Calrun - a D&S production with extra salt and pepper

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Lord Tim

Master Knight
This thread is for story and lore posts only and will remain locked always.
If you want to participate and queu up, read and apply here.

This post will contain some maps, so that you can always check back here if you lost your way while writing or reading.
If you want to create a map, feel free to take chunks out of this one. Just keep a scale on the image that makes us understand the distance, and use the one I placed on my maps to calculate the size of your own.
If you don't know how to do this, just send me your notes and sketches and I'll make it for you. (I never post anything without your permission, so I'll send you back what I made of it first).
I'd like to keep everything within the same style.

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I'll have no choice but to do it in multiple posts. Maximum amount of characters per post is 4000.



Lore – Chapter  1
by Lord Tim​

1. The World of Calrun


1.1. Calrun’s Solar System

The world of Calrun is part of a binary star system called Bontar.
Bontar A, or just Bontar is a yellow dwarf, a sun, just like we, the Earthlings, know.
It is also Calrun’s parent star. Giving it day and night in 12 hour lapses.
In the winter (northern hemisphere) the night sky is slightly blue, due to Bontar B, a blue giant star whose light is slightly dimmed by the atmosphere, giving everything a blue shine. But when the sky is cloudy it’s just usually dark. It is remarkable that magical activity is at its highest when the blue star stands in the heaven. Bontar B is often called the Wintersun, or in a very difficult to pronounce word, Xoïswum (Old Bortic). Some may call it Bluelight and winter itself is sometimes referred to as the Season of the Blue Nights.
Bontar A is just called Sun (Wum, in Old Bortic) or simply Bontar.


1.2. Dimensions

The first dimension is the oldest, it is the world of the gods, seen by no mortal. There are many gods residing here, and they never leave it. The most important gods to remember are Parthen, who resembles himself with everything good in the world and Uksurik, who resembles himself with everything bad in the world. They should, however, not be seen as good or bad or even as factions. They are equal towards eachother. Both are equally important when it comes to the creation of the world. They complement each other as part of a whole. They created all other dimensions and gave to the humans the planet Calrun. What the humans do not know, is that they are not the first civilization to roam that planet. Many have come before and many will come after them. Until the gods have perfected their creation. But as said, the humans do not know of these predecessors and often see themselves as the perfect creation. The gods also knew this was to happen, and not only with the humans. So they created another dimension, from where the shepherds of the mortals would lead them. Some may call it ‘the in between’. Both Parthen and Uksurik created a large amount of immortal followers and placed them here. Buth these followers were not as wise as their creators (although a human is a silly fly compared to them). They did not understand the unity in which they existed. They saw Parthen and Uksurik as opposites. And arrogant as the gods are, they behaved to that point of view. This caused ‘the in between’ to break. The first part, Rangor, the realm of angels, who serve Parthen and Khor, the realm of demons, who serve Uksurik.
Because their original task was to lead humanity, they were able to travel to the physical world. On the condition they take a physical form when doing so.
This rarely happens though, as the angels and the demons are engaged in eternal conflict. Through the centuries, they forgot their original assignment, and all they did was war.
The physical world, the world of Calrun or  the realm of humans was left without leaders. Humans had to survive by themselves. Initially, they both feared and worshipped the gods, the angels and the demons, but after a while they noticed the absence of their creators. They let go of old traditions and rituals and cultures evolved as they saw fit, independent of the gods.
Some relied on the use of magic. Reyderhelm is the magic centre of Calrun. It is inhabited by wizards and witches. Others abjured from magic and relied on technological powers.

And finally, there is a realm that I have not mentioned before. It is the realm of the dead. The humans are not sure whether this is a physical world or a spiritual world. Possibly, it is something in between. Little is known about this place. But even here, there is a conflict raging between Parthen and Uksurik. Parthen assigned five angels at an altar, the Five Judges, to judge the souls. What happens after this judgement is entirely unknown. Possibly it leads to eternal rest or punishment. All that is known is that nobody has ever returned to Calrun after being judged. Uksurik, however, did not make the way to the Altar of Parthen unobstructed. First, the soul has to travers de Desert of Eternal Sands, followed by a climb over the Mountains of Eternal Heights. Until the soul has found the altar, it doesn not have rest and can still return to the physical world. Some wander the realm of the dead for centuries before finding the Five Judges.


1.2.1. The North- and Southlights

If one sails the arctic waters, both in the north as in the south, it is possible to see bright lights far over the icecaps. It is said that there are portals to the other dimensions on both ends of the world. Yet no man has ever gone so far on the ice. Nobody knows who built them or even if they’re really there.


