attempted to aid their northern cousins but were repulsed by the
sheer numbers of the Angaraks and Mallorean hordes – estimated
by some to number as many as a half-million warriors. For the
second time the Algars gathered at the Stronghold and the
population – with the exception of the finest cavalry units, entered the
fortress and sealed the gates.
Following the destruction of Drasnia, the angaraks
marched southward, systematically destroying Algarian herds as they
went. In 4867 began the siege of the Algarian Stronghold – a siege that
continued for eight years. With the possible exceptions of Prolgu in
Ulgoland and Rak Cthol in Cthol Murgos, the Algarian Stronghold is
probably the most unassailable land fortress in the world.
The Angaraks were continually harassed by hit and run attacks of
nomadic Algar cavalry units. Even when some Angaraks (mostly
Murgos) mounted themselves on Algar horses, they were no match
for the Algars.
In 4874, Kal-Torak apparently decided to abandon his effort to
reduce the Stronghold and, leaving a token force to maintain the
siege, he turned westward across Ulgoland to begin his Arendian
campaign.
The units of Algar cavalry continued to harass his flanks, but
withdrew once his main force had entered the mountains.
It is uncertain why Kal-Torak chose to expend the time and effort
in the prolonged siege at the Stronghold rather than strike
immediately along the route of the Great North Road into Sendaria and
thence southward into Arendia and Tolnedra. It may be that he felt
that his rear would never be secure so long as an intact Algar nation
remained behind him, or possibly two thousand years of
humiliating defeats at the hands of the Algars had made the destruction of
the horse-people one of the paramount goals of the Angarak race.
Whatever his motives, the giant Kal-Torak was soundly defeated
at the Battle of Vo Mimbre when Algar cavalry units, accompanied
by the survivors of the annihilation of Drasnia, crossed the southern
tip of Ulgoland by way of passes known only to the Ulgos and
attacked the Angarak left flank in the concerted effort of the third
day of the battle. It is generally conceded that the Algar cavalry
charge directed against the Murgos was instrumental in the victory.
Following the victory at Vo Mimbre, the Algars harassed the
retreating Angaraks and succeeded in raising the siege of The
Stronghold. They also pursued the remnants of the Nadrak and
Thullish Angaraks to the north and forced them finally to evacuate
all their garrisons in Drasnia.
When peace was restored in 4880, the Algars found that their
herds had been decimated and scattered, and the rounding up of
their livestock and the taking of an accurate count of their losses
took the better part of ten years. During this period they refused to
sell any of their cattle, causing what amounted to a meat-famine in
the west, and the virtual bankruptcy of the merchants who had
depended on the Fair at Muros for their livelihood.
As the herds were gradually rebuilt, trade was again resumed,
but has still not been fully restored to its former volume.
The current King of the Algars is Cho-Hag Vii, a man of forty who
appears to be an able ruler, though the council of the clans is
reserving its judgement until he has reigned longer than the three years he
has sat upon the horse-hide throne.
Appendix on the Vale of Aldur
NOTE:Information concerning the Vale of Aldur is limited and largely
speculative. The reader should always be aware of this fact, and the
information contained herein should never be used as the sole basis for
policy decisions related to this area.
GEOGRAPHY
The Vale of Aldur is an area of forests and meadows lying along the
upper reaches of the west fork of the Aldur River, nestling as it were
in the fork or juncture of the eastern and western arms of the vast
mountain range which forms the spine of the continent. It lies at a
somewhat greater elevation than the grasslands to the north and
receives more rainfall. It is, therefore, more heavily vegetated. It
appears to be a pleasant, well-watered area, but is, so far as our
investigators have been able to determine, uninhabited.
From time immemorial certain reports have come back from the
area – usually from travelers who have lost their way, since the Algars
steadfastly refuse to permit anyone to cross the Vale. Our informants
advise us that there are in fact structures of various kinds in the Vale
structures of enormous antiquity One Sendarian merchant who had
wandered away from the South Caravan Route found himself in the
Vale and discovered several moss-grown ruins in the Vale and, on the
third day of his wanderings, came upon a huge stone tower with no
Visible door and reaching very high into the air – higher perhaps than
the tallest tree. He was discovered there by a mounted Algar patrol
who quickly escorted him back to the Caravan Route but refused to
discuss the tower.
