elenaro, who is also the father of Duchess Morganna Ravenhurst, wife of Duke Basil of Ravenholt. One the Crown Princess of Quentari, and her father's heir, she has renounced her claim to the elven throne and has chosen to remain with her husband as a human.
Rahu and Ketu:
High in a valley in the northeast mountains of the continent of Gandar, there are two neighboring human kingdoms. Each was founded on the same day, three hundred and fifty years ago by twin princes who had each brought a group of followers with them. When viewed from the high central pass leading into it, the valley showed the distinctive contours of a dragon shape, and so was called "Dragon Valley." These brothers had ever been somewhat quarrelsome, though not violent, and could not agree on the best site on which to found their settlement. They therefore separated. One brother took the eastern portion of the valley, which he called Rahu, or Dragon's Head; and the other took the western which he called Ketu, or Dragon's Tail. They agreed to reunite a decade later. the final decision on the location of their capital would be based upon which settlement had become the most prosperous. Unfortunately, when the day of decision arrived, no agreement could be reached. Although the eastern half of the valley had flourished with farms and orchards, the western half could be judged as equally developed, with mining and forestry as its primary resources. Quarrels and bickering began among the brothers and quickly spread to their vassals-over water and road rights, family inheritances between settlements, contracts, currency, and a host of other petty issues. The meetings ended with only one positive accomplishment. A small group of negotiators called solicitors was formed by each side to hammer out differences without resorting to armed conflict. A demarcation line was also agreed upon, dividing the Dragon Valley exactly in half, whereupon each twin promptly declared his holdings to be a kingdom. Thus the two realms have existed side by side since that day. As a result of the negotiation process, Dragon Valley, and its two kingdoms, Rahu and Ketu, have what may be the most complicated collection of laws, ordinances, regulations, and customs of any human realm on Tyrra. This somewhat lengthy history is necessary for the traveler to Dragon Valley to know, for visitors are not exempt from the fines and permits required for any lengthy stay in either realm, each of which is about the size of a Shire in Evendarr. A host of pitfalls created by the laws await the uneducated. For example it is an offense to wear the colors of Rahu (red and gold) above those of Ketu (blue and silver) while in Ketu, and vice-versa. It is an offense to list, order, or serve first, the food or drink of the opposing kingdom at any tavern, inn, provisioners, or public feast. It is considered an unforgivable breach of etiquette to make a public statement comparing the two kingdoms, and such innocent remarks by the ignorant have been the cause of more than one tavern brawl. No sane individual would ever consider entering into a business or trade agreement involving either or both of these kingdoms without engaging the services of a solicitor. Needless to say that Solicitors, now a hereditary class- are the wealthiest families in Dragon Valley. Despite all of these obstacles, a visit to Dragon Valley may be well worth the inconvenience, for here may be found excellent weapons and armor, hides and leather goods, wines and distilled spirits without equal, and some of the finest inns and taverns on the continent.
Sessuar Imperium:
I personally have never traveled to the Sessuar Imperium, but I was able to convince a merchant that I know to tell me about the place. His comments follow:
"The Sessuar Imperium - they call it Sessai, you know, - it's on the Northwest shore of Gandar, from about 40 north to the pole on the Boran Sea. That's beyond the shrouded Isles, headed out of Evendarr. It might extend more than a thousand miles inland, but it doesn't cover the entire continent, I know. It's got volcanoes and lots of weather. The coastline looks like a wall of mountains. Most of it is rocky, with underwater steam vents, cliffs - you name it - tricky currents, thick fog, and some pretty nasty monsters who'll attack most anything. I can handle it though. My father did it before me, and his mother before him, so I know the place.
