History:
Founding...
In ages past, dwarves discovered rich deposits of iron ore in the Mountains of Kul Moren, far from the settled lands to the north, or the strange sand barbarians of the south. Fortunately, a trickle of trade between these far distant cultures was beginning and the common route passed less than a day's hike from the new dwarven mines. The dwarves prospered from this trickle of trade for centuries before humans came to the region now known as Enheim.
Erek Nohan, the infamous barbarian explorer, was the first human to lay claim to the area. With the help of his grandmother, a sorceress of great power, he was able to take control over the caravan routes that used Lake Enoria as a resting point.
One day the sorceress spotted a cairn while wandering through the hills north of the Wanderers' River, as it was known at the time. For some reason she felt drawn to it. To one side of the cairn she noticed a large boulder that was hiding an entrance. Curious, she moved the boulder with her magic to reveal the entrance and rough hewn stairs leading down.
Entering the cairn , she came across a powerful, evil artifact with an insanely powerful personality. A battle of wills ensued but the ancient artifact was too powerful for her mind and soon dominated her. The artifact forced her to take control of Nohan and his men. It wanted information about the famed wizard, Auvdor Kost for he was the one that sealed the evil artifact underground.
No longer interested in treasure from the caravans, she forced her grandson and his men to gather all available information on Kost. With the powerful artifact's enhanced magic, the sorceress divined that the old wizard was spying on the region through the very caravans her grandson was raiding. Kost was out to destroy the sorceress for uncovering the artifact.
Due to the artifact's influence, Nohan's followers raided caravan after caravan, killing all except those that could provide information on Kost. These spies were allowed to return to Kost as a warning that the sorceress, and the artifact, was ready for anything he might have planned.
In a moment of strength of will Nohan broke free of the enchantments the artifact had placed on him. However, he couldn't bear to kill his grandmother, who was still under the artifacts power, so he banished her instead. She was never heard from again, though many believe she went on to control a city (or citadel (?)) south of the swamp.
Erek Nohan, free of the artifacts influence, renounced his barbaric ways and decided to move on. He split the region between his two best men: Russol Mor and Katze Kulpin. Katze continued raiding caravans crossing through the region, while Mor decided that there was more money in trading than in raiding. He built a settlement on the river that would later be known as Mor's End. In later years, Katze Kulpin was known as the Pirate of the Lake, often raiding the small merchant boats that sailed the lake and the river.
(And what of Erek Nohan? No one knows for sure, but some say he completely abandoned his barbarous ways and eventually became a wizard and a loremaster.)
First Years...
Mor's End started as a trading post near a caravan resting point. The only other friendly inhabitants in the area were the dwarves of Kul Moren and a few tribal Argali sheep herdsman.
Sadly, as is the way of the frontier, these lands were not without danger. Bands of marauding orcs, worg riding goblins and even a few of the yak folk harried the fledgling town, and nearly destroyed it more than once. The dwarves, who had begun to see the community as essential to their continued economic health, hired some mercenaries, and helped to build a palisade.
Caravans used this route because it provided an easy crossing of the Mor River. Here the Mor was somewhat lazy and narrow. Further down stream as other tributaries joined, it became wide and somewhat dangerous.
These first years were turbulent times. The trading post grew into a small village. Trade with the herdsmen, the dwarves and the caravans was established. Despite the inherent dangers of the area, it seemed that Mor's little settlement would survive.
Year 17...
The local herdsmen are growing wealthy from their trade with the new village. Not only are they trading sheep... it seems the village is short of women, and the village men are more than willing to pay a bride price as is the custom of the herdsman. The villagers are growing crops in the fertile land just north of the river. The entire village helps with the crops... even Mor, himself. A few dwarves set up permanent residence in the village. Mor's village is still threatened by raiding humanoids from the Soggy Bottoms Swamp. It almost seems like they are organized. Mor's End is becoming known among the caravans as a great place for trade. One or two caravans have even been able to completely sell their wares right here in this dusty little village.
Year 19...
Mor marries the chief herdsman's (Krug of the Clan Kelvin) daughter (something based on Buttercup). Everyone in the village celebrates. Mor's wife is often referred to as Mor's Lady or Lady Kelvin. Humanoid encroachments become more violent and deadly. Excursions continue to come from the Soggy Bottoms Swamp to the south. Trade continues. Lake Kelp is found to be both healthy and nutritious.
Year 21...
Mor's first daughter is born.
Year 25...
The herdsmen, having grown wealthy, begin to lead less nomadic lives. They trade their wool, horns, etc. to both the village and the caravans. A potter, (name based on Alsih2o), traveling with one of the caravans, spots the amazing clay on the "big" island in the middle of the river. He comes back a year later with a few helpers to dig it out and finds a several other deposits of the clay in the area. He works out a deal with Mor that allows him to use the clay and sell the pottery to the passing caravans. Some caravans leave some people behind, which add to the village's population. Some herdsman also set up part-time residences in the village for easier trading. Mor's second daughter is born. Humanoids continue raiding from the south, but nothing serious comes of it.
Year 27...
The potters sell their wares to the passing caravans. The fine quality of their earthenware is immediately apparent. Dwarves of Kul Moren develop glazes for the clay and give the recipe to Mor. Mor allows the potters to use the glazes, but keeps the recipes to himself. Mor's third daughter is born.
Year 28...
The largest humanoid raid ever... The village is completely destroyed. Many people died... including Mor's first daughter. Mor resolves to rebuild the village and hunt the humanoids.
Year 30...
The village is rebuilt... Caravan trade is still up. Mor forms a band of ten hardy men to become sheriffs in the surrounding territory. They would later be known as outland rangers. Mor, with the help of a gnomish wizard develops a wand that fires off a small ball of light that upon reaching a height of 200 feet explodes into a dazzling light show. If there is humanoid danger afoot, this device is used by the sheriffs to signal the village. The device only holds 2 charges, but it comes in handy quickly and the village is able to defend itself much better from the many threats nearby.
Year 35...
Word spreads of the incredible glazed pottery coming out of Mor's End. Local potters can barely keep up with demand. Mor decides to sell the glaze recipe to the potters for a handsome amount of gold. His wife's father dies, and she being the only heir, she inherits a great deal of land and sheep.
Year 40...
Mor dies of old age. His wife, Lady Kelvin, assumes control of the town. Many of the local herdsmen are now landed gentry. Only a few of the nomadic tribes remain.