Borphee, a large industrial city in the Westlands, is the capital of the Greater Borphee Province. The city of Borphee itself is the largest in all of Frobozz. In fact, Borphee Harbor is the busiest port on the Flathead Ocean. This is only one of the several geographic features that help make Borphee the single most accessible vacation spot in the world. From anywhere in the Borphee River valley, travel by ferry is easy and inexpensive. By land, the Coast Road connects Borphee with the ancient cities to the north as well as the populous southlands. The Plains of Borphee begin at the western edge of the capital and stretch outward from the city of Borphee. The Borphee River Bridge crosses the Borphee River just north of the city. South of the city are some of the most beautiful stretches of beach anywhere on the Flathead Ocean, including the Flathead Beach. Until 966 GUE, Thriff was but a week's travel north of Borphee.

Thanks to the nearby ocean, Borphee has a very moderate climate. The rainy season lasts most of the winter, and summers tend to be humid. The city of Borphee is the site of the Double Fanucci Championships, an annual event since 691 GUE. During the first week of autumn, the entire province fills up with every Double Fanucci fanatic in the kingdom. Tickets to each game in the finals costed only 3 zorkmids in 873 GUE, and usually sold out within hours (although scalpers had commanded as much as 20 zorkmids for a good seat). In late spring, G.U.E. Tech holds their annual Spelling Bee, which is free and open to the public.

Every winter, the hills of Borphee come alive with the sounds of the most dreadful singers in the land. This event, aptly named The From Bad to Worst Songfest, happens to coincide to the time of year when most hillside residents schedule trips abroad. On the official first day of summer, thousands gather at the Borphee Harbor for the G.U.E. Festival of Small Ships.

Greater Borphee is nicknamed the Industrial Province. Government in this region is quite a baffling system. The city of Borphee itself is run by an elected mayor, while the province is administered by a staff of part-time volunteer managers, whose decisions are ratified at least three times a year, but not more than every other week, by a series of local forums. Those who purport to know say that these forums have resulted in Greater Borphee County Penal Codes, the recitation of which could bore a listener to death. At least during the reign of Pseudo-Duncanthrax in the 660s, Borphee had courts with judges and juries, where not only could one seek justice, but win valuable prizes and vacations of a lifetime and maybe even a dream home.

Those who are not busy volunteering for the local government are probably involved in one of Borphee's fine educational institutions. Borphee Business School and G.U.E. Tech both have excellent reputations. In fact, many G.U.E. Tech graduates have gone on to start their own magic companies, thus contributing to Borphee's standing as the center of the spell scroll, potion, and infotater industries. The city was once the fastest-growing, with its magic scroll and potion factories leading the way. In the 9th century GUE,  Spellbound and United Thaumaturgy both had extensive facilities in Borphee, and by 947 GUE FrobozzCo International had relocated its massive headquarters to Borphee as well. The prominence of the magic industry in Borphee was undoubtedly related to the fact that the city was home to the Great Meeting Hall of the Enchanters' Guild, the site of the Final Conclave in 966 GUE. Other products originating from the Borphee region include soft Borphean rubber and tempered Borphean steel (which was able to withstand even the explosions from the powerful Zork Rocks when mixed with cola).

Borphee nightlife is renowned throughout the Empire, including Studio Frob and the Blue Whale. Popular lodging includes Motel Spell and The Borphee Inn; and must-see diners include The Potion Palace and The Smokestack.

Other locations of interest within the Greater Borphee Province or the city itself, include:
    Borphee Civic Center
    Borphee Magic School
    Borphee Royal Palace
    Frobozz Magic Magic Equipment Company outlet store
    The Smokestack
    (also see the Borphee County Fair)

    Population: 1,107,810
    Land Area: 754 square bloits


The Founding of Borphee
Long before the birth of Entharion, the midlands of Quendor were dominated by Borphee and Pheebor, the two powerful city-states whose massive conflict is still remembered today as one of the bloodiest and most prolonged wars ever to scar the face of the world. Every school child is familiar with the story of Phee and Bor, the abandoned twin babies suckled at the breast of a babbling brogmoid. The earliest written version of this story can be found in the pseudo-Fizbozian narrative history, part of which is reprinted below. Raised by this caring and, incidentally, terrifically idiotic female brogmoid, the young twins grew to adulthood on the shores of the two parallel rivers that now bare their names. When the mother brogmoid finally succumbed to hunger and lack of blood (she had, according to the sources, been living off her own flesh for some twenty-three years), the twins, now young men, decided to set out into the world and seek their fortune. Stopping along the way to search for food through the occasional pile of boulders, they came at last to the confluence of the two rivers between which they had spent their entire life.

