THE
CITY OF
SALÓH
(HÁR'LČVE'THÉM) |
Salóh (Styrásh
Salóh) literally
means "the bottom of" - referring to its location at sea level,
rather than on a high cliff like Elving and most of the
Zeiphyr, and is also known as
Hár'lčve'thém (Styrásh
Hár'leve'thém,
meaning lit. "valley stronghold"). Salóh is the second of the Twin cities
(the other being Elving) of the
Quaelhoirhim elves in the
Zeiphyrian Forests.
Originally the city started life as a sort of extension of the Capital,
Elving,
into the smaller Eastern Forest as strong strategically point - dominating the
Hár'lčve'thém Bay, and the Auturian Valley that lies between the Zeiphyr and the
Auturian Woods. It's military advantages of
course were probably not the city's
primary function, however, Salóh serves as a trade rest for goods and travelers
moving from Elving and beyond to the western towns of Marcogg and Elsreth. The
Salóh Road links Salóh to Elving, along the coast. This
is ideal as strangers, for
the most part, are kept to the edges of the elves' beloved forest.
Description. Salóh may be referred to as the twin city
of Elving and it is true they share many
similarities - but Salóh has a very different character to Elving, which may in
part be attributed to Salóh's importance as a strategic location. The city has
its roots as a trade center outside of Elving. It
served as a gateway to the Serphelorian empire on its founding and this can still be seen today from the
way that the whole city is centered around a giant market place, surrounded on
all sides by shops. This is the only place that visitors, especially those of
other races, have access to. Like Elving, Salóh's Mages have developed a system
of protection for the city that does not - like
Ylfferhim cities - keep
visitors out completely, but allows them into the city on a very restricted
basis. As in Elving this is achieved at the gates of the city. A password must
be uttered to reach the real - or in this case - complete city. If one does not
utter the words as you pass through the gates, then one finds themselves
directly on the market square, and the city appears to consist of nothing else.
The Market Square
The Salóh market square is vast, some thousand square peds. Temporary traders come
and go on the market, and there is accommodation on the Eastern end of the
square of passing merchants. The elves ask no payment in return for staying
here; only that you respect their city. Acquiring a place to sell your ware is
currently
done through Golthaim, the infamous Elving Market Supervisor. The resident's
know him as Dái'aél (Styrásh
Dái'aél, "Red Eye"), in reference both to his
Ahrhim tribal roots
and his quick temper-ness. Generally, one must travel out to
Elving to secure a
spot on the market, but fairly recently Salóh's residents began to question the
sensibilities of the system. Much to Golthaim's irritation he now spends one
week in every month in the city. Unlike elves
of Elving - who look upon the elderly
elf with a sort of benevolent fondness, in a "oh-isn't-he -quaint" sort of a
way; Salóh's more straight talking residents, find him in fact borish and
uncultured. There have been reports that elven mothers lock their children
indoors when he's in town, for fear they pick up any of Golthaim's fouler
Ahrhim turns of phrase. Salóh's administration
is currently recruiting for
their own market supervisor, diplomatically, on the terms that Golthaim is
simply reaching an age where he shouldn't be made to travel between the two
cities anymore.
The square is also surrounded by many buildings. Here, as in Elving, they are
grand, and built in stone and clay, gathered from the limestone cliffs, and the
higher lands on the verges of the Elverground respectively. These buildings
house mainly shops owned by the
Quaelhoirhim. The most notable of
these is probably that belonging to Cár'er'efér. His family has run a smithy in the
area longer than any elf living can remember. The smithy is up by the western
gate on the Salóh Road heading toward Elving, but on the market square the
smith sells his finely crafted armor and swords, made with secrets that time
has caused other smiths to forget.
The market square however is dominated by a massive stone statue of Cárimuá, legend has it the longest lived of any
Quaelhoirhim Elf, who was the
first Ránn
of the
Quaelhoirhim, crowned in 811 b.S.