1.3. The peoples and the lands of Calrun


1.3.1. Keltar

The Keltarians are currently (anno 5000) the largest nation of Calrun. They are a nation of peasants and dairy farmers spread over the many villages of Keltar. Now and then, a castle tower can be seen, peaking out of the green hills and grasslands. The Keltarians were one of the first to abjure from magic and to trust on the physical abilities of humans. They use various tools and domesticated animals to work the fields. Their armies consist mostly out of infantry with spears, swords and maces and are being led by glorious knights and their pages, who form the cavalry and pride of the Keltarian forces. Yet their efficiency is disputed. Their armies are the largest of their time, but consist largely out of farmers and serfs who fulfil their duty towards their landlord.
That last part does not account for the famous Keltarian monks. The Keltarian monk dedicates his life to meditation, study and training. They are masters of martial art and a handful of them are equivalent to a whole army, alas, so say legends. On this day, few monks remain and they are spread all over the country. They don’t speak much, only when they have something to say, but once they do, their wisdom is not doubted. Within Keltar, there lives another people. The Tsarians or Tsari in their own tongue. The Tsari are ethnically Keltarian, but their way of life is very different. They live in forests which seem like a patchwork laying over the Keltarian grasslands. Tsarians are born hunters and despite their minority, they are hazardous enemies. The archers from the forests are feared by all travellers. They move through trees like ghosts and their arrows are amazingly accurate. Most Keltarians choose to evade the paths that lead through the forests.


1.3.2. Helkhar

The Helkharians are a desert people. On the midlands, they are a nomad people, travelling from oasis to oasis. But at the coast they are a prominent and religious trading community. Cities with enormous constructions and large harbours are at the core of this empire. The Helkharians are divided in four classes.

• The slaves, who are brought to the slave markets of Helkhar from all over the world. They are either galley slaves, rowing on the seas, who are not granted long life, or they are builders, making the great temples and towers of Helkhar. Or they are lucky enough to become house slaves, they have the highest life expectancies.

• The subjects or civilians are the regular people, who do not have the right to own slaves, but neither can be slaves themselves. Most of these civilians are traders, farmers, fishers or intellectuals.

• The nobility leads the country. They are in control and have the right to own slaves. They live in large palaces and their possessions are often ridiculously large.

• Finally, the clerics. The clerics are in many ways even above the nobility. They have the right to keep slaves and some can even choose anyone to be their slave. Clerics are the only Helkharians who can use magic. They are united in the order of Konga’ah, an order with a complex structure and many titles. Outsiders would often refer to members of the order as ‘Kongasts’.

Keltarians often view Helkharians as a barbarian people because of their strange and foreign traditions and languages.


1.3.3. The Forbidden Lands

The Forbidden Lands are a wild land, inhabited by outcasts, primitive tribes and strange creatures and races.
It is usually avoided by boats and hunting parties. No civilization has ever made a claim on it.


1.3.4. The Borts

The Borts are divided even more than the other nations. As you must understand, inability to make direct contact with someone on the other side of the continent causes factions to be unable to grow large. Civilizations like Keltar are enormous, but wars are often fought between landlords, claimants to the throne and other armies. This is even worse when it comes to the Borts.
Thousands of years ago, a feudal system existed on this continent, but then the line of kings came to an end. Most lands are under control of a family. But it is still very feudal. Families can have other families under their banner.
The Borts are strong, fearless warriors with heavy tools and weapons. Once, they were feared all over the seas. The ever bloodthirsty pirates lived of the misery of their victims. Now, these infamous pirates are a rare sight. They returned to their own shores and became traders or fishermen. Others are hunters, lumbermen, mineworkers or craftsmen. They haven’t used magic since the independence , gained from the empire of Reyderhelm, but they respect the Reyders for their use of it.


1.3.5. Reyderhelm

Reyderhelm is the magical centre of Calrun. The Reyder culture is entirely based on the use of magic and they use it for their daily tasks. It is also the only nation that stands united rather well, because magic allows them to communicate better. In the middle of the continent is a city called Stormtower. Stormtower is inhabited by a small percentage of Reyders and a lot of immigrants, who came here because their homeland did not encourage their study of magic. Some of them have lived there for many generations. In the middle of Stormtower is a tower, rising above the clouds. It is the Tower of the Imperial Order, or the Grandusk. The Imperial Order has resided there for an eternity and is a cult of magicians (priests and priestesses) who leave the tower seldom. Once, the Imperial Order were the leaders of Reyderhelm. Their imperial title was given to them thousands of years ago, when Reyderhelm conquered many lands on the Borts and the Keltarians. Their historical presence has left its mark on the languages and cultures of Calrun.