"There are a couple of safe harbors - fjords really. The Sessuar call 'em davats. They go for miles inland. Beyond them, way into the interior, the land looks better, especially in the south, with plenty of farms. I would guess the population of the Empire at over two million people...Big! Up north there are forests with good timber, and plenty of game. Those volcanoes can cause freak weather conditions like blizzards in May, and thunderstorms in December, and there have been plagues and famines because of crop failures and livestock deaths. There are four mountain ranges I know of; The Autifan-Daugh, along the northwest coast, and the Caereinan Mountains along the southern coast, between the Empire and the elves in Brynmaerdyth. Then there's the Ghediz Mountains along the Central Coast, and the Darken Mountains run from north to south way inland. There are only four landings on the coast, and only two make passage into the interior. The northern one is the Hakuti Davat, which goes through a gorge about fifty miles long. There is a special pilot's guild at either end of the davat, and everyone has to use it. Sometimes in winter, the entrance is blocked for days at a time by ice floes. At one end is Shandur Lake and the Moskat Valley, with the main port of Jarnipoor, which is also the summer capitol of the Empire. They have the "Floating Bridge" here, a set of connected barges that carry the Imperial Road across the lake. The southern inlet, the "Benu Davat" is the main port of entry to the empire, but that's after you get past "the Helix" a huge whirlpool about twenty miles out. After that the waters are fairly calm. There are two forts at the entrance to the davat, and then the mountains fall away around a big sound. A day's travel later, the davat opens into the "Lake of Stars" the biggest body of water within the empire and the site of the Imperial capital. They call it Benu-Kasir, and it means "Citadel of the Phoenix." There are about 100,000 people in it, and all roads lead here. It is the heart of the Empire. One of the smaller davats, - Hraun Davat - is in the middle of the coast between the north and south davats. It is located on a shingle beach, and is primarily a mining and fishing center. This was where we had to hole up if the Hakuti Davat was blocked by ice or bad weather. There is a good sized shipyard here, and a dwarven tunnel through the mountains. The last davat, called the "Blood Sands Davat" is on the southwest coast of the Caereinan Mountains. There is a naval base there so they built a wall across the inner harbor, right up to the mountains on either side. We foreigners, -The Sessuar call us "Cyfar" had to conduct our business outside, in the "Sherad" or foreign quarter.
"The only free citizens in the empire are those "of the Blood" - pure blooded Sessuar. (Human or Half-elven for some reason .) who are members of the empire's five blood clans. I think that it sounds crazy, but they only marry other Sessuar because they are obsessed with racial purity. I have heard a couple of rumors about half-breed children: They are "taken care of" one way or another. Once I heard that a Cyfar woman had left Jarnipoor and had a Sessuar baby. Later, her family's ship was sunk, with all hands on board. I stayed away from Sessuar women, but sometimes it wasn't easy I've done business with the clans. There are five of them, and each has a totem, a bird of prey like I hear that the Barbarians have. Then they have three ranks, which each use a different color. The clans and their family names are as follows:
Phoenix Benu
Eagle Shoshu
Gryphon Varda
Falcon Kaithu
Owl Dikar
"The Phoenix clan is the royal house. I don't know the relative ranks of the others. There are also ranks within each clan. The White (Arani) is worn by earth mages, even necromancers. The Red, (Tashi) is for fighters and rogues. The Black (Uduri) is for celestial mages. A lot of Sessuar seem to be real skittish around the Black Robes, but they'd kill anyone who mentioned it. You can tell a Sessuar's clan and rank by the tabard colors or robe colors that they wear, and by the bird blazoned on it. Arani outranks Tashi, and they both outrank Uduri, and you'd better not forget it. `The Empire is divided into ten provinces. Each province is designated by a number. The Imperial district which contains Benu-Kasir is located in the seventh. A Sessuar will give their personal name first followed by clan, province, and rank. The Emperor's name is "Sagreeb Hoddur, Benu, Seventh Ariani III. As you can see he is an earth mage from the Phoenix Clan of the seventh district. He is always addressed as "Your Radiance" not that I ever got the chance. I have seen the imperial crest though. It's a white phoenix in profile, facing east with its wings open, holding a red sword in one talon and a black lightning bolt in the other. It's always on a gray field. The man who explained it said that that was important, and it has a golden crown over the bird.
"Most of the people who live in Sessai are slaves. There are two kinds: Serfs, and "the Bonded" who are all in the imperial forces. From what I've heard, the slave population is almost all human. They have problems with the other races except for dwarves Apparently, the dwarves have some sort of alliances worked out, because I've done business with a few dwarves who were not slaves. I knew better than to ask about it. Slaves wear a brand on the inside of their left wrist, a circle if they are serfs, with a line through it if they are bonded. All slaves use a personal name after their clan name and the word "har" meaning owner of. Some slaves I have met were named Kaithu har Amanda and Shoshu har John. Most slaves don't use these names except for official stuff. Among themselves they use nicknames, like "Mead-Guzzler" or "Fearless Jana". Some of the serfs live pretty comfortably. They run businesses in the cities and the Sheradi in their master's names, and some of their families have done so for generations. The Sessuar seem to treat them fairly well, but I heard a couple of stories about a slave uprising where fifty-thousand slaves were executed! The Bonded actually live a lot like free soldiers, maybe better, and I think that they know it. They have their own towns, complete with inns, stores, some luxury items, and entertainment. Being in the bond is hereditary, and you get to keep a lot of what you grab as booty, so it is almost like owning it. They are the only slave I know of who are allowed to carry weapons, of study offensive spells. I have never seen any free mercenaries. I don't like their racism, and I hate slavery, but they seem to have it worked out for themselves, and the trade was pretty good. They all speak good "Common" too. I guess that is why it is called common The slaves say that there's a Sessuar language, but I never saw or heard it, except for a few names. The Sessuar are really crazy about this racial purity business, so the Cyfar are very firmly controlled within the Empire. We are only allowed in the four Sheradi in the ports, and in perhaps three of the eastern province capitals. We could only live or do business in the Sherad. Travel was firmly restricted. We had to have official guides and carry writs of passage all the time. The Sessuar don't like elves or hoblings, because they hate slavery, and really like to push. Barbarians are laughed at, and get into trouble a lot. Gypsies are not even allowed in. They respect the Thalassians as good sailors, and Morvranian horses are considered the best in the empire, but they find them scary and a little dangerous.