It is at this point, apparently, that history was made. The older brother, Bor, not knowing how to get across the One River, and of course seeing no other options, announced to his younger twin that he intended to stop where he was and build a city. Apparently displeased with his brother's selfishness and lack of consideration, Phee proclaimed his similar intention, and the disagreement promptly led to a physical conflict. When it became apparent that Phee had beaten his brother, Bor turned to leave, but not before handing out a few parting words.  It is here that we turn to the pseudo-Fizboz to describe the next sequence of events:

“A curse! A curse upon Phee! A curse upon Phee for that is all he shalt be! Great gods, whom my fathers hath rejected so! Grant life so long, to mine city below!” So spoke Bor in his anger.

In answer, fourteen corbies, so giant and so black, overhead they didst fly. Fourteen, for the number of Pheebor’s lifetime they did proclaim. And thus, Bor went forth, across the One River, he did, out of Phee’s life, forever and ever and ever and ever and ever.

Historians are left with no other option other than to recount this narrative as one possible explanation for the origin of the cities of Pheebor and Borphee.  The only shred of evidence that allows us to repeat this myth and still retain our dignity is the archaeological testimony of the Phee Hourglass. If modern scientists have correctly interpreted the functioning of the Hourglass, then the earliest settlements on the Pheebor site date back to roughly 1800 BE. Conveniently enough, this is almost exactly 14 centuries before the city's ultimate demise, a figure identical to that predicted by the mysterious flying corbies.

Borphee, today lying within the province of Greater Borphee, is the oldest surviving city in the entire realm of Quendor. Its breathtaking marble temples and magnificent coliseums constructed out of dornbeast tusks have been declared the foundation of modern society. In fact, all known clusters of modern civilization can be traced back to this culture. But its prominence did not come undisputed.
The city was built at the end of the great Borphee river, which runs across the Westland region and empties into the Great Sea. In the early days of Borphee, the river indirectly provided all the city’s resources, and is still treated with almost godlike reverence by the Borpheans. They were an autonomous people, free from interest or concern about the outside world.

On the other end of the Westlands, at the point where the various tributaries flow together to form the beginning of the river, was established the rudiments of what would be known as the city of Pheebor. In its most primordial state, Pheebor was nothing but a ring of primitive huts dotted along the perimeter of a glassy clearing. Incidentally, this city regarded the river with much the same reverence as the Borpheans. At the time, both cities had called the magnificent waterway the One River and lived in peace, until in 1077 BE, in a tragic fit of self-importance, the two groups would simultaneously decide to rename the river after their own city.

Dispute Over the Naming of the One River (1077 BE)
Over the course of nearly seven centuries, Pheebor had grown from a ring of huts into a young and arrogant city. It was during these days, that the entire plaza was filled to capacity with a cheering throng, addressed by an orator of unknown identity. The only account of this even survives in the diary of the same peasant who recovered the Coconut of Quendor from the Ur-grue in 966 GUE. Using the Phee hourglass, this unknown human travelled to this period and recounted firsthand the final moments of the event:

I saw the orator still the throng with a wave of his hand. “Our fathers built this city at the Place Where the Great Waters Meet,” he cried. “The right to name the One River belongs to us!” The throng roared its approval.

“The infidels from the east control the One River’s mouth,” continued the orator. “But we, who dwell at the joining of the Rivers Phee and Bor, we control the source!”

The throng whistled.

“As the daughter takes the name of the father, so shall the One River be known by the place of its birth!” 

“PHEEBOR!” roared the throng. “Hail the River Pheebor! Phee-bor! Phee-bor!”

“We have no quarrel with the city to the east,” claimed the orator (amid shouts to the contrary). “But if they continue to slight our heritage with the wretched name BORPHEE “ (the crowd hissed), “we shall smite them from the face of the land!” 

The throng went wild, and carried the orator away on its shoulders, then dispersed.

