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The Valdemar Companion

Page 9

by John Helfers; Denise Little


  Among the many travelers on Valdemar’s roads, peddlers of goods or skills are welcome wherever they chose to go. The most successful wanderer I know is a man who sells his services as a knife sharpener and pot repairer, he carries everything he needs on one mule and has profitably and happily traveled Valdemar from the Forest of Sorrows to White Foal Pass.

  At Selenay’s request, I will start this travel guide with a brief history of the founding of my homeland.

  Baron Valdemar founded the country of Valdemar with his Followers long ago, when they fled from persecution in the Eastern Empire. The Baron was a good man and became a good king whose main concern was for his people. He knew that he had ruled wisely, and was certain that his son would rule equally well, but he worried that his descendants might not be fit rulers. The terrors of abusive government that had driven him to flee with his people and settle in Valdemar were clear in his mind as he prayed to all the benign Powers to find a solution to this dilemma. He was answered by a miracle—the appearance of the first Companions. These otherworldly Guardians, though they looked like white horses of the finest quality, were spirit beings who would ensure the continuation of a lineage of caring and competent rulers for Valdemar and justice and honor for Valdemar’s people. By Choosing people willing to sacrifice themselves for the greater good of Valdemar, the Companions provided at class of incorruptible guardians for the country, from its rulers, who had to be Heralds to take the throne, to all the other Heralds who would serve the land as its dispensers of justice, its organizers of defenses in emergencies, and its messengers in times of peace as well as times of strife.

  Heralds live and often die in the service of Valdemar, keeping it safe, honest, and well run. They are excellent company, and if you are offered the chance to join up with a traveling Herald, take it. Be sure to treat the Companions as the honorable and intelligent beings they are, rather than as the horses they resemble, or you will offend both Companion and Herald. Also remember that a Herald is in great demand and will often be called away from a planned trip in mid-journey to deal with emergencies.

  Valdemar has always been hospitable to travelers, and the current peaceful relations with its neighbors and the ending of the Mage-storms have made travel more enjoyable and much safer than it has been in recent years. As you journey, you will find the main roads well maintained, and the inns hospitable. Even in the areas where inns are not plentiful, it is generally safe to spend a night off-road, though Change-Creatures can be a problem in the wildest areas. There are places that should be avoided at all costs by casual tourists—among them, the Pelagiris Forest, which has never been fully tamed since the days of the first Mage wars. Before the Mage-Storms, the Tayledras people had the job of clearing out deadly creatures that were formed by the warped magic of the land. They were nearly at the end of their labors when the Mage-Storms and change-Circles created new beasts, often with unfortunate results. The creatures distorted by the change-Circles joined fearful beasts that have been there for a thousand years. Many of the creatures born or transported via change-circle have been killed or captured, but the forest is large and new sightings of monstrous animals are not uncommon. If you happen to come across one of these creatures, retreat if possible and seek help in eliminating it. I have seen the damage done by a change-squirrel, and would never wish that fate upon anyone. Travelers would do well to learn archery, both to provide game for the cooking pot, and for their own protection. A hunting knife is also a necessity, useful for preparing dinner, and, should matters on the road take a dangerous turn, for protection.

  Valdemar’s capital city Haven is located in the center of the country. It would not be boasting to state that Haven has become a magnet for travelers, the city where all the guilds send their finest wares for sale, and where travelers may choose from a wide variety of excellent inns.

  A favorite stopping place is The Virgin and Stars Tavern, where third year Bardic students from the Collegium while away the hours. The public room serves a fine assortment of pies and roast meats, which you will enjoy while listening to the latest ballads the Bards have deemed ready to be tested on new ears. The regular crowd there welcomes those outside their circle, because any audience is still an audience.

  The Griffin’s Egg Tavern is one of my favorites, if only because they serve an excellent red beer called the Red Griffin, a dark stout called the Black Griffin, and a marvelous golden ale called the Golden Griffin. It is a clean tavern that serves fine quality brews, and they make a spiced meat pie that is second to none.

  Another tavern worth seeking out is the Fivepenny. The food is simple and cheap, so a frugal traveler can load his pack with the tavern specialty, sausage and cheese bread, a small hand sized loaf filled with sausage, cheese, or both. If you ask, they will wrap it in wax paper for travel. It keeps well for a few days, kind is delicious cold. They also sell wonderful small fruit pies.

  Inns are plentiful in the town, with many choices available to suit any pocketbook. The ones nearest the palace are generally more expensive, while those closer to the city’s edge are chraper. This is because the streets of Haven are arranged in a spiral to prevent assault on the palace in times of war. Those with business at the palace but no royal lodging quickly grow wearied by the circular trek from their lodgings in the more distant inns, and the prices reflect this.

  As you tour the city you might see the shield of Valdemar, a winged silver horse with broken chains rearing back on a blue field. The country’s motto is “No One Way Is The True Way.” Valdernar has been open to refugees and exiles from all over Velgarth since its founding. It is, of course, expected that visitors will follow all local laws, and keep any prejudices in check. If you need help, watch for Heralds and those wearing a uniform of dark blue and silver—the colors of the Royal Guard. Both can be counted on to direct or assist you. If you wish to tour the Palace, a guard at the Palace Gate can make the arrangements—though you should be aware that the Palace is not always open to visitors.

