0% found this document useful (0 votes)
26 views96 pages

#Bay of Illuin V2

This document is an unofficial role-playing module set in J.R.R. Tolkien's Middle-earth, specifically focusing on the Bay of Illuin and the Iron Mountains. It provides a detailed background, geography, history, and various factions and creatures within this region, intended as a play-aid for role-players and gamemasters. The work aims to enrich the lore of Middle-earth and facilitate the creation of future geographic modules.

Uploaded by

Fission Atomik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
26 views96 pages

#Bay of Illuin V2

This document is an unofficial role-playing module set in J.R.R. Tolkien's Middle-earth, specifically focusing on the Bay of Illuin and the Iron Mountains. It provides a detailed background, geography, history, and various factions and creatures within this region, intended as a play-aid for role-players and gamemasters. The work aims to enrich the lore of Middle-earth and facilitate the creation of future geographic modules.

Uploaded by

Fission Atomik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 96

Based on J.R.R.

Tolkien's MIDDLE-
EARTHTM as detailed in THE HOBBITTM
and THE LORD OF THE RINGSTM.

Bay of Illuin
And the Iron Mountains

Set in Northern Middle-Earth


Bay of Illuin
and the Iron Mountains
in Northern Middle-Earth
Note
The following file is the work of amateurs, intended to be an amusement for
themselves, and hopefully, an aid to other roleplayers and gamemasters. It is
conceived to be a non-official module for MERP/Rolemaster, set in Middle Earth.
All the references to these roleplaying systems, and to Tolkien’s Middle Earth are
copyright of Iron Crown Enterprises, Decipher, or Tolkien Enterprises. All the other
stuff is invented by the authors, and therefore cannot be published or used for
moneymaking without the authors’ permission. This work is exclusively intended
to be used as a play-aid for role-players in their games. The aim of this work is not
to be a geographic module in itself, but only to provide a larger scope on an
important part of Middle Earth, composed by different regions that had historical
contacts and interdependencies. Hopefully, one day this work will give birth to
many geographic modules, each set in a specific region:

WESTERN ILLUIN BAY


 Barl Syrnac, Mur Fostisyr, Dyr and Lotan
 Kykurian Kyn

CENTRAL ILLUIN BAY


 Ulshy
 Dalpygis
 Urheldor
 Oerja
 Utûm

EASTERN ILLUIN BAY


 Vothrig
 Elthrakh
 Nekakhtar
 Thûlornar, the Elven Forest
 Desdursyton
 U-Lyshak

There’s a lot of work to do. I hope we shall be many, enough to keep alive old
Middle Earth!

Eric Dubourg (edubourg@club-internet-fr)


3

Thanks to: Gabriele Quaglia ([email protected])

1 BACKGROUND.............................................................................................................................................................6
1.1 A BRIEF HISTORY........................................................................................................................................................6
1.2 TIMELINE...................................................................................................................................................................21
2 THE LAND....................................................................................................................................................................31
2.1 WESTERN ILLUIN......................................................................................................................................................31
2.1.1 The Foragaer....................................................................................................................................................31
2.1.2 The Barl Syrnac Mountains.........................................................................................................................31
2.1.3 Azjan...................................................................................................................................................................32
2.1.4 Ukal-Sêj..............................................................................................................................................................32
2.1.5 Dyr.......................................................................................................................................................................32
2.1.6 Mur Fostisyr......................................................................................................................................................33
2.1.7 Lotan...................................................................................................................................................................33
2.1.8 Kykurian Kyn....................................................................................................................................................33
2.2 EASTERN ILLUIN........................................................................................................................................................33
2.2.1 Ulshy...................................................................................................................................................................33
2.2.2 Thûrlornar.........................................................................................................................................................34
2.2.3 Vothrig................................................................................................................................................................34
2.2.4 U-Lyshak............................................................................................................................................................34
2.2.5 Desdursyton.....................................................................................................................................................35
2.2.6 Ûrcheldor...........................................................................................................................................................35
3 THE SEA........................................................................................................................................................................36
3.1 SEA OF ILLUIN...........................................................................................................................................................36

4 CLIMATE.......................................................................................................................................................................37

5 FAUNA AND FLORA................................................................................................................................................38


5.1 FLORA........................................................................................................................................................................38
5.2 FAUNA.......................................................................................................................................................................38
5.3 SPECIAL CREATURES.................................................................................................................................................39
6 THE PEOPLE...............................................................................................................................................................40
6.1 EASTERLINGS IN WESTERN ILLUIN..........................................................................................................................40
6.1.1 Dyrian.................................................................................................................................................................40
6.1.2 Lossadan............................................................................................................................................................42
6.1.3 Lotan...................................................................................................................................................................44
6.1.4 Tedjin..................................................................................................................................................................45
6.2 KY’TAARI...................................................................................................................................................................47
6.3 SYRKAKAR.................................................................................................................................................................52
6.4 UDAHIR (FAITHFUL NUMENOREANS).......................................................................................................................55
6.5 ULSHYAN...................................................................................................................................................................56
6.6 ÚRCHELDORIANS......................................................................................................................................................58
6.7 VOTHRIG...................................................................................................................................................................59
6.8 THE HWENDI.............................................................................................................................................................60
6.9 MITHRYDHIL..............................................................................................................................................................63
6.10 UMLI..........................................................................................................................................................................64
6.11 DWARVES..................................................................................................................................................................70
6.12 MOUNTAINS ORCS....................................................................................................................................................71
6.13 SNOW ORCS.............................................................................................................................................................72
7 POLITICS AND POWER.........................................................................................................................................73
4

8 PEOPLE OF NOTE....................................................................................................................................................74

9 TOWNLIFE AND TRADE........................................................................................................................................74

10 SITES OF NOTE.....................................................................................................................................................74

11 SHADOW HOLDS.................................................................................................................................................74

12 OTHER TIMES........................................................................................................................................................74

13 ADVENTURES........................................................................................................................................................74

14 TABLES......................................................................................................................................................................74
5

1 BACKGROUND

1.1 A brief History

The Early Ages

At the beginning of Arda, a great war was fought between the Powers. In the
North, Melkor built his great fortress of Utumno; to the West, he placed Angband,
stronghold against the Valar; and into the East he created a third, smaller than
the others, which was called Gorogrod (Lu. "Cavern of Terror"), ruled by Múar the
Balrog, also called the Shadow Flame. To protect his lands, Melkor raised a huge
mountain chain, the Iron Mountains (S. "Ered Engrin", Q. "Oronangri"), tall and
dark, and filled them with Orcs.

When the Lamps of the Valar were broken, the fall of Illuin opened a wide Sea
in the North, just like the fall of Ormal in the South, drowning a part of the
mountains. By chance and favourable geography, or perhaps the will of Melkor,
Utumno was left mainly untouched by the cataclysm, and the surrounding lands
remained over the waters, separated from the main continent, thus enhancing the
defences of the fortress. The very mountains of this land broke and shook,
erupting fire and death, and covering the island of Utumno in thick mists, to hide
it from the vengeance of Tulkas. Yet the Valar found it at last, and the conquest of
Utumno changed the geography, destroying all that was seen for many miles,
leaving a bleak and flat plain where once stood the mighty fortress. The Orcs
fleeing the destruction fled on the Mountains, and most of them hid in the deep
pits of the Iron Mountains, waiting for the Valar to go away.

During the captivity of Melkor, an era of peace came to Middle Earth. It was in
this time, under the light of the Stars, that the Hwendi, a Tatyarin Avari tribe,
reached the shores of the Bay of Illuin, and settled in Thûlornar (Av "Wind
Forest"). They came to learn of the existence of the Orcs and other monstrosities
that roamed the Mountains, and they fought them so that Thûlornar remained a
peaceful land.

But still, the Shadow survived in Middle Earth: Fankil, Herald of Melkor, who had
been one of the Folk of Irmo, still hid in the Mountains of U-Lyshak, after escaping
Utumno's fall. There he ruled some tribes of Orcs, and bade them build a secret
stronghold, called Gulkaju ("the Secret Dwelling of Fankil the Seducer"). And in
these years he made his Orcs to multiply, but did not dare to unleash them, for
fear of being discovered by Oromë and his hunting companions. But not only
Oromë was Fankil's concern. The Maia also feared Mùar, Warlord of Gorogrod,
whose fiery pride was well known to the Herald : Fankil hated the Shadow Flame,
who in turn would certainly request his submission until the return of Melkor. So
Fankil kept his secret, silently hiding in wait of better times.

The First Age of the Sun


6

The rising of the Sun and the Moon announced the beginning of a new Age: the
Orcs hid from the lights in the sky, giving the Elves the hope of a better future,
but soon it was clear that the ancient master of Utumno had returned to Middle
Earth. Fankil showed up to his lord, joining him in Angband. Meanwhile, the Orcs
swarmed from the mountains into the plains, plaguing the Elves with their
attacks.

Yet the First Age brought something more incredible than the Sun and the
Moon: the Secondborn. Coming from the East, they travelled westward in different
waves, eventually reaching Beleriand and the Great Sea. Morgoth went among
them in disguise, in order to corrupt them. But soon he had to return and battle
the Noldor, and in his place he sent his servant Fankil. He presented himself as
the Herald of Ardutor, the Master of the World: Telear, Lord of Glory. Fankil
appeared as a tall and old Man, strong yet wise, and used his power over dreams
to show the first Men visions of power, glory and prosperous kingdoms. He lured
them, exploring the inner weaknesses of their simple hearts, and feeding their
ambitions. Not all Men fell under Fankil's spell, but some of them did. Among
them there were Mornerin tribes fleeing the Shadow Flame; and in his malice,
Fankil offered them the vision of a mighty alliance of Men, leading proud warriors
with shining swords against the Flame, and defending their lands from any threat.

To those who accepted to follow Telear, he gave as a reward the lands around
Thûrlornar, and bade his Orcs not to threaten them. And Telear spoke of Demons
of the Forest, who plundered the earth's bounty with their magic, keeping it for
themselves. Men fought Elves, and soon they came to accept the Orcs as allies, in
their superstitious hate for the Demons who brought Winter and who were given
by evil lords such gifts which were refused to humanity : immortality, grace,
power beyond imagination.

So it happened that Men split among themselves, some siding with Shadow,
and others against. The Agrinak and the Duranak settled immediately south to the
island of U-Lyshak in Desdursyton and south of Thûrlornar. Not really convinced
by the Herald of the Master of the World, but a bit impressed by the power
demonstrated by “Telear”, the Udahir settled in southern Barl Syrnac and the
Chegri in Nylren (or future Vothrig). They were part of the Mornerin group, like
those settling in the Far North at the same period. The Elves were suspicious of
the newcomers : they were weak in body and will, violent and warlike, easy to
forgot their words, and to desire the possessions of someone other. The Elves
allowed nobody to enter in their forest, and they didn’t forge an alliance with the
newcomers.

Bloody wars and great battles followed, for Man was easy to anger and took the
sword and spear light-heartedly. As the wars went on, Telear ordered his Orcs to
cross the frozen sea, and travel in the land of icy snow and fiery mountains. There
they were led near the ancient site of Utumno, and built a dark stronghold in
memory of it. Then, after a few centuries, Telear was recalled by Morgoth in
Angband.
7

Meanwhile, other Men came to the shores of the Bay searching for pastures for
their herds: the Ulshyans (Ch. "Northern Chyans"). They were a confederation of
five tribes, led by Uvaxshtra, High Chief of the Chiefs Council (also called the
Father of Unity). He was a young man of exceptional skill in battle and in word,
and he was said to be the son of a God. He was also considered the prophet who
revealed his people the nature of the World, and the rule of Asruta the True God.

Uvaxshtra believed to have a mission assigned to him by Asruta, but at first he


settled his people in the lands that were later called Ulshy. The cunning Duranak,
one of the Mornerin peoples who surrounded Thûrlornar, proposed to the
newcomers a place in such lands, in exchange for help fighting the Cold Demons
of the forest.

Some chiefs were favourable to an alliance with these golden-haired Men, in


order to take later advantage of it, or simply fight for the glory of Asruta; yet
Uvaxshtra said that the way of the Just was not always clear, as it was that of the
Unjust. Therefore he asked the Duranak spokesmen for time to decide.
Uvaxshstra took nine scouts with him, and he willingly entered Thûlornar, to
better understand the Truth. The scouts were soon captured by the Elves, who
were more than surprised when they noticed that no scouts had weapons and that
they would willingly surrender!

These Men were totally dissimilar from those the Elves learned to know, and so
the scouts were allowed to explain their presence in the forest. They Elves were
amazed when Uvaxshtra and the scouts talked about their journey, their constant
fight against evil and treason, and the search for Truth. Overcoming their distrust
for Men, the Hwendi spoke their reasons, and finally formed an alliance with
Uvaxshtra’s people, who believed to have discovered his mission.

Several months passed before the real beginning of the hostilities. The Duranak
secured the alliance of other peoples: the powerful Agrinak and the weak Chegri,
who were forced to comply under the threat of plunder. The war against Shadow
lasted for more than five years, and ended about at the same time than the fall of
Múar in the Far North. Several ferocious acts were however committed, such as
the turning of the Chegri against their cruel masters, and their consequent nearly
annihilation by the Agrinak; the burning of Thûlornar by the Orcs; and acts of
torture inside the halls of a rebuilt stronghold of Utumno.

The last battle (referenced later as the Battle of the Dawn’s Demons) happened
in Agrinak lands, just north of Thûrlornar. It is said that, in the darkest moment,
Telear showed up, to give courage to his frenzied servants: but Uvaxshtra,
burning of a holy fire, made his way through the wall of fighters, and challenge
the Herald of Ardutor. And in his wrath for the lies of that lord, he tear off the
tongue from Telear's mouth, leaving him dumb. Then the Ulshyan chief was
wounded from a hundred spears, and he died on the battlefield. Telear fled,
burning of hate and shame for the utmost defeat, and his servants were broken.
The survivors refuged in the island mountains of U-Lyshak, or across the sea to
8

the isle of Utumno, on whose misty and cold shores they dwelt in the following
ages. But many didn't reach any haven, as the Ulshyans and the Elves pursued
them.
The body of Uvaxshtra was burned on the field, together with many Ulshyans
valorous warriors. Vâyaspâra became the new High Chief of Council (later King), in
replacement of his father. The surviving Chegri, who fought alongside with the
Ulshyans, joined them. The Elves, surprised to see the virtue in these Men, helped
the Ulshyans in peace, teaching them what they knew about world. Thus ended
the First Age in the Illuin Bay.

The early Second Age (SA 1 – 600)

During all the First Age, Northman and Easterling peoples moved westward:
among the latter were the Donath and those peoples that in the West were called
Baradhrim, or Swarthy Men, perhaps akin with the Ulshyans, but devoted to the
worship of Morgoth. They bordered the Ulshyan lands, but their attacks were
repelled by the brave Elf-friends. By the end of the Age, and in the first years of
the new one, the Ulshyans controlled lands that went from Thûrlornar to the great
river, that the Númenóreans would call Talathrant.

The first years of the Second Age witnessed the arrival of many other Mannish
peoples, mainly Talathrim who settled around the Bay. The first of these peoples
were the Dysdirani, a weak folk who had learned to survive by trickery and
cheating; they worshipped Gods of Plunder, and it is said that they were directly
inspired by the spies of Morgoth who walked among them in their early days.
Around the middle of the second century, they approached the region, and at first
were welcomed, as they were renowned artists and merchants, and they willingly
accepted the supremacy of other leaders in exchange for lands and protection.
But as they quickly grew in numbers and confidence, and became known also for
their passion for theft; and as the other Men tried to drive them away, the guests
reacted with violence, plundering and stealing the possessions of those who had
offered them help. The Ulshyans were a strong people, and were able to drive the
Dysdirani away, but those Men who lived north of Thûrlornar were less fortunate,
and had to leave their lands, settling in Ulshy, or even crossing the sea to the
shores of Utum, where they joined the Duranak and Agrinak, or most often
became their slaves (the Iglak). For the centuries to come, the Dysdirani, now
living in their new home, Desdursyton, were considered a folk of thieves and
brigands, with no honour or faith, and the Uslhyans were their sworn enemies.

Early in the third century of the Second Age a new and massive wave of
Mannish tribes began to migrate into the Talathrant Vale from their birthlands in
the East. The first of these peoples were the Nardhrim, and they laid an early
claim to the whole of the Talathrant Valley. Behind them, however, came a much
more fierce collection of tribes called the Ioriags who made constant war on their
Nardhrim kin. In S.A. 262 an Ioriag alliance led by the warlike Variag tribe evicted
the Nardhrim from much of the Talathrant Valley and took it for themselves.
Warfare continued throughout the next century between these two peoples until
9

the further arrival of peoples allied to the Ioriags tipped the balance against the
Nardhrim tribes.

These new Ioriag allies were dominated by a large collection of tribes calling
themselves the Ulgath (Ul. "First People"). The Ulgath were a diverse people from
the beginning, and soon after their arrival along the Talathrant divided into two
distinct cultural groups. The southern Ulgath were equally committed to their
tradition of worshipping Morgoth (whom they named Kragul) and the Variag demi-
god king Rakadsaol (a demonic spirit). Under the tutelage of the Variags they
learned to master the horse and became feared warriors in their own right. They
dominated large holdings of fertile land north of the Ioriag region of Relmether
and did much to protect the Variag kingdoms northern flank.

By contrast, the northern Ulgath tribes sought to establish independent ranges


for the grazing of their cattle and refused to ally themselves with the Variags.
They crossed the Talathrant and wandered into the northern grasslands known as
the Empty Plains, ever on the borders of their more organized southern brethren.
Because they never came under the direction of the Variags, they learned to
master horses only very gradually, and always preferred flight to direct combat.
As the southern Ulgath became more powerful and aggressive, the northern tribes
were forced farther and farther west into the plains, and in the seventh century
made contact with the Baradhrim.
The heavy-handed Variags dominated the Talathrant Vale for several centuries
before their grip over the other Ioriag peoples began to weaken. In S.A. 596, the
river valley was again engulfed in war as an Ioriag led uprising overthrew the
Variags, despite the loyal support of the southern Ulgath tribes. This new Ioriag
confederation seized the upper river valley (the region of Relmether) and made
war on the southern Ulgath for their part in supporting the Variags. Despite this,
the southern Ulgath were able to defend their lands well into the eighth century.
In S.A. 730, several key defeats forced the southern Ulgath to push into lands
farther north, displacing the northern Ulgath completely.
On the Empty Plains, the wandering northern Ulgath made easy prey for the
fierce Baradhrim. Initially, herds were seized and the people punished for living on
land claimed by the Baradhrim chieftains. As more and more Ulgath tribes began
to appear on under-utilized Baradhrim land, the Baradhrim stopped driving the
Ulgath away (as they always came back), and began demanding a tribute of cattle
and women from the Ulgath as payment for the use of the land. The northern
Ulgath had little choice, ringed as they were by hostile peoples, and most
accepted the rule of the Baradhrim in exchange for relative peace. Since the
Ulgath were a matriarchal people, Baradhrim tribes soon acquired a legitimate
claim to the leadership of the northern Ulgath, binding these two peoples further.
The vassal tribes of the northern Ulgath began calling themselves the Murgath
(Ul. "The Bound People"), and many of their Ulgath traditions were transformed
under the circumstances of their enslavement.

It was approximately in this time period that the Ulshyans, who united in a
sound and strong kingdom to face the newcomers, built their first city, Pûrepûrla,
helped by the Elves of Thûlornar. The traditional date acknowledged by history is
10

the year 572. The Ulshyans warred often with the Ulgath and Ioriags, but were
able to keep their lands in spite of the lack of cavalry, thanks to a better
knowledge of metal weapons and the secrets of Elven bow-crafting. However,
they had worse fortune with other Tyrani coming from the East: these nomad
horsemen, distantly akin with the Dysdirani, trampled the eastern marks of Ulshy,
and were stopped only by the Broken Peaks and the thick forest of Thûrlonar. This
was approximatively the date of Tyran migration to the Bay, between 540 to 580.
Among the most important people were the Vothrig (a confederation of ten tribes)
and the Ky’taari (their original name is forever forgotten), distantly related to the
Myri (see Far North modules).

The Ky’taari befriended with the Elves, just as the Ulshyans more than one
millenia before. It is said that at that time some union between the two folks
occurred, leaving permanent trace of Elven blood in the newcomers. The Ky’taari
quickly became a woodland people, abandoning their warlike habits, and became
close friends to the Avari, leaving forever their Vothrig cousins.

Fankil returns (SA 699 – 1099)

After his defeat by the hands of the Ulshyans, and the terrible wound which
Uvaxshtra inflicted him, maiming him forever, Fankil had fled in hiding. Although
he still possessed his power over the dreams of Men, he had lost forever his
seducing voice. In fear of returning to his Master in Angband, Fankil wandered
over Middle Earth, thus escaping capture in the War of Wrath. No one knows for
sure where his feet tread in those times, but after seven centuries, he returned in
his secret fortress of Gulkaju with a powerful ally, which would later been known
as the “Unlife”, one supposedly offspring of Ungoliant. Where Fankil found this ally
is unknown, probably in the East or in Mórenorë, the Southern Continent, a place
that none truly know much about, which is said to be haunted and populated only
by wild people and strange monsters.

He placed his ally beneath the mountains of U-Lyshak, for the revelation of the
Unlife was not yet come, and travelled secretly throughout the Bay, where he
enjoyed the situation, as no one could rule over him, now the most powerful living
being in the North. Still burning of hate towards his enemies, Elves and Ulshyans,
Fankil gathered spies, but as his fierce Duranak and Agrinak lacked the wit and
cunning he needed, he searched, and found, better agents in Desdursyton. Fankil
sent his spies in all the realms, charged to introduce the seeds of division into the
hearts of Men.

In the following centuries, war waged across in the Bay: the Ulshyans were
threatened on all sides, and the Ulgath fought desperately to keep their territories
against the Baradhrim and the Ioriags. The primitive and violent nomads were
easy prey for the words of malice spread by the agents of Fankil. Less civilised
than the Ulshyans, they coveted their lands, more propitious to life than the
grasslands of central Endor. More than once, from SA 900, the Ioriags made
dashes to Pûrepûrla, but were always stopped by the vigilant Ulshyans. Then they
turned their efforts against the Ulgath of the green Talathrant valley. At the same
11

time, the Mornerin tribes of Utûm began to sail the waves of the sea, striking in
summer on all the shores of the Bay, plundering and gathering slaves.

These petty wars were seen with satisfaction and interest by Fankil and his
agents (some of them having a high rank inside the Ulgath tribes, enjoying a
particular status of counselors to the chief tribe), who encouraged it through
mysterious assassinations or abductions. War extended for centuries in the Bay,
and the Vothrig began their first acts of piracy against Desdursyr cities (in SA
928). Fankil in the meantime established U-Lyshak as a true kingdom, lead by a
human king, whose people has a Duranak and Agrinak ancestry.
Númenórean explorations (SA 876-1060)

During the ninth century, the first Númenórean ships sailed the waters of the
Helkëar, the cold sea whose waters are imprisoned by ice for most of the year,
and are always made dangerous by floating mountains of ice. At first the
Númenóreans were not interested in the poor northern lands, but from this time
they searched for a northern passage to the East.

The first successful exploration occurred in SA 876, commanded by Aldarion,


the Númenóreans sailed the dangerous traits north of Forochel, and when they
were resolved to turn back like previous expeditions, they found that the seashore
turned south, into a more hospitable sea. Aldarion was prevented to return by the
need of his friends Cìrdan and Gil-Galad, but he sent another two fleets, in 912
and 926, mapping the gloomy shores of Utum, that they called Úrcheldor (S.
"Land of Fire and Ice", Qu. "Urheldòrë"), ignoring its true origin, and the western
shores of the Bay, which they named Illuin. They also made contact with some
Mannish populations, who were astonished by the tall and beautiful
Númenóreans, but either fled in fear or attacked them. The Númenóreans had
also to fight the pirates of Utum, but they finally landed in Ulshy, where they
exchanged gifts with the King, and found friendship and hospitality. The real
concern of Tar Aldarion and Gil Galad was the possible presence of Shadow
domination, so they encouraged friendship with the Ulshyans and taught them
some basics of civilization, helping them in their desperate defense against their
barbaric neighbors.

To watch over the brave but weak-willed Men of Middle earth, Tar Aldarion
followed the Elvenking’s counsel and ordered the foundation of Lond Elerion, in
950, on an island south of the shores of Úrcheldor. Here the Númenóreans drove
away the Utumian pirates, and established a garrison. Soon they started trading
with the Ulshyans, exchanging olives and wines, and the Vothrig cities further
East, where the Ulshyan princes had began to act as independent rulers, as the
Ulshyan King was unable to enforce his authority while fighting a hundred
enemies.

The Númenóreans tried to sail further East: in 1060, at last, Soronto reached
the Rocky Firth, and met with some Urdar tribes. They were judged of no interest
for the Númenóreans, and for many centuries they did not dare the dangerous ice
of the Helkëar. On the contrary, Soronto laid more interest into the Illuin Bay,
12

visiting the Ulshyan and the Vothrig cities, establishing embassies and small
garrisons to help them against the pirates of Utum. Tar Aldarion feared them to
be driven by some dark power, and was determined to keep in check the Shadow
in these far lands, rather than their peoples were turned against the West.
Soronto completed his description of Middle Earth with the Illuin Bay in the Parma
Soronorion, a geographic tale of Soronto’s journeys, before returning to Numenor.
These manuscripts were to be found very useful for later colonists, for both Ormal
and Illuin Bays.

The West Migrations (SA 1100 – 1130)

While Fankil gathered his Orc troops for a control of the Bay, the Shadow Flame
suddenly awoke in the East. The seals that kept Múar bound to His prison of rock
were broken in SA 1100. Soon he rallied all the Orc tribes of the Eastern Iron
Mountains, and gathered a huge army. Fankil burned of hate and envy seeing
Múar’s power back in the East, as his projects of domination on the Bay risked to
be vain. He dared not to challenge the Valarauko, though, and hiding in shadow
as he was used to do, he forbid the Orcs of the western Iron Mountains to join the
Host of Múar, and gave an order to kill everyone, Orc or human who would want
to join the Múar Host.

Mùar was enraged by this, but could only suspect the hand of Fankil, unable to
locate him and punish his arrogance. Yet the Shadow Flame had more important
affairs, searching for revenge against his enemies, the Elves, the Dwarves and
their Mannish allies. From SA 1101 to 1130, Mùar spread death and terror in the
lands East of the Bay. Mannish tribes worshipped him as a God, as he razed all the
cities of Drùhar’s Folk and besieged Luindor, home of the Luindrim Elves.

This holocaust triggered major migration waves of peoples fleeing those lands :
many tribes of Men left for southern lands, following the legend of the Arklu-shem,
a tribe that, led by their Chief Anäsawim, a hundred years earlier, travelled to far
lands under the bid of an earth spirit called Mahrak. Others choose to move West,
daring the gloomy forests and the shadow of the Iron Mountains, in search for
peace. Like them, many Umli of Urd and Uab, terrorised by the Flame Lord, fled
their homelands on the icepack, settling as far west as the Northern Waste, in Barl
Syrnac and in Mur Fostisyr, beginning conflicts against the already settled
peoples. Scattered groups of Dwarves followed, after the fall of all but one of their
cities.

The arrival of such a mass of peoples caused more than turmoil around the Bay.
The exiled were desperate and ready to fight anything, to flee the hold of the
Flame Lord. Fortunately, most of such peoples travelled north of the Bay, walking
on the frozen sea, suffering unspeakable pains and dangers to reach new lands.
The main wave was composed by Mornerin : they warred with the Orcs suffering
great losses, and many of them died on the march or were captured by the
servants of Fankil. Some of them joined the Utumian Mornerin, becoming their
slaves, but most of them were able to hold on to the western shores, where they
met with small Ulgath tribes who called themselves Dyrians. At this time they
13

were threatened by the Baradhrim, and weakened by many petty wars: they were
not able to fight a new enemy, so the exiles were able to sue for peace. For some
time, they shared lands with the Dyrians, and the two peoples allied and learned
one from the other. Some mixed unions occurred, providing the Dyrians Mornerin
blood. Then, when the lands beyond were secured, the exiles moved on, joining
the Lossoth of the Northern Waste, the Barl Syrnac and the Mur Forstysir : these
peoples were later known as the Fustir-Gost and the Syrkakar. But from that time
there was friendship between the Dyrians and the Lossoth.

The Umli were more secretive and cautious than Men. They travelled more
North, where even Orcs feared the grip of blizzard, and though they too suffered a
great deal, the Umli reached new lands, settling northern Utum, Mur Forstysir,
Barl Syrnac and the Northern Waste. Finally, the Dwarves travelled more south,
along major highways. They were robbed in Desdursyton, so that they would keep
a fiery hate for its people, but finally established themselves in Karag-Shatûr
("Mountain Cloud") and in Orshênin (Kh "Ice Haven").

During this period, Fankil experienced troubles in keeping his domain,


threatened by migrating peoples and the Orcs of Mùar. Finally, the migration
ceased, and Mùar left for southern lands, searching for a Dwarven people who,
like no other one in Arda, could defeat him. But Fankil was far from relieved. In
fact, he found a greater threat than Mùar: Sauron, first servant of Morgoth, who
had established his domain in Mordor. Fankil decided that the best thing should
be wait and hide, meanwhile gathering power and influence.