I was left alone.

From this account, one could conclude that Borphee was the instigator of the entire crime of claiming ownership to a once universally used river. Regardless of who was the true pompous fool who began the entire tirade, nothing climatic would come of Pheebor’s haughty proclamation until 396 BE.

The Downfall of Pheebor (396 BE)
Seven centuries of selfishness arguing over the name of the One River was enough time for Borphee and Pheebor to offend each other to the point of bloody war. In 396 BE, the forces of Borphee and Pheebor met in the southern plains of Egreth, roughly halfway between the two city-states. The Pheeborians, led by the irreversible yet tremendously incapable, Prince Foo, stood on the northern side of the deep ravine that contained the One River. The Borpheans, led by the uncommonly clever General Horteus Shplee, took their place on the southern side. The general was a shrewd war strategist, well aware of his subtle tactical advantage. The two armies charged, swords drawn. But the excitement of the moment was quickly doused when both sides reached the river and were forced to dive in and paddle awkwardly towards each other. Instead of meeting in the glorious clash of steel that all had hoped for, it appeared more like a graceless collision of drowning fools. The armies splashed frantically at each other, hardly noticing the effect of the river’s strong current. An effect that General Shplee had been counting on.

The cluster of bobbing heads drifted rapidly downstream towards Borphee, where a battalion of Shplee’s men waited with a stockade of granite rocks. As the soldiers floated by, the battalion tossed the rocks at the Pheeborian army, apparently enjoying themselves enormously in the process and not worrying too much about the many Borphean soldiers that were mixed in with the bunch. This tactic proved quite successful, and is credited with bringing a very quick end to what would have likely ended up being a long and pointless war.

The Borpheans assembled and took arms against Pheebor, quickly sacking and burning the near defenseless city to the ground. Motionless bodies were strewn about the streets by the bloodthirsty swords, and battle trenches filled with corpses zigzagged across the city’s plaza like open wounds.

It was during this final raid that an unnamed peasant from the future (966 GUE) arrived here after implementing the enchanted Phee Hourglass. Upon this peasant’s arrival, the magnificent gray stallion of Prince Foo appeared amid the smoke of the ruined buildings donned with the Phee Helm. Another stallion, black as night, raced out of the smoke. Its rider was one of the more zealous (and buoyant) Borphean knights; his armor gleamed red in the firelight, but this sinister knight’s regal bearing did not disguise his youth.

“At least we meet, Prince Foo,” snarled the black rider.

Prince Foo regarded him coolly. “Begone, thou eastern fop!” he cried. “Never shall the River Pheebor yield its scared name!”

The black rider drew a gleaming sword from his scabbard and promptly beheaded the prince. The head rolled into a nearby trench.

“The reign of Pheebor is ended!” cried the black knight, galloping off into the smoke. “Foo is dead! The age of Borphee is begun!”

The gray stallion nudged the prince’s body, and while it whinnied softly, the peasant drew near to the same open trench where the prince’s head had fallen. That peasant had no intentions of mingling within the conflict. At this point, it was impossible to recover the Phee Helm. It was required for the peasant’s quest in 966 GUE, but would be buried beneath hard earth for centuries to come with no way to excavate it until the distant future. In order to lure the peasant’s new pet minx into locating the position of the Helm and digging deeply for it in the future when the earth turned softly, a chocolate truffle (a minx’s favorite food) was preserved in the Pool of Eternal Youth and then thrown into the trench, where it would wait beside the Helm for over 2,000 years where it would be dug up by the pet minx. Just as the deed was completed, a stray arrow struck the prince’s stallion in the flank. The luckless beast shrieked piteously, stumbled into the trench and lied still.

Cries of “Foo is dead! The war is over!” drifted through the smoke.

The last thing the peasant saw before returning to 966 GUE, were tattered men racing past and soon all was still as death. But it would be a few days before every nock and cranny of the city was completely raided. So thorough was the Borphean army’s gleeful ransacking of Pheebor, that the entire body of knowledge accumulated by this once great people was completely wiped out.

The revered circle of wizards known as the Zizbits were destroyed in the sacking along with their fabled magic spells and paraphernalia, save a few scattered relics, including a spellbook that would be passed on throughout the centuries. Before the city fell, they guarded their high plateau temple with a protective spell that would not be broken until the tenth century.

