Thursday, June 21, 2007

History of the Dwarvin Empire of the Crudusbarak

Difrent dwarven clans differ greatly on exactly where dwarves come from and what thier histories are. However a particular friend of a friend laid out for me the legend of the Clans of the Dwarven Empire of Carudusbarak. His name was Tocs Morham of the MorHam Clan, a historian and traveler. This is an extreamly rare story out side the Dwarven relms and we are lucky to have it.

The History of Dwarves
as told by the Clan of MorHan
in the fist age (this is by the Dwarvin calendar which is significantly diffrent and longer than the Myrcian one)

The Dwarven race began when Mordian carved MorHan from the bedrock of the great mountains. Using gold for his hair and bronze for his eyes, Mordian made MorHan short yet impressive with a large barrel chest and massive arms. Then Mordian lifted him up to the highest peak on his grandest mountain and breathed his breath into him, so that he may begin to draw his own.

Mordian spoke upon MorHan, “Look as far as you can in every direction, for all that you see belongs to me.” And MorHan took in the grandeur of the mountains for the first time, and wept in awe. “This is how I give you my mountains and this is how you shall keep them in all of their natural beauty.” And so for many years MorHan did nothing for fear of disturbing the mountains. When Mordian came to him and asked him why he had not moved MorHan reply that he had not been told to do so. And so Mordian instructed MorHan how to build a shelter from the side of a mountain, how to craft tools from the rock and how to care for the rivers and plants that grew from the mountaintops.

But Mordian was not happy, for MorHan did as he was told and only as he was told. So Mordian took MorHan to the snowcapped mountains of the north and carved him a brother from the frozen blue rock, using snow for his hair and deep blue gems for his eyes. Breathing life into him Mordian named him CoHan and charged him with the task of instilling logic and reason into his brother MorHan. Then Mordian took MorHan to the volcanoes of the south and from the molten rock that had flowed to the see and quickly cooled into black volcanic rock he carved him another brother, using the red molten lava for eyes and hair. Breathing the breath of life into him Mordain named him DaHan and charged him with instilling will and emotion into his brother MorHan. And so the great dwarven clans were created by Mordian’s hand and drawing on the strengths of each brother the lands of Mordian flourished.

But with time the dwarves grew to want and so lead by MorHan the three brothers went to Mordian and said, “when in you presence we feel you power and are in awe and want not, but when you go our flesh weakens and we hunger and we thirst and we want.” Mordian asked if he had not given them tools or if he had not given them plants or streams, or if he had not shown MorHan himself how to carve life from the rock. And so the three left in shame. And CoHan took the streams and the plants and made ale to quench their thirst, and MorHan with DaHan helping him made rams and other mountain creatures and the tools to catch them to stave their hunger. Again the clans were happy.

But MorHan and another want that was not meet by food or drink, so he carved from the rock a wife and named her Sona’morHan. And so the first of two matriarchal clans were born. But all was not happy amongst the clans, for with all is logic CoHan went before Mordian and asked why MorHan has the power to create life from rock when he does not, was he not as great as his brother. To which Mordian told him, “No, for I have created you second you are second to your brother.” And Mordian further berated him, “why do you come to me with this jealousy, did I not create you for logic and reason.” Ashamed CoHan retreated to the north and isolated himself from his brothers. DaHan filled with emotion but not his brothers logic, thought to himself, “Am I not as great as my brother. Have I not seen him carve life from stone. Was I not created for which he lacked.” And so he went to the volcano from which he was carved but found that it had long since been dormant. So he carved for himself two children one from the mountainside that had once erupted and the other from the black sand that before years of erosion he had come from. His son from the mountain he named Dolor’daHan and taught in the ways of emotion and loyalty. And Dolor’daHan stood firm and was a good son. His son from the sand he named Ispem’daHan and taught him in the ways of will and piety. But being made of sand Ispem’daHan was shifty and unstable and was not a good son.

And Again Mordian was unhappy without his brothers MorHan was gain left to only follow orders, unable to think for himself. And he bent completely to the will of his wife Sona’morHan. Following his orders they gave birth to the first clan of flesh not rock and named him Somoritis. Loving her child she gave all the mountains had to offer to him and in doing so MorHan lapsed in his charge to keep the mountain as he found it, and for the second time in his long life he wept.

DaHan marched his children back to his brother MorHan and his wife Sona’morHan and said look at what I have created am I not as great as you was I not created for what you lacked should I not rule these mountains with Sona’morHan at my side. To which MorHan did not reply. Ashamed MorHan left the mountain and DaHan took Sona’morHan as his wife and birthed another clan of flesh named Dasona. DaHan ruled only by will and emotion abused the mountain and cared only for his new wife and new child.

