The Valdemar Companion
Page 10
I cannot stress enough the importance of listening to the Hawkbrothers, as they know the area and will escort you safely from Errold’s Grove to the Vale and back again. Going alone can be dangerous.
Crookback Pass is about a day’s journey from Errold’s Grove. It is located right through the Forest of Sorrows, where the spirit of Vanyel was rumored to protect the Kingdom after his death. This is a tranquil area now, guarded by the Ghost Cat Clan. They will conduct you on a tour of the forest while providing protection for you for a small fee or trade item.
As wild and wonderful as the northern territory is, it can be dangerous. The Wolverine Clan is active here, and has killed travelers. The Wolf-Head Clan and outlaws do not follow the merchant/trader amnesty code, which states that merchants and traders will not be molested by any tribe. Captured women can end up as unwilling slaves to provide new sons for the tribe. Illness is a problem in the wilder areas, as the Change-Circles have caused mutations of various diseases. The Healers have traversed the area with cures and preventatives, but it is not unknown for a particularly virulent disease to adapt and thrive in the wilderness.
I do not wish to warn you away from such a journey, as I myself have traveled through the territories just one year ago. If you have an adventurous nature and do not mind rough camping, (there are no inns, taverns, or food carts), I recommend the trip. Some of my best memories were of the time I spent fishing with the Raven Clan and seeing the Great Bitter Waters.
I do caution that women will not want to travel through the lands of the Northern tribes alone. The men of the region do not address women directly and consider them to be subservient in status. The two exceptions are the Wisewomen, who are equal in status to a Shaman, or the woman warriors, commonly known as “Man-souled women,” who are treated as neuters.
The tribes welcome traders and are always willing to purchase the dyes that Errold’s Grove’s tradesmen produce, as well as trade goods from all over Valdemar. It is said that they haven’t seen a color they didn’t like, so if you are willing to spend some money on dye cakes, you will be rewarded. The Northern Tribes also like to see a trader who brings glass beads. The friendly tribes can be found by following a trader’s trail, which the Heralds will give you directions for not as a map, but in writing. A few tribes are in hidden locations, which they intend to keep that way. If tribe does not want to trade, you will not find them, and you should not press the issue.
Along the way you will find that the climb through the mountain pass can cause extreme Mountain Sickness. If you have one of the breathing diseases, do not attempt it. If you are fortunate in your health, the view from the mountaintop will reward you. One sheer cliff on the other side of the mountain has a zigzag trail cutting into it from top to bottom. This path was carved by the Dark Mage Leareth, who confronted Herald Mage Vanyel at Crookback Pass and met his match there. The exhilarating trek up that path is not for the faint-hearted.
West on Exile’s Road to Lake Evendim
The second journey from Haven that I recommend runs west on Exile’s Road to Lake Evendim. Once again, the first town is seven to ten days away, though there are a few decent places to spend the evening along the way. This stretch of road is heavily wooded, so there is some danger from wild animals. Fortunately, hunting is allowed here, and the local wildlife makes a fine dinner.
But be careful what you aim at. I met a kyree once along this road and shared my camp with him for an evening. He said a hunting party did not take the time to discern what he really was, and had actually shot at him that day. He held no grudge, but asked me to spread the word that caution would be appreciated. He told me several stories involving kyree and their brethren, which I passed on to the inn at Forst Reach and to a few others along the way.
Conveniently, Prytheree Inn is centrally located for travelers in the area. It’s a long day’s ride on a good dirt road, so you will want to leave early in the morning. It is a brave or foolish camper who attempts to sleep in Wyrfen Woods, as wild boars roam freely here. After the Mage-Storms, one was transformed into a grotesque beast that could hypnotize its prey. It took a party of six skilled hunters to kill it.
To get to Forst Reach, you need to detour north before Deercreek. The road is well marked and will also take you to the Ashkevron Manor, the ancestral home of Herald-Mage Vanyel Ashkevron.