All that was left after one night of devastation was a few scattered ruins and a number of unanswered questions, but it would take many centuries before time would soften the layers of dirt and rubble in order to obscure the remains of the plaza. Hence, the people of Pheebor are still regarded with a sense of curious wonder today.

After the pillage and razing of Pheebor, the river became the Borphee River, a very good name. There was one other besides the Borpheans who had been victorious that day—for the entire city-state of Pheebor had brought itself to ruin, falling to conflicts generated by the hatred of Belegur, who had worked its way into the hearts of men for countless generations.

The Exploration of Other Lands (after 396 BE)
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.

A short time later, a second expedition by the Borpheans made an incredible discovery that would permanently change both the economic and culinary structure of the Westlands. Sir Thaddeus Galepath and Mareilon would break off from Borphee and form the city-states of Galepath and Mareilon and write the Mashed Potato Wars into the pages of history.

Borphee and Mauldwood
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. For the sake of convenience, each of these provinces are referred to by the names of their chief cities, with one exception: 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. What has usually made the history of the ancient provinces most confusing is the existence of this mysterious “half province,” usually mentioned without any accompanying word of explanation.

The truth about the Incomplete Province, as it was so often called in old Quendoran records, lies in the peculiar circumstances surrounding Entharion’s invasion and occupation of part of the Kingdom of Borphee. Thanks in part to the decadent state of the current ruling dynasty of Borphee and the shabby quality of their military forces, the Quendoran Royal Army quickly gained control over a large section of the Borphee peninsula, including the massive port city itself. However, due to internal conflicts back home, the court at Largoneth was unable to press home its advantage during that campaigning season, and utterly failed to field an army the following year.

Counting its blessings and nursings its wounds, the ruling family of Borphee, driven from its capital, retreated to the security of Mauldwood. Unable to muster any serious counter-offensive against the Quendoran forces, the exiled rulers focused their efforts on rebuilding their kingdom. With a new southern focus, their domains stretched from Mauldwood on the coast inland past the old territories of Pheebor to the mountains, and south as far as the borders of Gurth, including Accardi-by-the-Sea. This rump Kingdom of Borphee was approximately half the size of the former state, leading the following generation of kings at Largoneth to refer to the unconquered territories as “the half-province that is Ours by right.”

In turn, the Borphee successor state to the south refused to recognize the Quendoran conquest of their former territories, and although they never again took up arms against the enemy, they showed their opposition in other, more devious ways. Year after year, generation after generation, the exiled royalty would issue edicts from their Mauldwood fortress and distribute them to their former territories as truly sovereign law. Further, the governors sent from Mauldwood to administer the lands that were no longer theirs were very often accepted by the city governments in the Quendoran lands. This was a very peculiar situation, one in which Borphee Province was claimed and occupied by Quendor but governed by officials from the Kingdom of Borphee, a land that Quendor also claimed, but did not have the power to occupy or govern. Needless to say, this entire situation accomplished nothing but granting immense trouble and anxiety to many generations of two different royal families until the reign of Duncanthrax.

This “half province” set aside, the rule of Entharion the Wise brought a semblance of peace to a war-torn land and began a dynasty that reigned over the Kingdom of Quendor and its seven and a half provinces for almost seven hundred years, spanning the majestic reigns of fourteen benevolent monarchs.

Pseudo-Duncanthrax (660 GUE)
Drespo Molmocker had intended to impersonate Zilbo III, but trying to replicate a thousand little queer personality quirks would have easily tripped him up. Since Duncanthrax’s reign of less than a day was too short to make his character widely known, it would not be suspected that the Duncanthrax sitting on the throne was but a fraud. To ensure his odd behavior was not detected, on the second day of what everyone knew to be the new king’s reign, Pseudo-Duncanthrax began the task of rounding up everyone that the real Duncanthrax had ever known. His soldiers also seized all of the waifs and orphans, all the homeless who lived on the streets, all the vagrants with no employment, and had them enrolled in his prisons at Borphee. In the meantime, Pseudo-Duncanthrax sought to additionally capture Zilbo III. Unable to escape from Borphee due to the heavily guarded gates and streets that had been flooded with the king’s soldiers since the coronation, Zilbo III went into hiding behind the vast city walls until 665.