1.4. Languages of Calrun

Reyder is the original language of the Reyders. Because of their imperial behaviour it spread all over the world. The Borts even made it their native language, although slightly altered. Furthermore it influenced many dialects along the Keltarian shores. The modern Reyder tongue is the language we all speak and understand, but magicians speak an ancient language that doesn’t look anything like the modern Reyder. It is called the Veim Inguli or Imperial Language. Many names of men and places were derived from it. The second most commonly spoken language is Keltarian, even though it knows various dialects and sounds, it is seen as one language.

The Helkharian dialects, however, are seen as many separate languages as they differ much more from each other. This also counts for the tribes of the Forbidden Lands, were many languages, some not even including understandable words for humans, are spoken.


 
2. Béanmeph


2.1 The holds

Chapter I will begin in a land named Béanmeph, of which I have already uploaded a map earlier.
Béanmeph is a large island, a few hundred kilometres wide, to the southwest of the lands of the Borts (sometimes referred to as Bortmeph). In the time there was still a king in Bortmeph, the Béans a Bort family, received this island as a province and were expected to rule it. Over the years, Béanmeph was divided over several holds, some of them still respect the Béans as the higher authority and some are still being led by relatives of the family, but others have decided to operate independently. When the king of Bortmeph fell, no armies were strong enough to keep the land together and no-one could form a justified claim of gaining authority. So there was as good as no resistance or objection when holds declared independence. The nine holds are the following:

Holds of the Béanr:
Duiph – the twin villages, ruled by relatives of the Béanr.
Béan – the land still controlled by the Béanr.
Zeun – the forests west of Lanwald, under protection of the lord of the Zeunkasj (Sidor Béan)

The Pivisk Alliance:
Ninjar – the castles that guard Lake Wovan (the entrance to the land of Pivisk)
Arn – the city east of Ninjar. Both  are led by a different lord, but have always been cooperating, which is why they are often seen as one hold. They are not though.
Nurt – the northern hold of Pivisk. And the largest of the three.

Independent holds:
Jinvar – the land above the vale, between Duiph and Béan.
Tornlas – a rough, rocky land in the south.

No-man’s land:
Lanwald – not technically a hold. Lantver is ruled by a relative of Sidor Béan of Zeun, and Duntiver answers directly to the Béanr. The wald itself is a large uninhabited forest in between 4 holds. (Béan, Zeun, Tornlas and Ninjar)

The Pivisk Alliance is not a rival nation of the Béanr, which may seem so. They just don’t recognize each other as the higher authority, but live in peace together on Béanmeph.


2.2. Names and words

As you may have noticed when reading or when looking at the map, many words are often returning in names. That’s not because I don’t have any inspiration, but because they actually meant something in old-Bortic languages, before Reyder was introduced.

Here are a few of them translated into modern Reyder:
kasj = castle or fort
krish = mountain or hill
meph = land
tver = town, or village (settlement)
wald = large forests, woods

You may also have thought I made a few typos by placing an ‘r’ at the end of some words, but the ‘r’ is used to indicate plurals in Bortic. So Béanr refers to the family of the Béans and Krishr is the plural of Krish (mountain). Words in which the ‘r’ does not really roll of the tongue are just pronounced differently. So tverr (towns or villages)sounds like ‘tverre’ and waldr (woods or forests) sounds like ‘Waldre’. The ‘r’ should always be pronounced clearly (as in Scandinavian or Dutch languages for us Earthlings).


2.3. Detailed map of Béanmeph
mapbanmephdetailed.png


3. Brief character and place descriptions for Chapter I


3.1. Places


3.1.1. Zeuntver

Zeuntver is a small, self-sustaining community of hardworking villagers. It’s always hard work in these harsh lands, but the people of Zeuntver can’t really complain. Their lord, Sidor Béan is a kind one who has been helping them out in times of need and keeps the taxes reasonable.
The village lays on both sides of the river Worde, north of the Zeunkasj. In the north, west and east it is surrounded by pinewoods. It has a view on the Zeunkrishr behind the Zeunkasj and the Twin Rocks in the east. (I may draw a map later, if I feel it to be necessary)


