The Official story
Baron Opal said:
Interesting cultural development. Makes me wonder what Maissen, et.al., were running from.
This is the doc we players were given before generating our characters. You may notice how some spellings have
obviously changed in the intervening years (at least that's my story to explain the differences in how spellings changed from this doc to the SH you're read, and I'm sticking to it!

) :
On a glorious spring morning 253 years ago the 3 learned sons of Paraskus the merciful set out on a quest to obtain gifts to obtain gifts to impress their father. Idein the mage, Lastel the hunter and Maissen the Moongazer each set forth down the Motherriver with a fast ship and a large and loyal crew. 6 smaller ships sailed in support of the young princes, each laden with the provisions and protections that the princes would need for the journey.
On the 7th week of this journey the vessels and their princely cargos made to the open sea, rounded the western horn and made for lands unknown. They ushered bravely past the last permanent settlement of the great kingdom and set for the southern islands determined to conquer and collect in the name of their father and homeland. Following the wisdom of the ages, they knew to never leave the sight of the shore gulls, for the broad expanse of the waters held terrible horrors that had swallowed every ship that wondered beyond the terns eyes.
All passed well for the princes under the guidance of Felspa and Kalin, the sister moons until the passing of Felspa into darkness in the 2nd quarter of the year. At this point, when the artist Felspa was hidden from men’s sight, they each had a dream. In the dream their father, Paraskus, stood in the mother-river as it turned to blood. His brow was heavy, and as he opened his mouth to speak his teeth fell into his hands as maggots and crawled away. His eyes turned, his flesh swelled and as he fell on the river his hair loosed and spread towards them in a great wind. The princes, startled awake, found their ships captured by this wind, forced in a rage to the open sea. The great wind tossed the waters violently and pushed the ships at unmatched speed thru day and night for nearly a week. Many on the ships claimed visions of terrible, dark lands belonging to the horizons, but none could steer the ships for the lands, or find them on any map.
On the 7th day, as Balcla, younger brother of the moons, rose in the northern sky all of the ships but 1 found themselves in a quiet bay. Setting foot on the new earth the expedition found strange new plants, odd animals never before encountered and eyes peering towards their tenuous foot on the delta.
Founding : Idien is put in charge of the vessels as Maissen and Lastel lead an expeditionary crew. The crew stays to shore for 3 weeks, and finding no evidence of hostility and beast and fruits aplenty decides to set camp on the eastern shore of the delta of the great river of the bay. In that first month, the 3 princes argue greatly over the meaning of their vision and attempt to determine the best course. As Maissen sets the site for an appropriate place of worship, it is decided than an expedition to find home must be mounted.
Two methods are decided upon for the expedition towards home. Tawgor, the brave captain, will set to the sea with a crew to find a water route home, and Lastel will search for an over land route with a smaller crew. Maissen and Idien will remain with the mass of peoples and attempt to explore the local country and contact the natives.
Three months pass while Maissen and Idien erect a camp at the great rivers mouth and attempt to “civilize” the natives. Idien dubs these people “churkey” meaning ‘swamp people’. An uneasy peace is made with these Churkey while Maissen supervises construction of a small fort from the local timber and a tower in honor of the two sister moons.
At the end of 3 months time Lastel returns with only 1 surviving member of his formerly proud hunting band. He tells a tale of a great and evil snake with a demons head that destroyed nearly the entire party, and of a vast desert to the south that swallows men. Tawgor and his crew are never heard from again.
The sixth month passes without word from Tawgor, and hope begins to fade of a quick rescue. Maissen decides that the best course of action is to claim all the land in the name of his father and gather the natives into the fold. Idien argues that they are worthless as people, and should be treated as slaves, and nothing better. The three brothers can only agree on one goal, the founding of Paras, a city celebrating the glory of their father.
As preparations begin for the spring festival, which would mark the one year anniversary of the beginning of their quest the subjects approach the brothers seeking permission to “mix” with the native women. Idien sees this as an abomination, but Maissen convinces Lastel to side with him and it is decided that if no sign of rescue is apparent by the anniversary of their landing, wives can be made of the locals with the understanding that rescue will break all oaths made to the women should the man wish.