Fankil and Sauron (SA 1100 – 1300)

In the same period of Mùar’s awakening, a bloody war was fought in the
Talathrant vale, and the Ioriags were finally able to drive the Ulgath away, in the
hilly country of Kykurian Kyn and beyond. The flight of the southern Ulgath was an
epic journey across lands claimed by the hostile Baradhrim and Murgath. In the
end, the tribes were driven to the southeastern shores of the Inland Sea. In their
new homeland, the worn and weakened tribes took a new name, the Urgath (Ul.
"The Wandering People"), and tried to rebuild some semblance of their former
glory. It would be many centuries before the Urgath tribes achieved anything to
rival their past.

Then the Bay of Illuin was filled with Men of different origins: the Ulgath
occupied the west, from Dyr to Kykurian Kyn; the Talathrant valley was held by
the Ioriags, then came the kingdom of Ulshy and the free princedoms of the
Vothrig; further east the Tyrani ruled the endless plains, further south the Ky’taari
ruled the deep forests near Thûrlornar, and the Dysdirani reigned in Desdursyton.
Finally, the island of Utum was held by the Mornerin peoples subject to the
invisible will of Fankil. To these added the Númenóreans in their haven of Lond
Elerion, the Dwarven holds of Drùhar’s Folk, the Umli and the Elves of Thûrlornar.
The general state was war between nearly all these peoples, to the great
satisfaction of Fankil, who was able to achieve his darkest projects with the
"Unlife".
14

The Womaw (SA 1180 – 1225)

During the Second Age, the Illuin Bay was also explored by seafaring peoples of
Hildo origin. The Womaw entered the Illuin Sea in SA 945, under the Diis dynasty.
In the following 200 years, about seven major fleets sailed those waters, mapping
the coasts, and establishing contacts with the Ulshyan and the Vothrig. Kiphetaba
was built in Ulshyan coast in SA 1070 as a trading port with first the Womaw and
later the Númenóreans. During centuries, an important Womaw quarter grow
there, for trade of northern goods (ivory, hides, whale products) and southern
Womaw crafts.

In the following years (between 1060 and 1160), the Womaw intensified their
presence on the bay, in Kiphetaba and by building several important outposts on
the Úrcheldor island, like Nenjen and Loaj-Kién. These outposts proved soon to be
useful during the war against Ôm, a land of Far North, where a lot of rumours
spread, among these the legend of steel claden Men from the Utter North.

It was in 1180 that the Womaw Hionvar sent an expedition to make contact
with that fabled people. In 1183, Darak Oer, the captain of the explorers, returned
to Laeg Gòak, speaking of a ‘‘decadent people that lives in green valley, full of
gold and gems”. After years of bargaining, the Womaw were able to start trading
ores with them, and new products flowed north to mountains of Ôm. In 1213,
having infiltrated spies in the Ôma government, the Womaw asked for commercial
treaties.

The Ôma King, Uvlukëu, judged the Womaw proposal to onerous, and refused
them. In response to the threats to his throne, he expelled the ambassadors. The
reply of Laeg Gòak was war. In 1215, a force of invasion disembarked in the north,
and marched towards the capital, Sikiëlokh. But the Ôma, though few in number,
had learned how to defend themselves, and their kingdom had been fortified. For
two years the Womaw besieged Ôm, taking reinforcements from the outposts in
Illuin Bay, though the Winter made much more casualties among their ranks. But
through deceit, they were able to succeed. Bribes, gifts and promises of power
lured the Ôma officials, and some of them opened the doors to the invaders: but
no prize did they receive, save a dagger in their backs, and the Womaw army
marched on Sikiëlokh. King Uvlukëu fell prisoner, and the city was ransacked.
However, the Sikiëkulvï was saved, thanks to the help of the Great Eagles, who
bore the Queen Kibyätna away from the battle. Threatened by a nearing Dwarven
army from Murthûnin, the Womaw left with a huge bounty, which largely
benefited to the Womaw outposts of Illuin Bay.

The Womaw fortified after the Ôm war their cities of Nenjen and Loaj-Kién and
established in eastern Úrcheldor a Womaw colony (whom they called Oerja, the
Land of Ice and Fire in Womaw language), despite the fact that the great majority
of the colony was of Mornerin stock (except for the elite), and ruled by Darak Oer
and his descendants. This was granted by the Womaw Hionvar as a reward for the
successful Ôm war. Trying to renew with an important commercial and political
15

presence in the Bay, they soon confronted with the Ulshyan hostility, essentially in
the trading port of Kiphetaba. This ended with a minor Womaw Ulshyan conflict,
which started on middle of year SA 1225. Six months later, the conflict ended with
a trade bay agreement.

The foundation of Hithlond (SA 1388 - 1472)

Worried by the rising Shadow in Middle Earth and exhorted by Gil Galad, the
Númenóreans led several important and temporary embassies to the various
powers in the region. The first such embassy was led in SA 1388 by Ardamir,
Captain of the Guild of Venturers, and also distantly related to the Elros’s line (his
ancestor Manwendil was Elros’s third child). He exchanged gifts with the Ulshyans
and the Vothrig, teaching these peoples some of the elements of Númenórean
civilization. He also obtained their alliance, and in the following years, the allied
fleet stormed the northern coasts of the Sea of Havens, burning the ships of the
pirates of Utum.

He avoided the coasts of Oerja, remembering very well the chilly contacts with
the Womaw in the South. The Womaw and the Mornerin locals of Oerja watched
with suspicion as their great maritime rivals made friends among the Ulshyans, a
people whom the Womaw consider inferior to them, and among the Vothrig.

With the Ioriag and Ulgath, Ardamir was less fortunate : they were too divided
and warlike, and he only managed to meet minor chiefs who asked for his alliance
to fight their petty wars. Some say that this was the work of Fankil, whose spies
hardened the hearts of the Easterlings, filling them with envy towards the
beautiful and long-lived Númenóreans.

Ardamir had in mind a colony in Úrcheldor, which would bring peace and
civilization to the natives of the Bay, and in return the exploitation of the mineral
wealth of the island, in a climate thoroughly similar to that of Eriador. He
convinced some of his household that a colony in the north would perhaps be
good for the supremacy of Númenor. Many in the court didn’t see why there
should be a colony so far north and the project was put aside for many years, if
not decades.

However, several other embassies left for Middle Earth, and carefully mapped
the lands in the North, the South and the East. These embassies took contacts
with the local population, and returned to Numenor, pointing out the interests of
the distant lands, like Soronórë, Harfalas or Mirëdor in the South. In SA 1472, the
settlement of Hisilondë was founded on the shores of Úrcheldor. In 1602, when
Hithlond dominated on no less than 30'000 colonists, of which most part lived
outside the main city, Cemendur (Ardamir’s son) proclaimed, by edict of Tar-
Telperien, the colony of Úrcheldor.

The Elves of Thûrlornar (SA 1 – 1588)


16

After their victory over Fankil in the First Age, the Elves returned to their
everyday life, keeping contacts only with the Ulshyans, their friends and allies.
However, as the Ulshyan kingdom shrank fighting the nomads, the Elves were cut
off, and gradually lost contacts, except for some embassies exchanged with the
Ulshyan King, every now and then. Soon the Elves found themselves besieged by
Tyrani and Dysdirani, and again closed their borders to everyone.

For more than 1000 years Thûrlornar was not troubled by any significant event:
then, in 1125, a group of Avari came from the East, bringing woeful tales of the
Balrog Mùar. These Elves came from the forests of Luindor and Mitheryn in the
East, but were leaving their homes in fear of the Fire Demon. Some of them
stopped in Thûrlornar, others went on, searching for farther havens. The event
created, for the first time, a link with other Elven kingdoms in Middle Earth. After
the fall of the Shadow Flame, some Elves returned to Mitheryn, but opened a
direct way with which Thûrlornar might communicate with the Mithrydhil. After
less than a century, some exiles returned from the West, where they established
a new kingdom in Agasha Dag.

This Elven trail was walked in 1549 by emissaries of the Eldar of Eregion. They
introduced themselves as bringers of civilization and lore to their less fortunate
brothers of the East. They found hospitality in Thûrlornar, but the Avari felt little
interest in their complex ways of behaviour, so the envoys left soon, directed
towards Luindor. However, before leaving they achieved some goals, significantly
talking the Elves about the Númenóreans, the High Men of the West, Elf-friends
and faithful to the Valar.

By intercession of the Ulshyans, a Númenórean embassy was welcomed in


Thûrlornar in 1588. The Elves appreciated the Númenórean commitment in
helping the Ulshyans and cleaning the Sea from the Utumian pirates, but they
didn’t feel like to have close relations with them. The Númenórean envoy was
nonetheless able to negotiate some trade with the Elves through the port of
Shiyras, on the western eaves of the Elven forest.

The Vothrig (SA 1400-1600)

Originally a Tyran people from the plains of central Endor, the Vothrig reached
the Bay in the sixth century of the Second Age, settling in the Elf Lands west of
Thûrlornar. There the nomads absorbed the local Ulshy/Mornerin populations, and
adopted many elements of their way of life, first of all the rafting and fishing
secrets revealed by the Elves.

The Vothrig were driven out of the Elthrakh in the late seventh century, by the
Ky’taari, another Tyran population. Rather than surrender, the warlike Easterlings
preferred to flee west, along the coastline, and settle the deep valleys of the
Nekakhtar, where they could better fortify. Besieged by the Ky’taari and the
Ulshyans, they quickly turned to the sea, where they learned to fight the pirates
of Utum, and bring battle on their own coasts. But the chosen prey of the Vothrig
were the rich Ulshyans. Yet, the southern Vothrig lands still held a strong Ulshy
17

element, and it was this who brought the first peaceful contacts with other
peoples. Shortly after the millennium turn, some merchants traded between
southern Vothrig and Ulshy, exchanging the products coming from the newly
founded Karag-shatûr.

The southern princes, thriving in their good relations with Ulshy, greeted with
friendship the arrival of the Númenóreans, and joined happily their alliance
against the pirates. The northern Vothrig fought proudly but, once defeated,
quickly learned the advantage of trade, and joined their southern kin in such
activity.

From the fifteen century, with a safe sea and Númenórean help in
shipwrighting, the Vothrig started to rule the Sea of Havens as merchants. The
Númenóreans looked with favour on them, much more easier to influence than
the Ulshyan King. The Vothrig sailed from far Desdursyton to Lond Elerion and
even the cities at the mouths of Talathrant, bargaining with the wild Ulgath and
Ioriag. Yet they didn’t lose their warrior tradition, and often fought as mercenaries
for the Númenóreans or Ulshyans.

In 1580, the Vothrig who fought under the standard of the Ulshyan King
Vindafarnah III obtained the concession of an outpost at Banadar, on the lower
Talathrant. Other settlements followed quickly, founded, conquered or simply
traded in exchange of the service of swords, until the Bay was dotted with Vothrig
ports and markets, mainly in the Sea of Havens, but also on the less hospitable
Sea of Storms.
The Dark Religion (SA 1600-1800)

Sauron spent most of the second millennium corrupting the Elves in Eregion
and studying the Rings and their powers. Then, after SA 1600, the Dark Lord left
Eregion and was ready to dedicate himself to the East, while his forces battled in
Eriador.

His first prey were the Variags, but from 1688 he showed his might to other
Easterling peoples, styling himself as the "Black Master", or Kragul, the "Keeper of
Souls", and creating cults devoted to him. The Urgath fell quickly, followed by the
Ulgath of Kykurian Kyn, and the Ioriag of the Talathrant. The Baradhrim resumed
their Empire under the worship of the Dark Lord, and only the Easterlings of Lòtan
and Dyr remained secure from Mordor’s grip. It is said that Fankil’s agents made a
good work in converting the nomad Easterlings: yet, the Seducer feared for his
power, and didn’t accept the conversion of his last Utumian servants, instead
keeping his grip on them, as the lord of ancient Utum.

The Ulshyans and the Vothrig were to prove more resistant to the lure of power.
The first had a strong faith in Asruta, and they were unwilling to submit to a
barbaric faith professed by their enemies. However, dark cults who perverted the
teachings of Uvaxshtra appeared, styling the first King as a servant of Kragul,
appeared in all Ulshy. The second were not interested in religion and priests, and
18

they preferred to slay and plunder the envoys of Sauron, rather than hear their
words.

The height of Ulshy (SA 1388-2021)

The Númenórean alliance had been the beginning of a new age for Ulshy. The
Kings were glad to host as many Númenórean travellers they could, learning from
them how to improve agriculture, build bridges and roads, fortify the lines and
face the nomad cavalry with walls of shields and lances. The Kings also built a
completely new bureaucratic system for their power.

The war against the pirates of Utum and Vothrig removed a war front for the
Ulshyans, whose shores were now visited by Vothrig and Númenórean merchants.
The eastern marches, controlled by the Tyrani, began to civilize, thanks to mixed-
blood rulers, friends of Ulshy, and the birth of a new trade route that connected
the bay with the lands of the Far East.

In 1575, King Vindafarnah III successfully campaigned against the Ioriags of


lower Talathrant, and moved the border to the river. The concession of Banadar
(1580) to a vassal Vothrig prince brought trade and peace along the great
riverway. From this moment, the Kings dedicated to fortify the southern border.

In 1713, King Vindarna II conquered the hills of Dalpygis, defeating the Ioriags,
and founding the fortress city of Khurmand. Vindarna is also remembered for his
religious fervour: he built many stone temples to the One, Asruta, whom he
identified with the Númenórean Ilùvatar. His court was open to many
Númenóreans, attracted by the wild lands of central Middle Earth, and envoys
from all around the Bay. The King sent many embassies to foreign powers,
effectively acting as a mediator in many conflicts in the Talathrant Valley, the
Nekakhtar and Vothrig. His reign (SA 1706-1748) is remembered as the height of
Ulshyan power.

Vindarna III (SA 1748-1773) was a diplomat: he sent embassies in every corner
of the Bay and beyond, opening trade routes and diplomatic channels with
kingdoms as far as Chy. However, some say that his net of spies was infiltrated by
those of Fankil, and from that moment the Shadow began to fall on Ulshy. During
his rule, the secret cults who identified Asruta with Kragul grew in popularity.
King Bagabuksha I (SA 1921-1938) was a religious synchretist. He liberalised all
religious sects, as long as they respected the One. Sects sprang up here and
there, and mysticism became common to all nobles. It was in his reign that the
Noroma, a sect of philosophers who praised the One, was born. Uvaxshtra II, the
ruler of the Chyan Empire, ordered in SA 1955 the break of relationships with the
Ulshyan country, for the name of Asruta was assimilating with blasphemeous dark
cults. But it was too late for the Chyan Empire, who was about to fall through the
efforts of Nevazar, perhaps inspired by the acts of the Noroma.
In 1999, a Plague coming from the South devastated Ulshy, then moving to the
rest of the Bay. About one every five people died, and also sheep and horses
suffered dearly. In the following years, due to a rebirth of piracy, the
19

Númenóreans requested a tribute to the King (2013). For some years, the two
powers flexed their muscles, but in the end, supported by Vothrig princes and
merchants, Númenor was able to get a yearly tribute in gold and ships, to fight
piracy (2021). From this period date the first animosity of the Ulshyans from the
Dùnedain.
The Vothrig Golden Age (SA 1670 - 2300)

The growth in richness and power of the Vothrig princes and merchants
brought, in 1670, the birth of an alliance of northern princes, who devastated the
Utumian coast to the East, thus securing the Sea of Storms; for all the 18th
century, Vothrig adventurers conquered new lands on Úrcheldor, founding
dominions and mixing with the Utumian people.

Taking profit of the soundness and prosperity of Ulshy, and the new goods
coming from the East, the Vothrig merchants gathered such power that they
could even influence minor kings and chiefs. But the Vothrig craved for more and
more: once the Úrcheldorian dominions were secure, adventurers and fortune-
hunters turned eastwards, to the young Tyran kingdoms of Elthrakh and
Nekakhtar. In 1781, the city of Shiyras was plundered, then conquered in 1799.
Vothrig warriors sailed the seas and rivers, spreading terror. Soon, there was a
rebirth of piracy, which stroke mainly in the eastern seas, far from the watch of
Lond Elerion and Hithlond. The pirates turned to conquerors as soon as they was
sure to control their new lands. By 1980, all the Nekakhtar was held by Vothrig
rulers. The Elf-lands fell in 2012, when Vothrig ships had long learned to sail to the
mouths of Talathrant and plunder the Ioriags of the interiors. Only the Ulshyans
and the Númenóreans were safe, as they were considered allies, but this didn’t
last for too much time.

The Plague of 1999-2000 triggered the growth of piracy, above all in the Sea of
Havens. The hub of pirates were the Vothrig kingdoms on Úrcheldor, who began
to attack Ulshyan ships and ports, and then even Númenórean merchants. The
governor of Hithlond reacted by requesting reinforcements to Númenor, and
organizing a league, whose funds were raised among the Ulshyan and allied
Vothrig kingdoms. It took some 10 years to be able to deal a pact, then a fleet
commanded by Abârzagar sailed the Bay, yet only minor victories were achieved,
as pirates held their havens in the thousands fjords of Úrcheldor, impossible to
control even for Númenor.

In the same years, Banadar grew quickly into one of the largest cities of the
Bay: ruled by a Vothrig Prince, though vassal of Ulshy, the city’s markets collected
goods from all around the bay, the East, central Endor and the Talathrant Valley,
and Númenor. The Kings of Banadar played the diplomats wisely, so that they
obtained independence in 2021, by supporting the Númenóreans against the
Ulshy. They hosted a Númenórean garrison, who helped them defending against
the ever-greedy Ioriag and Ulgath nomads. Some say that most of the city’s
capitals were raised by raids on the Talathrant, that culminated in the sack of
Relerindù in Relmether, in 2002.
20

During the 22nd century, the tendency of Vothrig to build larger kingdoms grew
stronger, with the support of Númenóreans, who hoped to better control them if
there were few leaders. The main kingdoms which were born in these period
were: Rayomand, on the mouths of Nekadarja; Shiyras, in the Elthrakh; and
Erezwand, in southeastern Úrcheldor. These kingdoms quickly became rivals,
fighting each other for commercial and political power: the Númenóreans at first
tried to keep peace, then turned to a ‘divide and rule’ policy, to better keep in
check Vothrig power in the Bay.

The Shadow takes his move (SA 2000-2570)

The beginning of the third millennium brought the offensive of Shadow: in 2000,
the Chey King Ren the Unclean received a Ring of Power; in 2002, the Variag King
Uvatha did the same. Almost immediately, they began expanding Sauron’s power
in central Endor, but for a while the Bay was still safe.

It was in 2155 that, after months of terrible tidings, the Chey hordes reached
the Bay, and in a few weeks destroyed the Ulshy in Dalpygis, ruining the fortress
of Khurmand. The following decade brought no less than six incursions in Ulshyan
territory, with the burning of eight cities, and slaughter and death everywhere.
Pûrepûrla survived her siege by chance, but the kingdom was on its knees. Chey
raids continued for the next centuries, every now and then, and Ulshy entered a
period of decadence, with a ruling class buried in their luxury and mysticism, and
common people fighting every day for their life and sustenance.

In those same years, the coastal Dysdirani increased their fleet, under the
direction of Vothrig rulers or allies, and increased their presence in the Sea of
Storms. They battled with the Vothrig of Shiyras and Úrcheldor, but no one was
able to stop the scourge from Desdursyton.

Another blow came directly from Fankil: having received a Ring of Binding from
Sauron, he turned it to a powerful Utumian priestess, Rasedäkh. From 2281, the
inland tribes of Utumians started raiding the coastal kingdoms of the Vothrig,
often banding with Orcs. In 2294, Rasedäkh gathered a large army and marched
against a Vothrig alliance, who was defeated three years later. A new kingdom of
Utûm was born, constituting a new power in Úrcheldor: only Erezwand near the
Maws of Storms, and the Númenórean colony around Hithlond did survive, but
they were not able to drive their enemies off the coast. From 2301, a new wave of
Utûmian piracy scourged the bay, from Banadar to the Elf-lands.

In 2496, a second Ring of Binding was accepted by Razeral, warlord of


Rakiborzal; with the support of an Orcish army form U-Lyshak, the warlord unified
Desdursyton for the first time in its history. His first acts after his crowning as
Plunder King (2510) were the creation of a corsair fleet, and then a campaign of
plunder in the lands East of his kingdom, inhabited by scattered Tyran-Mornerin
nomads, and a few merchant cities who became tributaries of him. The Dysdirani
briefly clashed with the Urdar of Hoarmûrath in 2583, but both powers deemed
too risky and dangerous a campaign to move farther their borders.
21

Finally, in this time the Shadow overwhelmed Ulshy. King Cisantaxma I, whose
power was, to say the least, ignored by many local governors, sought the support
of the Usralama, a cult who identified Asruta with Melkor, and Sauron as his first
general, and declared their doctrines state religion. Cisantaxma enforced his
power after a campaign against the rebel governors (2567-2570), thus rebuilding
the symbol of royal authority. During his reign, power passed effectively to the
dark priesthood.

Belzagar the Great (SA 2588 – 2603)

For many centuries Númenor effectively directed the events in the Bay, through
a skilful diplomacy and the support of his superior ships and professional soldiers.
However, as the Shadow grew in Illuin Bay, Númenórean power was threatened,
as a result of Sauron’s hate for the Númenóreans, and Fankil’s fear of them.

Númenor’s chief concern was to keep control on the political arena, and keep in
check piracy in the Bay. The Plague of 1999-2000 was not felt much on the colony
around Hithlond, but it brought a new wave of piracy. When the Úrcheldorian
Vothrig began attacking Númenórean ships, governor Abârzagar immediately
organized a league against piracy, requesting reinforcements from his homeland,
and imposing a tribute on his allies. It took 10 years to convince Ulshy and the
Vothrig to pay, then, in 2021 his fleet was ready. The results of the campaign
were not as successful as hoped, and piracy was only weakened. So the results of
this campaign were to lessen the aura of invincibility that the Númenóreans
showed to Common Men, and to foster a spirit of independence in those who were
forced to pay tributes.

As a consequence of the Plague, trade was diminished, and the Númenórean


Kings turned their attention to southern lands. Thus, the Hithlond governors had
to rely on their own forces to keep the seas safe, while sending yearly tributes to
Armenelos. In 2297, the birth of an Utûmian kingdom menaced the very
Númenórean colonies: the invaders were repelled, but for the first time the
Númenóreans felt directly threatened by a lesser race of the Bay. The new wave
of piracy dealt a blow to trade, especially to Númenórean routes.

The situation worsened two centuries later: the rise of the kingdom of
Desdursyton and the creation of a corsair fleet; and then the rise to Ulshyan
throne of Cisantaxma I, who in 2575 severed all links with Númenor, expelling
their garrisons from its ports.

Tar-Aduncal immediately sent reinforcements to the colony, yet the situation at


court prevented him to do more. At last, in 2588, his son Belzagar (later to be
crowned as Tar-Calmacil) took the command of a large army and left Ròmenna for
the Bay of Illuin. Belzagar’s first concern was the safety of Hithlond: he repelled
the Utûmians, burning their fleet and ports, and driving them to the interior, then
withdrawing in face of their alliance with the Orcs of the Mountains (2591).
22

In the following five years, the Númenórean prince obtained the submission of
all the Vothrig princes, incorporating them in his army, and secured all the Sea of
Havens. Then he turned to Ulshy (2598): his army disembarked at Banadar,
whose king offered to help the Númenóreans. In less than eight months Belzagar
forced Cisantaxma II to a tribute and the opening of his ports to the
Númenóreans. The city of Zinawar, at the mouths of the river Rusek, was
renamed Caladost (Ad. "Belrondas"), and was put under a Númenórean governor
as a watch over Ulshyan rebellion.

In 2600, Belzagar turned his attention further East, to Desdursyton, conquering


the port of Jedzka, destroying the corsair fleet. His armies plundered the interior,
but weren’t able to reach any other city. In 2603, Belzagar returned in Hithlond,
where he defeated again the Utûmians allied with the Orcs, wreaking havoc in
their lands. Then, having secured peace in the Bay, he gathered half of his army
and a huge bounty of tributes and plunder, and sailed back to Númenor for
triumph. He never returned again to the Bay, but Belzagar was always
remembered as "the Great" by his supporters, or "the Destroyer" by those who
were defeated.

Númenórean decadence (SA 2800-3045)

Although the Númenóreans were invincible on the battlefield, they were no


more welcome in any country on the shores of the Bay. A series of rebellions
threatened their power in their ports: Jedzka fell in 2610, after a revolt who
opened the door to the return of Razeral; however, elsewhere the local governors
played well diplomacy by allying with Vothrig or using them as mercenaries. On
their part, the opportunistic merchants and mercenaries were all too happy to rise
to power with such powerful allies. Most Númenóreans who lived outside the
colony of Hithlond took refuge in the largest cities, where they could be safe from
indigenous threat; so many of them set home in the main ports of the Bay:
Banadar, Caladost, Rayomand, Erezwand and Shiyras.

In 2673, a bloody coup shook Banadar. The Númenórean garrison, with the task
of protecting the safety of their people, fortified in fear in their blocks, until the
new Prince emerged. He was a young man, half-Vothrig and half-Númenórean,
named Arthaka, who claimed to be son of Belzagar. A skilful tactician and a
diplomatic genius, Arthaka was able to keep his power by the alliance with the
Númenóreans, and play a game with Ioriags to preserve his independence from
Hithlond. Under his rule, Banadar grew larger, and extended her borders to
become a full kingdom. Arthaka founded the "Númenórean" dynasty of Banadar,
and many Númenóreans settled here in this period, bringing their riches with
them. The king of Erezwand married the second daughter of Arthaka, and his third
daughter became one of the wives of the Ulshyan King. Arthaka inaugurated an
age that witnessed a deep mixing of peoples, and the rise of a Númenórean
blooded aristocracy all round the Bay. Some Númenóreans, especially the King’s
Men, looked horrified at this, but didn’t bother as long as tributes flew swiftly to
Armenelos.
23

New Númenórean blood, to replace the births from mixed unions, arrived in the
29th century, as Faithfuls who were leaving Númenor. The immigration increased
further with the crowning, in 2899, of Ar-Adûnakhôr, first Númenórean King with
an Adûnaic name. Most Faithful settled in Hithlond, but some of them turned to
Banadar and Shiyras, in the Elf-Lands. The presence of such people contributed to
keep away the Dark Religion, who at this time had spread among the Ullgath,
Ioriag, Ulshy, and even in Nekakhtar and Erezwand; thanks to the Faithful, the
great ports of the Bay remained independent, and a variety of cults was tolerated:
and even where Dark Cults were permitted, they were never let to become
powerful or popular.

The following years were years of prosperity for all merchants, in spite of piracy
from Utûm, Desdursyton, and the Vothrig kingdoms. The importance of cities
increased, and corsair fleets were built, to wage war on commercial competitors.
However, Númenórean presence waned: more interested in southern trade, and
not worried by the growing Cults of Darkness, the King’s Men progressively
abandoned the Bay. The final act of this withdrawal occurred in 3001, when Ar-
Zimrathôn, facing a revolt in Tantûrak (Lond Hallacar), ordered most part of the
fleet to leave Hithlond, heading for southern Middle Earth.

Sauron ordered Fankil to act, though the Tongueless Voice did not need his
advice: Rasedäkh led her troops against the weakened Númenórean colony. In
spite of an alliance with Banadar, Caladost and Erezwand, Hithlond was not able
to hold position on land: in 3045, the countryside already lost, the city fell to the
Utûmian army, and most Númenórean fled for other cities, or even to other
colonies in Eriador and Pelargir. Of the ancient colony, only its first fortress, Lond
Elerion, remained free: ironically, from a fortress to fight piracy, it became a
corsair city where Númenóreans captains fought an endless war against the
Utûmians who conquered their lands.

Kykurian Kyn under the yoke of Variags (SA 2895 – TA 5)

During the 29th century of the Second Age, there was harsh battle in Kykurian
Kyn, between the Ioriag tribes. Thanks to this bloodshed, the Tedjin tribe rose to
power, and came to control most of the region. One of their leaders declared even
in SA 2895 Kataj ("King" pl. Katajan) of Kykurian Kyn.

But though the power of Tedjins was long lived, for a Ioriag tribe, a few three
hundred years later the Variag came out of Khand. In SA 3259, the Horseman (the
last Nazgûl) involved his army across Relmether, towards Kykurian Kyn. At that
time, Kykurian Kyn was torn by a tribal fight; the Horseman benefited from that,
by poking the conflict between Northern Kataj Taj Mokba and Southern Kataj of
Tej Oda, Kuz Nekao. The Nazgûl made a demonstration of his force by
exterminating without pity most part of the Northern army, which forced Southern
Tedjins to capitulate, becoming vassals of Khand, and providing warriors for all
conflicts to come. The independence of Kykurian Kyn was finished, although in
theory Southern Kataj has recovered his authority on all Kykurian Kyn.
24

Thus, Tedjins and their Ioriag vassals were incorporated by force in the army of
Ûvatha, and took part in all the major conflicts, from the conquest of Kargagis
Ahar to the campaigns of attack and devastation in Rhovanion and Ithilien. The
conscripted Tedjins were used to garrison the Variag fortress in Lurmsakûn, the
Haruze land just south of Khand. When the Armies of the Last Alliance invaded
Mordor, Uvatha, at Sauron's behest, decided to strip the remaining warriors from
the Kykurian garrisons, sending them to their deaths fighting Elves and their
allies, and leaving their families at the mercy of rebelling Haruze and Chey.