3.1.2. Zeunkasj

The Zeunkasj is an old, stone castle. It was probably there long before all the villages in its hold. In the days that Bortmeph was a kingdom, it was one of the furthest Bortic outposts. It stands on a hill that is surrounded by the River Worde, that also runs against the flanks of the Zeunkrishr. The castle itself has a square formation with a tower on each end. There is no courtyard, but a piramid-formed roof between the walls. Each of the four towers is just high enough to see over the ridge of the Zeunkrishr and the Twin Rocks. Mind that the castle itself is already elevated on a hill. A double wall runs before the front gate, which means you have to enter two gates to get inside. It is currently the home of Sidor Béan, who is Lord of Zeun. He houses many orphans there, which I’ll explain later. It is a strong fortress, hard to take, but nowadays its garrison exists out of a mere 50 soldiers. There is no real reason to keep military costs high for the Béanr, as the land has not seen war in a very long time. Apart from a lot of bedrooms and barracks, the Zeunkasj has a guest hall behind the second gate, with a big room to the left when entering, where guests can await attendance or where emergency meetings can be held. There is also a gathering hall, with a large table where Sidor sits at the head. And finally there is a dining room, where all the orphans and guests eat together.
And then there are the dungeons...


3.1.3. The dungeons and caves of the Zeunkasj

I believe these deserve their own subtitle. The dungeons of the Zeunkasj have a long and rich history of torturing and imprisonments. Today, they are mostly deserted or used as stock chambers. But if you go even lower than these dungeons, there are long, deep and partly unexplored caves. Some of these were dug out during the wars with the Empire of Reyder to escape the castle when necessary. But they’re largely natural. The only known way today leads to Lantver, almost all the way underground. The other parts are unexplored, forgotten or collapsed. It is very dangerous to dwell them alone, or to dwell them at all. Nobody has ever found the end of it and there are tales of strange creatures living down there. (Such as giant spiders, rats, insecticides, leeches and Uksurik knows what else.)
One must also be careful for deep gaps and ravines, or streams of cold water coming down from the mountains or from the Worde.


3.1.4. Zeunwald, Lanwald and the River Worde.

The Zeunwald and the Lanwald are actually one big forest of pine trees, the difference exists only on maps. Although one could say their borders lay along the River Worde until it reaches the Twin Rocks, where the border describes a line to the south, placing the coastal town of Lantver geographically in Lanwald, even though it is under the protection of the Zeunkasj. The soil is covered with a carpet of many dead and rotten branches and pines, as the wald is thousands of years old. However, if you ‘re near the banks of the river, it gets rocky and fewer trees grow there. Many caves can be found along the river banks, most of them uninhabited.


3.2. Characters (other characters that appear may be described in the actual chapter)


3.2.1. Sidor Béan

Sidor Béan (born 4970) was son to one of the nobles of Béantver. Both his father and his mother died in a fire when he was young. He was adopted by his uncle, the former Lord of the Zeunkasj, Ildor Béan, who had no children. When he passed away peacefully, Sidor Béan became the new Lord of the Zeunkasj. Grateful for being welcomed by the villagers all those years, he serves and leads them well. Even from the start, he allowed orphans and refugees to reside in his castle until they were old enough to care for themselves. The villagers did not bother too much, most of the orphans stayed within the hold, where they contributed to the community.


3.2.2. Gana, Aïpex and Denmer

While she seems a beautiful young woman, nearing 30, she is actually in her sixties. As an Arganvirgin (an order of witches), she has the power to stop the aging of both herself and others. It is so that her assistants, two strong men, Aïpeks and Denmer, are even older. They appear in their forties, but were enchanted by Gana. At first, just by her beauty, later by her poisonous tricks.
Now they serve as her slaves. Brainless puppets. For some unknown reason, Gana has been wandering Béanmeph for years. She is avoided by the villagers, as she is seen as an omen of bad luck.


3.2.3.Gaïrat Leeveld (the eel)

Gaïrat leads the Anoxr, the riders of the Béanr. They are not nobles, only an elite class of warriors, yet deserve great respect. Every Anox is given an avatar, which he is allowed to paint on his shield. Gaïrat is the eel. Your avatar is based on a very traditional ritual, performed by the leader of the Anox. For Gaïrat, this was the previous leader, Kéat, the tiger.


