QUENDOR (2)
This entry refers to the ancient city of Quendor in the
Northlands.
Before the formation of the
Kingdom of Quendor by
Entharion the Wise in
0 GUE, the lands that now make up ancient
Frobozz were a wild and
untamed wasteland, populated by all sorts of warring tribes and
uncivilized lands--largely barbarized and highly dangerous.
ENTHARION THE WISE
By the time war had broken up between
Galepath and
Mareilon for the
last time (circa 3 BE), Entharion had risen to the position
of
bozbian praefect, the chief military commander of the city of
Quendor. The early details of his life are still obscure, but it does
seem that he was a native-born Quendoran. Barely past his twentieth
year, Entharion’s rise to power had been surprisingly quick indeed, and
it is hinted that he alienated some of the senior nobility of Quendor
by his unwillingness to defer the important command positions to them.
The prince of Quendor hurried to make his traditional and tired
declaration of absolute neutrality. By all reports, Entharion, who was
too young to remember any of the previous conflicts, failed to
understand why all of his compatriots seemed so bored by the entire
affair. It seems clear from the king's later writings that he felt
something important to be in the making. He did in fact spend several
weeks trying to convince the prince to let him march; it did not seem
to matter to him which side he was going to fight for, so much as it
did that he actually got a chance to fight. By the end of the summer
season, both of the warring parties had sent desperate messages to the
prince of Quendor begging for military assistance. With the vague
intention of solving the chaotic situation, Entharion's armies had
begun to march. Although the founder of the Quendoran nation would
insist until his dying day that he marched only on orders from his
prince, no such orders have ever been found, and the prince's later
actions do not support Entharion's claims.
Within a matter of weeks, Entharion's forces had made the relatively
short march to the coastal areas in contention and had come in sight of
the two warring camps. The scene as told by
Froblivius is a chaotic one
indeed. The forces of Galepath and Mareilon, upon seeing the approach
of the new arrivals, both withdrew and regrouped their forces,
expecting the Quendorans to join their camp and help in the fight
against the other. Soon it became clear that neither was the case;
Entharion ordered the bugle to sound, and his forces descended with an
amazing fury upon the unsuspecting coastal armies, hacking them to
bits. The battle lasted barely three hours, and the results were
devastating. When the dust had settled, the princes of Galepath and
Mareilon, both of whom had been at hand, were laying their arms at the
feet of the victorious Entharion, acclaiming his sovereignty. At first,
it seems, Entharion had no intention of violating his oath to the
Quendoran prince. In a brief letter sent back to Quendor, he informed
his overlord that peace had been found, and that both cities were
prepared to recognize the suzerainty of Quendor.
Concerned that the situation on the coast might sink back into anarchy,
Entharion stayed encamped near the
Lonely Mountain, determined to keep
an eye on the two defeated powers. For months and months the prince of
Quendor stalled, reluctant to reply to his powerful praefect. Perhaps
he feared that Entharion had become too powerful, and preferred to see
him as far away from the center of power as possible. Whatever the
truth may be, it was a full six months before Entharion received a
reply: “I don't want those cities. Put them back where they belong. And
don’t come home.” Annoyed at the tone of the message, and more than a
little resistant to the idea of forsaking his easy conquests, Entharion
decided to take matters into his own hands.
Entharion’s personal writings, although potentially very helpful, are
in truth highly obscure. In fact, this one passage below degenerates
from being unclear to downright unintelligible:
The
true dilemma at this point lay in finding a simple way to unify the two
bodies. Choosing the half-way point a stronghold, true wisdom. General
wrath brings unrest I destroy. Be four kings tyrannized thee peoples it
not for bar bar bar.
Nonetheless, Entharion abandoned his position in the Quendoran army
receding into temporary isolation within what is today known as
Egreth
Forest. With his absence, the royal Quendoran army was recalled from
the Lonely Mountain, thus relinquishing control over the two conquered
city-states. Within a day of this repositioning of troops, Galepath and
Mareilon, now bereaved of their watchmen, were once again drawing
swords at one another.