The surviving Kykuriani set off for their homes, but the Tedjin, commanded by
brilliant Katajan, were forced to head south in the desert, eventually settling in
eastern Bellakar. Only some of them returned safely in Kykurian Kyn, where they
became a small and minor tribe, quickly subnitted by stronger Ioriags.

The Triumph of Shadow (SA 3045 - 3263)

The fall of Hithlond brought panic and chaos all around the Bay. Soon
afterwards, Rasedäkh made an alliance with Razeral of Desdursyton: under the
patronage of Fankil their two people joined in raiding all their enemies on the Sea.
Once more, all the Bay was precipitated in a war. Erezwand, Banadar, the Vothrig
princes, Rayomand, Elthrakh and Lond Elerion joined a counter-alliance, so that
they were able to hold back the pirate wave for some years.

In 3090, the Dysdirani tried an attack to Thûrlornar: the Elves repelled the
attackers at great price, but this event caused them to join the league, and side
with the Vothrig and Númenóreans. When in 3101, Razeral tried to round the
forest to assail Elthrakh, his forces were ambushed by elves, so that when they
reached Shiyras, they were already weakened. They were turned in 3102, and
only half of the original army made return to Desdursyton.

In 3123, Rayomand was forced out of the league because of a Tyran offensive:
the nomads had broken the defences of the princedoms of Nekakhtar, and
swarmed in the valley of the Nekadarja.
In Úrcheldor, the Erezwandians resisted bravely to the Utûmians, helped by many
Númenóreans who had emigrated there after the fall of Hithlond. However, from
3123 to 3170, Erezwand lost half of his territory, reduced to some coastal cities.

In 3130, a new danger came from the South: the horde of Chey, led by the Fire
King, plundered Ulshy. The Chey returned in 3234 and 3238, then, two years
after, they invaded the country, conquering Pûrepûrla in 3243, and razing
Caladost in 3248. Banadar saved herself by paying a huge tribute to Ren Jey, thus
leaving the league; Rayomand fell to the Chyans in 3254.

The Númenórean Host (SA 3263 – 3264)

Númenor didn’t forget about her colonies in the North. In 3258, a new King took
the throne, Ar-Pharazôn the Golden. In 3261, he led his huge army to Middle
Earth, defeating Sauron and taking him captive in Númenor; that same year, the
25

King stormed all the rebellions in southern Middle Earth. Two years later, a new
fleet sailed for the Bay of Illuin.
No one could stand against the Númenóreans: in less than two years, they
changed the order of the Bay: they destroyed the kingdom of Utûm, killing its King
Rasedäkh and driving the last defenders north into the frozen Mountains; Banadar
received a new Númenórean garrison, Caladost was rebuilt, and the Vothrig forces
incorporated as a local militia to keep order for their masters, the Númenóreans.
Jezdka was burned to the ground, and Razeral forced to a huge tribute. Pûrepûrla
was retaken and given to a puppet ruler with no links with the Dark Religion; the
Chey were driven into Dalpygis.

Hithlond was rebuilt and enlarged, fortified with high walls, and its name
changed into Pharazkadar (Ad. "Golden City"). Ar-Pharazôn left for Númenor in
3264, and his army stayed for some more months. All the kingdoms in the Bay
had become tributary of the royal governor in Pharazkadar.

Númenor’s fall and the Great Muster (SA 3319 - 3441)


(Here I imagine that the King's Men found short lived kingdoms who eventually
fall against the Shadow, through rebellions, bloody-coups, pogrom or mere
corruption. The Faithful and the Vothrig keep only a few ports, such as Shiyras
and Lond Elerion. Banadar becomes tributary of Shadow, but retain some Faithful
elements.
Before the last alliance, Sauron calls for a great muster. Then Fankil may refuse
his support to this far war, and start a series of wars, among which the Faithful
manage to keep their independence until the fall of Sauron and the defeat of
Fankil.
These wars would include an invasion of Úrcheldor from Ulshy and Vothrig, and an
invasion of desdursyton by Hoarmurath. None of the campaign will be utterly
successful, but Fankil's forces will be weakened by their desperate resistance.)
1.2 Timeline

Second Age
1-50 Earthquakes, floods and erupting volcanoes trouble the Bay. Many Orcs die
in Barl Syrnac, Utûm and U-Lyshak.
c. 50 The Dysdirani reach Ulshyan lands and settle as vassals.
c. 200 Disputes between Dysdirani and their masters results in feuds and petty
wars. The Dysdirani take possession of Desdursyton, but they are repelled from
other lands. Many Mornerin flee west, settling in today Vothrig, or in Utum, where
they became the first iglak.
c. 220 The Talathrim, a great collection of Mannish cultures out of the far east,
reach the Talathrant.
262 Led by a demonic spirit, the Variags and many allied cultures attack and
defeat the Nardhrim peoples of the central Talathrant.
c. 400 The Ulgath split into northern and southern branches over the issue of
alliance with the warlike Variags. The southern Ulgath occupy the fertile lands on
either side of the Talathrant, while the northern Ulgath migrate into the lands
west of the river, seeking a land for themselves. The Vothrig, a Tyran people,
enter the Elthrakh and establish on the seashore.
26

c. 550 The Ulshyans, threatened on all sides, unite under the common rule of a
King. Only peripheral areas retain their full independence.
596 The Variag domain in the Talathrant collapses in the face of determined
attacks by their Ioriag cousins, and the Variags are pushed west. The southern
Ulgath are able to retain much of their land north of the former Variag holdings.
c. 600 Tyrani from the East start raids on the Ulshyan eastern marches and
Elthrakh, that will result their fall in less than 50 years.
657 At the battle of Gabar Pass, the Tyrani are stopped by King Taxmaspâda I.
680 Variag tribes first settle in the Gap of Khand.
699 Fankil returns to Gulkaju with his ally, the Unlife.
c. 700 Fankil starts travelling throughout the Bay spying and gathering agents.
They are mainly Dysdirani, with the task of promoting divisions among the
peoples in the Bay. The Vothrig, who moved westwards along the coast to flee the
other Tyrani, found new kingdoms between the XXX and the sea.
c. 730 War grips much of the Talathrant vale as the southern Ulgath defend their
holdings against attacking Ioriags of the Relmether region. Many southern Ulgath
tribes migrate north into the Kykurian Kyn. Tribes of the northern Ulgath are
forced into the Empty Plains, where they are dominated by the Baradhrim
chiefdoms.
878 First Númenórean exploration of the Bay, commanded by Aldarion.
c. 900 The people of Utum start raiding the seashores from the Talathrant to
Desdursyton.
900 First Ioriag raid on Pûrepûrla, repelled by the Ulshyans.
912 Second Númenórean exploration, it reaches the mouths of Talathrant and
Ulshy.
926 Third Númenórean exploration; the Dùnedain fight with the pirates of Utum,
and exchange gifts with King Vindafarnah II of Ulshy.
945 First Womaw exploration of the Sea of Illuin.
950 Founding of Lond Elerion, on the island of Úrcheldor; the Númenóreans fight
the western Utumians and start trading with the Ulshyans.
c. 1000 Sauron chooses Mordor as the site of his return to power in Middle-earth.
He begins the construction of the Barad-dur. The Vothrig divide into princedoms,
and start raiding the coasts of Ulshy and Elthrakh.
1060 Soronto reaches the Rocky Firth. Last Númenórean expedition to the East,
for many centuries.
c. 1100 The Ioriag tribes of the Talathrant succeed in forcing the southern Ulgath
out of the river valley and far into the Empty Plains and Kykurian Kyn. Their
knowledge of horsecraft allows them to largely resist the Baradhrim.
1100-1130 Mùar the Balrog awakens in Eastern Iron Mountains, and wreaks havoc
in all the surrounding lands, before moving to Ruurik. Beginning of the West
Migrations. Battles between Orcs in the Iron Mountains, Fankil hides from the
Shadow Flame.
c. 1105 Turmoil in Desdursyton due to Mornerin peoples migrating West.
c. 1110 Many Mornerin move to Vothrig lands, where they battle the inhabitants
and settle only after some years.
1116 Dwarves of Drùhar’s Folk found of Orshênin (Kh "Ice Haven") west of
Desdursyton.
27

c. 1120 Large bands of Mornerin cross the frozen sea at the Maws of Storms, and
move to Úrcheldor. Some Umli tribes settle in northern Úrcheldor.
1125 A group of Elves from Mitheryn settle in Thûrlornar, opening a way with the
Elves of the East.
c. 1130 The Dyrians forge an alliance with the Mornerin exiles from Urd.
1138 Dwarves of Drùhar’s Folk found Karag-Shatûr ("Mountain Cloud").
c. 1140 The last Mornerin exiles move to Barl Syrnac, where they become known
as the Fustir-Gost and the Syrkakar. They are joined by Umli tribes coming from
Úrcheldor.
1148 A Vothrig ship docks in Kurush, trading Dwarven products with the Ulshy.
1180 A messenger from Mordor reaches Gulkaju and speaks with Fankil, dealing
an alliance with Sauron.
1207 Elves from Kugavod open the way for communications with the Elves of the
West.
1388 Ardamir leads an embassy to the peoples of the Bay, teaching the lore of
Númenor and signing a sea alliance with Ulshyans and some Vothrig princes. He is
less fortunate with the Ulgath and Ioriag.
1395-1400 The alliance storms the coasts of southern Úrcheldor, defeating the
pirates of Utum and securing the Sea of Havens for many years. Many Vothrig
princes are forced to renounce to piracy., engaging in trade with Ulshyans and
Númenóreans.
c. 1400 The Vothrig explore the Bay and become the most important merchants,
trading with nearly everyone. Rise of the Nekakhtar, as markets for eastern
products.
1472 Foundation of the Númenórean haven of Hithlond.
1549 An embassy from Eregion visits Thûrlornar.
1575 King Vindafarnah III defeats the Ioriag of the lower Talathrant, moving the
border to the river.
1580 Concession of Banadar, first Vothrig trading outpost, on the mouths of
Talathrant.
1588 A Númenórean embassy visits Thûrlornar, and strikes a deal for trade in the
haven of Shiyras.
c. 1600 Sauron secretly forges the One Ring. The Barad-dur is completed.
1602 Hithlond is declared a colony of Númenor
1602-1675 Sauron gains control of the Variags of Khand through the
establishment of a cult of dark priestesses.
1670 A Vothrig alliance storms the coasts of eastern Úrcheldor.
1688-90 Sauron appears several times to the Mannish cultures of southern and
eastern Rhûn as a powerful deity called the "Black Master." He founds a cult
devoted to the worship of himself, and establishes Lokuthor, first of the
Dispossessed, as his high priest.
1692 Sauron's servants discover the Baradhrim and their dark religion. They begin
to stir the Easterlings against their ancient enemies, the Northmen to their west.
c. 1700-1900 Many Vothrig adventurers found princedoms and domains in eastern
Úrcheldor.
1706-1748 Reign of Vindarna II, considered the height of the Ulshyan kingdom.
After his death, it is said that the Shadow falls on Ulshy.
1713 King Vindarna II conquers Dalpygis and builds Khurmand
28

1781 The Vothrig plunder Shiyras


1799 Shiyras is conquered by Vothrig
1838 Another Númenórean expedition, led by Ciryatan, explore the shores of the
Helkëar, reaching the ports of Shartax.
1865 A Númenórean fleet, led by Ciryatan, reaches the Womaw Empire from the
North.
1920 Vothrig warriors conquer Rayomand and its princedom.
1920-2012 Vothrig found domains in the Nekakhtar and Elthrakh.
1923 King Bagabuksha liberalizes all cults. Dark Cults reveal themselves all
around Ulshy.
1988 Vothrig adventurers conquer Shiyras and found a princedom.
1999-2000 A Plague, come from the South, strikes Ulshy, then the other peoples
in the Bay. About one every five people dies. Greatest damage in Ulshy and the
Talathrant Valley. Ren, after becoming mad, gathers a cult of followers and
becomes the leader of the Chey, the Fire-King, defeating the Variags that held
sway over Chey’s northern territories.
c. 2000 Piracy returns to the Bay, mainly based in the Úrcheldorian princedoms.
2000 Uvatha Achef becomes the first king to unite all the tribes of the Variags.
2001 Ren accepts a ring of power from Sauron.
2002 Uvatha accepts a Ring of Power from Sauron and becomes the Ninth
Ringwraith. Relerindù in Relmether is plundered by a Vothrig force from Banadar.
2013 The Ulshyan King pays a tribute to Númenor, and is forced to grant
independence to Banadar.
2023-2030 A fleet of allies, led by Númenórean governor Abârzagar, fights piracy,
but they are not able to eradicate it.
c. 2100 Rise of large Vothrig kingdoms in the eastern Bay, supported by
Númenóreans.
c. 2150 The Dysdirani pirates increase their presence in the Sea of Storms.
2155 The Chey submit Dalpygis, and ruin Khurmand; then they start raiding
yearly Ulshy.
2165 Most of the Chey horde moved southeast towards Kargagis Ahar.
2273 Fankil gives a Ring of Binding to Rasedäkh, an Utûmian priestess.
2279 Rasedäkh unites the Utûmian tribes into a strong confederacy, under the
protection of the Tongueless One.
2281 The inland tribes of Utûmians start raiding the coastal kingdoms of the
Vothrig, often banding with Orcs.
2287 Erezwand forms an alliance of Vothig princes, to face the Utûmian threat.
They receive Númenórean support.
2294 Rasedäkh gathers a large army and marches against a Vothrig alliance.
2297 The Vothrig are defeated: only Erezwand is able to defend its territory. Birth
of the kingdom of Utûm, under the High Priestess Rasedäkh.
2301 A new wave of Utûmian piracy scourges the Bay, from Banadar to the Elf-
lands.
2496 Fankil gives a second Ring of Binding to Razeral, warlord of Rakiborzal.
2510 With the support of an Orcish army form U-Lyshak, the Razeral unifies
Desdursyton for the first time in its history, and is crowned Plunder King.
2514 Razeral creates a corsair fleet, strengthening Dysdiran presence in the Sea
of Storms.
29

2516 The Plunder King embarks on a campaign of plunder in the lands East of his
kingdom, inhabited by scattered Tyran-Mornerin nomads, and a few merchant
cities who became tributaries of him.
2566 King Cixantaxma I of Ulshy seeks the support of the Usralama, a powerful
Dark Cult, and declared their doctrines state religion. During his reign, power
passed effectively to the dark priesthood.
2567-2570 Cisantaxma enforces his power over local leaders with a military
campaign.
2575 Under the will of the Usralama, King Cisantaxma severs all relations with
Númenor and expels their garrisons in Ulshyan ports.
2583 The Dysdirani clash with the Urdar of Hoarmûrath at Dastar, but both
powers deem too risky and dangerous a campaign to move farther their borders.
2588 Belzagar, son of Tar-Anducal of Númenor, leads a large fleet to the Bay of
Illuin. Docking in Hithlond, he burns the fleet and ports of the Utûmians, and
drives them to the interior.
2591 Belzagar withdraws in face of the alliance between Utûmians and the Orcs of
Úrcheldor.
2591-2597 Belzagar obtains the submission of all the Vothrig princes,
incorporating them in his army, and secures all the Sea of Havens.
2598 Belzagar disembarks his army at Banadar. In less than eight months he
forces Cisantaxma II to a tribute and the opening of his ports to Númenóreans.
The city of Zinawar, at the mouths of the river Rusek, is renamed Caladost (Ad.
"Belrondas"), and put under a Dùnadan governor as a watch over Ulshyan
rebellion.
2600 Belzagar conquers the port of Jedzka in Desdursyton, destroying the corsair
fleet. His armies plundered the interior, but are not able to reach any other city.
2603 Belzagar returned in Hithlond, where he defeats again the Utûmians and the
Orcs, wreaking havoc in their lands. Then he sails back to Númenor for triumph,
with a huge bounty of tributes and plunder.
2610 A rebellion in Jedzka opens the doors toi the return of Razeral.
2673 Arthaka takes the power in Banadar, inaugurating a period of prosperity for
the city, and racial mix in the havens of the Bay.
2800-3000 Faithful from Númenor settle in the largest cities of the Bay. The
Númenórean Kings progressively turn their interests South, withdrawing their
forces from the Bay.
2895 The Tedjin Chief, one of the many Ioriag rulers, declares himself Kataj
("king" pl. Katajan) of Kykurian Kyn.
3001 Ar-Zimrathôn, in need of troops to send to Tantûrak, orders a heavy
withdrawal of forces from the Faithful colonies of Illuin.
3005 The Utûmians to attack the borders of Hithlond.
3045 Hithlond falls to Utûmians. Lond Elerion becomes a corsair city, and his
people mix with Vothrig immigrants.
3076 Under the patronage of Fankil, Rasedäkh and Razeral make an alliance: their
two peoples join in raiding all their enemies on the Sea.
3080 Erezwand, Banadar, the Vothrig princes, Rayomand, Elthrakh and Lond
Elerion join in a counter-alliance.
3090 The Dysdirani attack Thûrlornar: the Elves repel the attackers at great price,
but this event cause them to side with the Vothrig and Númenóreans.
30

3101 Razeral rounds Thûrlornar to assail Elthrakh, but his forces are often
ambushed by Elves.
3102 The Dysdirani retire from Elthrakh with great losses.
3121 The Tyrani break the defences of the princedoms of Nekakhtar, and swarm
in the valley of the Nekadarja.
3123 Rayomand is forced out of the league because of the Tyran threat. The army
of Erezwand is defeated at Iglumuz.
3170 Erezwand defeats the Utûmians at Ormosd.
3230 Supported by the Variags, the horde of Chey plunders Ulshy
3234 New plunder of Ulshy.
3238 Ulshy plundered again by the Fire King.
3243 Fall of Pûrepûrla to the Chey.
3248 Caladost razed to the ground.
3250 Banadar saves by paying a huge tribute to the Fire King
3254 Rayomand falls to the Chey.
3259 Uvatha conquers Kykurian Kyn. The Ioriag tribes are absorbed by his army.
3261 Ar-Pharazon the Golden lands a large Numenorean fleet at Umbar. Sauron is
unable to match their strength and is forced to become Ar-Pharazon's captive.
3263 Ar-Pharazôn destroys the kingdom of Utûm, killing its High Priestess
Rasedäkh and driving the last defenders north into the frozen mountains; Banadar
receives a new Númenórean garrison, Caladost is rebuilt, and the Vothrig forces
incorporated as a local militia to keep order for their masters, the Númenóreans.
3264 Jezdka is burned to the ground, and Razeral forced to a huge tribute.
Pûrepûrla is retaken and given to a puppet ruler with no links with the Dark
Religion; the Chey are driven into Dalpygis. Hithlond rebuilt and enlarged, its
name changed into Pharazkadar (Ad. "Golden City") All the kingdoms in the Bay
has become tributary of the royal governor in Pharazkadar.
3319 The Downfall of Numenor.
3430 The Great Muster is called. Warriors from across Rhûn flock to Sauron's
banner.
3433 Lokuthor, one of Sauron's Dispossessed servants, refuses to submit to
Sauron's authority. Sauron destroys him, effectively dissolving his own influence
in Southern Rhûn. An Odhriag overlord, Khorgul Hotun, unites the tribes and
refuses to honour Sauron's call to arms.
3434 The Battle of Dagorlad. Sauron's armies are decisively defeated by the Last
Alliance. Many of Sauron's northern Ulgath servants desert well before the battle
is decided. Elendil sends large companies of Eriadorian Northmen into southern
Rhovanion to guard against the return of the deserters. Droza Kadar leads a slave
rebellion in Folyavuld.
3435 Szrel-Arkasa falls. Yorga Hos leads a confederation of Sagath tribes against
Ilanin. The Ibar Logath matriarch establishes the town of Sadvar.
3441 The Barad-dur is broken. Sauron is overthrown and the Ringwraith pass into
the shadows.

The Third Age


480 A terrible disease strikes the Urgath herds of southeastern Rhûn. Large
numbers of Urgath migrate through Gathod and onto the eastern and central
Talath Harroch.
31

485-488 Urgath/Sagath wars. The Urgath succeed in displacing large numbers of


Sagath onto the Dagorlad.
498-500 Tarostar's army drives the disunited Sagath north into the Eastern Bight.
Tarostar's army is never confronted in numbers and Tarostar has trouble bringing
the Sagath bands to battle. Tarostar takes the name 'Romendacil' and withdraws
his army back to Gondor.
C500- Vothig raiders begin to strike throughout the bay raiding coastal villages,
taking slaves and killing and burning whole villages.
541 Tarostar's heir, Turambar, launches a determined campaign against the
Easterling alliance. The King makes an alliance with the Northman princes of the
Ehwathrumi. The Easterling alliance dissolves. The remnants of the Urgath tribes
are driven with great loss across the Talath Harroch and back into Southern Rhûn.
Turambar grants much of Rhovanion and the Talath Harroch to his Northman
prince allies.
c. 585 Initial construction projects of the Men Rhûnen. Some Ehwathrumi make a
living protecting trade caravans from the depredations of Sagath tribes. Founding
of Thorondir.
983 - Battle of the hundred ships. The elves of Londranor forge an alliance with
the men of Ulshy to stop the Vothrig raiders in the bay. The men are trained by
the elves, and set sail in elven ships, along with a few of the elves of Londranor.
The men of Vothrig hear of the fleet sailing towards them. Many of the various
leaders unite, and soon a Vothrig fleet of over seventy ships set forth to meet the
Ulshyans and elves. The elven ships only number thirty, but soon the battle is
joined. The superior elven ships prove to give an advantage to the Ulshyans and
their elven allies. Most of the Vothrig ships are sunk, and only 5 of the elf ships
are lost.
1000 Sauron stirs again in Middle-earth.
1050 Uvatha returns to Khand.
1371 – A strong leader ______ unites the people of Desdursyton under one rule. In
truth he is a puppet king placed by Hoarmûrath
1373 – Desdursyton attempts an invasion of Thurlornar. There is a fierce battle
fought within the edge of the forest. The leader of Desdursyton is slain, and
hundreds of others are lost. The elves only suffer minor losses. After ________, no
strong leader can be found in Desdursyton, and over the next few years, the
realm once again splinters.
1671-1678 The Chey Chyan conflict. Great King Bardiya of the Artaxshâsan
dynasty tries to control Chey Sart, but the battle is a great disaster for the Chyan
Empire. Chey Sart resists well, but are weakened in the process.
1678-1681 King Cixantaxma IV of the Ulshyan Confederacy, seeing prospect of
power and trade with the south, launches a great scale assault against Chey Sart,
which ends in 1681 after only three years of battle with the entire submission of
the country to the Ulshyans. Relmether, Dalpygis and Kykurian Kyn enters as well
in the Ulshyan confederacy.

Second Age
50 Tyrani peoples settle in Vothrig and in Kilath, driving out their Mornerin
inhabitants. The latter, moving north, trigger a series of petty wars for territory.
These Mornerin people are then subjugated to the Ûrdar.
32

200 Horses are first introduced in Urd by the Tyrani.


228 Leif Gustavsson unifies for the first time the Vothrig, after the dangerous
battle of the Fire Heirs (during which the Ûrdar candidate, Knut the Dark is killed).
Knut’s tribe flee to the North, and settle themselves in Kilath, and are therefore
called as Askila (a Tyran/Mornerin population).

Numenorean colonies

Arnor, Úrcheldor, Gondor, Bellakar, Anbalukkhôr, Kharadune, Miredor, Tanturak,


Anarike, Balkuloni, Sakal an-Khar, colonies of Morenore

Remaining texts :

He avoided the coasts of Oerja, remembering very well the chilly contacts with
the Womaw in the South. The Womaw of Oerja watched with suspicion as their
great maritime rivals made friends among the Ulshyans, a people whom the
Womaw consider inferior to them, and among the Vothrig. And then Ardamir
returned in Numenor.

Then came the Tedjin (“the valorous in battle”), in the last decades of the sixth
century. The Tedjins were to become the most notorious Easterlings of the Bay,
which would later been referred as the “Plague of the Bay”. They were a fierce
and warlike collection of not united tribes, which enabled the Vothrig and the
Ulshyans to stay the major power of the Bay, for more than one thousand years.

Múar messengers invited Fankil to accomplish the same task in the Illuin Bay,
so that only the Shadow would be victorious in the North. Múar wanted to avoid
armies coming from Illuin Bay to come in support to the Far North countries, and
most of all the implication of the Ulshyan cavalry, responsible for so many defeats
of the Ulgath peoples. Fankil refused to do anything to support Múar’s war, either
by giving support to Múar’s host, either by oppressing the Illuin Bay free peoples.

His agents did more than staying neutral. As counsellors of tribe chiefs, they
incited to war against Múar’s host. This strategy was the best for Fankil, and the
sacrifice was minimal. With the elimination of Múar, the free peoples would
certainly be convinced of the Shadow disappearance. Fankil would then be free to
act secretly in the Bay, but also in the Far North as the unique Shadow Master.

Múar was enraged by such a response, and as a response intensified the


persecution against all the free peoples, save the tribes of Men who swore
allegiance to the Shadow Flame. Murthûnin and Ôm were already besieged, and
Luindor was surrounded by enemies. In these years, many tribes of Men, who
lived in the shadow of the Ered Engrin, left for southern lands, following the
legend of the Arklu-shem, a tribe that, led by their Chief Anäsawim, a hundred
years earlier, travelled to far lands under the bid of an earth spirit called Mahrak.
33

In 1023, a new dark army was ready, and the Balrog King moved towards
Luindor. The war lasted five years, during which fire burned the trees, and ice
swallowed Orcs and Evil Men. There the orcs and the evil men were opposed the
dwarves, the humans and the elves of the Far North, but also, as Muar feared,
strong contingents from the Illuin Bay. There were the Desdursyr infantry, the
fierce Vothrig and the Ulshyan cavalry.

While the dark forces reassembled in Drùhar-shatûr, a messenger came, from a


distant land in the south, which he called the Black Land. Múar remembered
Sauron, but he was unwilling to submit to him: the Balrog had a vengeance to
take. But the messenger knew the right words to make Múar act in accordance to
Sauron’s plans for Middle-Earth. And he spoke of a rich and powerful Dwarven
people of the south, who was already preparing an army to avenge their northern
kinsfolk. And he told Múar about the North Hammer, and the other instrument of
power the Dwarves were preparing for the Demon’s defeat.

And so it was that Múar gathered all the remnants of his army and left for
Ruurik. And Sauron was pleased, for he knew that Luindor could wait, while Ruurik
was a weaker but more dangerous enemy. The Shadow Flame left the North, and
for a joke of destiny, Sauron’s malice saved the Elves and their allies. Yet, Múar
left a last gift to His enemies, for the Dragon Lamthanc, who still lived on the
Mountains, but now was full-grown and powerful, was sent to Belzâram. And the
same year of the Shadow Flame’s departure, the Dragon stroke against the
weakened defences of the Dwarven city, and make it his lair.

The Dwarves survived to Múar’s wrath only by chance, but their number had
fallen. Kheledh-zâram and the ancient capital were Orc controlled. Belzâram had
fallen to the Dragon. Only Murthûnin stood in the North, weakened by years of
siege, and no one had the courage to gather warriors and claim to the ancient
halls. Other dwarves came to the West, and established themselves in Karag-
Shatûr (“Mountain Cloud”) and in Orshênin (Kh “Ice Haven”).

The rings of binding (SA 1183 – 1250)

As the second millenia of the Second Age, the Illuin Bay was filled with Men from
every corner of Endor. To the west were firmly established the Ulgath, in the
center the Ulshyan and the Vothrig, and to the east and in Úrcheldor the Mornerin
and Tyran populations. The petty wars continued, to the great satisfaction of
Fankil, who was able to achieve his darkest projects with the “Unlife”.

A few decades after the end of the Ôm conflict, a messenger from Sauron met
with Fankil, in order to incitate him to place under Sauron’s orders for the control
of Middle Earth. From the first, Sauron recognized Numenor and the kingdoms of
the Elves as his chief rival for domination of Middle Earth. Fankil accepted the
suggestion, in condition to remain the absolute Shadow Master in the Bay. The
messenger returned then to Barad-dur with Fankil’s response, and Sauron devised
the Binding Rings, powerful artifacts that could bind the spirit of a Mannish
servant to Middle-Earth indefinitively.
34

These rings which have dominated much of the history of the Bay, along with the
Unlife peril, were relatively early works in Sauron’s career as a ring smith. When
Sauron forged them, he had not yet discovered the secrets that led to the more
potent Rings of Power he would make in later years. For these reasons, the
Binding Rings impart to their wielders a great deal less than the Rings of Power,
and carry with them important restrictions that make them inferior. For one,
Sauron knew that the original bearers of the rings must have substantial power
themselves, as well as a strong will and devotion to the service of Mordor.

Secondly, the Binding Rings could neither extend the life of the bearer, nor allow
the spirit of the bearer to maintain any physical form after the expiration of his
body. Instead, the Binding Rings would bind the bearer's undead spirit to the ring
after his body had expired. The spirit might then possess the body of the next
bearer, assuming that the new bearer was not so strong-willed that he might
resist the possessing spirit. Choosing a successor-host then, was a delicate matter
where strength of body and mind had to be weighed against the strength of the
will to resist. This was a matter that was not completely understood by Sauron
and his servants until many centuries later.