Cárimuá originally named the city Hár'lčve'thém ("Valley Stronghold"), before it
was renamed Salóh after the unification of the kingdoms to
Santharia.
The
Moats and Walls
The city's impenetrability is down to the sheer scale of its fortifications. The city
is surrounded by massive moats. In fact to call them moats is probably to do
them a disservice, for they are lakes in all but the fact that they are not
natural. To lay siege to the city one would first have to make their way across
the small causeways that lead to the city and find a way to cross the gap that
was usually crossed via the drawbridge. Today the drawbridges no longer stand,
but instead three small bridges, that sparkle blue in the morning, afternoon
and evening light consecutively have been built. A tribute to all, of any race,
to leave life during each of the wars. They are in a funny way each a prayer
that Caelereth should never see another event like it again. Such hopes, however,
even the elves know to be a little naive.
The lakes today are some of the most extensive wetlands in
Santharia, and will
be discussed further in the Flora and Fauna sections of this entry.
The city is walled by a series of three concentric city walls, each built on a
higher point than the former. To penetrate the city one must overcome three
narrow portcullises - one in each wall - before reaching the city itself. And
of course each wall is built to be well defended, with slit windows from which
elven archers can pick off offenders coming
over the walls or through the portcullises. Towers give vantage points, and positions for other weaponry. Wood
is not used in the city's construction for fear of fire, though the moats and
underground streams that pass under the city provid a natural extinguisher. Small
underground tunnels that form a maze under the earth, run to
Elving - if you
can negotiate the tangled passage they weave! The city has been described by
military minds of all races as simple strategic perfection, and one can not
stress the simple scale of them. Compared to the rather modest sized city the
fortifications are simply enormous.
But why was all this fortification necessary? No other
elven city has much in
the way of defense, and no human city comes close to the imposing site of
Salóh. -
The answer is basically position. Built at sea level, it did not have Elving's
advantage of a cliff top location. It is also built on the very edges of the
eastern forest - very much in the open and exposed, so is not afforded the
protection drawn by many elven settlements from their forests. The other very
important reason is geography. Salóh dominates the Auturian Valley and the
Hár'lčve'thém Bay. Strategically it has always been of the up-most importance to the
elves. Salóh's presence prevented any great
human fleets assembling to the East of
Elving
(there was already enough threat of that from Tarannanor in the West) on
Serphelorian waters and provided a safe passage for between the
Zeiphyr and
Auturian Woods, allowing the
Quaelhoirhim and
Tethinrhim to ally and preventing
human sieges cutting communication between the two tribes.
The Gardens
If one has, as mentioned previously, uttered the passwords you will have access
to much more than the Market Square, grand as it is. Roads leave the market
square in four directions (northeast, west, southeast - to the three portcullis
on the inner walls, and to the gates of the city beyond and south to the
harbor). Move in any direction out of the market area and you are presented by
the gardens that encircle the Market Square and for a while you start to
understand why Salóh is named Elving's 'twin'. The gardens echo those of
Elving,
growing wild and ornamental plants from far away places, but are smaller in
scale than those of Elving's. Here the gardens follow the concentric theme
created by the walls, wrapping around the central square. There are no paths emanating
from the roads that pass to the outer edges of the city, but if you look
carefully you can make out the tracks worn by centuries of light
elven feet
passing over the grass. However, the elves in Salóh boast that unlike their
Elving neighbors they understand nature so well that they organized the
planting so that no plant is in direct competition with another. The result is
that certain parts of the gardens are simply carpets of flowers for most of the
year, that not even the lightest of elves would wish to disturb.
The
Residential Areas
It is hard to tell where the gardens end and the residential areas begin. The
elves live above your head as you stroll
through certain areas of the gardens. You can hear them singing, laughing, but you can't see them when you look up.
What you make out however, are the crisscross walkways that link dwellings, the
spiral staircases up the tree trunks, and flowers cascading from branches -
obvious signs of elven horticulture. Along the road, and sometimes well away
from them, with no obvious way to reach them, are small stone or wood
dwellings. It is all rather reminiscent of Elving.