THE FORMATION OF THE KINGDOM OF QUENDOR
When the year 0 GUE finally came around, Entharion managed to unite the
warring kingdoms of Galepath and Mareilon and was exalted as the first
king of the
Entharion Dynasty. It was a glorious time. The new kingdom
was named Quendor after Entharion’s city of origin. This region was
named
Largoneth. It was from this castle that he ruled for the entirety
of his reign, and it would serve the as the capital of the kingdom for
the duration of the Dynasty.
Although the names of the original provinces are long since lost to us,
several pre-Flathead maps have survived that show the original
provincial boundaries:
Galepath,
Mareilon, Quendor,
Znurg,
Vriminax,
Bozbar and
Borphee. The province surrounding the capital at Largoneth was referred
to as
Frobozz, although no record of a city by the same name has
survived to the present day.
THE PROVINCES REORGANIZED
The Kingdom of Quendor at the time of
Zilbo III's removal from power in
660 GUE was relatively small, encompassing seven-and-a-half provinces
divided along rather arbitrary and outdated boundary lines dating from
the time of Entharion the Wise. These were Galepath, Mareilon, Quendor,
Znurg, Vriminax, Bozbar, Frobozz, and Borphee (which had remained
divided since the formation of the kingdom, ignored as too difficult to
be worth the trouble). In those days, the major products of this
agrarian land were rope and mosquito netting. In the early 660s,
Pseudo-Duncanthrax raised a tremendous army to wage a systematic
conquest of the neighboring kingdoms.
With the completion of the conquest of the
Westlands, Duncanthrax was faced with the peculiar problem of absorbing
lands several times the size of his original kingdom. Clearly it made
little sense to turn each conquered land into an individual province,
since any one of the new territories would be much larger than most of
the original provinces combined. At this point, realizing that the
original seven provinces were now too small to be effective in the new
system, one of his many administrative reforms was merging them all
into the Province of Frobozz, thus bringing to completion the creation
of the provincial system as we know it: Frobozz, Greater Borphee,
Miznia,
Gurth, and
Mithicus.
COLLAPSE OF THE GREAT UNDERGROUND EMPIREWith the final collapse of the
Great Underground Empire
in 883 GUE, in the older provinces of the Westlands, the initial
political evolution of the area was characterized by a surprising
rebirth of the ancient city-states. Dating back over nine centuries
from the ancient era before Entharion, the cities of Quendor, Galepath,
Mareilon and Borphee all re-emerged as independent powers. Although
Quendor would long remain a neutral power, and Borphee itself would
soon be reabsorbed by the Quendoran Empire's successor state,
Syovar’s
Kingdom of Zork, Mareilon and Galepath were to enjoy several generations of independent power.
CONFERENCE OF QUENDOR
The beginning of the tenth century was marked by Syovar's plea for
a unified Kingdom of Zork, which was considered by all leaders of
the lands. He want to end the wars that had sapped the lives and
resources of all, replacing it was peace so that all lands would be
benefitted. The water-rich
Antharia could irrigate the deserts of
Kovalli in exchange
for the Kovalli's secret insect-extermination spells that would cure
Antharia's perennial
locust plagues.
The leaders of all the
lands, including Quendor, Vriminax, Kovalli,
Kaldorn, Antharia,
Galepath, Mareilon, had agreed to meet at the old city of Quendor in
the northlands for the
Conference of Quendor. The tremendous respect that they
felt for Syovar made the conference possible. If everything went
according to
plan, the treaty would be signed proclaiming a union between the lands.
As the
conference approached, a truce between all the warring neighbors had
been
observed—but instead of working toward peace, the nations had merely
used this
time to build huge armies, poised to attack should the treaty not be
signed.
These included the army of Galepath, ready to amass on the Aragain
border, and
the armada of Mareilon, ready to block the Aragain harbors. Despite these tensions, the
Treaty of Quendor was signed.
SOURCE(S): Zork I (A History of the G.U.E.), Zork:Conquest at Quendor, The Lost City of Zork, A History of Quendor, misc info |