By the end of the thirteenth century of the Second Age, Sauron completed
several Binding Rings and was ready to send three rings to his subordinate Fankil,
who would be charged to find three suitable Mannish servants among the peoples
of Illuin Bay. Fankil was about to begin the search through his servants of the
Dark Religion, when his attention was being drawn by the return of Númenóreans
on the bay.
Gabriele notes

Hi Eric. here is the early Second Age history. It is brief, but it can be improved
greatly with single episodes, providing deeper insight in the matters. Names
would also be interesting.
I had to put aside the Tedjin, to avoid contradiction with Inland Sea. I think they
can be introduced in the bay later, perhaps in Third Age. I conceived the Vothrig
as Ulshyan marches that, cut off from proper Ulshy, become independent
princedoms, mix with Mornerin, and become at first merchants, then pirates and
later conquerors and settlers. Mid-to-later SA should be the period of their heigth,
when the first large kingdoms rise, and they mix with subject peoples. Vothrig
rulers will control Úrcheldor, lower Talathrant, and the lands East of Vothrig,
including coastal Desdursyton. What do you think?
The early Númenórean presence is explained as concern of Gil Galad for a
growing Shadow in the east. This is why Númenóreans have garrisons in the bay
and fight the Utumians, servants of Fankil (no one knows Fankil is alive for all the
Age).
Much of the work is a copy/paste from Inland Sea:

>>I had to put aside the Tedjin, to avoid contradiction with Inland Sea. I think
they can >be introduced in the bay later, >perhaps in Third Age.
35

>Perhaps the Tedjin should not be introduced so soon, but they must be in
Kykurian Kyn in SA 2895, according to Bellakar
I see. Perhaps they are a Ioriag tribe (akin to Variag and Asdriag) that is present
since the early Second Age, among other peoples. I will include them in the
timeline, when they rise to power in late SA.

>>I conceived the Vothrig as Ulshyan marches that, cut off from proper Ulshy,
become >independent princedoms, mix with >>Mornerin, and become at first
merchants, then >pirates and later conquerors and settlers. Mid-to-later SA
should be the >>period of >their heigth, when the first large kingdoms rise, and
they mix with subject peoples. >Vothrig rulers will control >>Úrcheldor, lower
Talathrant, and the lands East of Vothrig, >including coastal ². What do you think?

>I would prefer to see Vothrig as another people entering on the bay, who melt
with Mornerin and Ulshyan population.

No problem, I willl work on it. They arrive in the Bay from the East in the V cent.,
then they move into Vothrig pushed by other Tyrani.
>For instance, the Dyrian tribe laid an early claim to all the lands north of river
Talathrant and south of Barl Syrnac, home of >the Udahir people. They early
shared peaceful relationships with the Udahir, with whom they learnt from each
other, >including the life in mountains, the village defence buildings, the art of
culture, and most of all, the introduction of the horses >for the first time in the
Bay.
I meant to date this meeting later, in SA 1150 (see: the West Migrations), when
Urdar tribes fleeing Mùar meet with the Dyrians.
>>I have also defined in the history the mountain name labeled XXX, as the Coral
Hills.

What I am thinking about Númenóreans (just an idea): their presence continues


for all the age, but around 2500 Faithful move to Illuin Bay, and Númenor is not
eager to send them troops. Basicly, Illuin bay is not so interesting as Ormal, so in
3000 Ar-Zimrathon moves the Illuin troops south to confront the Tanturak
rebellion. From this moment, the Númenórean colonists are left by themselves,
and they will mix in time with Vothrig and Mornerin.
Here is some more history, connecting Illuin Bay with the Far North and Urd:

The West Migrations (SA 1100 – 1130)


Fankil and Sauron (SA 1100 – 1300)
The foundation of Hithlond (SA 1388 - 1472)
Here I omitted the lines about the Rings of Binding, which are introduced later,
betwwen 1800 and 2600.
I also have some problems with nemol of Dyr. Inland Sea describes him as a huge
conqueror, but I don't like him stealing the stage to hoarmurath. i consider him to
be just a general of the Ice King, with little or no link with Illuin Bay. Suggestions?
Regards
Gabriele
36

It should be something like this:


Urheldor (S. "Land of Fire and Ice") should be an Iceland-like landmass,
full of glaciers and volcanoes. In my campaign, i amgined that the
Númenóreans founded a haven on the south coast, to trade in the Bay of Utum.
The interior was colonized by Mornerin and Umli, moving on the frozen Sea.
Daldunair and Y-Lusturangur - I think this is the best accomodation for
them. They keep their distance from Myr and Uster Kryl (see also the Blue
Wizards, Luinemar, by Cory), and they have still a large river nearby, being
the Forbnesir instead of Talathrant.
>Perhaps, the Unlife will be similar to what we see in the Iron Wind module The
Unlife wars should start at the end of >Second Age.

I don't have that module. Does it relate Undeath?


Here is more history:
---------------------
NOTE: The Elf lands are a hilly region west of Thûrlornar; in the Elder days, they
were inhabited by elves, who later moved to their forest. The Elf Lands were
settled by Men, but retained an "elvish" atmosphere. It is not rare that wandering
Elves pass for this lands, by secret paths.

It seems to me that in Third Age most of the Bay will be ruled by a mixed-Vothrig
elite class, with some Dunadan elements in the most powerful families. Maybe, if
Fankil is still alive, U-Lyshak will become a land of pirates.

More to come.

Gabriele

Hoarmûrath and the kingdom of Urd


Hoarmûrath was an exceedingly gifted Man, both in mind that in word. He was
born the son of the Urdarin matriarch, and could not hope for any power among
his people. However, the Elves of Luindor, among them Curlalf the Keeper of the
Book, trained the mortal, giving him every possible help, in the hope of bringing
peace and order to the divided and warlike Urdarin tribes.
Hoarmûrath brought them decades of troubles and civil war. Corrupted by the lust
for power, he finally submitted all of the Urdar, took the name of Ice King, and
started new wars to become the King of all northern Men. Eventually, he refused
Elven ingerence in his decisions, and requested their submission as well. A great
war followed, and the Ice King, seeing only one possibility to survive and have his
37

victory, summoned the help of Sauron of Mordor, and accepted one of the Rings
of Power.

By treachery and the joined attack of Men and Orcs, the Elves fell, and
Hoarmûrath completed his conquest of the Far North. From that moment on, he
spread the Dark Religion and humiliated all his enemies.

The kingdom of Urd lasted for nearly twelve centuries. Its decay began with the
uprising of the Elves, in 3261, and ended with the fall of Sauron and his
Ringwraiths, at the end of the Age.

The Third Age


Peace came again to the North, but it was clear that this was the time of men, and
the power of Elves and Dwarves was waning. For 1000 years the far North
remained secure, under the vigilance of the Elves. Then, Shadow returned.

Hoarmûrath reappeared in his citadel of Kibeïdûkh and immediately tried to


rebuild hid kingdom, under the name of North King. He was faced by the Elves
and the Istari, but the latter soon had to go away, and the Ringwraith’s power
spread, taking profit of the Elven attacks that let him took the leadership of
Urdarin tribes. In the following centuries, his Empire retook all its old lands,
including Iskahù.
In 1640, only Luindor still resisted. But it was only a matter of time.
38

2 The Land
2.1 Western Illuin

2.1.1 The Foragaer

The Foragaer, the North Sea, covers most of the remnants of Melkor's fortress,
drowning the outlying pits and walls that once ringed Utumno. A large but
relatively shallow body of water, the Sea rarely exceeds 50 fathoms in depth, and
only at its far northern edges, where it joins Ekkaia, the Encircling Sea, near the
permanent ice sheet, does the Sea's bottom fall below 100 fathoms. This relative
shallowness results in the late spring and early fall gales building large waves,
making it more dangerous than the storms would be on a deeper sea. The
Foragaer is known by several different names: the Bay or Sea of Utum is its oldest
name, what it was called in Melkorin by Melkor's servants, and the North Sea, the
Foragaer, as it has come to be known by Elves, Men and Dwarves.
The Foragaer is a shallow, cold, sea, but like many cold seas it is full of life. The
cold waters are rich in plankton, fish, and larger creatures that prey on creatures
smaller than themselves such as seals, whales, sea serpents, and occasionally
other, less well known creatures. In the frozen hell that is the northern winter, the
Foragaer is covered in ice, the only open water being assorted temporary leads
between ice floes or above the warm-water upwellings near the Isle of Utum.
During the spring and fall, great gales can lash the Sea, whipping up waves into
towers of water that roll across the Sea. Most of these gales spin down from the
Encircling Sea, coming across the Foragaer from northwest to southeast, though
some proceed almost straight east across the width of the bay to pound the
eastern coasts of the Sea. During the summer, the land wind from the south is
dominant, and the Sea is relatively quiet most of the time, summer storms being
small squalls for the most part.
In the summer, the sea abounds with life, whales feed and breed, seals and
walrus haul up on the shores of the sea and its islands to mate and raise their
young, and seabirds fly over the blue-green waters.
North bears hunt the coasts, ambushing sleeping seals and raiding bird nests. In
the winter, the mostly frozen sea is far less hospitable, many of the whales have
left for warmer waters and less restricted air access, and the seabirds have left for
warmer climes. But the seals remain, feeding beneath the ice and breathing
through leads or holes in the ice, as do the bears, which feed upon the seals,
having moved out onto the ice with the freezing of the sea. Many seals move
towards the mouth of the Talathrant, where the roiling currents open leads and
push the sea-ice into pressure ridges. The area immediately around the mouth of
the great river usually remains free of ice, except during and immediately after a
major storm which drives the ice pack into the delta.

2.1.2 The Barl Syrnac Mountains

The Barl Syrnac range is a remnant of the Iron Mountains. The Grey Mountains
to the south and west are also remnants of the same chain, as are the mountains
of the Forodwaith and of Urd. The rocky slopes of the Barl Syrnac are riven with
39

glaciers marching down to the sea to the east or the tundra to the west, and the
lower slopes are covered in dark forests of dwarf spruce and arctic pines. The
peaks of the Barl Syrnac form a dark fence, reaching towards the sky in tall (the
highest peaks of the northern part of the range reach 16,250 feet (5,000 meters)
into the sky), cracked and jagged peaks of granite and basalt, extending north
and south, separating the nearly flat, slightly rolling tundra of the Forodwaith and
the somewhat more rolling plains of Rhun from the Foragaer and its' coastline.
The range does break the wind off the Forodwaith and the Landless Land, giving
some shelter to the lands between the mountains and the Bay, and the forests of
the lower reaches of the mountains provide food and shelter to animals large and
small. Running north and east of the mountains of the range, large numbers of
foothills march away to the sea, while on the western and southern sides of the
range the mountains rise almost from nothing, rearing up without the cover of a
range of foothills.
Even though the mountains are primarily made up of granite and basalt,
igneous rocks that do not normally contain large caves, there are many cavern
systems in and beneath the Barl Syrnac. Most of them are not natural, however,
having been dug and abandoned by Orcs, Dwarves, or other creatures less well
known. Beneath the northerly peaks of the range, the first Orc warrens were dug
with claw, hammer and pick, while beneath the more southerly mountains were
once the original homes of two of the seven fathers of the Dwarves, Bávor and
Thelór. Some of the caverns were originally created by Melkor in the uplifting of
the mountains, by intent or accident. Far beneath this area the first of the
Underdeeps were formed when the Iron Mountains were uplifted, and under
Melkor's direction the deep caverns were connected into the vast network that
served him so well in the First Age. The very shapes of the mountains here are
sometimes unusual, shapes not seen anywhere else: hollow spires of granite
(such as the dragon Gostir the White's home), mountains that are larger at their
peaks than at their base (Anvilmount, in the northern Grey Mountains), and so on
have been found by exploring Dwarves and Men. Melkor's hand is clear enough
here, to those who know how to look.

2.1.3 Azjan

The land of Azjan (called by Dyrian and Mornerin "the Land of Evil Spirits"), is
bounded on the north and east by the Foragaer, to the west by the mountains of
the Barl Syrnac, and to the south by the river Lusraig, This land is usually avoided,
except by the fools, and not merely because Orcs and Trolls roam there.
According to Lossadan and Dyrian tales, the evil servants are still there, the most
feared being Gostir, a pure white Cold-drake, the ancient "Dread-glance" of
Lossadan and Northman legend, and perhaps also some deadly spirits of cold or
fire. Fortunately for the local Lossadan, Dyrian, and Lotan peoples, however, the
drake feeds mostly on the rich fauna of the Far North. His diet consists of the herd
animals and large water mammals that live in and around the Foragaer. The old
Dwarves fortresses are probably now occupied by brutal, uncaring and deceitful
orcs, who are also represented in the Ered Rhivamar and the Bleak Mountains.
Orcish hunters and raiders have three outposts there, that were once in Dwarvish
40

hands. It is rather difficult to travel quickly in the region, taking in consideration


the cold dry climate and the bad weather. Orcs hunt and fish in the sea near their
homes, but they also raid more southerly lands.

2.1.4 Ukal-Sêj

Within the region of Ukal-Sêj ("the double bay of rivers"), there are ten great
rivers that flow to the sea from the Barl Syrnac. All are generally fast moving,
running in beds of stone and gravel, roaring over rapids and down waterfalls, and
pooling in deep still pools before rushing off over another shallower cobble. Every
spring, as the snows melt, the rivers rise and flood, roaring to the sea and
isolating the areas between them from land-bound passage. First of all, the most
important river is the Lusraig (Lo "Colored Reddish Foam River"), the longest in all
Ukal-Sêj, named for the reddish colour of the waters, that takes its source near
the secret home of Gostir the White. From north to south, the most significant are
the Öjzi ("River of the Ecarlate Fish"), Ulskäd ("River of Destiny"), the Sêj ("River
of Turtles"), the Ojädz ("Wind River") and the Ujelsha ("Green River") near the Dyr
forest. Some rivers are named in honor of Lossadan or Dyrian gods. For instance,
Uskäd is in honor of the Lady of Destiny Uskä, who could be related to Yavanna.
At the Sêj's mouth, turtles can often be seen, which easily explains the river
name.
A Lossadan tale tells that one must not cross the Lusraig river, for it represents
the border of the drake's domain. South of the Lusraig river, this is there where
the Lossadan usually live. The mountains here are rich in minerals, such as
copper, iron, tin, nickel, and silver, along with materials such as clay, granite, and
sandstone.
There are several little bays, taiga plains and forests with a blooming fauna and
flora. This wide valley is the most rich and populated area of all the Barl Syrnac,
and furthermore suited for agriculture (cereals). The sea is extremely rich in fish
and crustacean, the fauna with animals (such as the white turtle), and the valley
in medicinal and nutritive plants. That is why the Lossadan built their towns and
settlements near the coasts. Another reason is that enables them to better resist
against Lotan and Orc assaults. The most important sites are Olyavud (Dy
"Mountain Graceful Village), carefully protected in the mountains by frequent
patrols and arranged traps, near river Uskäd (Dy "The River of Destiny"), Elyamû,
near the forest of Dyr, and Yjuvït, at the mouth of river Lusraig.

2.1.5 Dyr

The Barl Syrnac range fades into foothills and low mountains north of the Firth
of Dyr. The Firth, a long deep bay extending from the Foragaer, reaches deep to
the southwest, and is surrounded to the west, south, and southeast by the hills.
The land of Dyr is bounded to the north by southern bank of the Ujelsha river and
a spur of the Iron Mountains, to the south by the curve of the Dyrian Hills, and
splits almost in half by the little Nojdä river and the Firth of Dyr. Dyr, unlike Ukal-
Sêj to its north, is a temperate land, though certainly cold enough in the winters,
and much wetter, with heavy spring and summer precipitation. The forests cover
the north of the region between the hills and the coast, while to the south of the
41

forest the land are more open and amenable to herding and small-scale short-
season farming.

2.1.6 Mur Fostisyr

Located north and east of the Barl Syrnac, western branch of the Iron
Mountains, Mur Fostisyr is a collection of rugged peninsulas. Covered with tundra
(in the north) or taiga (in the south), they serve as the home for scattered bands
of Labba-speaking nomads. These hunters and fishermen often range well out
onto the adjoining Bay or Sea of Ûtum.

2.1.7 Lotan

South of the hills of Dyr, between the plains of Rhûn, the marshy mouth of the
mighty Talathrant, and the Foragaer, to the east of Ulshy, Lotan can be found.
Like Dyr, its northern expanses are forested, though its northern forest is
deciduous oaks and maples in the main. Separated from its northern neighbor by
the Dyrian Hills, Lotan is a temperate land, warm in summer, cold in the winters,
its climate moderated to a degree by the Foragaer. The silt that the Talathrant
has carried down to its delta over the centuries has made this area more fertile
than the plains of Rhûn, allowing for settlements and agriculture to flourish here.
Ulgathic-speaking herders dominate the region.

2.1.8 Kykurian Kyn

Kikurian Kyn lies east of Rhûn, above the western banks of the Talathrant. A
vast grassland characterized by intermittent collections of rolling hills, it is
populated by a host of ever-shifting Ulgathic- and Ioradja-speaking peoples. The
former group, which dominates westernmost Kyn and eastern Rhûn, are known
throughout Gondor as the "Wain-easterlings." The latter are often referred to as
the "Balchoth."

2.2 Eastern Illuin

2.2.1 Ulshy

Lying east of the Iron Mountains and in the border of the Sea of the Havens
Ulshy is a wide land delimitated to the west by the river Talathrant, to the east by
the Tem-Eskam chain and to the north by the Sea of Havens, named because of
the numerous settlements in border of that sea, both in Ulshy, Vothrig and
Úrcheldor.
The Ulshyans, like their Chyans cousins, were at first a steppe people led by
Uvaxhstra, the “Father of Unity”. who settled there during the early years of First
Age. The Ulshyans are fierce enemies of evil men living in U-Lyshak. Their beliefs
are not far away from the Númenórean faith, as they revere the True One God
Asruta and his fourteen children (to whom they oppose the Demon and his
42

fourteen children). They are in contrary friendful with the Hwendi, a Tatyarin Avari
tribe living in the forests of Thûrlornar.
Ulshy landscapes are varied, but can be roughly divided into three different
areas. The coastlands are a flat and fertile land, is the only land suitable for the
agriculture, consisting in cereals, potatoes and tomatoes. The area is rich in fish
and games, and it is there that dwell in great majority the Ulshyan people. It is
there that the Ulshyan built their most important cities, Pûrepûrla the capital,
Caladost (at the mouth of river Rusek) and Banadar the Vothrig outpost. There are
several important rivers, that take their sources in the Tem-Eskam chains,
including the river Rusek.
The hills are the wildest part of Ulshy. Most are rocky (with granite) and
covered by musk and lichens, but in the valleys, grow thick evergreen forests.
There are some Ulshyans villages there. To the North, near the mountains, there
is a vast and wild taiga forest, that the Ulshyans avoid, as it is surrounded by
swampy wetlands.

2.2.2 Thûrlornar

Thûrlornar (Av “Wind Forest”) is a vast forest, situated to the west of Vothrig, to
the east of U-Lyshak, and to the north of the coasts of the Sea of Storms, named
because of its frequent storms and the frequency of the pirats attacking
Numenorean, Ulshyans or Womaw trade ships. It is inhabited by the Hwendi,
Tatyarin Avarin herders and hunters, who settled there under the light of the
Stars. They fight against all who want to enter uninvited in their forest, except
when humans have peaceful intentions (just like the Ulshyans). Other than that,
they are hostiles to Orcs and Evil Men.

2.2.3 Vothrig

Vothrig lies in the borders of both the Sea of Havens and the Sea of Storms, in
Northern Middle Earth. The lands are inhabited by the Vothrig, a Tyran people,
who arrived in the Bay on the fifth century of Second Age. They settled near the
sea, and droven back the early Mornerin inhabitants to the West and to the East.
They are gifted mariners. They are ruled by a hereditary King (or the Ulfar in
Vothrig language), and they have a long tradition for war. They worship a great
number of Gods and spirits amongst whom the heads are Ojhrig (the father of
gods, the master of knowledge and war), Rehj (the eldest son of Ojhrig, and the
God of Courage and War), Aldoja and Nomath (Gods of Justice and Duality), Freya
(Goddess of Love, beautiful harvests and fertile grounds, more or less the
attributes of Yavanna), as well as Dedja (God of the Sea). They despise Djolkî, the
God of Treason and Fear, and for all the Vothrig, this God does not have the honor
to belong to the family of Gods.
The coastlands in the Sea of Storms are rather sharped cliffs, while in the Sea of
Havens, there is a more frequent alternance between rocky beaches and high
cliffs. The most important cities, like Rayomand or Shyiras, are located in the Sea
of Havens coastlands, as it is easier to defend these cities against pirats, and to
land ships on the sea.
43

There are several important rivers that take source in the nearby hills, in the
deep valleys of Nekakhtar (Vo “Mineral Treasures”). Despite several fierce battles
had happened there (including the battle against Fankil’s armies at the end of
First Age), Nekakhtar looks like a peaceful land, which is famous for its mineral
resources (copper, sandstone, silver) and its medicinal plants. There are several
important Vothrig villages on the hills and on the foothills of the Tem-Eskam
chain.
Elthrakh (Ky “The Land of the Blue Light) is a vast taiga woodland that stretches
among hills and mountains. It is home to another Tyran people, the Ky’taari, an
ancient people who arrived on the bay during the seventh century of Second Age.
The Ky’taari became a woodland and reclusive people, letting enemies pass as
long as they didn’t attack their villages, and ambushing them when they got too
nearby.

2.2.4 U-Lyshak

U-Lyshak is an important glacier mountain island (about 6000 meters high) in


the extreme north of Middle Earth. In the coasts live Mornerin populations and in
the mountains Orcs. Ice storms are very frequent in the mountains. This realm is
the most feared of all the Bay of Illuin, as this is there that Fankil, the Herald of
Melkor, (also called Telear, Lord of Glory, and by his foes the Seducer), a fallen
Maia, built a secret stronghold, called Gulkaju (“The Secret Dwelling of Fankil the
Seducer”). But the free people of the North have a little chance, as Fankil feels a
strong hate towards Mùar the Shadow Flame. During the tenth century of Second
Age, Fankil placed a human king at the command of the realm, in order to have
his servants growing and growing, keeping in check the Orcs beneath the
mountains.

2.2.5 Desdursyton

Desdursyton lies along the southeastern shores of the Gulf of Ûtum, just above
the mouth of the might Talathrant. It is heavily wooded and occupies a
traditionally strategic spot in north-central Middle-earth. It is best known, though,
as the home of the Táratalamëar, a great mere situated atop the Táraparsa,
Endor's largest butte. The Desdursyr - a fierce, Tyran-speaking people, consider
the Táratalamëar (which they call "Gerlkûneshe," the "Spirit-mere") a holy place.

2.2.6 Ûrcheldor

Off the coast of Dyr, north of the mouth of the Talathrant, lies a large island, the
Isle of Urcheldor, the land of ice and fire. Its original name in Melkorin is the Isle of
Illuin, as it is the last remnant of the pillar of the Lamp of Illuin (a fact known to
only those who lived then, before the awakening of the Elves or learned from one
who lived then). Here and there, smoke and steams rise, from places where the
earth's blood rises to the surface of the world. Showers and plumes of steam and
boiling water reach skywards with a thundering roar on a regular or irregular
basis, and a smell of brimstone permeates the fog that often shrouds the Isle. At
the center of the island is a large volcanic caldera, filled with smoking, roiling
44

lava. The island is a place of contrasts: heated by the fires of the earth, and yet
cooler than its surroundings for reasons unknown to all but the very Wise. The Isle
is often cloaked in fogs, and it is surrounded by jagged shoals, making an
approach difficult and dangerous. The island's coastlines are a resting place for
seals, and its cliffs and hillsides are rookeries for sea birds, but it is rarely hunted,
because of the difficulties in approaching the shores, and because of the feeling of
ancient power there. Some mystics and shamans have journeyed there, to try to
tap the power, but those that actually survived the trip do not report that their
efforts were successful.

Here are detailed the most important realms :

Ierkhab and Kiebûk (“Mountain Island”) : these are Mornerin realms, located in the
north and in the Sea of Storms coasts. Their cities are usually a refuge for pirats.
The Mornerin populations, like their ancestors who fled the Ulshyan wrath at the
end of First Age to the island, are an easy prey for the Shadow, and to Fankil who
coordinates all the Shadow plans against the free people. Fortunately, these
realms are rarely united, but represent nonetheless a danger for trade or military
affairs for both the Númenóreans, the Vothrig and the Ulshyans. One of their
rulers was the high priestess Rasedâkh, bearer of a Ring of Binding (which links a
spirit to a body); who would rule his people for more than a millenia and who
would be responsible for Hithlond’s fall at the end of Second Age.

Oerja : several trade outposts are built by mid-Second Age (Nenjen, Loaj-Kién)
which are later fortified. This is indeed a Womaw colony, but in fact the great
majority of the population are of Mornerin stock. Only the elite is Womaw. This
lead by the end of Second Age first to the fall of Oerja under the attacks of
Rasedâkh of Ierkhab and Raseral of Desdursyton, and next to the creation in early
Third Age of a Womaw/Vothrig realm.

Erezwand : one of the most important Vothrig realms in Úrcheldor created during
the mid Second Age by the fusion of Vothrig city states. The other important
Vothrig realms are Rayomand (on the mouth of river Nekadarja), Shiyras in
Elthrakh, and Banadar the city state in Ulshy. All of these realms are rivals;
fighting each other for commercial and political power.