What is different in Salóh is that housing administration in Salóh fulfils a
rather different role, as property is not distributed as in Elving. Rather it is the duty of the
owners to give the house to a neighbor, should they, for whatever reason, leave,
who will ensure that it is not left unlived in for too long. Housing
administration keep tabs on quality craftsmen, and can give advice on who is
right for those jobs that are usually caused by high winds off the valley;
administration will also organize
any necessary repairs needed to empty houses, and will find somewhere to put up
those who find themselves in Salóh without a place to stay. Housing
Administration itself is housed on the Salóh Road as it passes west through the
residential areas.
The
Outer Ring
Surrounding the houses and the gardens is the "Outer Ring", a maze of streets,
buildings and general urban chaos. Some twenty percent of this area are old
army barracks and instillations. Some are still used to train
elves in the ways
of war, but many have been sold to other guilds. Many buildings are guild
libraries or training centers, others are profitable businesses. This quarter
also houses the entrance to the tunnels that run into the cave network under
Elving. There are schools for young
elves, teaching mainly history, languages
and about other races, as in the market square they are a common site. At the
very edge of this area is the sheer face of the inner wall that reaches up into
the sky, encircling the city. But the wall isn't solid by any means. It houses
the Great Hall of Salóh and Salóh's administrative workers. It may have been
surpassed by Elving as the new
Quaelhoirhim capital city, but it still
maintains a certain degree of independence to make its own decisions. The wall
also houses a whole area for elven visitors - off all races, but those who most
often grace it are the Tethinrhim of course, give the tribes proximity to the
city. When it was first built, the Quaelhoirhim's
Auturian neighbors were very
uneasy about the massive fortification on their doorstep, as a result, Salóh
allows up to fifteen representatives of the
Tethinrhim's Ránn to be present in
the city's administrative heart at any time. The amount of influence they have
over decisions in the city varies, according to the political climate, but in
general, relations have remained good.
The Woodland
Pass out through the portcullises of the inner wall and you are bathed in
woodland. The elves planted it in an attempt to make the city feel a little
more like the Zeiphyr. It is both a good and bad strategic move. The miniature
forest allows the elves to move silently above any attackers, but also provides
assailants with building materials. It is, however, very pretty, so on
aesthetics rather than tactical worth it has remained. The paths continue
through the encircling wood to the second wall. If you pass through these gates
you stand on open pasture boarder by the outer wall. Today its used for grazing
animals on. Beyond the outer wall are the extensive moats and the causeways
that link Salóh to the region. The outer wall is enormous in comparison to the
previous two. Built of limestone quarried along cliff faces to the west it is
punctuated by lookout towers, home of soldiers and to this day Salóh's mages.
On a clear day you can see miles up the valley.
The Harbor
Pass south however, and you are not confronted by the Great outer wall, but by
the walled Harbor. It is not as big, nor as hectic as that of
Elving, but it
does house the cities only tavern. If one enters the main city as a visitor, it
appears that the tavern is on the market square, but believe me it isn't
really! I've seen the true city layout. Visitors are often puzzled should they
arrive in the harbor to see the same tavern as they know to be on the market
square. Quite how the elves pull this off, no one
is entirely sure. Ximaxian
magic experts say that they can officially think of 14 different ways the
elves create the
illusion, most of them involving incomprehensible babble about creating
portals. Surely it is simply enough to gaze on the tavern and know that while
it is real enough, you are in fact entering a building on the other side of
those enormous walls.
Location. Salóh is
located in
the Santharian province of Sanguia. It is found some half a day or so ride East of
Elving.
It sits on the Hár'lčve'thém Bay on the southern point of the Auturian Valley that
separates the Eastern Zeiphyr from the
Auturian Woods.