4. The amulet of Orthur (prologue to the story of Renobar)

It must’ve been five thousand years since the beginning of humanity and the known world. Angels and Demons were still fighting their eternal war. Although some of them started to doubt their own cause. They were more attracted towards the other faction, or the other dimensions. And so there came a day that the demon Cediss came to Rangor. He was prepared to side with the Angels, who, by now, generally detested all demons. They did not believe Cediss’ intentions and send the angel Murtiber to capture and torture him. However, Murtiber refused to execute the assignment, because he believed it was against the code that was given to them, by their God, Parthen. Unfortunately, the others did not hear Murtiber’s reason. He became a traitor, banned to the world of humans, and took Cediss with him.
They found refuge in the Grandusk in Stormtower. Murtiber, now in a human body, made a human mistake. He fell in love. His romance with the priestess Emihandra did not last long though, she was destined to marry the high-priest Orthur, a master of the Ancient Magic. He was so jealous of Murtiber, he would’ve done anything within his power to get rid of him, and he did.
One must know that an angel cannot simply be killed, you either need to capture him, or destroy his very soul.
So orthur travelled to the other side of the known world, to the Forbidden, Lands and there, climbed the highest mountain in the world, the Crystalpeak. There, he made a golden amulet with in the middle, a Wintersuncrystal. These crystals can only be found in the Western Mountains, an area in the Forbidden Lands, on the highest peaks of the world and are almost just as old. They received the light of the Blue Wintersun and kept it safe for eternity. Adepts of the Ancient Magic understand the magical power these crystals possess, but few know how to use them. He returned to Stormtower with a weapon he had named the Amulet of Orthur. The jewel allowed him to capture the souls of his enemies and summon them when he saw fit. And so it was done, he locked away Murtiber and demanded Emihandra for himself, but he came too late. Emihandra was pregnant, she could no longer be bound with Orthur. He attempted to lock her away as well, but she cursed the amulet and spoke that only her blood would be able to use it again. Orthur ignored the curse, blinded by his anger and underestimating the powers of the priestess. When he tried to use it upon her, he disappeared inside it. But now, she was accused of the murder of both men. She took the amulet and fleed Reyderhelm. With a rowboat, she crossed the sea and arrived in the far south-west of old Bortmeph, in a land called Béanmeph. She was weakened and after she gave birth to a boy, named Renobar Murtiber, she passed away. What happened to Cediss, the demon, is unknown even today.
None were told that Renobar was in fact a half-angel. Renobar was seen as a burden, rather than a gift. He was a cripple, his right leg was slower than his left and as a consequence, Renobar wasn’t fit for any job. He could not fight, or fish, or work the lands, nothing. His interests laid closer to the study of magic, books and languages, but he found few sympathizers among the countrymen. Weren’t it for his mentor, Sidor Béan, he would probably have been left for dead.
Sidor had kept Renobar away from the outside world for twenty years in his castle, the Zeunkasj. The walls and towers of the Zeunkasj were the only places where Renobar ever got a glimpse of the world.


5. Lergotan

Now, in the year 5023, twenty years after the birth of Renobar, a dark age is ahead. A mighty lord, named Lergotan is advancing in the west. He came from the Forbidden Lands and conquered all of Keltar. The Borts know they’re next, but his name is rarely spoken and the stories often laughed at as if they were tales told by old, superstitious wives. He is very real though.
Some say he is a king from an unknown land in the west, who prepared this attack for many years, other say he is a demon, who came down here to conquer everything and make all the peoples bow before him. And yet others say he is sent by the gods, to bring peace over the land through war. But nobody really knows.
 
I
Leaving the Zeunkasj



It was the 23rd day of March, 5023. Renobar sat on the wall of the north-eastern tower, between the merlons, his legs dangled on the outside, with only his green coat to protect him from the wind. His dark brown hair fell on his shoulders and a stubbly beard grew young on his chin. He gazed over the village and the wald to see the darkness set in. Behind him, the sun coloured the sky orange to red and above him, the Wintersun dimmed away in the distance. It would not be long before it would disappear entirely and would only return next winter.
He heard someone heading up the stairs. Most of the times, that would’ve been one of the guards patrolling around, but this time it was Sidor. After all these years, Renobar could easily recognize anyone’s steps on those stairs, and moreover, it was about dinner time. As the hatch on the floor opened, an elder man, wearing the same green coat, stepped out towards Renobar.

“I should’ve known you were out here again! How many times will I have to remind you that it’s dangerous for you to be here?”

While Renobar turned around on the wall to get on the inside, Sidor passed him his crutches, which were placed against it.

“Come on, let’s go, the others are waiting to commence.”

