GURTH
Named after its principle city, Gurth Province, one of the Southlands,
which lies to the north of
Miznia and Mithicus, is chiefly woods and fertile farmland. The Fields
of Frotzen, in central Gurth, are known as the Breadbasket of Quendor.
The capital of the province is Gurth City, home of the King Zilbo
Hotel, and a local branch of Ye Olde Magick Shoppe. The Forest of Youth
to the north of Gurth City is a known hideout of hellhounds
and cruel puppets, thus the Gurth Woodland Trail to the
southwest
of the capital is preferred. The massive forest of Mauldwood, along
with the Borphee River, divides Gurth from the Northlands.
The Southlands of Quendor are known for
their many fine artisans, and Gurth is no exception. Tourists
were
able to make arrangements at the various guildhalls to see carpenters,
woodcarvers, rock cutters, potmakers, and basket weavers at work. Gurth
City is the site of the Gurth City Crafts Fair, held every weekend
during the spring. In early autumn, the annual Harvest Festival gets
underway for a colorful two-week celebration featuring local foods,
drinks, song and dance.
Since the weather is absolutely
wonderful most of the year, Gurth is a prime vacation land, with many
activities to choose from, including sky diving near the mountains of
Gurth, bullfighting, surfing, skin diving and glurking (rates for these
events vary seasonally, but in 873 GUE, a day's worth of any of these
activities costed no more than 2 or 3 zorkmids). In fact its nickname,
along with Mithicus,
is the Vacation Province. However, it can sometimes get unbearably hot
during the peak summer months. Adventurers are always recommended to
add mosquito netting to their inventory.
Gurth and Mithicus are
together governed by an informal board of 13,000 citizens that meets
three times each day to settle disputes and ratify the provincial
budget.
The easiest means to reach Gurth are by taking the
Coast Road south from Borphee or sailing to Mizniaport and heading
westward from there. In 873, travel from any of the Westlands commonly
costed no more than 5 zorkmids.
The flower of Gurth and Mithicus is the Morgia, and their motto is
"Utribiz oomum flaxil zobs" ("Don't eat moldy bread")
GURTH & MITHICUS
PROVINCE STATS (873 GUE)
Population: 2,883,190
Land Area: 21,545 square bloits
HISTORY OF GURTH
Gurth,
and the other three major cities of the Southlands, Mithicus and
Miznia, all date back many centuries before the invasions of
Pseudo-Duncanthrax (early 660s GUE), and local tradition narrates that
all three once lived together in harmony under the reign of the nearly
forgotten Anatian Empire. If the Great Platypus Transformation (800 BE)
is correct, then some of the inhabitants of the Southlands may be
survivors that managed to escape the curse. This small remnant of
humans multiplied and grew into the modern Quendoran cities,
which
would be later renamed Mizniaport, Gurth, and Mithicus.
In the ensuing vanity following Pheebor’s defeat in 396 BE, the
Borpheans became rather excited about the notion of conquering new
lands. After countless humbly uninquisitive generations, the population
had flourished and the people were suddenly curious about what else lay
beyond their borders. The first wave of settlers discovered the
struggling remnants of the two cardinal villages of the Mithican
tribes. The settlers utilized the villages and named them Gurth and
Mithicus. Since then, the two provinces have become a haven for
artisans, and the colorless Fields of Frotzen, located within Gurth,
are renowned for their incredible agricultural capacity. Seeds that are
planted within the fields often ripen within days. This attribute has
made it the second most abundant agricultural region in the Westlands.
The
cities in the Southlands were notoriously poor at chronicling their own
histories, and thus the several centuries of time before the invasions
of Pseudo-Duncanthrax (early 660s) have generally been lost to the
mists of time. After conquering Mauldwood, and merging it into the
province of Greater Borphee, one by one, the neighboring
principalities of Miznia, Gurth, and Mithicus were
brought under Quendoran sway and given new provincial administrations.
The forms of local government to be found in the Southlands in the 9th
century were in all likelihood direct descendants of the original
systems that had been in place for hundreds of years before their
incorporation into greater Quendor. In fact, Duncanthrax was well-known
for preserving local systems of government in areas that he otherwise
felt inclined to destroy entirely.
Following
the disaster of the Curse of Megaboz in 883 GUE, entropy quickly took
hold of the surface world. Lands were torn by violence and discord.
Faced with the fact that Quendor was well past its prime, the
once-great cities on both continents became dens of misery and
confusion; lands were torn by violence and discord. The older provinces
of the Westlands were characterized by a surprising rebirth of the
ancient city-states as divided in the ancient era before
Entharion. Borphee, in close communication with Accardi, and
more
concerned with its mercantile interests in Miznia and Gurth to the
south, discarded the bulk of the ruined empire to the north, creating
an immense territorial vacuum between Borphee and Mareilon.