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Map description. Location of the Quaelhoirhim's Zeiphyrian Forest and the city of Salóh at the coast to the Aetryam Sea in the Santharian province of Sanguia bordering Manthria and the Auturian Woods. Map drawn by Artimidor. |
People. The
elves here
are predominantly of Quaelhoirhim descent. The general attitude to life
in the confines of Salóh is an
overwhelmingly Quaelhoirhim one. Life is conducted on the same rules as
Elving,
there is no currency - except when dealing with outsiders. Goods and services
are traded on a favor system, which can get very complicated, but
works well for the elves. There is a general deep interest in outside affairs.
Residents returning from travels outside the city are often called upon to
present an account of their journey, and any news from the rest of the kingdom
they may have acquired while away in one of the small halls off the great hall.
To the left of the entrance to the great hall is a notice board that is updated
daily, giving information about the kingdom, tribe and city.
There is also a prevailing friendliness and openness (even if they hide parts of
their city and have huge walls) to strangers and other races, and the
elves are
often keen to talk to outsiders. There is on the northern edge of the market
square a spot that is known affectionately as Mé'krói'kránna (Styrásh
Mé'krói'kránna) or "Human
Corner", where
elves
practice their Tharian upon unsuspecting passing humans,
and question them endlessly about philosophy, their homes, their
relationships...
The elves draw such joy from talking to strangers - not just
humans - if they are lucky enough to encounter
any other race they will probably have them there
all night - that it would be almost impossible to ignore them, or not to take
pleasure in the experience. It has been known for elves
to give humans who
endure their friendly inquisitions small gifts as tokens of their appreciation.
But if you have pressing business to attend to, it is best to avoid the area,
you could be there a while!
The Quaelhoirhim are known for their craftsmanship, beautiful enameled jewelry,
wonderful and highly decorated armor and swords. Glass is also a specialty to be
found here. Many windows are adorned with colored glass. Sand from the shore is
collected and mixed with minerals brought in by merchants from further a-field
and heated in the great furnaces in the south of the city. The
Quaelhoirhim also
produce strong functional wares such as storage vessels, cooking pots, etc.
Salóh itself is noted for its metal-wares and weaponry. The eastern and northern
fringes of the Zeiphyr supply the ore for such work.
The city has a very high concentration of mages - for there is much need for
them here, both to maintain the Salóh illusion. Unlike Elving however, few are in permanent
residents. Elving is a center for
magical research in a way that Salóh just is
not. As such, many of the mages are on loan from Elving, on a sort of
sabbatical,
up in the towers. It provides a quiet atmosphere for reading and meditation, a
good antidote for the faster pace of magical life in Elving.
Many halflings from the Shire of Elenveran have free run of the true city. The
Quaelhoirhim are extremely fond of their diminutive neighbors! However the
approach to the city is known to be perilous - for the
Zeiphyr is populated by
drakes,
wolves and many other animals who would eat a party of
halflings for a
midday snack. As such, the elves will happily escort them in and out of the
forest. Several halfling families dwell in the true city and are well respected
by their elven neighbors.
The major difference in Salóh is the amount of
Tethinrhim influence. Many
individuals share the red-headedness of the neighboring tribe, and some
religious principles have found their way into Salóh life. Many
Quaelhoirhim elves in the city are tattooed in a similar way to
Tethinrhim youngsters,
something not found in more westerly parts of the
Zeiphyr and certainly never
seen in Elving.
Coat of Arms/Sign.
The tribe's coat of arms, a gleaming sword engraved with the Eye of
Avá on a
red field flanked by two frost dragons, is sometimes used by the city. But the
city has its own coat of arms, keeping the red field with a simple white tower -
a reference to the limestone keeps off the outer wall that shimmer above the
water. This shield is used by the city's archers and warriors to identify them
from other Quaelhoirhim regiments and also by administration, on the top of
letter heads, wax stamps and so forth.
Climate. Sailors have
been heard to sing of the "City in the Mist". Despite being in a warm temperate
part of Santharia, where the forests grow all year round, lush and green,
Salóh's position at sea level on only open ground between the two great forests
of the Zeiphyr and the
Auturian means that it is prone to morning mists caused by
condensation from both the sea and the slightly lower temperature of the air in
the Auturian valley compared to the humid warmth of the covered forests.