Forming of the Greater Borphee Province
(660~2 GUE)
Quendor at the time of Zilbo III's removal from power 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 year 660 GUE, Pseudo-Duncanthrax raised a tremendous army to wage a systematic conquest of the neighboring kingdoms, quickly reaping a reputation for cruelty, bloodthirstiness and aggressiveness, thus forever earning the nickname “The Bellicose King.” This vile ruler moved swiftly and brutally against the southern half of Borphee and put an end to the tottering and defenseless dynasty of Mauldwood. Finally accomplishing the merger of the two halves, Pseudo-Duncanthrax called the resulting territory Greater Borphee Province. This move began a trend; one by one, the neighboring principalities of Miznia, Gurth, and Mithicus were brought under Quendoran sway and given new provincial administrations. Thus within three years, Pseudo-Duncanthrax ruled an empire that controlled virtually all the land between the Great Sea and the Kovalli Desert.

Gathering of Enchanters at Borphee (662~665 GUE)
Berknip, the famous necromancer of the seventh, eighth, ninth, and tenth centuries who led a life designed to confound all attempts at explanation, was born in the year 662 GUE. By the age of three, this mere child had already given the world five new spells. Most wizards had only dreamed of finding one, and already he was at par with the great Bizboz. Although many scrolls had been passed down from the early days of the Entharion Dynasty, there were few who still retained the knowledge on how to compose such a magical document. The magicians of these days primarily thrived upon these surviving scrolls and the works of Bizboz and Dinbar.

Krepkit, one of the primary enchanters of the days, believed that Berknip could potentially give magic back to the world. Not mere tricks, like the tying of shoelaces, or even kindling a fire, but truly magnificent magic. Krepkit summoned many others from all across the Westlands to gather with him at Borphee in anticipation of this great revival. In those days, this was the only place in all of Zork where a group of wizards and enchanters had dared to come together to share studies and do research. It was the only guild of its kind anywhere. (This guild is not to be confused with the official Enchanters Guilds which would not be formed until 680s, and the Borphee branch not founded until the reign of Dimwit Flathead.) For the most part, it was because wizards of those days were notoriously uncooperative, stingy and private characters. Most of them would rather have given their mothers the flu than to give away the secrets of a spell. Krepkit helped design and build the Borphee guild hall. His dream was for wizards’ guilds all over Quendor. But the schemes of Pseudo-Duncanthrax were soon to place these academic achievements on hold.

Retaliation Against Antharia (665 GUE)
Fumed that the Antharia would dare to lay hold of his Empire by assaulting Fort Griffspotter, Pseudo-Duncanthrax set his mind not only to staging a counterstrike against the Antharian Armada, but an invasion of the entire island-nation. But the king had a plan which required both a vast navy, magical might, and a few sneaky tricks. He put his best engineers to the task of creating a fleet of ships that could overwhelm the Antharians. Those of the recently established Borphee Guild of Wizards refused to be used as his weapons for conquering Antharia. Knowing that the child Berknip was the heart and soul of their guild, Pseudo-Duncanthrax took him prisoner. His ransom for the return of their precious magician was their cooperation in the upcoming battle against Antharia. Though they did not like Pseudo-Duncanthrax any more than any other ruthless king, but while he held Berknip hostage, he commanded their loyalty.

Perturbed by any notion of failure, Pseudo-Duncanthrax still feared that the ones whom he had imprisoned because of their proximity to the real Duncanthrax would spark rumors or escape to spread news of the odd behavior of the king. To solve this anticipated dilemma, his dungeons were emptied, and all captives found themselves chained to oars as slaves for warships that would soon be bound for Antharia. But more men were needed. Concurrently while his fleet was being hastily constructed, Pseudo-Duncanthrax in collaboration with the man that he appointed to be the Gatekeeper of Borphee, sat down to author a compendium of new laws for the kingdom that were “written against everything but picking your nose, and that will be illegal tomorrow.”
What follows are a few of the thousands of edicts:

Honor thy father and thy mother, that they may remember you in their wills.
Thou shalt not commit adultery with ugly women, nor with ugly men, nor with ugly combinations thereof. Neither shalt thou fornicate with farm animals, nor with fundamentalist religious practitioners lest they multiply beyond their number.
Thou shalt not steal unless thy income be already in the upper tenth percentile.

