The Rivan Codex by David Eddings

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

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