Hár'lčve'thém Bay and the Valley, however, are well sheltered by the towering
forests from the elements and the prevailing southerly and westerly winds that
blow along this part of the coastline. The city very rarely suffers from any
extreme of hot or cold, and precipitation is regular, though not particularly
heavy throughout the year. Winter is brief and warm. Many species that could
never possibly survive on the windswept Elverground or in the darkness of the
forests depths do uniquely well around Salóh.
Flora. Salóh itself
seems to position (at least on its more South Easterly side) of a small natural
salt marsh. This probably made the huge systems of moats easier to dig. The air
is also noticeable saline; from the sea spray and the morning mists so plants lining
here tend, if not to be specially adapted to saline conditions, then at least
have a tolerance to the salt. The scenery is also predominantly karst from the
limestone base the city is built on so the soil is in many places fine and
alkaline.
As a result, seaside grassland is the natural state of the area, and the
elves
have left swathes of this untouched. Many small rare plants live in among the crevices
of the limestone pavements - such as the purple sell, a small delicate plant
with tiny purple or blue flowers, that adore the saline conditions. One also
finds yrom (heather) and thick leathery grasses like
saián that are slightly
prickly to the touch and almost seem to exist on nothing but air. The open air
also facilitates the growth of just one or two giant costal redwoods around the
edge to the city.
But of course, the Quaelhoirhim, it seems, can make anything grow anywhere - by
their sheer green-fingered-ness and with a little
Xeuá put into the mix. "We
are part of the land," they say as a way of explanation. "Tied to it. We
understand it and it us." And they can make the most extraordinary species grow!
Roses and the climbing inila that usually love thick forest soils grow in
abundance inside the city's walls. Flowers of all kinds are the
Quaelhoirhim's favorite
it seems, but small quantities of kaouje and
loriv.
Fauna. Bird and insect
life flourishes in the city. Bird life is a strange mixture of the sea and
forest variety. Only here would you see kingells and
banded ricaus on the next
tree from an injóh. Fisher Birds of many varieties, who usually feed in the
fresher waters of great rivers such as the Thaehelvil also do surprisingly well
from the saltwater moats, while the taenish does exceptionally well in the Outer
Ring.
Madis flies and ferrymen are the main inhibitors of the surface of the moats.
Ferrymen are small insects who skim the waters surface and are very fond of the
large areas of still water the moats provide.
Bogsnappers are also fond of this
property of the moats. Madis flies, small biting insects, are found above the
water at twilight, in seasons where it has been excessively damp.
Mercarto flies
may swarm. These little beetles - who usually dwell further south are less
welcome guests as they spread a water borne agent poisonous to
elves. However,
as the moat water is predominantly salty, the
Quaelhoirhim at
Elving were saved
the fate of the Ylfferhim, as they do not drink the water, nor spend any great
time in it, and there have been no significant deaths from
mercatos' prescience.
Will'o'Wisps, however are more frequent dwellers and are common sites over the
moats and in the city. You will also find the carris fly - the Salóh
elves refer
to it as the suicide bug, because the females have to plunge into the water to
lay their eggs - drowning in the process. Mud worms live on the moats' bottoms,
and one will also find significant populations of saltwater fish, including the
yellowtails.
Meanwhile the gardens are the area that attract the most insect life. Here the
glowing comes from the quillý'efér but you will also find the
white spiral
butterfly, red diamond butterflies, as well as small silk moths that look much
like their larger Northern counterparts the
lu'an moth. Bats also like the
gardens and can be seen hanging from trees in the daytime - but don't disturb
them! The Quaelhoirhim absolutely adore these creatures and will get very upset
if you are cruel to them.
There is a significant lack of larger animals and animals that would represent
the higher end of the food chain that populate the surrounding area, such as
deer, wild pigs and
drakes. The reasons are philosophical: To keep large animals
who were native to the area in the city with high walls seemed morally
indefensible to the elves, so many were removed as the walls were constructed.