Hithlond : Founded in mid Second Age after several exploration of the Bay
(including Soronto’s expedition in Ormal and Illuin Bays), Hisilondë in
southwestern Middle Earth is a Faithful colony. Their rulers try to keep peace in
the bay, and when it is not successful, then turned to a ‘divide and rule’ policy, to
better keep in check Vothrig and Ulshy power in the Bay. Unfortunately, Ar-
Zimrathôn, in need of troops to send to Tantûrak, orders a heavy withdrawal of
forces from the Faithful colonies of Illuin. Hithlond falls some decades later to the
conjoint forces of Rasedâkh and Razeral, and is liberated some decades later. The
refoundation of Hithlond happens at the beginning of Third Age, but in
coexistence with several Black Númenórean realms.
45

3 The Sea
3.1 Sea of Illuin

This large sea, actually a bay of the Ekkaia, was formed in ancient times, as the
northern lamp of the Valar fell on the earth. Still today, the Elves say that its
broken roots lie on the islands of Urtlagga, at the center of the bay.
These waters are not much warmer than those of the Helkëar, but the coasts are
mainly low and sandy, only seldom dotted by rocky formations. The ice imprisons
the waters from October to March, leaving icebergs for the rest of the year.

http://www.tolmorwen.u-net.com/TheSS2_maps.htm
http://members.tripod.com/john.ohara/NME2.htm

Lamthanc
Lamthanc means "Forked-tongue", which is an apt title for this huge grey-white
Cold-drake. Not only is his prehensile, nine-foot tongue forkef, but he is a
deceptive schemer. Lamthanc disdains truths, preferring to employ complex lies
to confuse and trap his foes. He is, in every sense, a playful killer. Riddles and
songs punctuate his conversations, which seem like wild, rambling monologues,
but are actually clever puzzles.
Lamthanc is the youngest son of Laicarca (Q."Green Claw") and Muinanelki
(Q."Secret Tooth"), two great Cold-drakes who died in the War of Wrath. Both he
and his older brother (Gostir) migrated eastward at the beginning of the Second
Age. Each settled in the Ered Engrin (Q."Iron Mountains") but, whereas Gostir
chose to reside in the Barl Syrnac range, Lamthanc pushed further to the east and
made his home above the Angailini (Q."Iron Lakes") of western Urd. There - near
the icy waters of the Sea of Illuin, by the Bay of Utûm in north-central Endor - he
dwells in the Dancing Caves of Dírkoti. His stunning lair is ringed with crystaline
columns that reflect light like huge kaleidoscopes.
Like Gostir, who lives some eight hundred miles to the southwest, Lamthanc must
deal with the machinations of the Úlair Hoarmûrath. Hoarmûrath, the Lord of Dír
and the Ice King of Urd, is "the Sixth" of the Nine Ringwraiths. His claim stretch
across most of northern Endor. They encompass the hunting grounds of various
Dragons, including Gostir and Lamthanc. Neither Cold-drake openly challenges
the Urd Nazgûl, for both prefer simpler contests; however, Lamthanc constantly
tests the limits of Hoarmûrath`s patience. The Forked Tongue Worm delights in
raiding Urd and Myri herds, as well as hunting the Nazgûl`s more isolated sentries
and war parties.
Seventy-five feet in length and standing over thirty feet in height, Lamthanc is
among the largest of Endor`s Cold-drakes. His massive size limits his range, but
he remains a threat to anyone within a hundred miles of the Dancing Caves. Even
the fishermen of the Angailini must use caution. Their lore properly warns them
that Lamthanc the White is capable of sliding on ice and swimming through the
most frigid and swirling of waters.
46

No land that I have ever seen has failed to affect its inhabitants; still the Mur
Fostisyr has an exceptional impact upon its people. Each race that makes their
home there shares a rugged, almost defiant existence which makes them
considerable forces, despite their modest numbers. The hunters and craftsmen of
the Land of Blue Light live in a very special world.
Its four sizable islands and a score of smaller islets lie clustered around a central
bay in the icy waters off the northwest coast ofJaiman. They are isolated by
storms and cold most of the year. It is harsh place that sits astride the line where
the trees stop growing and the brilliant heath marches toward the eerie lights of
the dark northern sky. Nonetheless, I saw variety everywhere I went. Scattered
forests of fir dot the slopes and isolated coastal plains in the South, while wild and
spongy moor-like plains sweep across the northern flank. Everywhere, volcanic
peaks, bubbling geysers, and frigid fjords dominate the course of twisted paths.
To say that there are mountains in the MurFostisyris inaccurate; the peaks of the
mighty Hari Syrna are the land. The great black massifs rise miles straight out of
the sea, holding back the waters of the Fuir Gath Ku. Dominating the area is the
YaffHurm ("Land of the Glass Spires"), along and often breathtaking island which
is cut lengthwise bya chain o/jagged spires. This range is carpeted with dark
forests on the southern decline, and appears wild and untameable from the North.
I was there in the Spring, when the heavy rains, snows, and ice storms pound
rocky fields of colorful wildflowers and spawn a plethora of thundering streams.
Two sizable rivers allow for passage into the interior. This northern domain
borders both the Fuir Baath Ku and the Ky'taari Shay ("Waters of the Ky'taari').
The latter bay lies in the northwest and forms the core of Kyvinaar, the land of the
Xy'taari proper. It is the westernmost realm of the Mur Fostisyr. Jaded with myriad
lakes and silvery glaciers, it is to me the most beautiful place on the isles.
Southeast of the Yalf Hurm, across the Yalf Yorn ("Bay of Glass Spires') and Yon
Vu ("Straits of Death' ), lies the second largest of the principal islands - the Adea
Hu ("Pillars of Black Ice' ). This is the home of the numerous and warlike Syrkakar
clans. The Adea Hy is formed out of the same series of peaks that give birth to the
YallHurm, although it is not nearly so rugged as its larger companion isle. It is the
most forgiving land in the MurFostisyr. This is in part due to the one huge
mountain rises from its center, an uplift the natives call Kanga Syrn ("Mountain
Father"). Relatively gentle slopes and sheltered valleys create accessible havens
along the coast, and permit commerce to cross reasonably passable ridges.
Perhaps more importantly, two protected vales lie guarded within the mountain's
bizarre womb. One is a long expanse of pine and rich grass which parallels
northwesterly mountain-course and sits nestled between the Kanga Syrn and
along wooded ridge known locally as the Hegra Surm ("Bark Wall"). The other
valley rests within the dry caldera of the Mountain Father. What was once a
volcanic cone surging with molten terror is now a moss and tree covered oval,
surrounded on all sides by steep cliffs of glassy rock. Hundreds of hard crystaline
pillars protrude from this natural fence, and give the island its name. The
Syrkakar apparently realize that the natural defenses, fertile soil, and wonderful
views are unique gills, because they make their capital in this beautiful bowl.
47

Syclax ("Town of Five Gates') is the city, and the valley is the Yon Syclax. Their
kingdom is called the Mur Brya ("Land of Trees' ). I will always hold it in awe.
North of the Adea Hy, across the Fuir Gath Ku, lies Gosti Hyr ("Isles of Green
Light"). It is actually a collection of three medium sized islands which are
separated by narrow channels. Each is has steep faces which rise quickly from the
shallows and rise to a single sharp summit. Like most of Kyvinaar and the Yalf
Hurm, these are rocky, treeless places carpeted by vivid heather and wildflowers,
moss, lichens, and scrub pines. My stay there was brief, lasting only one Winter
day, but I understood why it was given its name. Every night a halo ofdiffused
green light illuminated the northern horizon and gave the cold sea the texture of
black silk.
Gosti Hyr is in part populated by a wandering race who hunt, fish, travel, and
sleep in sturdy ice boats. These stocky folk, the Fustir-Gost, roam to the north
and appear to be spread across many lands. Some of their kind occupy another
isle northeast of the the watery reaches that compose the Nay Fostisyr ("Waters
ofBlue Light"). Its pumicy shores are called Mur Fustir ("Land of the Cold Ones' ),
and unlike the other mountainous isles, it appears totally barren. Dark grey,
cave-riddled rocks are all that peek out from the swirling ice /lows born of the
Fosark Ay ("Northern Sea' ).

4 Climate
The Utum Bay is a cold place, one of the northernmost lands inhabited by the Free
Peoples and the Orcs. Being wide, it experiments diverse climates.
The lands to the north of the Ered Engrin are arctic: they are covered by snow
year-round, and swept by fierce winds coming from Dor Bendor. Precipitation
comes only in form of snow, most common in late Spring and early Autumn.
The barrier of the Iron Mountains shelters the rest of the North. Urd is cold but
quite dry, and snow comes only at the beginning and end of Summer, through the
Firth of Rocks. Mid-summer is warmed by the Khanax, a dry south wind from the
plains of central Endor.
The lands that open on the Sea of Illuin, on the contrary, are wet, but enjoy higher
temperatures. Summer rainfall or snowfall is high, though dispersed in many
days; winter is dryer.
Myr and the surrounding lands and forests are border regions between the
taiga and the steppes. Precipitation is heavy in Spring and Autumn, but Summer
and Winter are exceptionally dry. The distance from the sea means high
difference in seasonal temperatures.

5 Fauna and Flora


The Far North comprises many different ecosystems, and a wide range of animals
and plants.
The regions north of the Ered Engrin (Agnikuyak, Avikangsdar, Uab, Uax) are
frozen tundras, surrounded by icepack for most of the year. Here the only plants
are a few lichens, but the fauna is more varied: Ovir and white wolves stand at
48

the top of the food chains, preying on reindeer, musk-oxen, seals and walruses,
rats or fish like cod, salmon and trout. Few birds live there, mostly gulls.
Ôm displays some low herbs and swamp weeds, many seals and otters. Large
herds of reindeers and caribou live on its plains during summer.
Angclax is greener, thanks to heath. Reindeers, caribou and musk-oxen are quite
common, even during colder months. On the slopes of the mountains grow small
evergreens.
Urd, protected as it is from the north polar winds, displays a variety of life forms,
as the taiga south of it. Evergreens like pine, fir, beech and birch are common and
form large forests in the lowlands, with more rare spots of elms, oaks, and hazel
trees. Lichens and low grasses abound everywhere. These lands are inhabited by
carnivores such as white wolf, common wolf, wild cat, lynx and wolverine; they
feed on rodents, pheasants, or larger preys such as deer, elk, reindeer, bison and
wild ox. The brown bear and grizzly are common, especially near creeks or in the
lakeland, where many swamp birds (crane, swan, duck) live along with the otter
and the beaver. Salmons, trouts and river shrimps abound wherever there is
water.
Finally, the plains of Myr, Iskahù and Kubor Séd, are covered with short grasses,
and occasional spots of forest. There can be found wild horses, bisons, wolves.

5.1 Flora

Blue Pine – this evergreen is very common in Luindor, contributing to give the
forest its bluish hue. It grows quite common also in the forest of Illuin. The cones
are large, bearing big pine nuts; they are nutritious, but taste quite acid, if they
are not cooked properly.
Green-blue evergreen that gives the name to Luindor, and is common in Taur
Illuin, too (larch?)
Northern Larch – an deciduous conifer, this large green-blue tree is quite rare,
save on the Hills of Larches. As it loses its foliage in winter, it is associated to
death and rebirth. Urdar healers burn its bark to heal wounds.
Red fir?
Pine, fir, beech, birch,

5.2 Fauna

Ovir – the largest predator of the North, the Ovir is a huge bear, up to 3 m long
and 1 ton heavy, with white fur. It is feared by all northern peoples, as it is a fierce
and often hungry hunter. Its fur is very priced by the Urdar.
Gusgï – the most useful of the animals of the North, this woolly bovine lived in
large herds north of the Iron Mountains. Up to 2 m tall, it is a meek animal, quite
easy to domesticate, but dangerous if frightened. Its wool, greyish or black, is
warm and soft; its milk abundant and nutritious, its meat rich of fats, its bones
and horns hard and ideal for instruments. Wild Gusgï tend to be a little bigger and
aggressive, while domestic ones are more woolly.
The Urdar and Orcs hunted and nearly extinct them in the mid Second Age, and
then they looked at the herds owned by the Umli. In the mid Third Age, wild Gusgï
49

survive only in Uax and Ôm, while northern Urdar, Angcla and the surviving Umli
still herd some domestic individuals.
Sea Eagle – a brown-yellowish bird, with bright yellow beak and talons, it lives on
the shores of the Sea of Illuin, where it feeds on fishes by diving into water.
Binchi – also called Northern Pig or Woolly Pig, it is a large suine covered by a
short and rare fur. It is herded by Elves and Men for its meat. Its wild version is
the Sibinch, an aggressive boar which is more furry and small.
Goral – a small mountain goat, with short wool but very resistant to cold. It is
herded by many peoples for its milk and meat.
Reindeer – this greyish animal is very common in all the North, roaming in huge
herds the wastelands, feeding on lichens. It is hunted by Men and Umli, but they
can also domesticate some, that are used to train sledges on the snow.

5.3 Special creatures

Great Eagle – The largest birds in Middle Earth, the Great Eagles have lived on
the highest peaks of the Iron Mountains since the fall of Gorogrod, in Late First
Age. They are ruled by their King Thorongon, and they keep watch on Orc
movements. They keep some contacts with the Ôma, although much less than in
old times, and they often inform the Elven Rantir about the movements of Urdarin
armies.
Giant Spider (Lu. “Belungol”, Ur. “Agasiväkh”) – The Giant Spiders of the
Far North are different from those who live in Mirkwood. They were spawned in
distant lands by Ungoliant, and migrated to the North in early First Age, where
they plagued woodlands and mountains. After the defeat of Múar in the late First
Age, the Elves were able to slay most of the woodland spiders. However, some of
them still live today on the Mountains.
Northern Spiders are large – from 2 to 3 m long – with thick armour, and strong
legs. They have grey, dirty fur around their body, and eight orange eyes. They
favour caves and holes, from which they dash against large preys. In addition,
they attach thick webs to trees and on the ground, to catch smaller animals. They
are intelligent, and speak their own language. They often have powers linked to
Essence’s Perception, Lesser Illusions, Unbarring Ways, Guises, Darkness, Mind
Speech.
Giants – Giants have lived in the Iron Mountains since the Elder Days. They live
in the most remote valleys, preferring to stay apart from other folks. Territorial,
they are reported to attack Orcs and even Dwarves and Men, if they feel
threatened. It is said that they have stolen large treasures from the ancient hold
of Orcs and Dwarves, and they are kept in their secret caves, among gems and
precious metals mined in the Mountains.
Ibikeiba – Often called ‘half giants’, these peculiar people resemble Mornerin
Men, save that they average 2,5-2,7 m of height. As the Mornerin, they have fair
skin, blue eyes and blonde hair and beards. They are quite furry, and dress in
animal hides. They prefer to live alone on the Mountains, but there are legends
telling of travellers helped by them, and Orcs drive out of their lands. They are a
people of hunters and gusgï herders. The Angcla consider them akin to their folk,
while the Urdar fear them as much as the Giants.
50

Dragons – a few Dragons have survived the Elder Days, spawning their offspring
t plague the North. The oldest of these Dragons is Lamthanc (Lu. “Forked
Tongue”), son of Glaurung, still living in Belzâram. He gave birth to several lesser
drakes, through mating with Ice Drakes of the North.
No Urulòki live in the North. A few Fire Drakes, without wings, live in lairs in the
Iron Mountains. More common are the Cold Drakes: they live on all the Mountains
range, sometimes coming down from their vales to raid the foothills, daring even
the forests; some of them live around Uul, hunting in the woods near their father.
Ice Drakes live north of the Mountains.
51

6 The People
6.1 Easterlings in Western Illuin

The vast lands between Barl Syrnac and Rhûn are filled with nomadic tribes
who have born the name "Easterling" through the years. Most cultures in western
Middle Earth have only heard or used the word "Easterling" in the context of the
wars that have periodically raged on the borders of Gondor. For many, the term
carries with it an implied penchant for thievery and brutality. The fact is that the
nomadic tribes vary greatly from one to the other. While there are tribes who
should not be trusted, and who represent an immediate threat to the people
around them, most shun violence and respect rights to property and territory. The
vast majority of "Easterlings" are private, withdrawn individuals who favor the
open plains and the closeness of family over the ways of sedentism and
development. There is a general emphasis on free-will among the tribes, and a
great reluctance to form alliances or super-tribal organizations which may
impinge on their right to govern themselves.

6.1.1 Dyrian

History
Their ancestors came from the East in the same early First Age wave of
exploration and settlement as the ancestors of the early Edain and the Daen
peoples. They were the first Mannish people to settle for a long period in the
region, other peoples having merely hunted or passed through the area. Their
folk-tales and legends suggest they tarried a while in the forests and hills of
Desdursyton, then crossed the Talathrant to live in the region that is now called
Dyr and southern Ukal-Sêj. More out of fear than of respect, following the will of
their leaders, they were forced to serve the Balrog Erekorzo, or face the
extinction. During Second Age, they made friendship with the Ulshyans and the
Vothrig, and banned forever their ancestral practice of slave-holding, human
blood sacrifice and dark worship of Morgoth. The constant threat of Baradhrim
people (who never renounced to their ancestral traditions) forced them to forge
defensive alliance with other peoples. Few clans refused the contact with other
people, fleeing to the mountains of Barl Syrnac, considering that most of the
Dyrian people had betrayed their god and master Erekorzo, and that one day,
Erekorzo the God of Darkness would send his Herald in order to reunite his people
and fight against all betrayers of the dark faith. Some families, true believers in
Erekorzo, didn’t flee to the mountains, and went underground until the arrival of
the Herald of Erekorzo, a sufficiently charismatic leader, that lead back the
Dyrians towards the Darkness.

Appearance
The Dyrians have a fair olive-tan skin, often reddened by cold, grey or blue eyes
and straight black hair, which is quite unusual on the Bay. They are shorter than
even the Lossoth. Males are 1,55 m tall and weigh 75 kg, females are 1,50 m and
65 kg. The average life expectancy is 50-60 years for males and 75-90 years for
females.
52

Society and culture


Clothes : They wear leather clothes and boots, and like furs. Urban people
wear also woolen clothes, which are dyed of bright colours in complex patterns,
and woven into dresses, tunics, pants and mantles. The clothes can be extremely
diverse, from highly decorated to unbelievable mundane.
Fears and inhabilities : The Dyrian feel a strong hate towards the
Baradhrim, who have forced their brothers to a nearly enslavement.
Political structure : The base unit for the Dyrian, is like all Easterlings, a
community of 100 – 200 people. At the top of this community is the chief (Dy
“Ulvûn”), who military protects his community against others, and the shaman
(Dy “Shajûd), who does the same for spiritual affairs.
Social structure : Generally speaking, Diryan societies are based on the
herd. Easterlings are a pastoral people who travel with the animals upon which
their livelihood depends. They are no more true nomads, instead live a semi-
sedentary lifestyle in which the tribe moves several times a year between well-
established sites that are chosen for their proximity of necessary resources and
for their capacity of defense against enemies, such as the Orcs, the Baradhrim
and those who accepted to submit to their rule. The material wealth of the tribes
can be measured by the size of the herds that they claim and the expanse of
territory over which they roam. Personal possessions are limited by the amount of
material that can be transported by horseback or wain. The cycles of migration
followed by these tribes have been followed for decades and sometimes
centuries. They live in wood and leather huts. It is common to find uninhabited
villages that still display wooden huts, palisades and abandoned structures, that
will be fixed when the Dyrian clan return. They love to organize their huts with
their hunting trophies and with their personal possessions.
They have three permanent sites, one of them carefully protected in the
mountains by frequent patrols and arranged traps, Olyavud (Dy “Mountain
Graceful Village”) the capital, near river Uskäd (Dy “The River of Destiny”). The
two others are coastal villages (Elyamû, near Lotan forest, and Yjuvït, at the
mouth of river Lusraig) . In these three sites, there are approximatively 1000 to
2000 inhabitants. The three villages are fortified. The houses are built in wood or
stone, with usually two or three stores. In these villages are oftenly encountered
Lossadan people, Lossadan/Dyrian blood-mixed stock and Vothrig merchants, who
trade with the Dyrians products of the sea in exchange of products of the
mountain.
For all their obvious skills, the Dyrian folk appear most calm and serene and
are quick to share tales of their journeys. Strange and wonderful stories of
mountains of ice that float on the sea, of flames that leap from the ocean, of huge
white-haired oliphants, and of a river so long as to dwarf even Anduin the Great
can be heard from these wanderers.
Another reason is that enables them to better resist against Lotan and Orc
assaults. The most important sites are Olyavud (Dy "Mountain Graceful Village),
carefully protected in the mountains by frequent patrols and arranged traps, near
river Uskäd (Dy "The River of Destiny"), Elyamû, near the forest of Dyr, and Yjuvït,
at the mouth of river Lusraig.
53

Marriage pattern : They are polygamous, following the ways of their


ancestors. The line is trace through the female. The society is matriarchal. Since
there is so little material wealth among the tribes to reinforce heritage through
inheritance, identity and familial honor is of supreme importance to most Dyrian.
Religion : The Dyrian religion centers around the spirits of the life on the
mountains and on the forest. They revere natural spirits embodying the strength
of the wind, the bounty of rain or snow, the ferocity of weather (particularly
lightning), and the strength of the animals (particularly the bear or the wolf). They
also have a near universal reverence of heroic ancestors. Since the Dyrian life is
so mobile, religious practice necessarily focuses on elements that can travel with
the people. Religious dance and festival are common. Totems, amulets and
portable shrines are also occasionally used in religious practice. Most tribes have
individuals who are recognized for their spiritual gifts and act as mediums
between the spirit world and the tribal commoners. The status of these individuals
cannot be generalized among the tribes, for it changes to greatly from tribe to
tribe and age to age. The nomads tend to be a very superstitious people, and
tribe mediums are very seldom ignored. The most revered gods are Uskä (the
Lady of Destiny), Ojän (the Lord of Sea) and Ojzïr (the Wanderer). They fear Erkön
(the God of Darkness) and Sülyar his Herald.
Currency : they prefer to use barter than coinage. When they do (to trade
with other people on the Bay), they use Ulshyan coinage, as they mint no pieces
by themselves.
Diet : Subsistence for most easterlings consists almost exclusively with the
goods that can be extracted from the herd. Very little agriculture is practiced
among the tribes. Vegetables and fruits in the easterling diet come from what can
be gathered from the surrounding countryside. Where tribes exist near population
centers, they generally take advantage of them to purchase metal tools and
weapons, agricultural products, and luxury goods. Local population centers are
also important as a place where herd surplus can be sold or bartered for other
goods that the nomads cannot produce themselves.
Language : While most tribes can communicate effectively with their
immediate neighbors, the Dyrian tongue has diverged wildly over the years, so
that communication on the open plains with other Easterling tribes is a constant
problem. Some of them speak also Vothrig and Ulshyan.

Warfare
Dyrian army is quite unorganised. They are good warriors, brave and tough.
They fight well from horseback, usually with the bow, and on foot they are most
well known for their unusually long, keen swords and battle axes, and expert
fighting style. Many are accomplished in the martial arts as well. They are always
seen bearing the same curious symbol on their armour (usually rigid leather or
chain mail), a black setting sun on a red sky.

6.1.2 Lossadan

History
The Lossadan, the dominant Men of the northernmost part of the region, are a
group related to the Men of Dale and the Men of Forochel, who migrated into the
54

region in the early Second Age. Before their move, the Lossadan lived on the
plains south of Dyr and east of the Iron Hills, but the arrival of the Baradhrim in
the early Second Age changed that. The arrival of the stronger and far more
warlike Baradhrim forced the removal northward of the Lossadan clans north and
east into Ukal-Sêj, sundering them from their cousins in Dale and Rhovanion.
There, they flourished on the coasts and in the hills, until the long arm of the Ice
King of the North, Hoarmurath of Dir and of Fankil the Seducer, stretched out
towards the west.

Appearance
The Lossadan are pale-skinned and with a range of hair colors (reds, browns and
some blondes). Although they are not particularly hairy, men usually have thick
beards. All are sturdily built. They are taller than common Men, men averaging
1m75 (5'9'') and women only slightly shorter at 1m65 (5'6''). They have an
average lifespan (60 - 80 years).

Society and culture


Clothes : Like the Dyrians and the Vothrig across the Foragaer, the Lossadan
use wool, furs, and leather for their clothes. Many also wear imported linens in
warmer weather, or inside. Their garments are usually dyed in bright colors
(usually red, white and green), they wear long dresses, high boots and capes.
Fears and inhabilities : They fear the cruel Baradhrim who forced them to
live in Ukal-Sêj, and mistrust the Lotan. They strongly hate the raiding Orcs and
Trolls, whom they kill at sight, because of their strong depredations against their
settlements. Their friendship goes first to the Dyrians, with whom they mingled in
Ukal-Sêj, and after to the Dwarves and the Vothrig, though they fear the Vothrig
raiders upon the coasts (mainly to the south of Lossadan lands, however).
Lifestyle : The Lossadan are composed of seven clans, each of which is
centered in a particular town or area of the region. Clans do intermingle, to a
degree, but the norm is for an area to be dominated by the members of a
particular clan. Each clan is led by a hereditary chieftain (the Kârlan). Five clans
live properly in Ukal-Sêj, and two in northern Dyr. Hunters, gatherers, small
farmers, and raisers of small numbers of beasts, they live in villages and small
towns (single homesteads are too vulnerable to raiding Orcs, Baradhrim or Lotan
and to the hazards of the winters). More settled than their cousins across the
Talath Uichel, they live in heavily constructed houses of turf, wood, and stone.
The most important cities are Ojhanad, along the mouth of river Öjzi ("River of the
Ecarlate Fish"), Melarath (“The Sea Gathering”), near the Ujelsha river, and
Senân, a fortress stronghold in the hills.
Towns and villages are all protected by a stout palisade. Within the palisades,
the houses of the Lossadan are constructed in layers, with a layer of turf laid
against the stone walls, with straw lining the stone on the inside. In more wealthy
houses, the straw is covered by removeable wooden panels. Windows, rare and
small, are portals covered by wooden shutters and straw batts to keep out the
winter cold. Those few herd animals that are kept for brood stock over the winter
are kept in another room of the house.
As isolated as the coasts of the Foragaer might be, there is still trade with
other groups. Peoples to the east, south or west, such as the Vothrig eastwards
55

across the Foragaer, the Ulshyans and Lotan down the Talathrant, or the Men
away south of the Withered Heath and the Grey Mountains, will pay large sums for
items the Lossadan have in quantity. Ivory, amber (found on the beaches of the
Foragaer), and furs are the basis of this trade, which is conducted almost entirely
on a barter basis (coins are of little use in the North, being used only in commerce
with the southern traders or Dwarves). To trade for the Lossadan's ivory, amber,
and furs, the southerners bring items such as wines from Dorwinion or Relmether,
raw and worked metals, cloth, or rare items from their own lands.
Marriage pattern : Strictly patrilineal (traced through the male) and
patrilocal (the wife resides with the husband's family). Marriage can very often
occur outside the clan or tribe, unions with Dyrians are very common, but very
rare with Vothrig traders, except for the Lossadan who have a real love for the
sea.
Religion :
Currency : The Lossadan mint no currency, and usually will not accept it in
trade.
Diet : In the long summer days, the Lossadan hunters and gatherers range far
afield, spending their nights in lean-tos and tents as they gather meat, roots, and
tubers to sustain them through the winter. Vegetables and small grains are
planted and cultivated in the long days, growing rapidly in the long hours of
sunshine during the short summers. The Lossadan also fish and whale in the
waters of the Foragaer, risking the summer squalls for the abundant bounty of the
cold seas. During the winter months, they survive on smoked, salted, or dried
meats and stored roots, vegetables and grains, only occasionally leaving their
homes during breaks in the winter weather and never hunting far afield. Coastal
towns may have some hunters who will hunt the ice for seals in calm winter
weather but always on the lookout for a change in the weather, ice or cold drakes,
or north bears.
Language : The Lossadan speak their own language, Lossanan, which has
some similarities to the tongues of Dale and is a root for the tongues of their
descendents upon the Talath Uichel. Many also speak Vothrig and Ulshyan or
Lotan.

Warfare
The Lossadan are not a warlike people at heart, though their neighbors in their
chosen lands have given them ample reason to change. The Lossadan have very
few professional warriors, preferring to rely on the whole of their population as
militia for defence. The tools of the hunt or of work, such as the bow, the spear,
the harpoon, the axe, and the hammer are their chosen weapons in defense of
their homes and homeland, purely military weapons such as swords are quite rare
and usually trophies. Many of the threats they face (Orcs, the Urdar) most often
attack in winter, so metal armor is also quite rare. Shields, made of wood covered
with walrus hide, are common, however, as is armor made from the same leather,
often sized to wear beneath additional winter clothing. A few lucky individuals
have armor made from the hide of a drake, usually passed down from their long-
sires.
Hunters, gatherers, small farmers, and raisers of small numbers of beasts, they
live in villages and small towns (single homesteads are too vulnerable to raiding
56

Orcs and to the hazards of the winters). More settled than their cousins across
the Talath Uichel, they live in heavily constructed houses of turf, wood, and stone.
Set into the ground, the houses of the Lossadan are constructed in layers, with a
layer of turf laid against the stone walls, with straw lining the stone on the inside.
In more wealthy houses, the straw is covered by removeable wooden panels.
Windows, rare and small, are portals covered by wooden shutters and straw batts
to keep out the winter cold. Those few herd animals that are kept for brood stock
over the winter are kept in another room of the house.
In the long summer days, the Lossadan hunters and gatherers range far afield,
spending their nights in lean-tos and tents as they gather meat, roots, and tubers
to sustain them through the winter. Vegetables and small grains are planted and
cultivated in the long days, growing rapidly in the long hours of sunshine during
the short summers. The Lossadan also fish and whale in the waters of the
Foragaer, risking the summer squalls for the abundant bounty of the cold seas.
During the winter months, they survive on smoked, salted, or dried meats and
stored roots, vegetables and grains, only occasionally leaving their homes during
breaks in the winter weather and never hunting far afield. Coastal towns may
have some hunters who will hunt the ice for seals in calm winter weather but
always on the lookout for a change in the weather, ice or cold drakes, or north
bears.
As isolated as the far North might be, there is still trade with other groups.
Peoples to the south or west, down the Talathrant or south of the Withered Heath
and the Grey Mountains, will pay large sums for items the Lossadan have in
quantity. Ivory, amber (found on the beaches of the Foragaer), and furs are the
basis of this trade, which is conducted almost entirely on a barter basis (coins are
of little use in the North, being used only in commerce with the southern traders
or Dwarves). To trade for the Lossadan’s ivory, amber, and furs, the southerners
bring items such as wines from Dorwinion, raw and worked metals, cloth, etc.
The Lossadan are divided into a number of clans, each of which is centered in a
particular town or area of the region. Clans do intermingle, to a degree, but the
norm is for an area to be dominated by the members of a particular clan

6.1.3 Lotan

History
The Lotan were originally part of the Ulgath migration in the fourth century of
Second Age, which soon split into northern and southern branches. The Southern
Ulgath were equally committed to their tradition of of worshipping Morgoth (whom
they named Kragul) and the Variag demi-god king Rakadsaol (a demonic spirit).
Under the tutelage of the Variags they learned to master the horse and became
feared warriors in their own right. They dominated large holdings of fertile land
north of the Ioriag region of Relmether and did much to protect the Variag
kingdoms northern flank. The Lotan establish themselves immediately west of
river Talathrant, near the Ulshy empire in Lotan. They became more and more
aggressive, against both the Dyrians and the Ulshyans, but soon the Vothrig
represented the greatest threat they could ever imagine. They were forced to
57

accept the Ulshyan protectorate, and are since then used as mercenaries for the
Ulshyan Confederacy.
Appearance
The Lotan have a dark and greyish skin, black or brown eyes and straight black
hair, which is quite unusual on the Bay. Males are 1,70 m tall and weigh 85 kg,
females are 1,60 m and 65 kg. The average life expectancy is 50-60 years for
males and 75-90 years for females, but as in practice they are very often
occupied to plunder and war against their neighbours, many die at 20 – 30 years
during conflicts, and someone who is more than 50 is considered and revered as
an old sage.