It was made certain that the least infraction of any of these countless city ordinances would result in dire consequences. It seemed that there was not a single resident of Borphee that was not exempt from at least a hundred of these laws. The finalized version was put into effect during spring of 665. This edict was followed by more soldiers, commonplace house-to-house searches, and a tremendous disappearance of the populace as they were tossed upon his warships as needed. The great metropolis was no longer the party place of Quendor that it had been in the past, as whichever citizens the king elected, were arrested and added to his ships’ crews.

Frobozz Magic Company Founded (668-03-19 GUE)
History tells us that with all Zork in his grasp and nothing left to conquer, Pseudo-Duncanthrax founded the Frobozz Magic Construction Company (the forerunner of the modern industrial giant FrobozzCo International) to undertake his Great Underground Empire project this project on Arch 19, 668 GUE. Pseudo-Duncanthrax required the energy of the seven most powerful wizards of the Borphee Guild in unison with every living being to complete his mammoth vision. In order to maintain control of the Krepkit and the other six most powerful wizards, the king continued to hold Berknip hostage, although he relocated the child to Antharia, thereby manipulating them to use their powerful KATPIL spells to move earth wherever he wished. The king coaxed the remainder of the Borphean populace into laboring for the highways with a cache of VAXUM scrolls. With both the wizards and almost every citizen of the empire employed for the project, work quickly started on the new underground tunnels and Pseudo-Duncanthrax began expanding downward in both the eastern and western lands. The natural caverns in the eastern lands would be expanded tremendously, and new caverns and passages would be dug in the western lands, chiefly in the vicinity of Egreth Castle and Borphee. This outset of this entire underground project would later become known as the Great Labor.

The Guild Revolts (c. 873 GUE)
The last years of the reign of Idwit Oogle Flathead is a sad story indeed. Due to an unexplainable disease that he had obtained, the king made his home deep in the underground caverns to the north of the Flathead Fjord, hoping desperately that the subterraneous hotsprings there would be enough to nurse his unhealthy body back to life. Idwit himself had never left the Eastlands to visit his older, more civilized provinces, and for the last seven years of his reign, neither did any of his public officials. The forces of government in the east became increasingly concerned with nursing the health of the king and preserving the safety of the eastern cities. When the Guild Revolts of Borphee and Accardi erupted in 873, no troops were sent to quell the violence. The naval garrison at Anthar had been given deployment orders, but unbeknownst to the royal government, the soldiers there had already risen in mutiny and seized the western half of the island.

The Revitalized City-States (883 GUE)
Following the disaster of Curse Day, 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. With the final collapse of the Quendoran state 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.

The old families of nobility that had long controlled Vriminax wasted no time in solidifying an alliance with Quendor, its nearest neighbor and the most ancient of the northern cities. By 884, the combined militias of the two cities had occupied the western half of the former Frobozz Province, under the notion that taking the territory would provide a solid defensive zone between themselves and the already growing tensions of Galepath and Mareilon. 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.

After the Collapse of the First Age of Magic
Following the Collapse of the First Age of Magic in 966 GUE, the massive Borphee, emerging at the height of guild power in the 10th century as the new Quendoran capital, saw over the next one hundred years a sudden and violent decline in population and prosperity, the reasons for which still remain a mystery today.

The languages of Borphee and Pheebor share the same roots. In the original dialect, only three different syllables were used, of which Bor and Phee are two. Common etiquette forbade the same syllable from being used more than once in any word. So the thousands of different expressions came entirely out of the inflection that was used to speak the 15 possible word combinations.
A Borphean song, originated during or before the Great Monster Uprising of the Second Age of Magic:
    "Borphee's path lays over the ocean,
    and some of it lays under the sea,
    but while the river Borphee's still flowing,
    it won't bring back Borphee to me."

A Borphee baker makes Frobolli Cakes by flinging bits of dough into a hot oven.
The flower of Borphee is the compass rose.
The Borphee motto ("Borphee - fixum rixa poo nastic.") translates to "Borphee - better than you think." Another motto, printed frequently on T-shirts, is "Borphee is for lovers."
Borphee had its own Surgeon General.
Borphee Ten-Frobizzit Run