Domestic animals such as sheep,
cows, goats and elk are kept; so the city is not
totally devoid of life. Significant rat and
tarep populations exist in some
areas of the city, but somehow never seem to get too out of hand somehow.
There have been reports of mogliar sightings around the city every so often, but
these have proved difficult to confirm.
Resources.
Elving is a
resource rich place. Its greatest asset is of course its location, representing
a gateway
to the elves and tactical control point for the locality, Salóh is well supplied
both by Elving and other
Quaelhoirhim settlements, but also by the Eastern
human
populations. All good bound for Elving from Marcogg or Elsreth pass by way of
Salóh. The east of the forest is known for yielding rocks containing iron ore
(the soil here is often red, or in marshier areas, blue, depending on the ferric
state of the iron) and provides Salóh with raw material to make beautifully
crafted and functional objects. The karst scenery betrays the limestone
bedrock of the city that the elves have used to craft this colossus of a fort
around their city and it can be also useful for some basic chemical reactions,
and rudimentary small explosives can be made by mixing with acid in a small
container. Lime can also be used in the treatment of various insect stings and bites, just
as well with all those madis flies about.
Apart from position, Salóh's greatest resource, as in Elving, are its population
- friendly, dexterous - not afraid to take ideas from other races and unafraid
of change. This gives them a variety of labor base that few
elven cities can
match, and most human cities admire. As the younger twin, Salóh has often felt
it plays second fiddle to Elving, and as such residents of Salóh are well noted
for a more cynical of Quaelhoirhim decisions and have a sharper satirical wit,
which many visitors find refreshing if they found the
"We're-the-center-of-the-elf-universe" arrogance one sometimes finds in
Elving to cloying.
Myth/Lore.
Elves
have good memories. And the residents in Salóh, perhaps more than their
Elving neighbors
have a thing for historical accuracy. So often in Salóh events are fairly well
remembered. Much myth to be found in the city is about things that the
elves can
never quite be sure of for certain. Being a port town, and given the sightings
daily of dolphfolk and
whales have led to many stories of
merfolk living in and around
Salóh. The most famous is of a builder who was
constructing the walls around the harbor.
The Elf and the Mermaid
"The weather was foul, and even Salóh's sheltered bay was taking a battering, but such was the haste to finish Salóh's fortification that work was continuing regardless. The elf was swept out to sea by a massive wave, and his colleagues were convinced after a week of searching that he was indeed dead.
One year later the elf was found washed up on the beach. Bedraggled, wet, and almost voiceless, but quite alive. When he recovered he babbled incoherently about a mermaid who had saved him from drowning, cared for him devotedly, but returned him to his people because she could never share his life, nor he hers.
Canonical wisdom says that merfolk are not exactly intelligent, and probably not capable of caring for a human - let alone comprehending and expressing complex emotional processes - so most rule the man's story out as the imaginings of a drowning mind, but so the story goes on that one day, perhaps a year later, the elf and his newly taken wife were standing at the harbor when the mermaid swam right up to the jetty where they were standing, in front of onlookers, and looked disapprovingly on the elf's wife. Then she held up a small merchild to the elf for some time, smiled; then dived back into the water and was never sighted in Salóh again."
But just because they like historical accuracy, doesn't mean that they get it right all the time. Another popular story told to children is about a wizard, Vortigan, a half-elf, responsible for upholding Salóh's magical defense about the time of Saban Blackcloak's attacks on Hár'lčve'thém in revenge for the elves choosing Anthioullsn as the new Ava'rónn.
The Wizard Vortigan
"The story is that Vortigan, a weak and tired figure, and bored by his endless task went to Saban and negotiated a deal by which he would turn over the city and all the forces in it in return for power in Saban's ranks. He was of course found out, some say by Tiri'lym, Anthioullsn's son. Some accounts say that the Ylfferhim elf then fed him to a lesser drake as punishment, others that Tiri'lym handed him over to the human forces in the area, who were merciless with the traitor. Another ending still is that the elves locked him in one of the caves under Elving, imprisoned by the very mages of Elving that he had once worked along side."
