The Rivan Codex by David Eddings

fragments of parchment.

The archives in the monastery at Mar-Terin, however, do contain

some few fragments which provide a sketch outline of the Marag

culture.

They were, it appears, a secretive people with little desire for

contact with outsiders. They were also, insofar as we are able to

determine, largely matriarchal, and the institution of marriage among

them was strangely under-developed. No stigma seems to have

been attached to out-of-wedlock birth, and casual liaisons appear to

have been commonplace. Beyond these few tantalizing hints, little is

known of the Marags.

HISTORY

We must assume that the Marags migrated to the west during the

first millennium as did the other peoples of the west, although there

is no way to substantiate this. Cities and temples of stone were

erected in the Vale, but when they were constructed and by whose

order, we have no way of knowing, only that the legions which

destroyed the country did attest to their existence. The cities appear

to have been oddly-constructed assortments of stone buildings

without protective walls around them, and the temples, standing

alone on the plain, were vast constructions of enormous stones

erected with incredible amounts of primitive labor.

The only body of historical documents we have relate to the nine’

teenth-century war between Maragor and Nyissa. The causes of that

war are unclear, but the Marags mounted an invasion of the

jungle-Country of the snake people and pressed rapidly on to the Nyissan

capital at Sthiss Tor. The reports of the field commanders of this

invasion provide certain chilling hints about the nature of Marag

religious practices. The conclusion of each report of the capture of a

Nyissan city or town lists – by name – those luckless inhabitants

who were ‘assumed’ for the greater glory of Mara. We can only

shudder at the thinly veiled meaning of that term.

The Marag invasion, of course, came to grief after the occupation

of Sthiss Tor. The cunning Nyissans had, before evacuating the city’

poisoned everything edible in the vicinity. Marag soldiery sickened

and died in appalling numbers, and the desperate field commanders

frantically appealed to their superiors back in Maragor for food.

Ultimately, they were forced to abandon the city and flee. back

through the jungles to the mountains and thence across to Maragor.

The trail of dead and dying soldiers they left behind them gives

mute testimony to the virulence of Nyissan poisons.

The only other contact between the Marags and outsiders came

just prior to the destruction of the entire people. Tolnedran merchants

attempting to enter Maragor in search of trade were driven out of

the country. No amount of official remonstrance on the part of the

imperial Court could persuade the Marags to relent, and eventually

the city of Tol Rane was constructed on Maragor’s western

boundary to provide a suitable site for trade. The few Marags who took

advantage of this commercial opportunity paid handsomely for the

wares they purchased in fine gold. It was the discovery of this gold

which sealed the fate of Maragor.

The events leading up to the Tolnedran invasion and the details of

that ruthless campaign have already been discussed and need not be

repeated here.

When the campaign was over, the few pitiful survivors were sold

to Nyissan slave-traders who promptly chained them together and

drove them in long columns across the mountains into the jungles of

Nyissa. Their ultimate fate is mercifully hidden from us.

Thus perished Maragor – the living Maragor at any rate. The

horrid reality of the dead Maragor remains to haunt us fully three

millennia after our ill-advised adventure there.

Reports of the exact nature of the shades which haunt the vale

which was once Maragor are hardly verifiable, since most who have

been there and survived hover on the verge of madness. All confirm

that the Spirit of Mara shrieks and wails throughout the land, but

reports of the hideous phantoms who haunt the land vary widely.

Curiously, all the more coherent accounts indicate that the ghosts are

female, which seems to make their mutilated shades that much more

horrifying. This latter observation is confirmed in part by the monks

of Mar-Terin who (though madness stalks their ranks also) provide

us with the most authoritative accounts of the ghosts who have

made Maragor not only uninhabitable but unapproachable as well.

Let Imperial Tolnedra resolve most firmly that never again will

we allow ourselves to be pushed by our greed into such shameful

acts, and let perished Maragor – an eternal rebuke – stand forever

between Tolnedra and a repetition of this most monstrous crime.

COINAGE

No coinage. Marags had a barter economy. The costume was Greek.