  The Collegium, where the Heralds, Bards, and Healers are trained, is the pride of Haven. You can identify the students and those who have graduated by the color of their clothing. Herald Trainees wear gray, while full Heralds are dressed in brilliant white. I have often thought that any other hue would look shabby on the backs of the Companions, but I also hear many jokes about the “Just shoot me” outfits. Bardic students wear russet red, while full Bards wear scarlet. Healing students wear light green, and full Healers wear deep green. I’ve seen several different shades of green on full Healers. It’s a hard color to look good in, and undoubtedly hard to clean bloodstains from. I have noticed that the more experienced the Healer, the more mismatched and faded their Greens are.

  There are also Unaffiliated students at the Collegium, who can be identified by their light blue uniforms. These are the children of nobles or exceptional children. They generally fall into two categories, Artificer and Scholar.

  The Artificers are amazing inventors, and some of them were instrumental in solving the Mage-Storm problem. They frequent a tavern called the Compass Rose, located directly outside the palace gates. The tavern’s public area is divided into two rooms; in front is where the students congregate, while the professors spend their time in back. The students know they have graduated to master status when they are invited into the back room by their mentors.

  The Scholars hang out in smaller groups at Haven’s book-shops. They read while sipping hot kav or chava, and play games such as Hinds and Hounds. Kav is an acquired taste, but chava is an addiction, albeit a minor and pleasurable one. The scholars are the arbiters of arts and literature throughout Valdemar.

  Artisans flock to Haven to sell their wares when they are not touring the Village Faires, Galleries in the city display the best of an artist’s current work for sale, and can represent an artist while they travel, so if your creations merit such attention, you might wish to make an arrangement with one of these fine establishments.

  Lastly, I’d lik
e to say a word about prostitution. Even in the refined city of Haven, members of the gentle profession ply their craft. The city’s laws do not forbid the practice, and even serve to regulate it on some level. This does not mean that the city’s paid companions are certain to be free from disease, but at least you can be sure, if you choose to pursue your pleasures there, that the company you pay for is a willing partner in the enterprise, not a slave forced into the trade. Some countries still participate in pleasure slavery, but Valdemar is not among them.

  If the town of Haven seems an overwhelming place to start your journey, there are many smaller cities in Valdemar to choose from. A novice traveler may find journeying stressful, or become homesick, or long for familiar territories. This is not uncommon, especially when coupled with an inability to speak the local language. Do not be ashamed if this happens to you. If you can, simply reroute your journey to maximize your level of comfort.

  If you decide to travel beyond Haven, there are four roads conveniently headed North, West, South, or East from the city. I would suggest the following four journeys:

  The North Trade Road to the Forest of Sorrows.

  This journey will take you into colder climates, so pack warmly. I recommend this trip for the early summer months. You will pass through the towns of Westmark, Langenfield, Greenhaven, Hevenbeck, Waymeet, Berrybay, Kelmskeep, and Errold’s Grove. The Forest of Sorrows and Crookback Pass are at the end of this road.

  The entire journey from Haven to Crookback will take approximately three weeks by horse or seven by foot. It will take about eight to ten days to get to the first town of Westmark. Fortunately, there are a few inns along the way, so you will only have to camp every other day at the very most. Eating at the inns will save your trail rations for other days and provide you with a bit of camaraderie and possibly even income if you sing or tell a fine tale. Some establishments will allow you to sleep on the dining room floor or in the stable loft for a greatly reduced price, if you are willing to forgo the comfort of a private room. Farmers will sometimes, for a modest sum, allow a traveler to take shelter in their barns, but always ask permission, as it is illegal to trespass.

  I have taken this trip many times now, and have stayed at every inn along the way. The innkeepers are wonderful people and the food is always excellent. If you are on horseback, the stables are all quite tine, with a few specially equipped for Companions.

  I once took a side trip in this area to the Temple of the Cloistered Order of Kernos Sequestered. My father was from a family that worshipped Kernos, and his eldest brother became a monk in the Order. The fighting monks and their complete dedication to their art fascinate me. My father’s sister went into the cloister to become a votary of the order, sealed voluntarily into a cell and cared for by the cloister’s helpers while pursuing a life of prayer. This is not as bad as it seems, and I am assured that any necessary comforts are provided, including medical assistance.

  Westmark is a mid-sized town with several inns and taverns. It is a pleasant place with a church and a town hall. It is also the first place to resupply on the road, so the prices are a bit high. If you can wait until the next town to reprovision, do so, as the savings are considerable.

  Over the next week, there are three villages off to the west side of the trade road, each a half-day’s travel off the main road, but connected to each other by a dirt track through the woods. The villagers do not wish to waste time by traveling a half-day to the main route only to go back again for another half-day after reaching the next town access road. This dirt road is often used by those with farm animals and equipment, though larger caravans are expected to take the main road.

  There is only one large inn in this area, the North Road Inn, a very nice place to stay and eat, but it is always busy, and its rooms generally go to well-heeled patrons.