Renobar went off the stairs as swiftly as any other human being would, knowing the steps by hard. The dining hall was crowded with younglings, about 30 of them. The older you were, the closer you sat to Sidor, who had his place at the head of a long wooden table. Renobar sat directly on his left, opposed by Mirkan, who was a year older than him. When it came to capacities, Mirkan was the opposite of Renobar. He had long blonde hair and his beard was growing faster. The village loved his presence. He was tall, strong and handy and had helped them out with tasks ever since he was capable of doing so. Over the last few years, he had been taking training from some warriors, as his ultimate dream was to be with the Anoxr.
Yet Renobar was not jealous of Mirkan. He never grew too confident and treated his peers with respect. In the end, he was also just an orphan, given shelter by Sidor.
Mirkan was born in the Zani family, a well-respected one in the hold. They had a big family house on a ridge near the Zeunkrishr, but unfortunately, during the winter of 5003, an avalanche came down the mountain and dragged the house down towards the river. The only survivor found was the one year old Mirkan. Sidor took him in. It was the same year in which Renobar arrived in Béanmeph and also the first year in which Gana, the witch appeared on the lands. It isn’t surprising that the locals never really liked Renobar. Many blamed him for everything that had happened.

It was silent at the table, apart from the smacking and chewing, it was the first time they had eaten fresh meat that year. The snow was melting and the hunters were free to roam again.
Sidor saw a chainlet hanging on Mirkan’s neck, holding a wooden, carved spider.
“So,” he said, “they gave you an avatar now. Does that mean you’ll be going soon?”
“Actually yes, father. Gairat has arranged a bed for me in the Béankasj. I’m leaving tomorrow morning. I should’ve told you earlier, but I just didn’t know how.”
“It’s alright, remember, you’ll be always welcome here. I’ll travel with you towards the Béankasj. It’s been far too long since I’ve met my relatives over there. “
He tapped Mirkan’s shoulder and now turned his gaze towards Renobar.
“I trust you will look after Eomor while I’m gone?”
Eomor was one of the youngest orphans at an approximate age of eight winters. He was a mute. Nobody really knew the cause, his hearing was perfect.
One day, two years ago, he just walked near the edge of the forest, he’d been here ever since. As Eomor was also not allowed to leave the Zeunkasj, Renobar was often asked to keep an eye on him. They went along well. Renobar had some time to read his books, while Eomor was easily satisfied with any toy to play with.
“Of course, father.” Renobar replied.

The next morning, at dawn, Mirkan and Sidor chose the road. They were not expected to return anytime soon. The way to the Béankasj is probably some 100 miles long (160 km). A three day travel on horseback through the wald, impassable during winter. So they stayed away. For a month, the hold peacefully awaited his return. The locals attended their daily business and the orphans where old enough to behave without their mentor around. Until Sidor finally returned, 34 days after his departure.
That morning, one of the guards saw him coming down the road, in full gallop. The villagers welcomed him, but he rode directly to the castle, ignoring them.
As he entered the first gate, he waved towards the guards, meaning they had to follow him inside.
The orphans stood in the guest hall, including Renobar and Eomor, hoping he would tell them of his journey. About the city of Béantver and the Béankasj. About the lake, Mjelne and the Vale of Béan. They were astonished, when he dismounted his horse, covered in sweat, worry carved on his face. He told them to wait in the Dining Hall, where he would address them later. The guards followed him inside the guest room, for an emergency meeting. Renobar, as the eldest stayed to ask him what was going on, he had never seen Sidor this upset. But Sidor did not see Renobar and closed the door of the guest room behind him. Renobar didn’t mean to eavesdrop, he wasn’t like that, but at that point, it just happened. He was there at the right moment, and his curiosity forbid him to leave.

“What is it?”, a voice came.
“The stories are true. He is coming this way, fast. In fact he could be here already. The Anoxr are coming to reinforce our ranks, but the main force will remain in the Béankasj. All we can do is evacuate immediately and hope we’ll be able to save some.”
“But how can we run from Lergotan?”