F+1: Maissen conscripts many of the locals to help in construction of his tower and begins a church in honor of all the heavenly bodies. Idien and Lastel begin to grow further and further apart over arguments about the best use of men and resources, Lastel favoring all of Maissens plans, and Idien growing more and more jealous of his younger brothers status with both the natives and the fellow castaways.
F+2: Marriages begin between the unwed citizens and the locals, Maissens tower is completed and Lastel begins conscription of the natives into a sound military and expeditionary force.
F+3: Idien comes to Lastel in the night and urges him into the swamp to see a “new beast, never seen before, and the delight of any who hunt”. once deep into the swamp, Idien enchants Lastel, urging him on a westward course. Lastel is never seen again.
When Maissen finds out what Idien has done, he fends off the citizenry’s calls for his immediate execution, opting to banish Idien into the vast waste to south. Seventy citizens choose to follow Idien, believing that his magic is likely to keep them safe and restore them to their home.
F+10: Maissen decrees the “martyrdom of motherhood” and declares that all women who bear 6 or more children will be promised a place in the heavens, to light the steps of their children thru the darkest of nights.
Maissen also declares a religious council will preside over all affairs of law. In an attempt to further draw in the natives, a position will be granted to a representative of any church that is good and seeks to further the causes of the citizenry. The council is named “the shield” and is given say over most of everyday life, pending approval of its head.
F+11: The first meeting of the shield.
F+15: official treaty of cooperation signed between the “uncivilized” churkey and the citizens.
Maissens first son is born, he is blessed in the name of the luminaries and is called Sirus, in honor of the great northern star.
F+18: A plague of locusts come, many claim to have seen Idiens face in the cloud of insects. An official investigation into the cause is started. An elite group of 7 is sent with a militia of natives to find the cause, they head south, searching for Idien and his followers.
F+19: The party of 7 returns, warning of a great city to the south, built of stone and protected by a hideous lizard. They claim to have barely escaped the wrath of it’s residents. They also claim that Idien’s rune was carved large on the city gates. Idien is declared an outlaw, and all travel out of sight of the great river is declared to be by permission only.
F+25: Maissen falls ill. The natives say he has river sickness, and none have ever survived it. Maissen spends every night under the stars, praying to the Kalin, the academic, for a cure, after seven days and nights of constant prayer he recovers. The natives declare it a miracle, and pledge eternal loyalty to “Maissen the undying”.
F+28 The northern nomads, called Shokta by the churkeys swarm down the river. Maissen meets them and issues a wish for peace The shokta warn that the citizens have 1 year to collect tribute enough to appease, or they will fall, the churkeys beg Maissen to give in to their demands. Maissen refuses, issuing instead an order to build fortifications along the river and to the west of the town, which he now dubs “Belsdark” , meaning ‘unfailing’.
F+29: Maissen stands guard over the city’s defenses, and sends forth a contingent of churkey to warn of his might and preparation. The churkey messengers float back to Belsdark with their hands and feet bound and heads removed.
The citizens of Belsdark are each commissioned to stand to the last man should an attack come. When the Shokta arrive, they are riding bison painted in the color of night and calling for the blood of the citizens who they consider invaders. The siege of Belsdark begins.
Maissen calls the shield together and 3 are chosen from it’s rank as champions. Kolor, the war priest, Hestus, the natural mage, and Gurdus the warrior step forward and issue a challenge to the best of the shokta, who vainly accept. Hestus and Kolor boldly strike down their opponents, but Gurdus is killed in the fray In a fit of rage over the defeat of his champions the shokta chieftain hurls his black stone axe at Hestus, who is killed by the blow. Kolor manages to escape to the safety of the ramparts with the axe and Hestus and Kolor are declared the first “heroes of Maissen”. The siege continues for 45 days, and on the rising of the sun in the south the army of the shokta is gone. Maissen declares it a miracle provided by the luminaries, but is soon refuted by a messenger who arrives saying he was sent by Idien. The messenger says that Idien has formed powerful alliances with a desert spirit who was called in to destroy the army and that it is the last act of brotherhood that Maissen can ever expect to see unless Idien is forgiven of all his crimes and placed at his brothers side as a head of the new state. Maissen refuses.