The original manor, which was designed by Vanyel’s Great-great-grandfather Joserlin Ashkevron, still stands, but has been expanded through the years. The first design was a fortress with secret passages and a moat. Now the house resembles a minor palace with many rooms and halls to accommodate the large Ashkevron family, the fosterlings, and the servants. The stables are also impressive, with special stables for Companions. It seems there has nearly always been at least one Herald in the Ashkevron family since the days of Herald-Mage Savil.
The family provides horses for Valdemar’s heavy cavalry. They began breeding these horses in Vanyel’s time, under the direction of his brother Mekeal. The family is friendly to visitors and tolerant of admirers of their famous relative who wish to visit his home. The Bard at the Ashkevron court is always well-versed in the songs and deeds of Vanyel. This same Bard will entertain guests at the local inn on nights when the court does not require him.
Forst Reach and the manor was once the border of Valdemar. Two principalities, Baires and Lineas, existed just across this border, but a feud and Dark Magic wiped out all but one royal family member during the time of Vanyel. Their former capital cities of Highjorune and Qorthes still exist, but the countries became a permanent part of Valdemar once the last remaining heir to the thrones died. These cities are farming towns, with quaint inns and taverns, and worth visiting Ii’ only to hear tales of the feud and see the castles. Numerous signs in the inns proclaim, “Vanyel slept here,” There is also a nightly ghost walk in the Linean Castle, detailing the famous slaughter of the royal family.
Deercreek is a lovely town with an inn that caters to hunters. The Ashkevrons sometimes stay there. Wild game makes up the majority of the house menu, including a variety of quail and pheasant dishes. If you need food or supplies, get them here, because the next town, Zoe, is a three-to-four-day journey west.
Zoe is one of the famous fisher towns of Lake Evendim. Many years ago slavery came to Lake Evendim, in the form of pirates and bandit gangs. The intervention of the Queen and her Heralds has cleared up this inhumane practice, and it is now safe to travel here.
The lake people are tolerant, down-to-earth folk who live simply and loudly. Consequently, the area has become a favored honeymoon spot for shaya’chern. Guided fishing trips are a prime local attraction, and the inns and taverns will happily make arrangements for you, should you wish to undertake one.
The fishing villages also sell a useful item, a cleansing stone found in the swim bladders of the giant Lake Evendim sturgeon, used for removing stains from white and light-colored leather. Theh sturgeons are also renowned for the good caviar they produce, a local delicacy.
After taking the circle tour of Lake Evendim, you may wish to travel the paths up the edge of the Pelagiris Forest to the Pelagir Hills and follow the Terilee River back down to Haven.
This is a trek that only the most experienced hunters and campers should try. There are no inns or taverns, and few farms along the river until it nears Haven. You will be watched by the Hawkbrothers, as you will be passing the k’Sheyna and k’Treva Vales. Be wary of everything around you. In some areas not all of the Change-Circles have been cleansed. If you find an odd circle of ground that does not match the surrounding landscape, do not pass through it. Usually they are harmless, but it’s better to be safe than sorry. Also, remember that not all Change-Beasts have been captured. Even a harmless-looking rabbit may be a killer.
The south border of the forest from Lake Evendim consists of the Anduras River, and my warnings hold there, too. K’Vala and k’Sheyna Vales are near the forest edge, or you could continue following the river through Rethwellan
and into Jkatha, an adventurous voyage indeed, but not one for the inexperienced traveler.
On one trip through the Rethwellan-Jkathan border in the company of several Tayledras, bandits attacked our caravan. We were outnumbered, and only prevailed when our mage used a swamp spell to sink our attackers three feet into the ground. While our assailants flopped about in muck, mire, and leeches, we hastily rode off. The mage also added a chigger spell, so I imagine the bandits were scratching for months. I highly recommend traveling with mages when possible.
We continued our trip by dyheli along the Dhorisha Plains to k’Sheyna. The forest seemed unusually quiet, as if even its animal residents had abandoned it. Since the trail we were on was generally heavily used, the Hawkbrothers were concerned at the lack of travelers as well as by the unusual hush in the surrounding wilderness. We passed one abandoned camp that had piles of unused supplies left behind. A second showed traces of what appeared to be human blood. We were several hours past the second camp when we discovered the reason for the forest’s eerie silence.