Society and culture


Clothes : They wear leather clothes, furs and boots. They especially love
highly decorated cloth, especially those made by the Vothrig or the Ulshyans.
They have flaunt brilliant fabrics, jewelry as well as ornately carved and fashioned
motifs displaying either sacred spirits, the visage of hideous beasts, or intricate
geometric designs used to symbolize key religious concepts.
Fears and inhabilities : They don’t love the sea, and are incomfortable
when confronted with Vothrig and Elves.
Political structure : The base unit for the Lotan, is the viilage (Lo “Kyavö”), a
community of 100 – 200 people. They are ruled by a council of seven Elders, the
Eljepä. One of these Elders is the King of Lotan.
Social structure : The Lotan, like their distant cousins around the Sea of
Rhun, have settled and become a realm of herders, traders, and farmers living in
villages, towns, and a small city, Vodaria. Vodaria, by virtue of its location and
size, is the primary northern endpoint of trade along the Talathrant, and the hub
of trade on the Foragaer. They have built towns and villages, giving up their
nomadic ways on the plains for more settled ways in the hills, the delta, and on
the coast. However, the change to a more settled life has affected how they live,
as while their houses show a distant echo of the wagons and tents of the nomads,
they no longer need to be mobile and can be built much more solidly. Now known
as the Lotan, they control most of the Talathrant trade because of their location at
the mouth of the river delta.
Marriage pattern : They are polygamous, following the ways of their
ancestors. Their social structures are still based on matrilineal descent and the
clan matriarchs still hold great sway. The line is trace through the male.
Religion : The Lotan folk-ways have not changed much from their nomadic
days, they still worship the same spirits (such as the strength of the wind, the
bounty of rain or snow, the ferocity of weather, and the strength of the animals),
but they no more worship Morgoth (whom they named Kragul) and the Variag
demi-god king Rakadsaol (a demonic spirit), perhaps because of the Dyrian and
Ulshyan influence. They also have a near universal reverence of heroic ancestors.
In contact with the Ulshyans, they imperfectly assimilated their faith, and
associated Ulshyan gods with their spirits of life and some heroic ancestors,
without considering the One True God Asrutâ. Heljhâ the god of war (Fravâd),
Hijhân the god of sku and the winds (Hitâspa), Altavhît the Queen of Stars
(Daena), Felhja the goddess of nature, earth and fertility (Anahita), Ajher the god
of trade. Particularly despised is Graz, the Sea God (Uzdavâ).
58

Currency : they prefer to use barter than coinage. But when they have to
trade with other people, they use their own coinage (the Lojha, only bronze and
copper pieces) or Ulshyan coinage (for gold pieces).
Diet :
Language : While most tribes can communicate effectively with their
immediate neighbors, the Lotan tongue has diverged wildly over the years, with
new words taken from the Vothrig, Dyrian and Ulshyan langagues. Some of them
speak also Dyrian, Vothrig and Ulshyan.

Warfare

An Ulgathic Easterling group, descendents of the Southern Ulgath, settled into


the area of the Talathrant’s delta to escape the pressure of the Iorags and avoid
being subservient to the Baradhrim, becoming more settled and less nomadic, in
the middle years of the Second Age.

But they have established strict laws for their society, concerning the rights
and owes of each citizen. A King can’t have more than ten wifes, nobles can’t
have more than three wifes, and commoners only one. All youths are learnt in the
Lotan ways of living by the female until they reach the age of 12. When they
reach 12 years.

6.1.4 Tedjin

History
Tedjins are not Bellakarian natives. They are a nomadic people, who came
from central Endor, and related to the Eskam group. In the beginning of the
Second Age, a long migration led them to the accessible lands of Kykurian Kyn, to
the south of Romenor. They settled there, built the fortress city of Tej Oda
(primarily yurts, broad quarters, training lands for the garrison, the whole
surrounded by a wooden wall), and quickly became there one of the most
powerful tribes of the area. One of them declared even in SA 2895 Kataj ("king"
pl. Katajan) of Kykurian Kyn.
But the power of Tedjins was short lived, as a few three hundred years later,
pointed the Variag threat of Khand. In 3259 SA, the Horseman (the last Nazgûl)
involved his army across Relmether, towards Kykurian Kyn. At that time, Kykurian
Kyn was torn by a tribal fight. The Horseman benefited from that obviously, by
poking the conflict between Northern Kataj Taj Mokba and Southern Kataj of Tej
Oda Kuz Nekao. The Nazgûl made a demonstration of his force by exterminating
without pity a major part of the Northern army, which forces Southern Tedjins to
capitulate with whatever conditions (becoming Khand vassalates, providing men-
at-arms for all conflicts to come). The independence of Kykurian Kyn was finished,
although in theory Southern Kataj has recovered his authority on all Kykurian Kyn.
Thus, Tedjins were incorporated by force in the Khand army, and took part in
all the major conflicts, from the conquest of Kargagis Ahar to the campaigns of
attack and devastation in Rhovanion and Ithilien. The conscripted Tedjins were
59

used to garrison the Variag fortress in Lurmsakûn, the Haruze land just south of
Khand.
Ovatha rationalizes that, as aliens in a Haruze country, they would be more
trustworthy than the natives. This situation remained stable for several hundred
years. When the Armies of the Last Alliance invaded Mordor, Ovatha, at Sauron's
behest, decided to strip the remaining warriors from the Tedjin garrisons, sending
them to their deaths fighting Elves and their allies, and leaving their families at
the mercy of rebelling Haruze and Chey. The Tedjin who survived, commanded by
brilliant katajan, then set off south across the desert because that was the only
path open to them. They were in the search of arable lands and cultivable,
therefore and especially for great challenges of battles, a vast potential of
conquest. After much hardship, they conquer by surprise some territory in Raj,
then are forced westward into Bellakar. A few years later, some returned to
Kykurian Kyn.
Appearance
Tedjins have a yellow-grey dye bronzed by the sun, very long and braided
black hair, and brown and black eyes. They are generally small and stocky. They
are suspected to have an average life (50 – 70 years), but in practice, one who
reaches the age of 50 is considered as a sage, as very few warriors reaches this
age. Men reach around 1,60m (5’3’’), women not exceeding 1,45m (4’9’’).

Society and culture


Clothes : Tedjins like tunics privileging red and ochre colors. They like to wear
gold jewels. The more one Tedjin has gold objects, the more significant his
position within the tribe. Their armor and their helmets are often gilded, just like
their weapons.
Fears and inhabilities : They especially fear death, and nature or magic
powers.
Special capacities : They are very good riders, and control the horses as well
as the camels (bonus of +10 in horse battle, and of +5 in camel battle).
Marriage pattern : The society is patriarcal. The line is traced through the
male. They are polygamous.
Lifestyle : Tedjins are organized in tribes or clans. At the head of each tribe
reigns a djai ("chieftain" pl. djaian). Each tribe has territories, and it is not rare
that tribes enter in conflict because of territories, enmities between djaian or
insults uttered to the honor of the tribes. The unit of the country is thus very
fragile.
Every twenty years, the great Council of the Tribes (composed of 20 djaian
and 20 Old Wises) is organized, and the new kataj is elected, and he rules the
region at Tej Oda. In theory, the election is free and any djai can be presented to
it. In practice, the honor to be Kataj is reserved for only one family, the title being
transmitted from father to son or brother to brother, except for rare exceptions
(the major conflict between Taj Mokba and Kuz Nekao). But strangely, the Variags
invasion of Khand will bring to Tedjins what they missed, cohesion. They will show
a unit people, when facing to Bozishnarod then in Bellakaranî, obeying the
commands of Kataj blindly, assisted by the Council of Djaian and Worthy ones.
And they will bring a demonstration of their power.
60

Tedjins live in the worship of warrior and violence. The tribes are half nomad,
being established in a place only for a few months. There is however two
exceptions, Tej Oda in the south, and Sark Hor in North. The man chooses his
future wife, and she cannot refuse. If she only tried, not only she would be
ordered to die, but also all his family (which would be considered to be unworthy
to live, to have let living a revolted woman) should pass to the sword.
The children are very early removed from their mother, and are raised by the
Old Wises of the tribe. Boys and girls learn how to fight and hunt from their more
tender childhood, and undergo before passing the adulthood the Initiation Rite.
This rite lasts one week, during which the future adult must face the many
dangers of the steppe, with for only weapon a blunted dagger, and for only food a
small water earthenware jar and a piece of bread. Many fails this test, and any
demonstration of cowardice is punished by death.
After the invasion of Bellakar, the Initiation rites remains unchanged, except
the fact that the future adult is isolated in the desert. The test becomes even
more difficult. On the other hand, Tedjins become more sedentary, with the
construction of many Tedjins cities (including Thri Zirakan, "new" Tej Oda, "new"
Sark Hor and Joam).
The currency does not exist for Tedjins, and any exchange is carried out on
the basis of barter. Even in Bellakar, barter remains the base of their civilization,
and the currency is only used when Tedjins deal with non Tedjins, which is rare
differently than in battle.
Religion : There is only little place for the religion in the life of Tedjin. The
Religion is the business of the Old Wises. It is them the link between the men of
the tribe and principally the battle god Sâg (represented by a blazing bull). The
Old Wises are also in charge of the ancestors cult and the ancestral heroic
divinities, and are chosen by the Divinities.
Restriction on profession : mostly rangers and warriors. There is no
representant of “learned professions“, such as bard or mage.
Language : Tedjins speak a bastard version of Easterling language (Varadja).
There are very slight variances between the dialects of the various tribes. They
also speak a bastard Bellakaze tongue.

Notes on Tedjin language


Sounds: Tedjin contains the following vowels: Front: i, e, oe, ue; Back: i, e, a, o,
u

Note: older Tedjin had originally had back equivalents of i and e; these merged
with front i and e, and so i and e appear as both front and back vowels. There had
also been a front vowel parallel to a ("ae"): this had merged with e. Except in
compounds, every Tedjin word must contain _all_ front vowels or _all_ back vowels
(vowel harmony). This extends to suffixes; e.g., the plural suffix -an for nouns
ending in a consonant became *-aen > -en for words with front vowels: cf.
nelueken with katajan; the suffix –ok alternates with -oek, etc. There are no long
vowels, and no _original_ diphthongs; diphthongs may arise from a combination of
vowel+y or vowel+v (which then appears as u), this includes y and v arising from
older *gh (see below).
61

And the following consonants:


Dentals: t, d, s, z, n
Labials: p, b, v, m
Palatals: ch, dj, sh, j (j pronounced like z in azure), y
Velars: k, g, kh (also spelled q), gh, ng
Notes: Tedjin gh tended to disappear after a vowel, or to become y (near front
vowels) or v (near back vowels). So Tedjin _joam_ reflects older *jogham (and may
also be pronounced _jovam_). Tedjin words typically show the following patterns:
(C)V, (C)VC, (C)VCV, (C)VCVC (favored), (C)VCCV, (C)VCCVC

Inflexional endings, usually unchanging in shape _except_ for vowel harmony,


tended to be of the shape (C)V or (C)VC. In this respect the name _Thri Zirakan_ is
odd, both because of the presence of the alien sound _th_ and the double
consonant at the beginning of a word. Perhaps it was an alien attempt at
representing *Siri (stressed on the final) or *Tiri.

Possible names in Tedjin:


Back vowels (Burgha, Mouday (<*Moghday), Shaydau (<*Shaydagh), Akhtej,
Diradj)
Front vowels (Jedjuen, Yuesen, Djenggu, Toemri)

6.2 Ky’taari

History
The Ky’taari are an ancient people, now mostly fading as other folks conquer or
colonize their lands. Originally, the Ky’taari were a Tyran people who came to the
lands west of Thûrlornar in the 7th century of the SA in Elthrakh (“Ky “The Land of
the Blue Light”). There they found a few Vothrig settlements, which were easily
displaced eastwards, and scattered bands of nomad Elves. The Tyrani gaped at
the beauty and lore of the Elves, and soon made friendship with some of them. It
is said that at that time some union between the two folks occurred, leaving
permanent trace of Elven blood in the newcomers, who became a dinstinct people
known as the Ky’taari.
The Ky’taari quickly became a woodland people, abandoning their warlike
habits, and became close friends to the Avari. For many years they lived in peace,
until, in the early 12th century, they were invaded by Mornerin fleeing west from
Urd. By that time, the Ky’taari had turned to woodland tactics, letting enemies
pass as long as they didn’t attack their villages, and ambushing them when they
got too near. From that time, the Ky’taari began to diminish in numbers, and to
move to isolated places, usually towards the forested foothills, away from the
coast, where Mornerin and Vothrig started to found havens, the main being
Shiyras.
In the 20th century of the Second Age, the Vothrig settlers from the coast
launched raids and campaigns of conquest to the interior: many woodlands were
burnt, and the Ky’taari became a semi-legendary people, surviving only on the
mountain slopes.
62

Appearance
The Ky'taari are quite similar to other Tyrani: tall and slender, they have fair
skin, with dark hair, which they keep very long. Eyes are dark and almond. The
members of the royal family and some important nobles usually have blue or
amber eyes, which came from Elves contact, and which is interpreted as a
benediction by the Ky’taari, a sign of wisdom and close contact with the sun
goddess Ariaana. This is usually among these men (or women) that is chosen the
religious authority of the Ky’taari, the A-Ryaan (the High Monk of Ariaana).
They have high cheekbones and delicate features, which makes them look
quite elvish and, on the average, fair appearance and youthful mein. Smiles are
ever upon their faces, and a song on their lips. The males are almost beardless,
and are 1,80 tall, though their weight is usually between 50 and 80 kg. Ky'taari
women are only slightly shorter, averaging around 1,70m and 50 kg. They have a
rather long life expectancy, between 70 to 90 years.

Society and culture


Clothes : Ky’taari usually wear short, belted tunics of wool, often trimmed in
gold or green. The travellers' and monks' clothing consists of loose pants and a
wrap-shirt. Pants are bound to the calves with strips of cloth, overlapping the
boots to make the lower legs water-resistant.
Special capacities : Ky’taari are common mortals, but their secrecy and their
deep knowledge of the woodlands has created many legends about them. It is
said that they can endure the most adverse weather conditions without getting ill.
According to tales, they are able to resist for weeks without food and water, by
feeding of sunlight (this may be due to the habit of sun-bathing, a religious
practice that Ky’taari enjoy in summer). It is certainly true that they keep a deep
knowledge of their environment, and surely live in harmony with it, stone, wood or
animal.
Political structure : Ky’taari are basically anarchic, as every family group is
independent. However, they recognize both political and religious authorities.
There is an hereditary King (Ky “Ataarn”), dating from the Elder Days, but his
power is mainly to organize the festivals and resolve disputes between large
family groups, lead by several Taarni (Ky “the Lords of Cities and Villages”). The
Taarni are usually appointed by the A-Ryaan himself, which signifies the monk
importance in Ky’taari society. The King is the only one able to declare war and
lead the warriors, although the last time a King declared war is only reckoned in
legends.
There are also five advisory ministers worth of note (State, Agriculture,
Religion, Crafstmen and Defense), chosen among the village chiefs, the monks
(especially for Religion and Defense matters) and the nobles, but they have no
practical power, as the decision-making is in the hands of the King alone. It is not
rare to have a King’s son as minister of his father. If the King's son is a minor
when his father dies, the A-Ryaan acts as regent until the prince reaches the age
of 20. Also, if the king should die without siring a male heir, The A -Ryaan's eldest
son is named king. The monks hold great respect, and are asked for counsel in
many situations. Once a monk is asked for his counsel, he who doesn’t follow it is
considered touched by bad luck.
63

Social Structure : basically patrilineal but matrilocal. Ky’taari dwell in small


(10-30 individuals) groups, often households ruled by a male elder. They always
marry outside the group, meeting by chance or at festivals, which are held four
times a year. The male leaves his family and joins his bride’s group. A unique
institution is marriage to monks, who are only allowed leave the temple once per
week. This arrangement is still appealing to many Ky'taari women, as the merits
of marriage to a monk (such as social status and material wealth, not to mention
the fact that those worthy of being monks of Ariaana are invariably superior
individuals in every way) usually outweigh the inconvenience.
Housing : Houses are gracious but simple, always made of wood. They often
have a central courtyard, center of communal life, and are protected by hedges
and dikes. Near the mountains, a different kind of house is built in the stone itself,
hardly distinguishable from the moutainside. These homes easily keep warmth in
winter and cool in summer. The finest city is Ky’taal (Ky “ice stone”), the Ataarn’s
capital, where can be seen houses using a white, strong but light translucent
marble, and of course wood and stone houses. Of course there are also farmers
who reside in more isolated homesteads, constructed of wood with a stone
foundation.
Besides this, some Ky’taari are nomads, roaming the forest herding or living
off the forest’s resources. Nomad groups often involve in trade and entertaining,
above all music, songs of lore, dance and tale-telling. Monks can be nomads, or
protect shrines: these are always built of stone and hard to spot if one doesn’t
know the Ky’taari secret marks.
Religion : Ky’taari revere a number of natural spirits, the main one being
Ariaana, the Sun, around which revolve the seasons. There are four major
religious holidays, the main being the longest day, midsummer; the other the
winter solstice - in which the Ky’taari sing in the candlelight to frighten the dark
spirits - and the equinoxes.
A peculiar institution of Ky’taari society is the monk: such individuals choose
to live alone or in small groups (one master and a few disciples), roaming the
woodland or guarding shrines. They devote their life at speaking with the spirits,
and defending their people against troubles. They are warriors, rangers, seers and
spiritual guides. However, they spend most of their time away from common
people. Monks begin their apprenticeship at five, when they are chosen at
festivals among familes that have more than five children – the chosen ones are
always male. They cannot marry. However, some of them are known to have had
children from women. Such children become monks, and it is the only way a
female can become monk.
Currency : Barter is the norm, as Ky’taari find funny and illogical to exchange
food for metal coins. They rarely trade with other peoples: when they do, they
offer fine woodcraft and pottery.
Diet : The Ky'taari live off the forest, of game, wild berries, nuts, chestnuts,
pinecones, roots, and honey. Some of them herd small woolly pigs, or sheep.
Language : Ky’taari is their language, but some of them know some Elvish
(Avar), Tyran, Chyan and Vothrig.

Warfare
64

Ky’taari are not a warlike people, but they are highly skilled rangers and
bowmen. Additionally, some of them, especially nomads, are good riders, who can
stand on their small ponies even in the forest or on the hills. In close combat they
wield fire-hardened spears of hardwood, or long-knives. They craft very good long
bows.
The only trained warriors are the monks and the King’s guards, defenders of
their people (“Ataarn Katasharn”). They are exceptionally good woodsmen, and
are trained with long bow and long-knife. They are particularly good in ambush
tactics, and usually they take the command of the warriors of one or more
familes, leading them against invaders. The Ataarn, or his eldest son if he is too
old, commands the Ataarn Katashaarn.

The tale of a Numenorean visitor


In the shady and cool valleys, between the Mountains of Vothrig and the elven
forest of Thûrlornar, lie Elthrakh (Vo. "Elf-lands"). Vothrig legends say that those
woodlands are still roamed by wandering travellers of the immortal folk, and that
sometimes they fall in love with a mortal inhabitant of the woods. And so the Elf-
people of Elthrakh are different from any other mortal, as they share some blood
from the Lords of the Deep Forest.

I found my way to their land by taking a guide in Pûrepûrla, the Ulshyan capital.
We travelled to Elthrakh, where we met with Ky’taari horse nomads in the wood.
At first the Ky'taari were wary of me when I attempted to pay for my passage in
gold (little did I know that gold was a holy metal among these people!). Thinking
fast, I made an offering of all my gold to their goddess, who, I had fortunately
learned earlier, was Ariaana, keeper of the sun. The traders realized that they
must have misunderstood me initially, and when they perceived my rich offering,
the Ky'taari welcomed me openly and would accept no payment for the ride. Such
is the life of a Loremaster, filled with improvisation. It is a wonder I have lived so
long.

The traders told me of their people, as we travelled. The Ky'taari trade elegant
paper and pottery in the south, their finely crafted stoneware calling forth
memories of the distant Elven lands. To dispell the darkness and cold of the
voyage, they sang to me of the past, telling of how these people became
residents of a realm of forests.
Their ancestors came in these forests, where they battled with evil Men, and
eventually drove them out. They befriended the Hwendi Elves, from whom they
learned many a secret of the woods; but as the noon of their power passed, the
Ky'taari were more and more often threatened by fierce Men dressed in iron, who
came from the Sea, and built cities on the coast. So the Ky’taari retreated to the
deep woods and valleys, where no one disturbed them. I understood that the men
they spoke of were not only the foul Sled-warriors of Úrcheldor, but also the
seafaring Vothrig, who rarely cared about other men's rights, and explored and
founded cities as they like. I told them about the Vothrig legend of Ky’taari
feeding on sunlight. The Ky’taari replied that they don’t feed, but rather receive
warmth from their goddess.
65

Many tales and many days later, as we moved across the frozen surface of a
narrow river with breathtaking speed, I caught a glimpse of something white and
gold glistening on the face of a cliff a few miles ahead. When I asked the captain,
Talfar, what it was, he smiled and told me to be patient. As we approached, the
sun rose fully and the object on the cliffside burst into blinding glory, outshining
the snowcapped peak above. Only then did I realize the nature of it: a great keep,
clinging tenaciously to the sheer cliff face. Fashioned of pure white stone, called
Ky'taal ("Ice Stone'), with roofs sheathed in gold, it appeared as a huge jewel set
in the mountain side. Seeing the question yet on my face, Talfar told me it was
the palace of the Ataarn, the King of his people. Overlooking the capital city,
which rested on a lower shelf of the mountain, it stood guard for a people. The
Ky'taar directed my gaze further upward, and after a moment I saw, upon the
very brow of the cliff, another glint of gold and silver-white amidst the snowy
peak. There was a slender tower adjoining a small rectangular building, both
shining in the sun. This, the captain told me, was the A-Anaar, the high temple of
the Ky'taari: the symbolic home of Ariaana, goddess of the sun.
Soon we came to the capital city, sheltered behind a large bluff, all but invisible
until one has nearly passed it. The entire city seemed to be made of a marvelous
stone, carved and gilded with amazing intricacy. The captain and my guide,
Talfar, offered me lodging during my stay, for his people received few strangers,
and as well he wished to spare me any expense. I gratefully accepted, and was to
learn much of the Ky'taari from the captain and his family.
The Ky'taari are predominately human, though I noted the classic Elven grace
and finely boned faces of that race among them. The men are beardless, and their
hair color ranges from a sandy-brown to white-blonde, usually cut just below the
ears. They are tall and frail-seeming, again as Elves, though no race that could
survive up here could be such. It is true that they are not exceptionally strong, but
their agility is to be marvelled at, and they seem to have inherited a resistance to
cold from their immortal ancestors. Among these people, only the royal family
have eyes that are blue; it is said that those lords bear eyes with irises of golden
amber; indeed the Ky’taari are truly a people of light, gaining strength with the
presence of the sun.
The Kytaari emphasize peaceful pursuits: most of them live off the forest,
hunting, fishing in the many creeks, or gathering the wood's bounty; a few of
them trade among villages, and only rarely with outsiders; craftsmen are rarely
found oustide the capital. Then, there are those choose a religious profession: the
monks.
The farmers, the largest group by far, spend their summer cultivating the rocky
soil of the area. Although the land is poor, the farmers have found two plants that
can draw nourishmentfrom the cold soil: shir, a hardy grain resembling wheat,
and lotanak berries. Shir is sown in the fall, much as winter wheat in other lands.
When the spring comes, the temperature rises slightly and the shir begins to
grow, the first shoot appearing even as snow still covers the ground. The lotanak
are dark brown, and slightly larger than a walnut in appearance. They have a hard
outer shell, and a firm, juicy inner core. Harvested all year round, they are a
crucial part of the Ky'taari diet.
In the winter farmers aid in making a paper of fine quality from the bark of the
tonak tree. These trees are harvested in the summer, for the crops of the Kytaari
66

grow almost in spite of human aid. Stored In caves, they are ground to pulp and
mixed with water to form a milky liquid. Screens of fine mesh silk are drawn
through the liquid by the skilled papermakers, collecting the long fibers of the
pulp through the water to form an even layer. This substance is cast upon a large
table of ky'taal, pressed under another, thinner flat sheet of stone, and Is kept
warmed by fires beneath. Dried in this way, the substance is bonded into an
almost featureless and strong paper that the Ky'taari have been known for in
regions as far away as the sea coasts of the main continent for generations.
The Ky’taari have domesticated two small animals whose fur they shear and
use for clothing. The torkaan is a large wooly sheep-like creature that seems to
feed on almost anything, foraging about for itself, and gives milk in the bargain.
The smaller koylarin requires more care and is often the pet of the Ky’taari
children. The weavers of the Ky’taari shear these animals frequently and produce
from the torkaan a thick wool, which is used for over-robes, as well as being a
very popular export. The fine strands of the koylarin are woven into a silken cloth
which is used to make the decorative, windbreaking clothing that modesty forces
the cold immune Ky'taari to wear. They don't eat their meat, as they consider
cruel to herd an animal to kill it after years of friendship (elven influence).
The basic garment of the Kytaari is a short tunic, belted at the waist with the
lower part hanging to the mid-to upper (high. These are of the silk-like koylarin
fur, very light in weight. Bleached pure while, and embroidered about the borders
and belt in deep blue, green or gold, they show the light temperament of the
people. The most elaborate of these tunics have many pleats and folds and are
quite skillfully constructed, to the credit of the weavers.
The warrior monks wear a slightly different garment. Because of their style of
combat, they require clothes which allow total freedom of movement, yet full
coverage of the body. To fulfill these requirements, the monks are clad in
breeches of loose oylarin, the bottoms of which are gathered within the cloth
wrappings thus sealing the lower legs from water. Their shirt sleeves fall just
below the elbow at rest, so as not to interfere with the armbands which cover the
entirely of the monk's lower arms. The shirt itself is of a wrap-around design,
overlapped at the front and closed by a belt, loosely titling to provide maximum
free movement of the torso and shoulders.
The fishermen of the Ky’taari provide the bulk of the diet when the water is
clear or the ice is chin enough to cut and fish through on the creeks. In the winter,
when the ice covers the lakes, they repair their damaged boats, or, if it has been
an easy season on their craft, they help in the papermaking, which requires much
unskilled labor to support the jobs of the papermakers themselves.
The Stoneworkers build and maintain the clues of the Ky'taari, as you might
imagine. They use ky'taal (K. "Ice Stone"), which can be shaved very chin, to the
point of translucence, and yet retains the structural strength needed for their
buildings. In large panels it is used in the walls of the great edifices and homes,
creasing a luminous atmosphere about the walls when the sun shines upon them.
The impression from a distance is that the homes of the Ky’taari shine like a
second sun, and this is as the people wish it would truly be, for the personification
of that golden orb.
Men and women are accepted as equal in most things among the Ky'taari,
although the male is the traditional head of the household. A youth chooses a
67

profession by the time he or she is eighteen and begins his or her apprenticeship
then. The old tend to take care of the young, and the economy is based on a
system of mutual obligation and barter, for the most part.
The Ky'taari are without exception a very religious people, worshipping Ariaana,
the goddess of the Sun. The A-Ryaan is the supreme religious authority, presiding
over all major religious events and being mistress of all the temples. Each temple
is locally controlled by a Ryaan (chosen by the A-Ryaan) and staffed by between
33 and 99 monks. Small shrines may have a single guardian. There is no metals in
the temples, except gold and copper. Wood and stone are the main material used
for construction. The monks are chosen during the spring ceremonies, in which
the Ryaan of a temple visits every seventeen-year old boy in the adjacent city,
and offers those who she deems worthy membership in the temple, the number
equaling that of the monks who had died in the pass year. Service to the Temple
is not required, but is usually considered an unrefusable honor. Once a monk, the
lad is tested as to his particular aptitude: whether he be a scholar to copy and
maintain the sacred texts, one of intense receptivity to aid the Ryaan in healing
and other clerical duties, or of manual skill, to learn the ways of forging magical
metals into weapons and ornaments of beauty and power. Whichever of these he
be, the new monk is taught the method ofwarfare which so confounds all the toes
of the Ky'taari. Striking swiftly and with precise blows, they often disarm and
render helpless their foe before he can react. Unfortunately, few have the true
agility or the essence of Ariaana within them to team the skills.
One day of every week is one of freedom from the rigors of religious training for
the monks, and they are permitted to reside in the adjacent city for that time. In
this way, the monks may marry and sire children. Although the wife of a monk
sees her husband but once a week, it is still a much-sought position. (In my time
among the Ky'taari I had occasion to visit several of the wives of monks to inquire
about their dedication, and all proudly enumerated the benefits of prestige and
the security of temple protection.) A new Ryaan or the new A-Ryaan, chooses a
mate from among the young monks, and the A-Ryaan's first daughter is born with
the gold eyes to mark her as the successor.
The Ataarn is the ultimate authority in the Ky'taari society, and administers his
people through the Lords of the Cities (Taarni), who are appointed by the
A-Ryaan. Five advisory ministers are also worthy of note here - State, Agriculture,
Religion, Craftsmen, and Defense - but the decision-making is in the hands of the
King alone. He is succeeded by his eldest son, with the A-Ryaan acting as regent
should the new Ataarn not have reached his 24th year. The Ataarn, or his eldest
son if he is too old, commands the Ataarn Katashaarn (the "King's Men Of the
Blades"), who are scattered about the Ky'taari lands in groups of no more than
300. Should either of the lines that hold the major power among the Ky'taari fall
vacant, a child of the other shall establish a new line.

the Parma Soronorion, Soronto’s journeys in Elthrakh

An excerpt from the BOOK OF THE KY'TAARI follows:


In the days when men and Elves first saw the beauty of the world, and all was
new, Ariaana bore the Sun into the sky for the first time. Many who were living in
the mountains of the north saw the golden orb and worshipped it for its warmth
68

and light. Perceiving these people, who were of mixed human and Elven blood,
Ariaana found them pure of heart, and worthy of her blessing. Thus did Ariaana
leave the Sun and come to earth.
The chosen leader of the Ky'taari was Aratur, the strongest, wisest, and most fair
of their people. Ariaana came in the guise of a tall woman with golden blonde
hair, tanned skin, and eyes of gold. Aratur took the lady of the Sun to be his bride,
for he loved her and she him above all others. Of their union were born two
mighty children, one of each sex in the image of the parents but with eyes of
gold.
Ariaana and Aratur departed the world as the children of the Sun came of age,
leaving behind the fair to continue their rule. Aasan, their son, became the first
Ataarn of the Ky'taari, and he was a great hunter. Aara, the daughter of the Sun,
beheld before all others the worship of the Sun, and brought this wisdom to her
people. And in the keeping of each, to safeguard her people, Ariaana left a great
artifact: a bow for Aasan and for Aara a pendant of gold.

