Chương 34: Interlude: Valdarin and The Retreat of The Crown
Grub of The Ironfang [Goblin MC] [Multiple MC] [LitRPG/Progression] [Books 1 & 2 Complete] [500K+ Word Backlog] · Viserra · 58 chương · ~25 phút đọc · Tạo 03/09/2026
An excerpt from Chapter Three of The Boundaries of Order: A Survey of the Known World and the Recorded Histories of Aurel, Third Revised Edition by Magister Halren Wyclare, Fellow of the Royal Collegium Valdarin and the Retreat of the Crown A traveler entering Valdarin for the first time is likely to remember the hedgerows which divide the countryside with a persistence no map can reproduce adequately.
Hawthorn, hazel, and wild rose grow thickly along the boundaries between fields, rising shoulder-high in places and higher still where years of patient neglect have allowed branches to knot together. They mark the edge of one farmer's land and the beginning of another's, keep cattle from wandering into grain fields, slow the erosion of good soil after heavy rain, and provide shelter, kindling, and other small resources to those who know how to make use of them.
I have traveled through Valdarin in every season and found reasons to appreciate the hedges in all of them. In spring, portions of the countryside bloom. In summer, the roads run green between walls of living thorn. Autumn leaves collect in the lower branches and ditches, while winter strips the hedges bare enough to reveal how little separates the traveler from whatever may be waiting on the other side.
They offer shade when the summer sun has made the road miserable, some protection against wind when winter strips the fields bare, and a convenient source of berries when a delayed wagon has made the next meal uncertain. They are also excellent places from which to loose an arrow, conceal a snare, watch a road unseen, or wait until a merchant wagon has passed too far from the nearest village to turn back easily. One should resist the temptation to turn this observation into metaphor too quickly.
The hedges weren't planted because Valdarin is a threatened kingdom. Most were planted because cows are tiresome creatures with little respect for property boundaries. A farmer who spends half his morning retrieving livestock from his neighbor's barley will develop a strong appreciation for thorn bushes regardless of the state of the realm. Yet landscapes acquire meanings their makers never intended.
Valdarin lies near the center of Aurel, broad and fertile, crossed by rivers descending from the southern highlands and bending through rolling country before continuing toward lands beyond the kingdom's borders. Its soil is generous where it has been tended carefully. Grain grows well, orchards flourish in sheltered valleys, and villages rise where roads meet bridges or streams offer reliable water. It isn't the richest kingdom in every measure, nor the oldest, nor the most peaceful.
It may however be the kingdom most easily mistaken for secure. Geography makes that illusion easy. It also makes it dangerous. Valdarin stands at the meeting point of several regions whose influence presses inward whether its rulers welcome that influence or not. To the north lies the Northwild. No discussion of Valdarin can travel far without arriving there eventually. The forest shadows the kingdom's entire upper frontier, though the word frontier suggests a clarity that doesn't exist upon the ground.
There is no single wall stretching from east to west, nor a continuous line of towers from which soldiers watch an orderly boundary between cultivated land and wilderness. There are forts, watch posts, cleared fields of fire, patrol paths, fortified villages, and old stone markers recording where previous rulers believed the defensible limit ought to stand. The forest remains unimpressed by these distinctions. Its southern reaches fray into woodland, bog, ravine, and broken country.
Goblin tribes move through those regions. Larger creatures emerge when hunger, territorial pressure, or some disturbance farther north drives them toward easier prey. Settlements closest to the trees learn to measure danger not only by what has been seen, but by what has stopped being seen: deer abandoning familiar trails, woodcutters returning early, dogs refusing to leave a yard after sunset, or a stretch of road falling silent without any obvious reason.
I once spent two nights in a northern hamlet where every door stood barred before the sun had fully set. No attack came. Nothing crossed the fields. No alarm bell rang. The villagers nevertheless spoke in lowered voices after dusk because three hunters had returned that morning without seeing a single deer in woods usually thick with them. The absence was enough. To the west lies Kharvos, where the open plains produce dangers of a different kind.