From the canopy above, we heard a snarl and saw a blur. One of our party was struck off her dyheli by a Change-lion. These deadly creatures are thankfully rare. They possess magic that enables them to remain invisible, even when you look directly at them, My fellow traveler took a direct hit from the beast and was dead before she hit the ground. The Hawkbrothers reacted instantly, letting loose several arrows into the lion, directed by the sound of its passing, which killed the creature.
We eventually made it to Kata’shin’a’in, a large seasonal trading town composed of colorful tents and colorful people. The phrase “they never saw a color they did not like” does not begin to cover the variety and visual intensity of the city—every citizen is a riot of shades and hues, every event a noisy chaos of clashing apparel. During the trading season as the traders and their clientele arrive, thousands of tents go up to shelter them and the goods for sale, then when winter comes they disappear like the drifting fallen leaves, leaving nothing behind but a few inns and permanent buildings to mark the city’s passing.
The main commodity for sale in the tents is weaving of all kinds—carpets, blankets, textiles and embroidery are everywhere. The famed beast market where Shin’a’in-bred horses can be purchased is located on the outskirts of the city. The Shin’a’in keep their best horses for themselves, but despite that the animals they sell here have no equals in the world in stamina or intelligence. (They never sell stallions, so don’t let anyone fool you into thinking they have a genuine Shin’a’in stallion for sale.) Companions can ride three times farther than a horse and much faster; the Shin horses fall somewhere in the middle in their abilities between ordinary mounts and Companions.
Beyond Kata’shin’a’in is the Dhorisha Plains, home of the Shin’a’in. For centuries this land was off limits to all except the tribes and their escorted friends. Before the recent Mage-Storms, Dhorisha was the home of Urtho’s legendary tower, which was once thought to be a fable. This tower and its contents were instrumental in solving the Mage-storm problems. Magic was forbidden to the Shin’a’in by their Goddess for the lower’s protection before the storms, but the ban was lately lifted to save all the lands, including the Plains. Stories of these great doings of our time can be heard at their best in Kata’shin’a’in, so I will not spoil the mystery for you.
I next made my way to Rethwellan, which is a marvelous place to travel. The country has been our ally for a long time, bound by custom and marriage, and their current ruler is closely related to Valdemar’s royal family. This country hosts many Faires, both seasonal and town-oriented, just as Valdemar does.
The Rethwellan capital, Petras, is the site of an extensive archive that can be accessed by scholars with permission from the Royal Archivist. These archives are unique in that they are enchanted to prevent tampering. A king I know only as “The Honest” wished to prevent the destruction or rewriting of history, so he created a very intricate spell to protect the histories therein.
The capital is approached on a street called Carter’s Lane, named for the extensive cart use on the road, which is wide enough to accommodate four wagons at the same time. The avenue sports a number of popular taverns, drinkshops, and inns, many of which were involved in the overthrow of Oathbreaker King Raschar, led by the Adept Kethry, Swordsworn Tarma, and the Royal Archivist of the time, Jadrek. Raschar, the Great-uncle of Rethwellan’s current King Faram, killed his sister, the Princess Idra, and was found guilty of the murder at the Temple of Ursa just outside the city. Several inns, including the Pig and Potion, Fountain of Beer, Wheat Sheaf, and many other smaller taverns, housed the mercenary troops of Idra’s Sunhawks for months to support the takeover. They still stand today, and are fiercely and justly proud of their heritage. The Temple of Ursa stands in memoriam to Princess Idra, and is open to visitors. The holy site where Idra exacted her revenge from beyond the grave has become a place of pilgrimage for victims of domestic violence and incest, who arrive here to pray for strength, guidance, and deliverance from their abusers.
Rethwellan is clearly a country of Magic. While Valdemar forgot Magic in the several centuries between Vanyel and Herald-Mage Princess Elspeth, Rethwellan magic prospered, and hosted various mage-schools such as White Winds, Blue Mountain, and Twin Suns. It was Rethwellan that welcomed fleeing mages from Karse during the Burning Times. It is also here that Adept Kethry was educated, and later founded her own school. I hesitate to specify their locations, as part of the protection of the schools is that “Those who seek to learn will find the way.” The schools are not hard to find—in fact, many have spawned large surrounding towns—but it seems that those who wish to harm or who desire power for its own sake have a more difficult time seeking them out than most. By the time those inclined to evil reach their goal, they are expected and dealt with appropriately.