The folk-lore of certain rude and unlettered people makes mention
of a ‘Brotherhood of Sorcerers’ which is supposedly headquartered
in the Vale, but this can probably be discounted. The so-called
Sorcerers, Wizards, Magicians and the like whom we have all seen
either as solitary mendicant vagabonds or associated with traveling
circuses are, of course, all charlatans whose ‘magic’ consists of a few
crude sleight-of-hand tricks and a few common chemicals for
altering the color of water. These tricks, while a source of amusement to
the common people, hardly elevate their practitioners to the exalted
status to which this folk-lore would assign them.
Since there is no hard evidence that the Vale is inhabited by a
separate people, Tolnedra has long taken the position that the Vale is
simply an integral part of Algaria. This is particularly evident since
Algar horsemen patrol its borders. The ruins which supposedly dot
the Vale cannot really be taken to represent the work of a non-Alorn
culture, but rather must be viewed as a tantalizing archeological
curiosity’
The University has frequently petitioned the Emperor to raise the
question of permission for an archeological expedition into the Vale,
but the Algars refuse to discuss it or even to admit that the Vale
exists.
Algaria
COINAGE
Algars do not have coins.
Their standards are based on livestock
A horse (standard) is worth about $50
(good horses are more expensive)
3 cows make a horse
5 cow hides = 1 cow
Algars do, however, trade, using coins of other nations and free
gold (nuggets and dust) panned from rivers and streams in the
foothills.
COSTUME
men
All Algar outer garments are leather. Soft boots, baggy’legged
trousers. Metal-studded vests (much like Tartars or Mongols) add in
winter wool shirts, socks and under trousers. Also heavy wool capes.
Swords are curved (scimitars or sabers) lances and a short bow.
Ropes are used (in conjunction with a lance-like pole – no lariats).
Armor – steel-plated leather coats, pot-like helmets with a
chainmail head and neck cover. Men’s heads are shaved except for a long
‘scalp-lock. Moustaches but no beards.
women
Same clothes as men. Hair worn in a pony-tail style.
COMMERCE
Strictly barter. Items needed by the clans are purchased by the
Clanchief and bestowed as gifts. Lively trade between clans in weapons,
livestock (breeding stock usually) and useful items.
RANK
Chief of the Clan-chiefs.
CLAN-CHIEFS
Tribal leaders members of the council of clans. 20 in all.
HERD-MASTERS
Heads of subclans, responsible for segments of the herd. Five or six
to a clan.
WARRIORS
All Algar men are warriors. Even the women are war-like.
MODE OF ADDRESS
To the KingCho’ an Algar word signifying chief of chiefs. Except for
the King, all others are addressed by name and most courteously.
MANNERS
Algars tend to be a bit more formal than other Alorns. Elaborate
etiquette about who eats first, seating, etc. Very touchy about insults.
Gifts are the very heart of Algar social relations. Everybody gives
gifts to everybody.
POPULATION
Scarcely more than 100,000 living in their wagon-cities.
HOLIDAYS
Erastide
Festival of Belar
Breeding time – Fall – gathering of dans for mingling herds
Dropping time – Spring – the calving and foaling
Algar’s birthday
SENDARIA
GEOGRAPHY
Sendaria, or the lake country, is one of the smallest of the twelve
kingdoms. It lies on the northwest coast and encompasses those
lands to the west of the Algarian grasslands and north of the Greater
Camaar River. It is bordered by Arendia and Ulgoland to the south,
Algaria to the east, the Gulf of Cherek to the north and the Sea of the
Winds to the west. Although there are mountains along Sendaria’s
eastern side, they are largely uninhabited, and the bulk of the
population lives on the fertile plain extending from their western slopes
to the Sea of the Winds.
Because of the abundant rainfall and rich soil, Sendaria is the
breadbasket of the western kingdoms, and her agricultural exports
provide one of the pillars of commerce. Sendaria is also one of the