Lergotan...so he is real. Renobar thought by himself. All of a sudden he realized Eomor was not at his side, and he was certain he didn’t follow the others to the Dining Hall.
As he looked to his left, he saw the boy, running into the forest. The guards had not closed the gates in their haste, and now, Eomor was gone.
Renobar would be blamed for this, he knew, so he limped after him, no longer caring about what the others were saying. Afterwards he would’ve known it was a bad idea for him to go into the wald. He randomly moved around, shouting and crying.
“Eomor, come back! You know we’re not supposed to come here! Please come back.”
Just as Renobar was about to head home, to share more bad news, he saw the boy, running between the trees. Gathering new hope, he started the pursue.
“Eomor, come back this isn’t funny anymore!”
Deeper and deeper into the forest. The young Eomor could easily outrun the limping follower, but Renobars plan was to persevere until Eomor didn’t find it fun himself anymore. Then, after a good half hour of tiring himself out, he saw the boy stopping behind a bush of frostberries (white berries that grow during the winter).
“Now I’ve got you, you little...”, but then Renobar was interrupted. Two arms grabbed him from behind, one hand placed before his mouth, making him unable to shout. Another person, a man nearing fifity, appeared before him and took him by the legs. Eomor ran away. The two men carried Renobar through the forest. In the beginning, he had resisted, hitting and kicking where he could. His recalcitrance did not last long. He was very tired and whatever he had tried had not helped against the strong arms of two grown men. The walk lasted for hours. At first, the ground was soft, covered with many dead pines and mosses, but after a while, it turned harder. Rocks started popping out of the soil and streaming water could be heard. They had to be near the river. And so they were. They arrived at a precipice, and deep down, at least 15 feet, the Worde ran wildly. The men took a narrow path down along the cliff. Renobar would’ve never even seen there was a path if he had come here alone. When they got all the way down, at the river bank, they entered a large cavern. At the end of it, there was a big, round stone door. Eomor was waiting at the entrance and Renobar was finally put down.
“Don’t try anything funny.”, they had said, as if there was anything he could do.
They pushed against the stone door and with brute force, it slowly rolled to the side, revealing an entrance to a stairs going up. Eomor went in. The men pushed Renobar forwards, indicating he had to go next. The stairs were just high enough, so that the room would be hidden from the outside of the entrance. When all four were in, one of them pulled a lever on the stone wall, closing the door again. As he climbed up, he came inside a hall, which seemed naturally shaped as a cave. There were mushrooms growing on the sides and there were several entrances to other caves or rooms. In the middle, there was what seemed to be a standing mirror on first sight. It was the only source of light in the room. Looking into it, Renobar saw a distant, starry sky. But then, something else drew his attention. A beautiful woman stood at the end of the cave. An angel, if you’d ask any mortal. She had long blond hair, falling down in straight lines, like the rain. Eomor stood before her.

“Open your mouth.” It was clear that the woman was speaken, although it seemed as if the voice came from somewhere else. As if it came from all around them, as if the air was speaking. Yet it sounded soft, and tender.
“You have finally repaid your debt.”, she said.
She raised her right arm as a red brume emerged around it, making it invisible.
“Inhale.”
"The red brume slid of her arm and was inhaled by Eomor.
“Thank you, Gana.”, he spoke. She had returned his voice.
“Now, you’re free.”, she replied.
Eomor walked towards Renobar and looked him in the eyes, a tear ran over his cheek.
“I’m sorry.”
He turned around and stepped into the starry sky, whereupon he disappeared.
Renobar didn’t understand, he had never seen anything like it.
“It is a portal.”, Gana said, “I’m sure you’ve heard about those?”
She was no staring at Renobar, who ran red upon seeing her face.
“I know who you are, Gana, you’re a witch! I heard about you.”
“Slimey bastard’s”, her voice was now agitated, it stroke fear in the hearts of those who listened, “Never have I done anything to deserve this treatment. I have never done anything against them!”
“But, you don’t age, they say. You looked exactly like this, twenty years ago, when I was born. They also say you came here because of me.”
Her face now turned friendly again, almost satisfied, as if she had achieved something she had been working on for a long, long time.
“Ah, so you are the one indeed? Good! Tell me your name.”
“Renobar. Renobar Murtiber, my mother called me this. I don’t know why.”
“Murtiber? How foolish of her to call you that. It is a miracle that I am the first one to find you.”
“Well, I usually go by my first name. But, why would you want to find me? Do you know more about my mother?”
“Yes, yes, I do. In fact, I will allow you to come with me. I’m not staying here, with Lergotan in the vicinity. But first, you must hand it to me.”
“Hand over what?”, Renobar replied.
Her face turned angry again, but she purposely tried to keep smiling.
“You know what I’m talking about, don’t you?”
“I honestly have no idea what you’re talking about.”
“The amulet, give it to me. The golden one, with the blue crystal! Give it to me!”
Suddenly, her presence filled the entire room. Her blue eyes now faded away and turned white entirely, as if she was staring in a plane outside this reality.
Renobar stepped back and stumbled on the cold, hard floor.
“I don’t have it, I never heard of it, I swear! I don’t know what you’re talking about!”
And then she yelled, as if she had been holding it back all the while and now her voice was released. It was a horrifying shout, going through flesh and bone. And when it finally ended, she grew smaller again and her voice calmed, she was however not as soft and friendly as she had been before and a certain sense of anger trembled when she spoke.
“Sidor must have kept it for himself, that old thief! It’s too late now, Lergotan will have it! You, to hell with you!”
She stepped into the portal, followed by her two assistants and then it turned pitch-black. Renobar had to crawl all the way down the stairs and search for the lever to open the stone door again, in order to see something.
With great difficulty he crawled the 15 feet back up, using the narrow path the assistants had used earlier. Once he got up he saw the Twin Rocks to the west. At least now, he knew he only had to follow the river to go home, but it would take hours. It would probably already be night before he finally got home and he had no idea how much time there was left before Lergotan would make his arrival. Either way, he had no other options, but to follow the river home. After two hours, the sun started to set in the west, the east was turning dark. Not much longer, or Renobar would've had nothing but the stars reflecting on the water to guide him. And then he would’ve been prey for the wolves. But he was lucky, he had already figured that a path followed the river on the other bank, and now he encountered a bridge, right in between the feet of the Twin Rocks. When crossing the bridge there was a signpost. To the south was Lantver, in the direction he had come from, to the east was Mjelne and Béantver and to the west was Zeuntver and Korunt. Alas, some motivation. He took a deep breath and started walking again. Until suddenly, he heard noises behind him. These were hooves, many hooves, and they were getting closer. Renobar turned around and saw them approaching, probably a hundred of them. He wasn’t sure whether he should’ve asked them for help, or just let them pass, so he went to stand at the side of the road to see what they would do. Initially it seemed as if they were going to ride right past him, they were warriors, carrying leather armor and caps, wooden shields and steel swords. And then, one of them separated from the rest and approached Renobar, it was Mirkan, he had returned, a warrior.