  The next two towns are the sister towns of Waymeet and Berrybay. They are fabulous places to visit during the Harvest Festival, which takes place during Sovvan. The two towns celebrate with decorations, feasts, and parties. Merchants and carnival caravans stretch the span between the two towns and it is easy to get caught up in the excitement. The Temple of Kernos is nearby and they stay open on Sovvan Eve for prayer. The prices at the various town inns go up a bit at this time, so you may wish to ask fellow campers to share a fire pit for economy and safety.

  Another word of caution—you’ll find pickpockets, thieves and fraudulent fortune-tellers at the Faires. Keep your wallet close to your chest, do not flash your coin, and don’t pay a fortune-teller more than the advertised fee. It is a common and profitable ruse for an unscrupulous fortune-teller to scare a person into thinking they need to leave money for spirits somewhere, or pay off an old debt so a deceased loved one can rest. Pay no attention to such rantings, and keep your gold for better uses.

  The next point of interest is Kelmskeep, where Lord Breon has a stronghold. There is no inn here, but he does not mind travelers camping outside his fortress. Lord Breon is a good man, but he will expect you to register with the gate guards if you plan on staying longer than a day. There are two taverns in town, and both allow overnighters to sleep on the floor, but troublemakers are not tolerated. I once saw a small party of young men escorted out of town when they were too boisterous.

  The famous town of Errold’s Grove, half a day away on the northernmost point of Valdemar, is host to several noteworthy dye and herb merchants.

  Errold’s Grove also has a settlement of Northerners from the Ghost Cat Clan nearby. These friendly newcomers are skilled leatherworkers who sell colorfully embroidered work. This town also has a healing temple nearby where the legendary Keisha Alder practices and teaches. The famous stories of Ghost Cat, Keisha Wisewoman, and Darian Owlknight can be heard at all three taverns and both inns on any given night.

  A Herald station is a new addition to Errold’s Grove, with a Herald and assistant permanently on duty. The Herald serves as justice, lawyer and ambassador for this part of the world. Northern peoples are emigrating to Valdemar on a regular basis, and sometimes the occasional peddler will set out for the territories to sell coveted dyes and herbs. it is highly recommended that anyone traveling to the Northern Territories register a travel plan with the Herald before leaving. This is vital, as the area is quite wild, and it is not unheard of for an inexperienced person or party to meet their death by accident or assault. If you do not return within a day of your registered arrival a search party will be sent out to find you.

  Owl Inn is a wonderful place to stay. It has incredible venison and pheasant dishes and also brews excellent beer.

  A word of caution about this area, as it has grown quite a bit in the last twenty years, and is very careful about preserving the land and environment. No hunting is allowed, as dyheli and other sentient creatures inhabit the woods. Travelers should never shoot at birds, as bondbirds fly nearby. Campfires are only permitted in certain areas and under certain conditions. These regulations are posted at every tavern and inn, and at the town hall, so ignorance of the laws will not be accepted as an excuse for any breach of them.

  Hawkbrothers watch over these lands. If you thought they were merely legends, you’ll quickly discover your mistake. The Tayledras people inhabit much of the Pelagiris and practice cleansing Magic to keep the land healthy and pure. They are the protectors of the forest, and if a Hawkbrother tells you to leave an area, then do so without question, as it is usually just as much for your safety as for the safety of the land.

  K’Valdemar Vale is another few hours into the forest, and has an embassy and a meeting hail within its borders, the first of its kind. The Hawkbrothers patrol this area, their home, especially closely, watching for poachers and brigands. Those who wish to visit the Vale can get directions and escort to it by visiting the town hail in Errold’s Grove.

  The Vale is a marvel of hertasi ingenuity. Hot springs and multi-tier gardens make it seem like paradise. The gryphons, hertasi, tervardi, and dyheli roam here as equals with the human inhabit
ants. All four species are as intelligent as humans, and possess powers and talents of their own that make them invaluable allies. Treat them with tolerance and respect, shou1d you have occasion to meet them.

  Hertasi make themselves available as servants to the Tayledras and their guests. Hospitality is one of their greatest talents, but should be met with proper appreciation and thanks.

  Tervardi sing beautifully, and were once enslaved because of that talent. Concerts can be heard several nights a week at the Vale that will involve at least one tervardi, definitely an experience that shouldn’t be missed.

  Dyheli are less of a presence in the Vale, but have their own territory and can be found easily. They love good conversation and know many languages. They can even swiftly teach a new tongue to travelers who have need of it, though the experience can be an uncomfortable one for the traveler.

  Gryphons are notorious for showing off. They don’t need to do much to be impressive, though. I’ve never been more astounded by a creature in my entire life. Their voice is a purr, they smell like spice, and they laugh with vigor. The gryphons are the stars of the Vale.

  The Hawkbrothers are a good deal like gryphons. The Vale mages dress in costumes that belong in art galleries, and wear almost as much decoration in their hair as they do on their backs. The scouts dress a bit more conservatively, but they still rival the birds in the forest in their finely crafted costumes. The hertasi often make these ornate costumes, and can sometimes be persuaded to outfit you if you impress them with your good manners.

 

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