The Kharvosi border is not defined by the slow pressure of an ancient forest, but by speed. Raiders cross quickly, strike where patrols are thin, and disappear before a larger force can gather. Some raids are little more than theft conducted by armed men with good horses and a generous opinion of their own courage. Others carry the weight of old grievances, clan rivalries, or ambitions difficult to distinguish from the beginnings of war.
Eastward, the roads into Talenor have remained comparatively stable, carrying grain, wine, crafted goods, pilgrims, and scholars with fewer difficulties than one finds along most borders of consequence. Southward, the land rises toward Khazdumar, where dwarven iron, tools, stonework, and finished goods travel north in exchange for grain, livestock, timber, and other necessities. If you encounter this narrative on Amazon, note that it's taken without the author's consent. Report it.
The dwarves have never been easy neighbors in the manner of Talenor, but they are reliable ones once an agreement has been measured, argued over, revised, measured again, and finally accepted. Valdarin is therefore pressed from two directions and sustained from two others. This would be difficult enough for a strong kingdom, but Valdarin is no longer as strong as it once believed itself to be.
The event most commonly called the Northern Expedition has acquired a weight in recent histories that makes clear judgment difficult. Noble families invoke it to explain why levies cannot be raised, roads cannot be watched, and burdens once carried by the crown must now fall upon towns, guilds, villages, and private hands. Nevertheless, no honest account of modern Valdarin can treat the expedition as anything less than the dividing line between the kingdom that existed before and the kingdom that remains today.
The late king marched north at the head of five thousand soldiers. The number bears repeating, because numbers spoken too often lose their proper weight in the mind. Yet even five thousand gives an incomplete account of what entered the Northwild. An army does not march alone. Officers, healers, scouts, cooks, smiths, wagon drivers, priests, laborers, merchants, servants, and camp followers moved behind the soldiers.
There were horses, draft animals, supply wagons, spare weapons, timber, tools, and enough food to sustain a moving settlement. By the most credible estimates, the full expedition numbered close to twenty thousand people. Many were young men who had never traveled farther from home than the nearest market town before someone placed a spear in their hands. Others had no spear at all, yet carried skills upon which every soldier depended.
The accumulated expense of gathering, equipping, and feeding so vast a force was enough to make even frightened men believe confidence was justified. The king intended to map the forest's depths, secure the northern approaches, and extend Valdarin's reach into territory that had resisted lesser efforts for generations. Accounts written before the expedition describe the project in language that now reads with an almost painful certainty. Roads would be cleared. Forts would be raised.
Threats would be identified, contained, or destroyed. The frontier would be made legible. The expedition disappeared into the trees. For months, no reliable word returned. When survivors finally emerged, they did so in numbers small enough that contemporary records disagree over the exact count. Some had abandoned armor that became too heavy to carry. Some bore wounds already festering. Some could describe individual attacks with terrible clarity but could offer no coherent account of the campaign as a whole.
Others spoke very little. They carried the king's body with them. Much has been written about what destroyed the expedition. Surviving testimony names monstrous creatures of extraordinary size, attacks launched from terrain the army believed secure, supply lines severed with methodical precision, and losses severe enough to reduce disciplined formations into scattered groups concerned only with escape. Many accounts contradict one another. This is neither surprising nor sufficient reason to dismiss them.
Men fleeing through a hostile forest rarely pause to compare observations for the convenience of later scholars. What matters most isn't the precise sequence of disasters. What matters is what Valdarin lost. Nearly half the kingdom's standing army vanished in a single campaign. Experienced officers could not be replaced quickly, and the absence of trained soldiers weakened every garrison from the northern roads to the western border. But the dead weren't soldiers alone.
Valdarin also lost healers, craftsmen, teamsters, laborers, traders, priests, and thousands of others whose work had been drawn away from farms, workshops, roads, and towns to support the king's ambition. Horses and wagons disappeared with them. Tools, weapons, provisions, and years of accumulated wealth remained somewhere beneath the northern trees.
The kingdom lost a king whose authority had carried the expedition forward, but it also lost the illusion that the crown possessed strength enough to answer every danger at once. Troops were withdrawn toward the capital, major roads, and strategically necessary crossings. Garrisons that had once expected reinforcement learned to ration arrows and repair their own walls. Manor lords assumed greater responsibility for surrounding lands, though not all possessed equal resources or equal willingness.