There is no record of this Vortigan in any contemnor report of the period after the Third Sarvonian War. Nor is he a name that is found in any Ylfferhim account. Given this tribe's isolation from the rest of Sarvonia before and since Anthioullsn's reign it seems likely that if he were an actual historical figure he would exist in their tales too. As a result many think that Vortigan is a later addition to the tales of the War against Saban. In fact as Vortigan is such an un-elven name, and tales of other traitorous Vortigans exist in myths about the War of the Chosen and in various human stories it seems likely that this element has come from another entirely different myth. The story however is a great one, and its probable lack of truth has not stopped it catching on all over Santharia. Many human paintings exist of the betrayal of Vortigan. The most famous depicts the half-elf handing over the flag of Santharia to the Móch'rónn, while two dragons (one blue - thought to be Saban's darkfriends) and one red (the blood of the állied races) battle to the death at their feet.
The Caught Imp
"Less serious is the story of the elderly elf, who had accepted her life's purpose was nearly through. One night she heard squawking and caught an imp in the large cage of her chatterbird. The creature had been created by a mage to steal money and gold and to bring it back to its greedy master. The imp promised that if she fed it red meat that it would bring the gold to her. But what use has an elf of gold? So she released the imp and sent it on its way.
The next night she heard squawking again. Again she caught the imp in the birds cage. This time she was cross. Again it offered her the spoils of its mission if only she would feed it red meat. The elven woman had little meat in her house, but offered the imp the fish she had in her pantry. The imp ate greedily and promised not to come back. She let it go.
The next night again there was squawking, and this time when she went to the cage there was no bird. The imp had eaten it. So the elderly elf went and found a mouse - for birds are hard to come by - and put it in the cage, planning in all honesty to trap and kill the wretched creature.
Again she was woken by a shuffling and there again was the imp with a small sack of gold. It waved and disappeared, for imps have a mind of their own you see. The elf, found use for the money, buying things of use from merchants from far away places and lived comfortably for the rest of her days.
The moral of the story is that even if another does something you are unhappy about, don't judge too quickly for their actions may be for the better."
History. Cárimuá was the first Ránn
of the
Quaelhoirhim, crowned in 811 b.S. - part way through the First Sarvonian
War. Until this time the
Quaelhoirhim had been a roughly
allied set of settlements with a knowledge of some kind of kinship and shared
origin, and Salóh had been virtually entirely self governed - interested only in
its own affairs. Born and bred in Salóh, she had been the city's matriarch and mother
figure for several hundred years when war broke out. It did not go well for the
Quaelhoirhim, and they learnt much from the governing techniques of the
humans
and in 811 b.S. decided that a unification of the tribe under Cárimuá, who
possessed a faultless but rather wildy logic, would pay great dividends. It did
of course, and the unification and centralization has held to this day.
Cárimuá originally governed from Salóh. It wasn't until after her death and
the end of the War that her successor decided to move the seat of decision
making and administration to the larger, and recently rebuilt, Elving. Cárimuá
first act in power was to rename the city - she called it Hár'lčve'thém - the
"Valley Stronghold". For strong, it unquestionably was. Salóh's residents saw
problems coming a long time before Elving it seems and prior to the war, as
tensions mounted between man and
elf, Salóh began to prepare for war. And their
preparations were immense and thorough. In a very short space of time Salóh
became the greatest, most technologically advanced stronghold on the Santharian
continent for its time. For this very reason it was spared the destruction that
reigned down upon Elving and it has never been taken at any time in its long
history even though it has often been under siege - most notably by the forces
of Saban Blackcloak as he sought to rule the
elven tribes, which resulted in
the capture of the Ava'rónn Anthioullsn's son.
Hár'lčve'thém was renamed Salóh after the unification of the kingdoms to
Santharia. The
Quaelhoirhim felt that it was easier for the men to say, as well as being a
little more welcoming.
Information
provided by
Wren
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