The Pendant Taynaar


1) x6 Channeling PP enhancer.
2) Stores any six Clerical spells.
3) User is immune to heat and cold.
4) Intelligent beyond measure, add + 30 to all RRs.
5) Acts as an orb of seeing, revealing any point in the realm.
6) Can be summoned to hand from wherever it may be by speaking its name
(A-Ryaan only).

The Bow Ashaanaar


1) 2 Handed + 30, clear Laen.
2) Flaming or Cold, as desired (delivers a heat or cold critical in addition to any
regular critical strike delivered).
3) Fires three Fire or Ice bolts per day.
4) User is immune to heal and cold.
5) Intelligent beyond measure, add 30 to all RRs.
6) Can be summoned to hand from wherever it may be by speaking its name
(Ataarn only).

6.3 Syrkakar

History
The Syrkakar are the most numerous of the peoples of the Barl Syrnac, and
they are one of the many offsprings of the Iskahr (like the Chegri or the Iglak).
Their ancestry is tied to both the Iskahr and the Iskahr’s ancient foes, the Fustir
Umli.

The Tale of Ugus Fost (SA 575)


Long ago, in the Aeareryn Forest where live near the Iskahr and Fustir peoples,
a Iskahrac warrior called Ugus Syr wed the captured Fustir queen Kufina Smey
and became Ugus Fost. Ugus was a rough man, and given to bouts of tremendous
rage, often brought on by drinking too much Juhur. It was apparently not unusual
69

for him to call his men to war, and his fiery manner led with strife with both the
Fustir and the Luindrim Elves who occupied the immense and sacred Aeareryn
forest (S. “Sea of Trees”, Lu “Tengren”, Is “Syrkia”). Legend said that Ugus
understood the long standing rivalry between his two enemies and used it to
forge a new kingdom. Leading but a single clan of spearmen and accompanied by
the war wolves the Syrkakar would later made them infamous, Ugus broke the
hallowed ban on entry into the forest. He crushed the Elves and surprised the
Fustir lord Lahira Gul. All the Fustir were slain, and Ugus returned in triumph with
his foe’s young bride. His ten clans swore by him as king of both the Iskahr and
the Fustir peoples and called for their brethren to acknowledge him as overlord.
The Iskahr balked through, and the fifty clans of the five tribes refused Ugus’
claim. They drove Ugus and his people away from the Aeareryn Forest. This
people began a long journey, crossing the lands of the Iron Mountains, Tyrani and
Dysdirani. After centuries of isolation, the ten clans known as the Syrkakar (“Lords
of the Blue Forest”) settled in Barl Syrnac, on the early years of Second Age.

Appearance
Short and stocky, the Syrkakar rarely grow to more than 1,65 m (5,5’’) in
height. They have ruddy complexions and light reddish-brown hair. The men often
wear beards and many go bald in their early manhood. Though they prefer a
slightly warmer climate than that offered in the Barl Syrnac and Mur Fostisyr, they
are very adaptable and have had little trouble carving out a niche for themselves.

Society and culture


Political structure : ten clans (Olzaw) divide the Syrkakar, each ruled by a
Kakar, and the clans are tied into two groups of five, each group having its center
in a metropolitan area. One group focus is Syclax, the other Brya Sug. There is
also a ‘High King” of the Syrkakar known as the Syrkakang.
Housing : Five-sided structures are the norm for these people (which they call
“Vyrtan” or Closed Huts), all of their homes having partially excavated entries to
help conserve internal heat. The pentagonal design persists from the rudest rural
hut to the great meeting towers in the cities. They are built of wood and have two
shells laid over two connected frameworks. The foundation is a raised earth and
stone mound, an artificial hill, with the walls on the lower edges of the slopes. To
preserve the heat inside, the entry is a trench of 0.9 m in depth and the Vyrtan is
built on a level several meters above the ground. The walls are are at the outside
of the hill to break the first blast of the wind, while the sloping ground and a series
of hide baffles contribute to the calm inside. One inventive feature found in many
of the Vyrtan and most all other Syrkakar structures is the chimney; most are
weed, coated with the resin from the fire resistant Ukur tree, preventing fire from
getting out of control.
The ceremonial structure of the Syrkakar have ten sides and are often quite
large. Some, rising as high as five stories, serve the entire Olzaw. The highest hill
in the clan’s territory is always occupied by the Burkik Mug (“Hill-hold of the Great
Stone”). It is always the largest building of the Olzaw and serve as a meeting hall
when they assemble. This occurs in time of danger or at each full moon.
The Turm Kug ("Hill Watches") are the sole stone Syrkakar military structures
outside of Syclax, with the exception of the fortified residence of the Syrkakang.
70

These ugly warts upon the landscape are 50 to 150 feet in diameter and 30 to 100
feet in height, and are constructed entirely of fined blocks. They know nothing of
mortar, but they have no need of it, being skilled carvers and rarely working with
traditional stone architecture. They employ wood and carved rock for their
abodes. Where the terrain does not bless them with natural housing like that
found at Syclax, they resort to the gifts of the forest. The near entirety of Brya
Sug is of wood.
Religion : Not really possessing a unified religion, the Syrkakar are on a more
superstitious level. They retain aspects of the original Mornerin religion:
matriarchal structure with priestesses and cult of animal spirits. Later, however,
they have fallen under the sway of Fankil’s agents and the Iron Wind and they
turn to their new Syrkakang with an almost worshipful vigour.
Currency : Syclax mints a silver, bronze and copper coinage.
Diet : The Syrkakar are a violent people. They hunt and fish for their food.
Agriculture is limited to potatoes and barley grown in the the Yon Kusir (“River of
Needles”), and nuts gathered from the Ukur Valley. Some herd animals are kept,
but for the most part the diet of the Syrkakar is met by his hunting and foraging,
be it in the forests or among the towns and fields of the neighboring lowlands.
Language : They speak their own language, Syrkia (5). Many also know
Chyan, Adûnaic (4), and other trading languages of the Bay.

Warfare
The five clans under the sway of Syclax are far more militaristic and hostile
towards others. They maintain armies, and the city itself is heavily defended. The
Brya Sug clans have a more commercial bent, and their city is a trade center. In
both cases, boys are trained in the use of short sword, composite bow and pole
arms from the age of seven. Syrkakar tend to wear rigid leather breastplate or
chain shirt, both sleeveless to allow arm freedom for bow use (learnt from the
nomads, Dyrians or Ulgath).

The Syrkakar are great warriors among the tall trees of the northern taiga. They
train their men in the use of arms (short sword, composite bow and pole arms)
and the skills of trapping and tracking from their early youth (seven years old).
Short swords are their favored weapon and leather breastplaste their armor. Elite
units, notably among the Ukasur clan, use war hammers and may wear the hide
plate mail created from the Hojarga, a powerful drake-like beast indigenous to
the clefts of the Kanga Syrn. All of their garb is dyed a grey-blue, although
members of each Olzaw wear a colored cloak unique to their clan. Nonetheless,
the reversible inner side of this long, protective draping is always camouflaging :
dark green in summer, greyish-white in winter.

Their armies are modest in size, and rarely number more than 1000, despite the
numbers of the Syrkakar. Usually they fight in 50-man units known as Lirds
(“Packs”), and this is their normal raiding force. Each Lird is a self-sufficient
machine of war, and employs 10 wolves and 10 hawks to aid in the chores of
keeping watch and trailing their prey. A more complete listing of their military
organization would be :
71

Name of Unit Type Number of Men


Lirk (Small Pack) 5
Lirm (Lesser Pack) 10
Lird (Pack) 50
Surm (Lesser Force) 200
Surd (Force) 1000

The ten clans

Syrkakar society is based on the Olzaw (clan) and each clan resides in a
separate units of villages. These units lie in the central area of the clan’s territory,
and no settlement is closer than 10 kilometers from its closest neighbor. All of the
clans are tied to the land and maintain their spiritual centers in the relative winds.
Those folks that move to the two cities are more worldly than their rural brothers,
but they still return to the countryside during the few days of spiritual celebration
and unity. Political and religious power remains the province of the conservative
villagers. Neither Brya Sug or Syclax serves as a clan center, although the Ukasur
of the latter town have begun to assert control of the rural elements of their clan.

There are ten self-sufficient clans and each Olzaw has as a symbolic focus a
specific type of tree. All of the Olzaw’s representative forms stem from this tree-
colors, patterns, rites of passages, etc. The names of the clans (in order of size)
are the Kasir, the Umlatir, the Sarkasir, the Atir, the Ulir, the Tavir, the Olzir, the
Ukasur, the Huralir and the Olkusir.

Within each Olzaw are two distinct divisions (moieties). The larger group is
concerned with the domestic affairs (raising of crops, caretaking of the village,
childrearing, etc…). The smaller group deals with external affairs such as trade,
diplomacy, hunting and war. Almost all take mates from the other group within
their clan, avoiding marriage with others.

Just as they believe there is power in color blue, the Syrkakar revere the
numbers “2” and “5”. As a result, they have divided many of their social units into
groups based upon these numbers. Thus a structure of ten clans (2 groups of 5),
each with two divisions, has arisen. Among the Syrkakar, only women are
counted, women are considered little more than important chattel. Males may
take two wives, but they must keep them in separate homes in unique locals
(usually in separate villages)

Syrkakar government

The Syrkakar are politically united but philosophically independant; only the
brute hand of the current Syrkakang holds the clans together. Traditional
government was effective and the closest thing to a governing body was the Syrn
Gwor (“Blue Hall”), composed of two representatives from each of the Olzaw. The
Gwor serves as an advisory unit in times of profound stress and as a meditation
group whenever there was a serious dispute among the the Olzaw. Although it still
72

meets on the Nights of No Moon (“Kyjjurl”), it has not served the needs of the
Syrkakar since the days of Ugus Fost.

The actual power and authority of the Syrkakar is spread out among the Kakkar
(“Forest Lords”). These men have absolute power over their people. When a Kakar
takes power, he must choose his successor from the men then living, thus a new
leader will owe his position to no living man. The Kakar will then hold power until
death, at which time his appointee, the Ryrk (“The Shadowy one”), steps forward.
The Kakar also choose the Nyrs Gwor (“Grey Hall”), a body composed of five
elders, all men, who serve one year terms. They aid the Kakar in preserving the
independance of the Olzaw, and these advisers from within the clan cannot
simultaneously serve on the Syrn Gwor, or be the Kakar’s successor (the Ryrk).

The two representatives of the Syrn Gwor are also appointed by the Kakar. The
senior member must be one who served in the Nyrs Gwor under a previous Kakar.
His partner, the junior member of the two, is the successor to the current Kakar –
the Ryrk. The senior representative is chosen for life, and is called by the title of
Lostyrk (“Wise Dark-purple One”). The junior member serves until his death or his
rise to the position of Kakar, whichever comes first.

6.4 Udahir (faithful Numenoreans)

History
The Udahir were once the Zjedrahir ("people of the stars"), and dwelt in a land
known as Zjedrrin, which, It is believed, no longer exists. It sank beneath the
oceans nearly a` thousand years ago. Perhaps it was a large island to the east
and south of the Mur Fostisyr; the Udahir will not speak of their original home.

Appearance
The Udahir are a strong people, with an angular feature, a fair light skin, black
or dark brown hair, blue grey or brown bright eyes. Men weigh about 80 kg, and
women around 70 kg. Men reach around 6’3’’ (1,90m), women around 5’9’’
(1,75m). They have a very strong and graceful constitution. They have a rather
long life expectancy, around 130 to 170 years (Second Age), and a little less
during Third Age (around 120 years) and less for those who intermixed with
Mornerin inhabitants.

Society and culture


Political structure : Absolute rulership is shared between the Tanhuz and
the Chintakari, the former being the secular head of the people, the latter holding
a position best described as High Priestess. The Tanhuz is responsible for defense
of the city, and is the master of the Thyfuriak. 'The Chintakari is religious leader
and mistress of the Seers.
A complex and rigid caste system dominates Udahir society.
Housing : All live within homes carved out of the volcanic rock of the Uda
Tyygk.
Religion : the Udahir worship Valkir, who takes the form of a huge ovir in
northern area. He also is represented by a star in the sky; astrology is an integral
73

part of the religion, mastered by the Chintakari and the Seers. See general text
for details of the religious festivals.
Currency :
Diet : Primarily fish and jakir (a leafy plant which can be prepared in a number
of ways) supplemented by a fungus grown within the caves, and what fruit they
can grow, some of which is dried for the winter.
Language : Amongst themselves the Udahir converse in their native tongue
(Adûnaic), some, particularly the Seers, are still taught tongues of other peoples
with which the Udahir had contact, such as the Elves or the Ulshyan.

Warfare

I will take a look to it as soon as possible.


I like the idea of Nùmenoreans refugees who mix with Mornerin. This would
also justify a caste system based on racial purity. A group of refugees from
Hithlond, maybe, found a community in Mur Fostysyr, and then mix with the
local Lossoth. The Nùmenoreans get absorbed by the local culture, but keep
some elements of their ancestry; they also improve the political and
technological level, founding a kingdom and developing new war tactics.

6.5 Ulshyan

History
They are originally a steppe people coming from the plains of central Middle
Earth. Unlike their Chyan cousins, they remained for a while in central Middle
Earth, coexisting with the Chey warlords. They were organised in five tribes, which
are the Ulshy (from which the name people is derivated), the Silya, the Lom’chy,
the Ulvya and the Ganoshy, but like the Chyans, the clanship distinction
progressively vanished. They more or less live in peace with the Chey in Chey Sart
and Kargagis Ahar, having numerous contacts with their Chyan cousins. But all of
this changed with the First Chey Expansion (SA 2155 – 2693). Not wanting to be
held in captivity by the Chey and their agressive Warlord Ren the Unclear, after
several deadly battles between Chey and Ulshyans, they decided to leave their
homes, and to flee to the north, where the Evil Chey couldn’t pursue them. As a
united people, they follow more or less the flow of river Talathrant to the North,
not wanting to face another the time the Chey by attempting to rejoin their
Chyans cousins. They reach the Far North in SA 2300, and establish themselves
east of Desdursyton, in a land only populated by primitive farmers and herders (of
Narnerim stock).

Appearance
74

Surprisingly, hundreds of years of separation from their ancestral lands has not
changed the Ulshy physical appearance much. They have a very strong and
graceful constitution, with a fair dull skin, almond shaped eyes, which are usually
colored light brown, grey, or dark brown. Their hair is almost always a shade of
sandy brown and is worn short. They have an average life (60 – 80 years), Men
reach around 5’7’’ (1,70m), women around 5’3’’ (1,60m). Men weigh about 80 kg,
women about 70 kg.

Society and culture


Clothes : The average citizens usually wear fine tunics (usually made of
cotton or wool) closed with a belt, puffed and colored pants or long leather
stocking, laced shoes, and skull-caps. The nobles wear wool caftan or
embroidered robe with broad sleeves, long boots, and high crown (either gold,
silver, bronze or copper, depending on status). Tatoos on the face are considered
attractive when worn by women, who consequently, have a tendency to wear
them.
Fears and inhabilities : they feal hate towards the Chey warlords, the Ûrdar,
the Orcs and the evil creatures, which they kill at sight. They are friendful with the
Urchêlanîans, with whom they share surprinsingly many religious traditions in
common.
Special capacities : The Ulshyans particularly excel in trade and in archery.
They have a +10 bonus in two of five skills : archery, bow or crossbow,
perception, survival, trade.
Marriage pattern : They are polygamous. The number of spouses and
servants is relative to the society level one Ulshyan belongs to. The further one
progresses on society level, the further wives increase. A paysant has only one
wife (and it is for life), a rich merchant can have up to 5 wives, for a wealthy
noble, it is 20 wives (and as many servants he wants, provided he has the
possibility to pay them). Only the High King has the right to have 50 wives, and
even more for some kings. Many festivities are held in Ulshy for various reasons,
though most revolve around the changing of the seasons and other natural
phenomenon. Nothing had really changed in the North for their customs.
Lifestyle : The Ulshyan society rests on a flexible castes system. The
merchant caste (ch Vata), in the past little considered, enormously gains
importance to the point to be accepted in the counsels which take the political
decisions, with the priest caste (ch Varna) and that of noble-warriors (ch Vaysha).
The farmers and the stockbreeders form the popular caste (ch Fajusha). The
servant caste (ch Shadru) is consisted of the prisoners. Changes from one caste to
another is accepted, the importance is more given on a man skill than on his
current status.
The Ulshyan consider themselves as one tribe, the Dysh. The high King of
Ulshy (or Tarnska in Ulshyan language) makes all the decisions for his people. He
has four advisors whom he meets with every two weeks at his fortified home in
Nols Osktrug. The laws of Ulshy are written upon a set of ten scrolls. The High
King makes sure that the laws are upheld and alters them when he sees fit. Ulshy
is young, for a nation, but it has proven itself internally strong. The strong tribal
kinship of the Ulshyan keeps them loyal to their realm.
75

Religion : The Ulshyan religion is dualistic in nature, not particularly


pessimistic, not particularly optimistic. Their religion surprinsingly rejoin the
Númenórean faith. The one true God who gave birth to the fifteen human tribes
into Middle Earth is Asruta (Eru Iluvatar). He was assisted in his task by his forteen
sons and daughters. Unfortunately, one of his son (Angra Manya) rebelled,
followed by thirteen other children. These children form the dual Ulshyan
pantheon, with from one side the gods, from the other side the demons.
The Ulshyan particularly worship Hitâspa (the Sky God), Anahita (the Nature
and Fertility Goddess, or Yavanna), Shraosha (the Messenger God, Oromë) and
Rashnu (The Dead Guardian, Mandos). To these gods are dedicated many
festivals, including the Revival Day (midsummer, midwinter), and at every
changing of the stars. During these festivals, sacrifices (sometimes animals, but
usually fruits) are made.
To these gods are opposed the Demons, among which Angra Manyu (Morgoth)
is the greatest. He is supported by Indara (the War Demon), and Xsathra (the Evil
Spirit Goddess). The Chyan believe that all demon will be opposed to his god
equivalent (for instance Hitâspa against Angra Manyu) on the World’s end and the
Paradise beginning (with the Immortality gift). All fawning animals (like snakes)
are considered as evil, and must be destroyed. On contrary, cows and dogs are
considered as good, and sacred. Unlike other regions, Chyan religion does not
need to be perverted by Shadow minions (as they only have to reverse the Chyan
pantheon, by establishing Angra Manyu as god, and Hitâspa as demon).
Diet : The food resources available in Ulshy are just plentiful. The Ulshyan are
particularly fond of sea food, perhaps because it is so abundant, and often eat
little else. Birds, fruit, and dairy products are considered compliments to their
ocean-born diet.
Restriction on Professions : none, though they are mostly warriors, rangers
and animists.
Language : They speak their own language, Chyan (5). Many also know
Adûnaic (4), and other trading languages of the Bay.

Warfare
The Ulshyan are capable warriors, and they mostly excel in archery and in
infantry. Their army is constantly highly trained and disciplined. They wear leather
or chainmail armor and black shield, and prefer to use spear, bow, long sword.
They usually dissimulate a short dagger in their costums. One tenth of the army is
the cavalry, mounted on horses, and more rarely, on camels. They have a strong
navy, and consider themselves as the major power of the Bay. The greatest threat
is the evil of the forest to the east.

6.6 Úrcheldorians

History
The general population of Ûrcheldor is a product of the mixing between
indigenous people (the Vothrig and the Ulshyan). The first Númenórean settlers
arrived in SA 1600.
76
77

6.7 Vothrig

History
The Vothrig are a Tyran people who migrated to the lands east of Ulshy at the
beginning of the Second Age. Some legends tells that they dwelled during First
Age near Helcarth, and that they learnt the art of ship building and navigation
directly from the Avari Elves, and this is nearly certain that this is the truth. They
settled near the sea, and droven back the early Mornerin inhabitants to the West
and to the East.

Appearance
The Vothrig have a fair skin, usually blond, brown or red-haired, brown or
amber eyes. Those living in Utum usually are olive-skinned, dark-haired and
brown-eyed, which is a sign of Mornerin melt. The men usually have long hair
collected in braids and beard. The women usually have long brown and braid hair,
which counts as one’s of a woman’s beauty, especially if it is golden. They have
an average life (60 – 80 years), Men reach around 5’7’’ (1,70m), women around
5’3’’ (1,60m). Men weigh about 80 kg, women about 70 kg.

Society and culture


Clothes : Men wear woolen pants and jackets, while women prefer long
dresses that open like a jacket. Women are extremely skilled in making clothes.
For winter cloths, they use wool and leather clothes. They are even known to have
ironed the cloths by warming up a glass bowl and ironing blouses and other
clothing on flat whalebone. Usually these clothes are blue or brown, and only the
upper classes dye them of yellow, red, or black. Only warriors and their families
are allowed to wear jewels. But during attacks or raids, they wear different clothes
Fears and inhabilities : they are afraid of nobody, they hate orcs and trolls,
whom they kill at sight.
Special capacities : The Vothrig are gifted mariners. Bonus of +10 for two of
these four skills : Leadership, Sailing, Trading and Naval War Tactics.
Marriage pattern : grandparents, parents and children live and work under
the same roof. They are monogamous, the line is traced through the male. Love is
very important in the Vothrig society. The slaves (captured after raids or bought
to slaves traders) are reasonably well traited. Killing a slave is passible of death.
They like friendly games, such as wrestling, horsebacl riding. Acrobats and
entertainers (like tale and poem tellers) are popular as well.
Lifestyle : Vothrig is traditionally ruled by a hereditary King (or the Ulfar in
Vothrig language), who presides over a confederation of twenty five tribes, each
represented by hereditary chiefs. They live in large houses (generally made with
wood and stone, with one big room, a flat roof, a door and no window to avoid
winter cold), built to accommodate people and cattle. Traditional cities include
longhouses (a large barn-like building), storehouse (for grain and food supplies),
and workshops (where weapons and farming tools are made). As they are skilled
sailors, many of their settlements are near water. There are walls of two to three
maters thick to protect against winter.
78

Religion : The Vothrig worship a great number of Gods and spirits amongst
whom the heads are Ojhrig (the father of gods, the master of knowledge and war),
Rehj (the eldest son of Ojhrig, and the God of Courage and War), Aldoja and
Nomath (Gods of Justice and Duality), Freya (Goddess of Love, beautiful harvests
and fertile grounds, more or less the attributes of Yavanna), as well as Dedja (God
of the Sea). They despise Djolkî, the God of Treason and Fear, and for all the
Vothrig, this God does not have the honor to belong to the family of Gods.
The Vothrig venerate and respect their ancestors, and honor their gods with
animals or food whenever they need it (for instance before a great battle, a long
journey, during the great festivals on midsummer and midwinter days). Especially
known are the great festivity to Dedja on the equinox days, and the celebration to
Ojhrig and Rehj on the last week of the year, to reward the gods for an happy life
with honor and battle.
When they are about to die, the Vothrig are exiled on a deserted island with
an only aim : dying out there peacefully. Once deceased, their body is put at the
tomb : a large pit, often made up of two rooms; one where its body rested, and
the other its goods. The warriors died in battle are incinerated in their ships,
surrounded by their goods (and most of all their weapons – this would be an insult
punishable by death not to give back the dead their goods). The Vothrig believe
that they have reached the Ojhrigla (the Kingdoms of the Gods).
Diet : Fish is their common meal, often eated dried, although they eat also
meat (pig, deer, wild hog). They use seasoning like salt, wild onion, wild plants,
roots.
Restrictions on profession : They are mainly warriors and rangers. But
wizards and bards can easily be found, especially in noble classes.
Language : They speak their own language, Vothrig (5). Many also know
Adûnaic (4) and Chyan (3). They use also some rune symbols for magic and
divination. Runes also have magical and religious meanings as well, which turns
the simple process of writing into a magical act. They are also used for divinatory
readings and to create magical spells.

Warfare
The Vothrig have a long tradition for war. All children are taught in the ways of
attack and defense. The King or the hereditary chief lead the army for the defense
of the land or the raids against enemies. They raid for money, but also take other
goods, which include jewels, pottery, wheat, glasse, spices, slavs, ivory, gold,
cloth, amber, wine, silk and fish. They prefer to use swords, spears, longbows or
“bearded” axes (which means decorated). They wear in battle leather armor with
small metal rings and leather helmet.

6.8 The Hwendi

History
The ancestors of the Hwendi (Av "Forest Elves") belonged to the Tatyar, the
second tribe of the Quendi. When the Vala Oromë invited the Elves to come to
Aman, the half part of Tatyar accepted to follow him for this journey, while the
other part stayed in Cuiviénen for a time. During First Age, the Lands of Palisor
were shaken by great Wars between Elves and Morgoth's minions, the Hwendi
79

departed to the north. Xxxxxxx, the brother of ________, had a strange vision
about the fall of the Illuin lamp, and the lands surrounding it, near the sea of the
North, great lakes, open tundras and very big forests. Strangely, those Elves knew
that this area (especially the forests) would be their new home they have to
protect against the minions of Morgoth. They joined themselves, and began a long
journey towards the North. They roamed for a time in the northern forests, and
crossed the Forbesir long before the coming of men. They settled at least in a
deep forest near the sea, the forest of Thûrlornar ("the Wind Forest").

Appearance
The Hwendi are relatively pure blooded Tatyar, and have dark hair, and blue or
green eyes. They are fair-skinned, their height is average (men around 1,75m tall,
female around 1,60m)., of slight and athletic build. As with all Elves, the Hwendi
are immortal. They feel little or no longing to depart for immortal lands. They can
support easily the low temperatures of the Illuin Bay.

Society and culture


Clothes: The Hwendi dress in simple, practical clothing made from wool or
silk. Silk, in particular is greatly treasured, and regularly imported from Ulshy. For
their common clothing, they prefer their clothes to be died in subdued shades of
green or brown to better blend into the woodlands. However, for more formal
occasions the Hwendi favor more brightly colored clothing. During the cold winter
months, the Hwendi will also wear heavy animal hide coats. They rarely wear
elaborate jewelry. However, on special occasions the Hwendi will themselves with
fine ornaments such as rings or bracelets made from carved bones and ivory as
well as colorful gems. They also wear typical pointed Elven boots with shealts for
dagger or knives, enabling them to surprise every intruder in their forests.
Fears and Inabilities: For the most part the Hwendi prefer to live in forests.
Most Hwendi are not fond of the sea, however with the coming of the Sindar elves
under Thiranon, some of the Hwendi have learned the ways of seamanship, and
have developed a great love for it. Those Hwendi that joined with the Sindar of
Londronar had become some of the greatest sailors on the bay. The Hwendi are
quite fond of the night sky and spend a lot of time outside at night.
Marriage Pattern: they are monogamous, and usually with other Hwendi.
Lifestyle : Most Hwendi prefer a simple lifestyle. Many are shepherds, farmers
or hunters. The people of Londranar alone are extensively fishers. They live in
small communities, or individual homes, and many of the Hwendi are somewhat
nomadic inside the forest . Most have a knowledge of more than one profession,
and at many times switch back and forth to their birth village.
Society and culture The Hwendi live in small familial communities or
somewhat larger towns. Their homes are simple wooden structures, but are
made of such quality that they easily keep out the coldness of winters. In the
strongholds and villages tunnels are usually constructed that link these homes,
and in most of these strongholds a large hall is constructed in these tunnels that
the clans will use as meeting halls, and refuges in case they are attacked.
The Hwendi are divided into 12 great clans, and then further subdividied into
households. Of the 12 clans, 8 live in Thùrlornar. Another clan controls the
haven of Londronar, and the other three are in scattered communities throughout
80

the bay. Most Hwendi will remain in the area that is controlled by their clan, but it
is not unheard of for Hwendi to move into other clan’s territories to live. It is
especially a common practice for young Hwendi to take their apprenticeship with
other clans. Marriage between clans is a common occurrence, and as a result the
true lines that divide clans have vanished. Now the clan title is little more than a
way of acknowledging ones background. Still, there is great pride in belonging to
ones clan, and the greatest punishment that can be given to a Hwendi is exile and
having their name forever removed from that of their clan.
Each clan has a clan elder who represents the clan at the council of the elders.
The title of the elder does not necessarily mean that the oldest member of the
clan is sent. Any member of the clan can be nominated by the heads of the
Households, and that person will then serve as elder for as long as they wish. The
elder can resign at any time except for a time of war. They can also be
nominated again later. Any nominee has the right to refuse to be the elder. The
council is ruled by the Lord of the Council who is in effect lord of all Thorlornar.
The Lord of the Council has the power and backing of the council to take actions
in the absence of the full council.