"My family always said that whenever there was a big change in the zodiac, the Sessuar would close the sheradi and kick everyone out for about a year. I'm not sure why, but I think that it is because they get really awful weather, floods, earthquakes, and such. I wouldn't be surprised, what with all the volcanoes. Sometimes when we came back, things looked really different. Of course, the trade would be really good beforehand. After the big Cycle change two years ago, we didn't expect to go back for a long time, but they let us back in last summer. Everything looked fine, but it seemed like there were a lot more troops around and I did a lot of business with the military. Things seemed pretty good until a friend of mine came to visit. She said that she had been hired by the Sessuar to spy on the Cyfar. Apparently they have problems getting the slaves to do a decent job, and the clans won't so it at all. Something about it not being honorable enough.. Anyhow, she owed me, big. I'd fished her out of the ocean once. She said that she was repaying the debt by telling me something that she shouldn't. The Empire was about to attack Evendarr, and we would be taken prisoner and probably turned into slaves, if we lived. We had just enough time to get out of there, with only the things we could carry, and we sneaked out on a hobling ship out of Crookhaven. It took us all this time to get back to Evendarr, which is why the story is late in the telling."
Vesti Gorge:
This elven realm is situated in one of the most eerily beautiful landscapes
on all of Tyrra. It lies in an ancient canyon, formed by the Meander River,
in the northwestern continent of Zephyr. It is a heavily forested valley a hundred
miles long and thirty miles wide, bordered by sheer cliffs which give way to
alpine meadows and snow-capped mountains ten thousand feet high. Eighty thousand
"Pervani" (whose name means "The Changed Ones" in their
tongue) dwell in the gorge and in the surrounding meadows. The elves call their
homeland the Vesti-Khirbat, which translates to "ancient dwelling place
of spirits" although their legends do not specify which spirits are meant.
(It is said that the Pervani were given the name by the land itself.) The few
non-elves who live in or have traveled in the area have a more sinister name
for it. They call this valley, "Zombie Canyon." This is because from
a point where an underground river called the Flume gushes into the Meander
at a spot just above Magatharra Falls, (Maidenhair) some fifty miles upstream
to the river's mouth in Dolphin Bay, both the cliff walls and the river itself
are imbued with a harmless phosphorescent mineral deposit. It causes both to
glow in the dark with a pale bluish light, which the elves call dhusara, or
dusk light, but which humans compare to the sickly glow given off by some corpses
as they decompose. Barbarians call Vesti Gorge "taboo" and shun it
altogether. Unfortunately the mountains, particularly around the Flume, make
ideal lairs for a number of fell monsters which are a constant threat to the
Pervani. For this reason, adventuring parties are welcome in Vesti Gorge, and
may take away with them great rewards, Providing that they do not attempt to
remove any magical artifacts, (which the elves regard as the property of the
ancient spirit-dwellers.) and provided that upon entering the valley, they present
themselves at the Dal-en-Qarat. -The strangers court.- to the representatives
of Anilei Hiridakon, who has been the Queen of the Pervani for more than two
hundred years. Traders will find much of value among the Pervani. In the valley
there is great expertise in crafted goods, particularly in weaving and in woodcarving.
There is a shortage in the gorge of durable metals such as copper or iron, and
good bar steel is highly prized by Pervani weapon smiths. The elves are most
interested in trading in magic: spell components are rare in the gorge, and
uncommon potions for barter will bring premium prices and occasionally a magic
weapon. There is also an elven presence in the upland meadows where flocks of
angora goats, sheep, and alpaca are kept. Gigantic eagles and hawks rule the
air here. Pervani shepherds are possibly the finest archers on Tyrra. (I once
saw one strike the eye of an eagle diving on his flock.) It is the coats of
these animals which provide the fibers for the weavers of the valley, whose
cloth, felt and tapestries are among the finest to be found anywhere. I have
omitted reference to my own homeland, the kingdom of Fu-Nan, since I departed
it in some haste at the beginning of a period of great upheaval. My charts indicate
that this time of trouble is ended, and that Fu-Nan may once again be safe to
visit. However, I have received no word of confirmation on the matter, and will
refrain from further comment until my information is reinforced by trustworthy
sources. I hope to update this report of other countries as I continue my studies.