MorHan sought out his brother CoHan and begged of him, “please brother we must have your reason back in the mountain, or I fear we may loose it.” But CoHan would not hear him for his heart had turned to ice. So MorHan pleaded to Mordain to help melt his brothers heart, and Mordin lead him to the glaciers, great walls of rock and ice but would not instruct him so again MorHan sat and did nothing, until the wall of ice had reached him and he was forced to act. He carved from it a daughter of pure ice, pure beauty and pure mind. But he did not breath life into her instead he brought her before CoHan and told him how to breath life. And CoHan’s heart melted when he saw his daughter and he named her Lon’CoHan.

Schooled in piety Ispem’daHan approached his brother Dolor’daHan to convince him that their father DaHan was not doing Mordians will. However Dolor’daHan’s loyalty to DaHan was strong and he instead brought Ispem’daHan before his father and said, “my brother wishes to betray you but my loyalty remains strong.” But Dolor’daHan lied seeing the corruption and grandeur of his father’s palace as the mountain was lacking. But still Dolor’daHan remained strong knowing nothing but loyalty to his father. DaHan was displeased with Ispem’daHan and heft his mighty ax into the air and cleft Ispem’daHan in two. In horror Dolor’daHan took the greater half of his brother feeling for the first time guild and shifting loyalty to his dying brother, he rebuked his father, “your wife has corrupted you.” And he took his brother back to the south and healed him with the sand from the shores mixing the black sand with white and renaming him Ispem’dolor and their the brothers stayed in hiding from their father.

MorHan returned to the Mountain with his brother CoHan and niece Lon’coHan to return reason to his brother DaHan only to find that he was beyond reason and hand killed his own son. So they drove him from the Mountain so that they may restore it. But with him DaHan took Sona’morHan and their child Dasona. They fled to the south but found no welcome with Dolor’daHan and Ispem’dolor and so fled again to raise their child.

When MorHan found the smaller half of Ispem’daHan he took him to the bedrock and made him anew renaming him Ispem unaware that his nephew Dolor’daHan had already done the same with his other half. When they returned to the Mountain Somaritis had taken Lon’coHan as a wife and with time as they restored the Mountain back to order they had two children Lonaritis and Som’loHon.

And thus was the creation of the 12 Dwarven clans
Great Clans - created by Mordian
MorHan - Eldest of all the clans, ruling clan, made of gold and bronze
CoHan - Most logical, good adviser, made from gem and ice
DaHan - Most willed, bad adviser, made from lava and fire

Elder Clans - created by the great clans
Sona’morHan - Power (Matriarchic), made by MorHan, made from Marble
Dolor’daHan - Loyalty, made by DaHan, made of granite
Ispem’dolor - Piety, remade by Dolor’daHan, made of sand
Lon’coHon - Purity (Matriarchic), made- MorHan / CoHan, made of ice
Ispem - Will/Balance, remade by MorHan, made of sand/ bedrock

Mortal Clans - birthed of the flesh
Somoritis - Son of MorHan and Sona’morHan
Dasona - Son of DaHan and Sona’morHan
Lonaritis - Son of Somoritis and Lon’coHon
Som’loHon - Son of Somoritis and Lon’coHon

Monday, June 11, 2007

Apendix XIIIL: Entmark

The Journal of Edint Rie

With the help of the goat herders we finnaly crossed over the harsh pass of the Little Spine we finall crossed the borders into Entmark, as the Hexmarkians call it. It truely is a beautiful land, rough green grass grows abounds and tiny yellow sparrows flit from brach to brach drinking from the red flowers. I am told that these are called Mud'we, or blood spirits (Often when refering to actual names Rie's journal reverts to the language of the land, I have tried to provide phonic equivalacies for these words.) and the birds as towenaar voël, or mage birds. They are odd names for such beutiful things. On our journey over the rough moutain trail we have lost many oxen and horses and we had feered the worst, but little Terin is doing better with the warmer weather, but if we don`t reach a settle ment soon we may loose him. With that in mind the expedition presses on. Apparently the Goat herds have told us of a small village close to here. We shall go and see if they have a healer of some sort.

year of the crab, new lunar, sixth day.

We treced along an old moutain road for most of the day. These hills certainly don't make it easy to get around. Aparently this village is called Aangee and lives growing olives for market and goats for milk and Meat. I see the young children running around and I have to admit I feel a little out of place. The people here are darker skined and have big lips. Thier hair grows short and waivy and they smell of goats. I shouldn't judge but I have seen a child drink directly from a goat. These people should be educated about the way of things, but then I supose thats why the Clerics from the small republic of Alistar are here. They may believe in a heathen god, but they seem like upstanding people and as I need thier help to continue my travels, I will forgive them. Little Terin is not doing much better, I hope we will be there soon.