F+35: Maissen dies. Many mourn what they see to be their ultimate doom before Sirus steps forward and claims that the city shall be named Maissen in his honor, and he will now head the shield, for the betterment of all.
F+38: Sirus declares that 2 more cities should be built, and proclaims that a new temple shall be erected in the name of his father. Contingents are chosen and sent forth to the river bend and the north bay to build.
F+40: Sirus declares that the spirit of his father shall be honored by the best and brightest competing for a great prize. Games are held with admission to any who wish. Contests of magic and might dominate and the winners are “rewarded” by being sent forth with the supplies they wish to find home. The winners wish for construction of what will be the largest boat ever seen and begin preparations for its construction and armament.
F+42: The boat is ready and armed, and its crew selected to aid the heroes. On the selected day, the boat leaves its shelter in the bay to much acclaim. Before it can break the horizon it is destroyed by a huge turtle and the survivors are slain by a the denizens of a swift ship who appear from seemingly nowhere. The population is crushed and blames Sirus. Sirus declares the crew all “heroes of Maissen” and promises that new stars will appear soon in the sky in their honor. The next night two new stars burst into the sky, providing so much light at to even be seen on the daytime. The citizenry is in awe of Sirus for his prediction and even when the light fades and the stars shrink to a normal size there is a palpable sense of dedication to Sirus and the new society he heads. Many begin to believe that all has been for a good reason, and Sirus will show them the path to the future.
F+45: Sirus declares new a new quest. Rather than games he decides that every five years the elders and members of the shield from each town shall choose at least 4 who are capable of a quest. These adventurers shall issue forth on the land and make peace, strike trade, and gather rewards in the name of his father. The greatest of these shall be equipped by the church to go forth overland and attempt to find a way to the homeland. The response is overwhelming, with many youths from the many villages and towns clamoring for a position on a “team”. Political maneuvering in some places spoils many groups, but most are prepared with the greater good of all in mind. The groups meet in Maissen for a great feast before being sent off for 3 months into the wilderness. All are given a stirring speech by Sirus in which he notes that it is their duty to “spread law, make peace, strike down the war-mongering heathens of the wild and bring pride to the realm”
F+50 Few have returned from Sirus’ new quest. Those who did were granted lands and title. Many of these set forth on the Holiest Quest, the search for home. Sirus grants the right to join the luminaries to any who further the cause.
F+60 The elders of most towns begin to see the questing as too great a strain on the economy and population and petition Sirus to continue with his plans, but at a slowed pace that preserves some of the young and talented for the here and now. Sirus, being fair and just, hears their needs and declares that each chartered town shall produce not less than four capable of the quest each time a member of their elder board is replaced. The shield officially recognizes the elder boards of Vaunth-on-the-Lake and Seaborn.
F+63 Sirus dies without a direct heir. In a surprise announcement on the 3rd day of his funeral an announcement is read stating that Maissen will no longer be ruled by royalty, but by order of the Sheild.
F+72 A questing group known as Biddles Six returns from the wilds, they bring with them 12 Shokta and request acknowledgement of the small batch of natives as citizens. The Shield refuses and Biddles Six declares the shield in violation of natural law refuse their status as citizens of Maissen.
Biddles Six move north with over 50 followers, swearing to build a better state. Rumors soon spread of the group being assimilated into a woodland culture.
F+81 Dorn, a druid of the swamps, arrives in Seaborn preaching about the status of the natives and trying to convince people that they are the equals of the founders. He is declared a heretic and an outlaw. Dorn disappears into the northern swamp with a band of runaway natives freed from slavery with the help of mixed breeds. The natives begin to worship Dorn as their redeemer and secret sects spring up amongst natives who worship his image.
Controversy surrounds the swamps and their inhabitants as the population tries to decide whether Dorn is a visionary or a rebel bandit.