Men – short tunics and sandals. Women – short silk dresses.

SOCIAL ORGANIZATION

* In Belgarath the Sorcerer Belgarath spends some time in Maragor after Poledra’s apparent

death. This paragraph on Marag social organization served as the basis for that sojourn.

Houses and land belonged to the women. Men were athletes,

hunters and soldiers. The society was very loose and considered

immoral by other races. The men lived in semi-military dormitories

– when they weren’t ‘guests’ in the house of this or that woman.

Men had no property.” The Marags were very enthusiastic about

athletic tournaments. Religious observances were orgiastic in nature.

The society tended toward a lot of nudity because the Marags had a

great admiration for the human body. Their temples doubled as

athletic stadiums.

THE CANNIBALISM

This came about as the result of a mis-reading of one of their sacred

texts. It was ritualistic in nature, and those consumed were all

nonMarags.

MANNERS

Marags were good-natured and happy-go-lucky. The men were not

interested in trade (which made the Tolnedrans crazy). The Marags

were total Pagans with virtually no inhibitions. The women were

very generous with both their property and their.personal favors.

There were probably no more than a million Marags.

THE ALORN KINGDOMS

Note The four kingdoms of the Alorn peoples, Cherek, Drasnia, Algaria,

and the Isle of the Winds are a direct outgrowth of the Kingdom of

Aloria which existed in antiquity and which was divided during the

reign of the legendary Cherek Bear-shoulders at about the end of the

second millennium.

The Isle of the Winds

GEOGRAPHY

The northwest-most of the twelve kingdoms, the Isle of the Winds is

a rocky, almost uninhabitable island to the west of Sendaria and

Cherek and to the north of Arendia. Perpetual, gale-force winds

sweep off the ocean to beat against the island’s west coast. Because

of reefs and high cliffs, the island is totally unapproachable except at

Riva, the island’s only city’ A limited fishery exists at Riva, and there

appears to be some mining in the mountains of the island – mostly

in useful metals such as iron and copper, although there do appear

to be deposits of gold and silver which do not seem to be extensively

exploited.

THE PEOPLE

Although they call themselves Rivans (after their legendary first

king) the inhabitants of the island are basically Alorn and

descendants of a fairly substantial migration which appears to have

occurred at about the beginning of the third millennium. Curiously

enough, the migration to the island by the Rivans seems to have

occurred as one single expedition, significantly unlike the

customary migratory pattern of other peoples which is characterized by

succeeding waves and periods of consolidation. The Rivans are

markedly different from their Alorn cousins in Cherek, Drasnia and

Algaria. They are generally called the Grey-Cloaks (from their

national costume) by the common people of other kingdoms,

although until recently they were seldom seen off the island. The

Rivans are sober, even grim, and close-mouthed to the point of

rudeness. Reported to be savage warriors, they are fanatically loyal to

their ruler (called simply the Rivan Warder) and wholly committed

to the defense of their capital at Riva.

THE HISTORY OF THE RIVANS

As previously discussed, the Rivans migrated to the Isle sometime in

the early years of the third millennium. Amazingly, the line of Rivan

royalty appears to have descended in one unbroken line from the

legendary Riva Iron-grip to the last Rivan King, Corek the Wise, who

was assassinated in 4002 by agents of the Nyissan Queen. This

unbroken succession marks the longest dynasty in the history of all the

twelve kingdoms, apparently enduring for nearly two thousand years.

Perhaps in keeping with their national character, the Rivans have

formed no alliances with any of the other kingdoms, and have

steadfastly refused to sign even the most rudimentary trade agreement

with the representatives of the Tolnedran Emperor. This rigid

stubbornness was a source of unending frustration to whole generations

of Tolnedran diplomats and a continuous irritation to two complete

Tolnedran Dynasties.

Following the Accords of Val Alorn in 3097, efforts were made to

establish normal trade relations with the Rivans but without

success, and finally, in 3137, Ran Borune XXIV mounted the

disastrous expedition to the Isle to force the gates of Riva. The adventure,

of course, was an unmitigated disaster. Preparations were then

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