The vilage is indeed small only consisting of a few huts. The tribal leader came out to greet us this morning, but we were mistaken. We were soon surrounded on all sides and the tribal leader with a waive of his hand set fire to the caravans. Luckly I was here and quickly calmed them, though it wasn't easy. Apparently they are a warrior people and to aproch s we did was a sign of war. I was able to convince them we ment them no harm by by laying down our arms. Unfortunatly this was a sign of great weakness and we about to be turned away when I asked about Terin. I have to admit it was Terin that realy saved our lives that day. For a simple people they seem to wield vast power. They alowed the wagons to stay where they were, and sent message to a nearby village named Bloedrooi that we have arived. Luckly I was able to convince them I was Terin's father and they alowed me to acopany them to a Dood Heks, or Death Witch. Needless to say I was a little woried at the time. They took me to a woman who was not unlike the oracles of Hexmark. She was old and Hargerd but she seemed to wield that same unbeliveable power that the Tribal elder did. She prepared rights and various other things I atribute to dark magic. I wanted to stop her, but I admit I was a little scared of the leanly muscled guards that were guarding me. I realised I would be dead before I drew my sword, and so would the caravan. I just hope Terin can forgive me. The whitch finnished and I saw he wield that power to heal the boy. It was odd, and wasn't nearly as affective as the Clerics power had been, but It did what theres could not. The boy regained consciousness.

As night fell I saw the warriors gurding us as the women prepared food to be shared comunicatively. Of course we were kept outside the village and could only look on. Terin actualy took food for the first time. Maby I was wrong about the witch. Aparently the village we are going to next is where the king of this land. Two guieds are to come in a few days to take us to thier king. I have to admit I'm very excited.

More to be translated soon.

Tuesday, June 5, 2007

Rune as it is known today.

Rune, as it is generally accepted by historians today, is flat, resting upon the back of Agradon, the gigantic dragon who holds up our world and maintains our crystal sphere. There are six known continents that are well documented. Edint Rie's map, while useful is now known to be generally inaccurate and out of date. Not only am I not a cartographer, I also believe that no maps of Rune exist as a whole, so I will have to explain the continents as best I can. As of the official start of the third age 1400 years after the Great Orcen Wars, the continents are as follows.

The north western continent is named Atria and is home to the Collective state of Myrcia, my home, the black forest, and the frontier. Myrcia is made up of individual states, if you will, controlled by individual feudal lords. These states are known as the Nothernlands, under the control of the Northlanders; the Palesian fields; inhabited and controlled by the Palesian Halflings and the hill gnomes; the Varden cities, a land "home" to the Alesian dwarves; and the Collective State of Clockwork, which contains the remaining vestiges of the Clockworkers, tinker gnomes, and warforged. I do hope they change that name soon, while we often turn to the Clockworkers power, many a brave Myrcian died in that terrible war, and that name is a bloody reminder. As for the black forest, we know that many nations exist within, but that is the Elvin territory and they guard their borders ferociously. The forest stretches over half the continent, nearly continuously, thus making the black forest an effective border to the frontier. As a matter of note, no one has ever traversed the black forest without the help of the elves. The frontier is a dry and arid wasteland, whose inhabitants live around the small oasis that exists. There are no nations to speak of, but many factions and cities populate the area. These include the Ahab, a race of peoples known for thier trading and barganing; The Mopos halflings, a nomadic race; the five tribes, the native tribes of the fronier, wild and feral, not to mention the various other monsters and creatures that abide on those plains.