Villages expanded militias that had previously existed mostly to discourage bandits, frighten off wolves, and keep drunken disputes from becoming blood feuds. The withdrawal didn't happen everywhere at once.
That made it easier to ignore. A patrol came less frequently. A watch post stood empty for a season, then two. A local lord hired six men where the crown had once provided twenty. A merchant guild began paying adventurers to accompany wagons along a road that official proclamations continued to describe as safe. A hamlet sent three petitions asking for soldiers and received, eventually, a letter praising the steadfastness of its people.
I have crossed bridges whose maintenance had become the subject of arguments between three villages, two minor lords, and officials in Highreach who appeared to agree only that someone else should pay. I have slept beneath the remaining half of a watchtower roof because the innkeeper assured me the missing portion had collapsed years earlier and was therefore unlikely to become more dangerous before morning. Maps changed more slowly than reality, but this is the condition in which much of Valdarin now exists.
The capital remains defended. Major towns remain active. Trade continues. Fields are cultivated, and taxes are collected with admirable persistence. The kingdom has not collapsed, no matter the dramatic language that may appear in the writings of foreign observers and domestic pessimists. But survival has become increasingly local.
A village depends upon the reliability of its militia captain, the soundness of its palisade, and whether the nearest adventuring party is competent enough to help without causing a second problem before the first has been resolved. Merchants depend upon hired guards, guild contracts, and the willingness to delay a journey when rumors along the road become too specific to ignore.
Lesser nobles compete for influence while calculating how many armed retainers they can spare from one estate before another becomes vulnerable. Adventurers occupy an uncomfortable place within this arrangement. In peaceful years, settled people often regard them with suspicion, and not always without reason. Some are disciplined, generous, and remembered as local heroes.
Others drink too much, boast too loudly, accept work beyond their ability, or discover that skills useful for killing monsters can make intimidation profitable. Despite this, Valdarin increasingly relies upon them because many dangers now reach the places that crown soldiers don't.
When goblins strike farms beyond a garrison's reach, when a beast settles near a road, when travelers vanish, ruins open, or frightened villagers bring stories too uncertain for a lord to commit soldiers without proof, adventurers answer. Sometimes they solve the problem. Sometimes they become part of it. Where crown, militia, and adventurer all prove uncertain, ordinary people turn, as they often have, toward older forms of protection.
Old devotions do not need to change their foundations to acquire renewed urgency. The Allfather is honored throughout Valdarin as the patron of humanity, distant in the manner of a ruler whose authority exceeds the concerns of any single life, yet present in the order beneath them. His temples stand in cities and market towns. His chapels serve soldiers, travelers, and villages large enough to support a resident priest. More intimate devotion often belongs to the Seven Saints.
Their shrines stand at crossroads, beside village greens, within manor courtyards, and along roads where travelers have reason to hope someone watches over the distance between one safe roof and the next. Some are carefully maintained. Others amount to little more than a weathered carving beneath a rough wooden shelter, surrounded by coins, scraps of cloth, dried flowers, and promises left quietly by people who continued along the road afterward.
I have touched more than one of those carvings before traveling onward. A scholar need not believe every story told beside a roadside shrine to understand why travelers pause there. Valdarin endures despite its hardships. That statement shouldn't be mistaken for praise offered carelessly. Endurance is often romanticized by people who do not bear its cost. There is nothing noble in a bridge left unrepaired because the crown has more urgent expenses elsewhere.
A village shouldn't be expected to consider itself fortunate merely because it survived a danger soldiers never arrived to face. A farmer who spends his night standing watch with a spear loses sleep regardless of how stirring the story sounds afterward. Still, the kingdom endures. It endures in its rivers, roads, markets, and the stubborn fertility of its fields. It endures in manor keeps overlooking valleys their owners cannot protect as completely as they claim.
It endures in villages where the bell rope hangs within easy reach and children learn early which paths remain safe after rain, which hedges conceal fox dens, and which stretches of woodland are best avoided entirely. Most of all, it endures in the distance between one thorn hedge and the next. The hedgerows of Valdarin were planted to divide fields, hold soil, and keep cattle where cattle belong. History has asked more of them. History has asked more of the people living behind them as well.

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