Rethwellan is also a country of mercenary companies, and a very powerful guild was formed to protect the mercenary members and the kingdom’s population from abuse. Ruvan, and Jkatha also cooperate with the organization. It is only recently that Karse, Hardorn and Valdemar have been added to the guild. Entire towns are dependent on the existence of mercenary companies, which rent winter quarters and supply a clientele for the inns and taverns, along with a host of clever retirees to run them. Travelers should be warned about a rather insidious local drink known as Ehhris wine, which seems harmless at first, but creates an addiction so hard to shake that ruin can follow quickly. Sometimes these poor ravaged souls end up in discreet slave markets, even though slavery is illegal in Rethwellan, as it is in most civilized countries.
Despite this, do not think that Rethwellan is without morals. They worship the Goddess in all her aspects and have several temp1es throughout the land. The most popular version is the Ladytrine of Agnetha, Agnira, and Agnoma. There are schools run by the Sisters of Agnetha to educate girls in what may be called the “womanly arts.” She is the Goddess in her aspect of wife and mother, the caretakers of life. Her symbol is a sheaf of wheat and she is often depicted with twin babies, a boy and a girl.
Agnira is the wild horse-taming aspect of the Goddess as the defender of the land and tamer of energy; a horse is her symbol. I once saw a horse carved on the side of a green hill and out lined in white, chalky rock. The local village informed me that it was hundreds of years old, created long ago to honor Agnira.
Agnoma is the Goddess of wisdom, truth, and death; a snow-flake represents her. I have not found evidence of her in the form of temple, school, or monument. On my next trip to Rethwellan, I plan to research this Ladytrine and put together a book about the worship of the Goddess.
The South Trade Road
My third trip recommendation from Haven is down the South Trade Road. The Terilee River flows from Haven and follows the trade road south to the border and into Karse. Travelers often fish the river or hunt for rabbit and small game, so pack a fishing pole and bow and arrows. This journey is wonderful on foot during the warm summer
months.
The town of Kettlesmith is only four or five days away from Haven. Like the whole trip, the town is unremarkable but comfortable, with a standard inn and tavern. Five days further down the road and you reach Horn, then five more and you’ll find Sweetsprings. The only real difference is that the towns get a little smaller as the border gets closer. Horn has a unique little inn called the Bard’s Cottage, a slightly pricey romantic spot that newlyweds of the area seem to like.
There is a road outside Kettlesmith with a small bridge over the river that will take you to Three Rivers. It’s a three-day journey, and quite literally ends at the point where the Terilee River branches off into three smaller rivers. It is a small bucolic jewel of a village, a bit rough-hewn but soothing for any traveler. This whole area did not fare well during the war with Hardorn and Karse. Two wars in a row have given the people a keen appreciation of the simple things in life.
I have noticed many retired mercenaries sitting in the corners of local inns. Buy them a drink, and you will be rewarded with stories that will make you laugh, cry, and appreciate life.
As you near the border near Sensholding and Cordor, the people are less friendly and more insular. The Holderkin live here and do not welcome strangers of any kind, even Heralds. It is said that the Holderkin actually started out as Karsites, but are now under the Jurisdiction of Valdemar, the result of a border change in some distant war with Valdemar’s ancient enemy. Do not ask to stay at farms in this area. You will not be welcome.
The women of the holds have a hard life. The legendary Queen’s Own, Talia, is from this area and was the first Herald to come from it. Her Choosing changed the lives of the Holderkin, especially the girls, forever. Now a Herald must be permitted to
speak among the children at reasonable intervals, and if a child is of age to serve the Queen and wishes to leave for the larger world, the family must allow it. This applies to boys as well, but because of their superior status to woman at the tender age of ten, they do not often choose to leave. Many girls take advantage of the opportunity of the Herald’s question, though, and I hear that the Queen’s Own is most pleased by this.