Below Atria separated by the Crudusbarak, or the backbone of Crudus, is the continent Virdia. It is comprised mostly of the countries of Dag-mar, Hexmark, Alesia, Entmark, Agnor, Mortin, The Sitomus colective, the grey wastes, the Dwarven Empire, the Dragonis Spine, and the Andoniat Arpeggio. The continent is very mountainous, consisting of the Crudusbarak and the Dragonis Spine, and thier various off-shoots and sub ranges. Many of the peoples live snuggled into the mountains arms or within the moutain itself.  However the greywastes are a flatt badlands, devoid of all life and many plains and large platues spanning thousands of miles exist on this continant. The largest plain which lies directly south of the Baraks is the Grossberg plateu. four nations lay claim to the area. Alesia is the primary nation in controll of the area. They are monotheast, beliving in one nameless god. They are known for the twelve crusades that they have set out upon in attemps to capture the area and bring the nameless one, or whatever they call "it," to the "heathens." I have known some Alesians in my time and most of them are a grosely stuborn lot. There is also Dag-mar, a nation held loosly together by large guilds of theaves and where politics are solved by the gladiators sword. Hexmark lies to the north, prised for thier forward social thinking and high politics. Finaly to the south is the large nation of Agnor, a proud people. To the North west, Across the little spine as it's called lies the small nation of Entmark. An interesting collective to say the least. South of entmark across the lower Baraks lies the The Sitomus colective and below that Mortin. Little is known of these contries as they are just beyond the normal traveler's fare. South of Agnot lies the grey wastes, which I have metioned earlier, allong the western seabord lies the Dragonas spine, the wildest and dangerous wilderness any yet speak of. Finaly as the spine reaches the oacian the moutains turn into a chain of islands known as the Andoniat Arpeggio, a chain of islands thousands miles long streaching west into the Worlds edge. Mostly home to pirates, the area is technical ruled by the Andoniant Empire and it's Armada. Finaly the island end with the final island Saith.

To the west of Crudus lies the Worlds edge, an ocean that no one has ever returned from. It is general excepted that sailing that way for to long will result in falling off the back of the dragon, out of the crystal sphere, and into the void. Needless to say no one has ever braved those seas and returned alive, though the western coast is generaly ran by all manner of pirates based out of the the Andoniat Arpeggio and the cities of مَدينَه ساحِل (Lamath Etbev) and جلمود خطر البحر (dwhag syh shraa) on the western frontier.


To the south east of Virda is Pullus, a relatively small and unknown continent. Those that return from there usually refuse to talk of their travels.

Pullus is by far the closest continent to the "Rune oculus," or eye of rune. This phenomenon also goes by the name of "Eye of terror", "endless tempest," or, "the great Maelstrom," translated from the tongues of the area. Rune's eye is an, apparently natural, storm that stays in one spot. Nothing is known of the interior of the storm other than, besides ships of legend, none have sailed it and survived.

North of the storm is the area known as the endless seas. Here a people have managed to eke out a living on top of the water of the ocean living only upon four islands and their own ingenuity. It is a truely remarkible place and I have been able to travel there a few times before. Most living on floating towns called, adobies, as they have for thousands years.

Monday, June 4, 2007

An introduction to Edint Rie

Before we can begin with Edint Rie I believe he needs an introduction. Edint Rie is a figure that is shrouded a bit in mystery, for, while he wrote allot about the places he has been and the places he has seen, he rarely writes about himself. The only people who know for sure who or what he is are the bishops for the church of Landon and they do not whish to discuss the matter. I have discussed extensively with Bishop Eoire Itum, head of the Myrcian Church of Landon and financer of the Golden Dragon Inn, about the subject of Edint Rie, but he continually informs me that that information is kept in the ancient scrolls and only the truly devout are allowed to view them. Then he always asks me if I would like to become truly devout, but I'm afraid such a path cannot be taken up at my age. Despite these particular drawbacks, there is some information that is available about Edint Rie, which I will explain, and then I will continue in explaining his journal, which is what we are interested in anyway.

Edint Rie, it is believed, was born about 1200 years after the dragon wars and lived for around 70 years. The exact figures are not known, but his first journal entry is dated 1217, the year of Volk, 3rd month on the 21st, and many historians agree he was between 16 and 20 years old at the time of the first entry. Thus he lived around the end of the Orken wars and the beginning of the second age. What is interesting about his journal is that he wrote almost constantly about what he saw and experienced on his journeys. He had traversed nearly the entire face of rune, visiting almost every major city of the time and categorizing the people and their cultures. This invaluable information has been used in constant studies and histories of people. I hope to use his works to provide a basis for the world as it is today.

Now the title journal is a little misleading, for it is much more like journals. Known to date are at least 31 journals, of which I personally own 12, the largest collection of Edint journals known. Four of the journals are even originals, which are to be donated to the Myrcian Church of Landon when I go to Volk. I even own the coveted 31st journal, an original I might add, that describes Edint Rie`s notes on the planes. But having the journals are only half the battle. As is writ in the first journal, not only are the books written in an ancient tongue, but Edint often used his own version of the tongues spell when he wrote his journals, allowing him to switch between languages mid word. The reason for this practice is lost in time, but needless to say many of the journals are almost untranslatable, even with the help of magic. I, of course, have translated many passages and will rewrite them as a part of the appendix. That being said I believe we can move right into Edint Rie.