“Renobar? What are you doing here? You’re not supposed to come outside the keep. Come, get on my horse, we’ll ride while we talk, there is no time to lose.”
He helped Renobar on the back of his horse and told him about a fleet arriving from the west. Béanmeph was being evacuated and battle was to come. In turn, Renobar told him about Sidor’s arrival, Eomor’s treason and Gana the witch, who gave Eomor’s voice back. But he did not speak of the amulet, it deemed not wise to him. As they travelled, they passed long caravans of people on their way to seek refuge in Béanmeph or further east. The sun had only just set when the warband arrived at the gates of the Zeunkasj. It was Sidor himself, in full armor, who welcomed them. One of the riders came forwards, Renobar only saw him from behind, but he had a green eel painted on his shield. Sidor addressed him.
“Welcome, Gairat, please join me in my hall, I was expecting you and dinner is ready, it may be our last.”
“We have only come to fulfil our duty, Lord Béan. Yet, we thank you for your hospitality.”
The group entered the castle, but Sidor halted the horse of Mirkan and Renobar.
“Renobar?! I had thought you were dead! Welcome back. I need you to follow me, now!”
“Sidor, I’m so sorry, Eomor, he...” Renobar felt as if he had some explaining to do, but Sidor interrupted him.
“Eomor returned to the witch he came from.”
“How did you...?”
“How did I know? I didn’t, but I always thought she had something to do with it. A boy like that doesn’t suddenly appear out of nowhere. He would’ve had no chance of surviving in the wald, not without help. But come now, it is really urgent.”
He helped Renobar off the horse and led him in the Zeunkasj. Sidor still seemed to be in the same rushed temperament as he was that morning. When they came to the stairs, Sidor stopped and grabbed Renobar by the shoulders. His eyes turned watery and for a moment, it seemed all the burdens he carried became light as a feather, compared to what he was about to say now.
“Renobar, you have always been like a son to me, even though I may not always have showed you.”
Renobar wanted to reply, but was still stuck in the emotion of the moment, so he let Sidor speak.
“These are strange times, full of chaos and broken dreams, but also full of opportunities, as I am sure you will one day understand. There is no more time for you to say goodbye to anyone or any place. Do you know the way to the dungeons?”
The realization that this was their farewell slightly started to sink in. Renobar nodded in reply to his question.
“Good, once you’re in, follow the path, and let this be your source of light in dark times.”
Sidor slowly reached for his chest, as if he was at the very moment of revealing his deepest secret, and now, was afraid to do so.
A shiny light emerged from within, and a golden chainlet appeared. It had a mystical, blue stone in the middle.
The amulet Gana mentioned! thought Renobar.
“Your mother gave this to me, I was to return it to you in times of need. She said it holds great powers, and our enemies will know this. Use it well.”
Renobar bowed his head as Sidor placed the amulet around his neck.
“Farewell, my boy, may Parthen be at your side.”
“Farewell, father.”
They hugged one more time and then Renobar descended into the abyss, to fulfil a destiny unknown.
 
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