Religion : The Hwendi are a quite religious group of elves. The Hwendi
remember the names of many of the Powers of whom Oromë spoke to them at
their awakening. But they remember them according to their own language and
they interpret them according to their own Dark Elven worldview. They revere and
admire the Valar (except Oromë the Betrayer), among them Varda and Yavanna,
that are known to them as Valthea and Hirazi. Irmo has a special status in their
hearts, as he is considered as the one who sent the visions of their promised land
in Illuin Bay. They call him for that reason Ulchaw ("Master of Dreams"), the
highest in esteem after the One. Those leaving in or near Londronar are especially
fond of Ulmo, which they call Lonthâ (“Master of Sea and Lights”).
Informal feasts are held at solstices, bound to seasons, and usually are
dedicated to Ulchaw, Valthea and Hirazi. Formal celebrations are few in a
Hwendi's life : the naming by his father, the marriage officed by the Elders, and
the goodbye ceremony after the death of some friends. This is usually reserved
for Elves, but sometimes also for Ulshyan deads, such as the first leader of the
Ulshyan people, Uvaxshtra. Once a year the Hwendi also observe the feast of
blessing in which the entire clan gathers for a great feast and a silent time of
thanking the Valar for blessing them with their lands and their families.
Restriction on professions : Those that are away from Londranar are not
mariners.
Prejudices: the Hwendi hate all creatures of Morgoth. They are friendly
with Ulshyans, and to a lesser extent, with the Vothrig mariners.
Language: The Hwendi speak a slight variant of Sylvan, but most are also
familiar with Sindarin . After the Numenoreans reach the area, those that are in
Londranar are also familiar with Adunaic.

Warfare
The Hwendi are well suited to quick, deadly attacks. All male Hwendi are well
trained in the use of the longbow as well as with spears and longknifes. Light
leather armor is the preference amongst the common warriors. Many women also
81

join the ranks of the warriors, and even those who do not are somewhat familiar
with these weapons. There is also a core of regular, heavier troops maintained by
the Lord of the Council of Elders of Thurlornar. These troops are often equipped
with finer chain mail and longswords as well as the traditional bows and spears.
The coastal city of Londranar also maintains a small naval fleet of fine elfin
longships quite similar to the famed Swan Ships of ___________. These naval men
are lightly armored and bear short bows and short swords as a rule.
When times of great need arise more than 50% of the population can be
summoned to defend the borders of Torlornar.
82

6.9 Mithrydhil

History
The Ancestors of the Mithrydhil and the Luindrim belonged to the Nelyar, the
Third group of the Quendi, but when the Vala Oromë returned to Cuiviénen to
invite the Elves to come to Aman, the Mythrydhil and the Luindrim refused to
follow him, as some of their kinsmen the Teleri did, but stayed in the Lands of
Palisor. When the Lamps of the Valar were broken and during the First Age, the
Lands of Palisor were shaken by great Wars between Elves and Morgoth’s
minions, they departed to the north, settling in the lands west of the Sea of
Illuin/Utum.
The Mythrydhil are those nomad Elves, of the same origin of the Luindrim, that
once roamed the northern forests. Following the coming of men, they crossed the
Forbesir, and settled in the forest of Mitheryn. Like their brethren, they also call
themselves Foredhil (Lu. “Northen Elves”), or Iaurwaith (Lu. “Old Folk”).

Appearance
The Mithrydhil are relatively pure blooded Nelyar Avar folk, those Elves who
never began the voyage to Aman. Males are 1,75 m tall, female, 1,70 m, of slight
and athletic build. They are fair-skinned, and their hair is usually dark, or only
rarely sandy. Eyes are black, green or blue.

Society and culture


Clothes : They favour long dresses or more practical tunics and woollen
pants, dyed blue, green or grey. Their feet wear leather shoes or boots. When
they are outside settlements, they wear heavy mantles, usually woven to
mimetise just like Lòrien’s ones (+20 Hiding).
Ornaments, displayed by both males and females, are usually feathers, or carven
bone figures. Gold and silver jewels are very rare, and they often bear gems.
Fears and inhabilities : The Mithrydhil are a more rural folk than the
Luindrim. Descending from nomads, they lack the loremasters and artisans that
abound in their original land, and enjoy much more wandering that living in a
fixed place. Also, they are far more suspicious and reclusive, and shun every
contact with outsiders.
Special capacities : They are very resistant to cold (+10 DB and RR). Being
superb woodsmen, they have +10 to Stalk and Hide.
They are strong enough to travel for a day without stops. In addition, they
need to sleep only 4 hours a day. Their sleep is a sort of meditation from which it
is very difficult to be awakened.
They are immune to disease and don’t age. They can die only for wounds or
sorrow.
Like all Elves, they have good sight and hearing: at night-time they can see
nearly as during the day. If there is a small source of light they can see up to 30
m. Their hearing is three times more keen than Men’s.
Their voice is naturally musical (+10 to Singing).
Social Structure : Society is informal and not structured; if excepted the two
rulers, status depends on personal qualities, most important among them wisdom
and skill in one’s work.
83

Most Elves are members of a profession: this implies nothing more than a sense
of community, so that members of the same profession help one another and
discuss together in assemblies in times of trouble.
Each profession is equally honourable, although those who need a longer
apprenticeship (as minstrels and smiths) enjoy a higher respect.
Family is informal, too: weddings are celebrated by the King and the Queen,
and usually last forever. Children live in their parents’ house until at full age, then
they are free as any other Elf. Males and females enjoy equal respect and rights;
nonetheless a division of tasks is generally acknowledged by all (e.g. female
hunters or warriors are rare, as male weavers or healers are).
Few disputes divide the Luindrim, and these are resolved by tradition, applied
by the King, who decides after hearing the counsel of the representatives of the
interested professions.
Housing : They build two level settlements: wooden huts and small stone
buildings, with pointed roofs, lie on the ground, hosting stores, stables and hen-
houses. Higher among the branches, there are telain, wooden platforms, often
closed with wooden walls and elaborate and fine carvings; they have small
windows with glasses. This is the living level, where the Elves sleep, eat and
socialise, under beautiful gazebos, surrounded by wooden columns.

Unlike Luindor, a part of the Elves of Mitheryn prefer to wander around,


hunting, fishing or herding, so they don’t have fixed homes. They sleep in tents
made of hides, and rely on their Elven powers to keep wild animals away.
Political structure : They are ruled by a King and a Queen. The first who
presides over justice, war and order, while the second is the responsible of the
Forest, of its animal and plants, guiding the actions of those who deal with it:
hunters, woodsmen, and the like.
Every profession elects informally a representative, that counsel the King and
Queen in their decisions.
In TA 1640, Hisethar is King, and Elwathil, daughter of Elewen, is Queen. They
recognise the supremacy of the King of Luindor, as the King of all the Foredhil.
Religion : The Mithrydhil admire the Valar with informal prayers, or meditate
on the One. Formal celebrations are but a few in a Mithrydhel’s life: the naming by
his father, marriage officed by the King and Queen, end the goodbye ceremony
after the death of some friends.
Informal feasts are held at solstices, bound to seasons, and usually they are
dedicated to Ivannië (Yavanna) and Elbereth (Varda). However, Mithrydhil are less
eager to socialise than their eastern kinsfolk, and prefer to meet in small groups
than organise festivals.
Currency : The Mithrydhil don’t use coins. All their simple economy works
through barter. Trade with outsiders is rare doesn’t take place, as these Elves are
suspicious of other races.
Diet : Elven diet is not much varied, and its base are milk products: goat or
horse milk, cheese and yoghurt. These animals, with woolly pigs and geese are
sources of meat, too. However, most meat comes from wild animals: deers,
rabbits, pheasants, trushes and swamp birds. Swamps and creeks offer also
trouts, salmons, shrimps, pikes and sturgeons. Vegetables and fruit don’t play a
84

big part in Elven diet. In Mitheryn is distilled the Ûrel, too, but it is more strong
and alcoholic.
Language : They speak their own language, Mithryd (5). Many also know
Adûnaic (4), and other trading languages of the Bay.

Warfare
Mithrydhil learned soon to fight for survival: consequently, all males are able to
use the long bow and the kynac, the Elven long dagger, and often females, too,
have a basic familiarity with these weapons.
Skilled warriors have their own profession, under the King’s command. All
warriors are trained at fighting in the forest, move silently watching the borders,
and ambush trespassers. They are lightly armed, wearing leather jerkins, and
bearing a kynac and a long bow.
In times of war, all able males are called to battle, fighting the wardens’ way.

6.10 Umli

History
The Umli, also called ‘Half-dwarves’, are a peculiar race born from a curse that
forced a Woman to mate with a Dwarf. The first two Umli were born in Hildorien,
but later they migrated to the Far North where, mating with Mornerin and
Dwarves, they originated the five Umlati. The icy winds and frozen ground of the
North are the natural home of this people, whose settlements extend to the west
with the coasts of the Forsaken Sea to the east in Urtlagga.

Appearance
Short and stocky and only 1,20-1,50 m tall, weighing about 70 kg for male and
60 kg for female, Umli resemble Dwarves, but they are larger and have less
truncated limbs. Still, they are strong, compact, weighing 70 kg male sand 60
females, and they have a ruddy skin, thick brows, penetrating blue eyes, and red
hair. Males keep their hair long and always have flowing beards. They live 100-
200 years.
They are practical and care little for their appearance, thus enhancing their
unpleasant figures at the eyes of the other races. Grim, quiet, possessive,
stubborn, persevering and fierce, they prefer to stay by themselves. However,
when they deal with other races, they have learned how to use their bad
reputation (most men fear them as a ‘magic’ race), and though they seem quite
slow-minded, they can be very cunning and smart.
They have the reputation of predicting the future and casting curses on whom
treats them bad.
Society and culture
Clothes : They wear leather and pelts, fur lined coats and thick shirts and
pants. Their extremities are protected by boots, gloves and hoods.
Special capacities : Umli sleep but 3 hours a day. The rest of the time they
hunt, fish, gather food, mine, craft items, or tell sagas that are passed orally from
generation to generation.
85

They can resist the worst weather, even where a normal Man would die for
cold (+30 DB and RR against cold); on the other hand, they are very vulnerable to
hot and fire (-15 BD and RR), and they start to feel bad when the temperature
rises above 30° C.
Marriage pattern : Rituals play an important role in Umli society: they marry
once, after a seven-days ritual that tests the male’s ability to survive and support
his mate. Parentage is patrilineal, and wives join the husbands’ family and Lat.
Marriages often occur in the same Umlat.
Another ritual is the ‘blood friendship’: during the Bonding Ritual, two Umli mix
their blood and exchange their possessions, save clothing and one heirloom. They
even trade secondary names. After this ritual, the bond will require that each
would give his life for the friend’s survival.
Political structure : The Umli are divided into seven Umlati (Um. “Tribes”),
that trace their origin to the children of Ucin and Ucaphel, the first Umli. Each
Umlat is divided into Lati (Um. “Groups, clans”). Each of which is ruled by a
hereditary Lord (the tradition of the lady has long been abandoned), that in fact is
a mere military leader, and a judge in the worst disputes. The political structure of
the Umli is very loose, and they gather only in times of great need.
Social structure : The main social structure is the family. Umli are not
prolific, but they have a strong sense of parentage, and are always ready to help
a relative in trouble. Umli are semi-nomadic: they often have over two dozen
homesites, that belong to the Lat. The Umli family divides the work of gathering,
hunting and fishing, and lives in an area until its resources are temporarily
exhausted: then all the families move to another homesite. Families gather in
groups of 5-20 individuals; usually, an Umli travels and hunt with the same band
for most of his adult life.
Lifestyle : Umli homesites are most often caves, or rough stone huts,
protected by pelts and hides. The northern Lati have learned the way of delving
houses out of ice, as the Lossoth do. However, while most of them are mere
shelters, some have mines, forges, large stocks, and even libraries (which collect
writings on barks, stone tablets or animal hides). One hosts burial pits, usually
near a mountain; this homesite also have a bell-shaped room called Mahladôm,
which serves as a temple.
Religion : The Umli revere Eru, who they call Odanal; he is their father, and
he is worshipped in the Mahladôm. The powers receive a tribute, too: among
them, Mahlic (Aulë) the Smith is seen as their Patron. The Umli believe to have
come from earth, and to earth they shall return after death.
Currency : The Umli do not know any kind of coinage. They don’t have trade
with outsiders, and are ready to share their belongings with members of the same
band (this increasing the giver’s status among the group).
Diet : The Umli gather roots and berries, hunt every kind of game, and fish
both in creeks and in the sea. A few of them , mainly the tribes of Mur Fostisyr
supplement this with antelope, sealn and a variety of edible wild plants. The tribes
of Uab, herd gusgï, from which they receive milk, meat and wool.
Language : Umli speak a common language called Umitic : however, each
Umlat speak its own dialect (For the Fostir-Gost Umlati, it is Umfosir), which is
easily understandable by other Umli (as if they had two levels less – on a ten
86

scale). A few of them can write traditional runes developed by Ucaphel. They
speak also Chyan, Adûnaic and Vothrig.

Warfare
In times of war, any able fighter rally around his Lord. Umli fight with their daily-
life instruments: harpoons, hunting bows, knives, nets, hand axes, mattocks. They
rarely wear other armour than leather or thick hides. The preferred tactic is
ambush, supported by the arts that the Umli pass from father to son. Among them
, most useful is the ability to speak with a certain kind of animal (squirrel,
sparrow, crow, bear), which is quite common, especially in the most wild clans.
Other skills include Animist and Ranger spells, and minor illusions, that are very
feared by Men.
Though apparently noisy and clumsy, the Umli can move very silently when
they are in danger, and they are masters in foraging and moving through wild
terrain.

Fustir-Gost
Actually, the Fustir-Gost are a remnant of a large group of Umlat tribes who once
dominated coastal plains of Barl Syrnac to Lotan. They were a seafaring people
who used their small, stout ships to gather food and raid the settlements of their
neighboors. Their greed proved to be their downfall. Chronic warfare with the
Desdursyr and principally the Vothrig sapped their strained resources, notably
their few and precious warriors.. When their thirst for others’ wealth finally
touched off simultaneous hostilities with nearly all the tribes of Lotan, Chegra and
Vothrig, they began a long retreat which carried them across the biting waters of
the Illuin Sea, to the isles of Mur Fostisyr and to the coasts of northern Barl Syrnac
A long peace followed. Fustir groups adapted to a world where swirling flows of
ice and rolling walls of nearly impenetrable mists greeted those bold enough to
try their luck upon the seas. Later, the Syrkakar and Ky’taari, descendants of the
Fustir’s of Lotan and Chegra human foes made the same journey, and pushed the
Fustir-Gost further northward, to the frigid wastes and tortured isles upon which
they now reside.
Flight had remained a way of life among the Fustir-Gost, for they have always
been lacking in numbers and political unity. Their plight has been one of a people
always inheriting less desirable lands, but they have nonetheless proven
indomitable, ever bending yet never succumbing to seemingly stronger foes.

The Fustir-Gost have dwelled in the far North for thousands of years and will
probably be there thousands of years hence. The Ky'taari say that the Fustirare
masters of the Ice Seas, for no other mannish race can stand amid the fury of
their bitter frost. It is better said that these waters are master of all men but the
Fustir. Untameable nomads, they wander the North in search of food and life.
They seek no control themselves, only survival, and this they have found.
Legends speak of Dwarven blood among the Fustir, an age old infusion from a
time when they lived in the lands of warmth. This is a falsehood mired in the
character of the Fustir-Gost. Like the Dwarves, they are rugged and warlike,
introspective and conservative, suspicious and jealous of wealth; but they are
87

nonetheless Men. Perhaps their constant warfare with the Elves of the mainland
have given birth to this myth.
Actually, the Fustir are a remnant of a large group of mannish tribes who once
dominated coastal plains of northeast Jaiman. They were a seafaring lot who used
their small, stout ships to gather food from the ocean and raid the settlements of
their neighbors. Their greed proved to be their downfall. Chronic warfare with the
Jaimani-elves sapped their strained resources, notably their few and precious
warriors. When their thirst for others' wealth finally touched off simultaneous
hostilities with nearly all of the tribes of the Lotan and Chegra, they began a long
retreat which carried them across the biting waters of the Northern Sea, to the
isles of the MurFostisyr. A long peace followed. Fustirgroups adapted to a world
where swirling flows of ice and rolling walls of nearly impenetrable mists greeted
those bold enough to try their luck upon the seas. Later, the Syrkakar and Ky'taari
- descendants of the Fustir's Lotan and Jaimanielven foes - made the same
journey, and pushed the Fustir-Gost further northward, to the frigid wastes and
tortured isles upon which they now reside.
Flight has remained a way of life among the Fustir, for they have always been
lacking in numbers and political unity. Their plight has been one of a people
always inheriting less desirable lands, but they have nonetheless proven
indomitable, ever-bending yet never succumbing to seemingly stronger foes.
Harsh winds carry them and guard them. The Ky'taari bards often sing of these
men who relish untameable seas and sail across the rugged ice as if flying upon
the breath of the gods.
THE HOME OF THE FUSTIR
The Fustir-Gost live in a domain that is part land, but mostly a changing swath of
cold sea. They have refuges on the Isles of Green Light (Gosti Hyr) and within the
caves of the remote Land of the Cold Ones (Mur Fustir), yet they spend most of
their time chasing across the Northern Sea between the two havens.
The Fosark Ay, the Northern Sea
The Northern Sea is considered a wicked place by nearly all but Fustir cultures, for
its riches are hidden and its dangers most evident. Six months of the year its
waters are covered with huge spirals of thick, moving ice. Bands of glassy whites,
blues, and silvers shade the transluscent surface andare punctuated by walls and
pillars of glistening icy outcroppings. Frequent dustings of crystalline snow add a
dreamlike quality to the scene. Still, all this blessed beauty lies amidst vengeful
perils. Sudden ice storms spring forth without warning, tempests capable of
grinding the stoutest stone and carving hide and flesh as if with a wide, coarse
blade.

The swirls of ice - traveling in ways designed to mystify and stupefy the best of
men -separate and give birth to awful chasms whose mouths are often covered
with facades created by gentle snows. Mirror-like mists can gather in seconds and
send the unwary blindly into the unseen teeth of myriad ice traps with walls like
steel and jutting random spikes ready to impale the foolhardy.
Just before and after the long dark winter, there are periods of four to five weeks
when the ice and water battle for supremacy. Huge blocks, bergs, and floating
fields of crushed ice sweep the sea, hidden amidst the foamy whitecaps. This is a
time when a thorough knowledge of the circuitous currents is the only aid which a
88

traveller can safely lean upon. Hail and sleet storms reinforce the terror, in part
due to their severity, and in part because of the often near-horizontal nature of
the precipitation. High winds add to the excitement. Once I was told of a Syrkakar
vessel which was lost in such an assault, its pilot's face torn away by knives of
sleet before the ship ran afoul of floating ice. The crew perished, however, when
the gales cast the boat up and over, and the waves and wind combined to send
the splintering mass tumbling across the seacaps like a disintegrating toy.
During the three months of Summer the northern waters are free of ice. Crashing
waves mark a swift cold current which rushes always westward. This is a time
when the Fustir sail like any other people and spend their time hunting whales
and fishing in the well-guarded shallows. Still, problems with frequent fogs and
heavy rains make the Fustirsole guardians of the Fosark Ay.
The Isles of Gosti Hyr and Mur Fustir
The Isles of Green Light are rocky places where the flowering spongy heath gives
life to an otherwise stark landscape. Their marshy soil is akin to tundra, frozen
three-quarters of the year. During brief periods of thaw, the white carpet
disappears to reveal isles laced with rivers, bogs, and lakes. An explosion of
festive wildflowers paint the fields. In the winter great flat plains of snow stretch
across the land, and herds of antelope gallop over the tundra, following primordial
migration routes. Snowshoe hares, wolves and foxes populate the expanse, while
seals live below the frozen water. Al/ are prey for the Fustir and the Ovir, the great
white bear who is king of the North.
North of the Gosti Hyr lies the Land of the Cold Ones, a seemingly barren rock of
vast proportions. Like a huge boulderrising outofthe northern sea, the Mur Fustir
is a an active volcanic outlet where vents of hot gasses reach through a maze
oflava tubes and intricate gas caverns. The whole island is one great rock which is
blessed with criss-crossing caves naturally bored in some remote age long ago.
No trees grace the slopes of this isle; only lichens, heather, and columns ofsteam
creep out from the rock. THE MIND AND SPIRIT OF THE FUSTIR-GOST
Light and sound dominate the life of the Fustir-Gost. These elements are strong
features forall northern peoples, since the contrasts associated with these factors
become exceptionally pronounced as one travels north. I will never fail to be
enthralled with the complete quiet found on a vast, still plain of snow, or with the
always-dark Winter skies found near the poles. These unnerving absences of
sound and light are like no other; the feeling reaches deep within the soul. In the
North a noise or ray from the sun pierces the shell of this void like the dawn bears
the day.
Yet there are times where the light and sound are unyielding. The dark Winter sky
is often ablaze with the blue and green fires of the Northern Lights, while Summer
days are always bright and only the shadows serve to protect the tired eye.
Where the seas meet the land or the unstoppable wind drives across the
landscape, one's ears ring until they are numb. While among those of the Mur
Fosfisyr, I always sensed these elements, and likened their coming and going to
the opening and closing of a door.
It is not strange, then, that the most northerly of these folk, the Fustir, worship
light and sound. These elements are as gods, and are viewed as manifestations of
the powerful spirits that dictate life and death. Sounds are of the spirit and are
masculine phenomena, while the feminine light is a sign of the fate that rules all.
89

The Sound and the Spirit


To the Fustir all living persons have a spirit within them, and those of the same
family are part of the same spirit. These collective souls speak as one only
through the family head, commonly a man between the ages of thirty and fifty.
Such a man is called the "Mouth "(Lus), and it is he who rules the household and
settles all disputes. His father, or the elder male in his line, loses this power when
the younger man comes ofage. Instead, the older men become the interpreters of
the spirits of others, specifically the souls and sounds found in the wild.

Sounds of nature are associated with the lost households, and therefore with
spirits which have no mouths. There are many dead households in this cruel land,
so the voices of the mouthless spirits are many. Where they speak loudest - by
the seashore, beneath waterfalls, or in narrow canyons - stand the most sacred of
places. In these hallowed spots the elders talk with the spirits and hope to glean
some knowledge of things to come. Thunder and the roaring wind show the anger
of these spirits and portend terrible cataclysms: avalanches, tidal waves, storms,
and the like. Soft breezes and caressing whistling invariably forebode good times.
Since youngersons cannot rule the households in which they are born, many seek
new homes. In this way they can become the mouths of new families and carve
out their own destinies. This is a most peculiarconcept which I can only
characterize as unique. Since this practice reduces stress and allows a new home
for the lost spirits who enter the new households, I suppose it is good.
The Light and the Fate
Women are the interpreters of Fate (Lufig). Their role in this realm is critical, since
the Fustir believe that Fate is the power that binds and rules all things. It is as a
supernatural force which composes all of the energy that is neither spirit nor solid:
Fire is like the hand of Fate and gives life to the spirit in the cold of the North, but
pure Light (Syr) guides the hand and opens paths in the Dark.
Sometime between the ages often and twenty, women choose whether or not
they wish to marry and bear children or whether to enter the Order of Sages (Clur
Lufir). Those choosing the latter course begin their relationship with Fate when
they are twenty. Ten years of midwifery and apprenticeship follow before these
women reach the revered age of thirty. Then they become the seers and mages
of the Fustir and serve as the arbiters of the views of what should and will be.
From the age of thirty on, Sages travel with their families and spend their time
watching the lights in the earth and the sky for signs that guide the path of Fustir
society.
I must say that the most unusual of lights tend to speak of doom, although the
Ky'taari have told me that the Fustir fear blue light and warm to shades of yellow
and green. White light is apparently neutral, while the oranges and red associated
with fire are marks of birth and maturity, respectively.

THE FUSTIR LIFESTYLE


Fustir life is a nomadic existence, tied to their famous boats. These 25'-50'
clinker-built vessels are called Silver Claws (Lahiri Kuf) because of their blade-like
ice runners. Strong gut and hide triangular sails and hollow metal runners (which
are buoyant in open water) add speed and flexibility to a design which is strong
90

enough to cut through most floating ice. These boats are comfortable enough to
accommodate a family of fifteen.
Trade and Subsistence
Throughout the Winter the Fustir hunt reindeer, antelope, and seal from their
rugged boats, surrounding the herds and slaying as many as they can before the
survivors break free. They eat, sleep, and raise their children in the Lahiri Kuf and
only return to land for their monthly festivals, or in times of unusual danger. Some
Fustir groups migrate southwestward to the coasts of Yalf Hurm. There I have
seen them trade with the Ky'taari who were once their sworn enemies. The Fustir
acquire paper, silk, wood, and high grade metals in return for gems, bone, hide,
and spice. My Ky'taari friends spoke of a peace made between the two peoples
not long after the coming of the Iron Wind, and in this, the Ky'taari are the only
true friends of the insulated Fustir-Gost.
In spring, when the lands yield grudgingly to growing things, the Fustir settle into
camps upon the shores of the Gosti Hyr and Mur Fustir. They live in cleverly-hewn
caves and oblong stone houses whose high, pitched quartzite roofs rest upon
short, earth-covered granite walls. This is a time for gathering spices and
harvesting the wild grains called Kulwek. Festivals and trading dominate the long,
warm days, while extended fishing and whaling parties take sail during periods
where the storms rise.
The boats supplement the diet and provide bulk for the emergency winter stores.
A few antelope and deer are domesticated, but the major portion of the Fustir
summer diet comes from Kulwek, Lotank berries, and the everpresent gifts from
the sea. Winter sustenance is derived from big game and whatever stores remain
after the gathering season. Beer mixed with a spiced mineral water is the favored
drink, although, Ky'taari wine, deer milk and various mineral ' juices" (Bektis) are
also consumed.

Order and Kinship


There seem to be five tribes of Fustir-Gost A sixth group is maintained on Mur
Fustir, but it is no more than an amalgamation of those too sick to travel, those
who guard the tribal stores, and certain apprentice Sages. Each tribe has about
one thousand people and is divided into clans of 200-500. The clans are, in turn,
broken down into kindreds or collections of families.
Those families I encountered off the shores of Yalf Hurm were extended groups of
about thirty folk. My Ky'taari guide spoke of them as typical, each having a leader,
or Mouth, who received his right of poweror "spokesmanship" upon reaching the
age of thirty. His position is one of great honor since the Fustir are all but illiterate
and rely on a refined oral tradition. Nonetheless, women are prominent figures.
Like all the Fustir, they can own property from birth. They rarely fight, but often
aid in sailing. Older women are also keepers of records and manage the family
resources. Some hunt, but most spend their time making clothing and gear or
raising offspring. As I noted earlier, they also have access to the Order of Sages.
These nomads need no coin, and barter is their way. The standard of payment is
one hide, which is equivalent to twenty- five pounds of raw fish. This system of
exchange is also the basis of their legal system. Of course, orderamong scattered
families is rarely a problem, and the norms are almost always adequate to keep
the wild one in rein. Still, the Fustir have a simple way of settling their disputes.
91

When a member of one's kindred commits a crime against another, their


responsible kindred must pay the victim's family restitution considered equal to
the transgression. Each member of the culprit's kindred is responsible for a
portion equal to their status in life. Some crimes, however, cannot be erased with
goods, so the perpetrator is occasionally required to become the slave of the vic-
tim or his family. The ultimate sanction, death, appears to be rare or nonexistent.
Decisions at a higher level are infrequent. Survival is usually left to the family, and
this notion reinforces their feeling for their own collective spirit. In the upper
echelons the Fustir work through two groups, an advisory council of clan heads,
and the Sages. Sages actually meet as a group and elect a leader for a season,
usually their eldest capable member. Her word becomes law when the clan
council (Fusawkir) declares that the time requires a reading of the Fate, which
occurs in times of war, or when the Sages find the Light speaks of doom. I find this
latter procedure strange, and am tempted to agree with the Syrkakar adage
about the Fustir being ruled by old women. But then again, I am no reader of Fate.
For me, the Northern Lights are like a curtain reaching down from the place of
gods, intended to dance and to entertain us.

f FIISTIK-GUST:..
Racial Origins: The Fustir trace their origins back to the hardy Umli peoples,
whose homeland is the extreme north.
Home Region : Only in the Land of Blue Light are the Fustir known to live as a
culture, although there are rumors of small settlements of the race along the
northern coast of Jaiman.
Favored Ecosystem: As with ail of the Umli, the Fustir have the unique ability
among the Mannish races (that is, excluding the Elven and Dwarves peoples) to
resist the icy northern blasts. Here they live in relative comfort.
Political Structure: A loose clan structure is all that exists of a government, for the
Fustir-Gost, unless one includes the Lord Warrior, but his power is only real when
the Fustir are at war, and even then his sway is limited to
decisions related to war.
Social Structure: The extended family is the basic unit for this people, and beyond
that few rules or rigid customs affect their lives.
Settlement Pattern: The Fustir are nomadic during the winter months returning to
their stone clan dwellings every summer to tend and harvest what crops they can.
Military Structure: No structure exists, although beginning at the age of nine,
children of both sexes receive basic training in skills with the axe and short bow.
As mentioned earlier, the greatest warrior among the people is acknowledged as
military head.
Currency : None. Batter is the norm.
Language: The Fustir-Gost utilize an Umli-related tongue.
Appearance : Short and stocky, the Fustir men range in height from 5'to 6’ and
weigh between 130 and 200 pounds. The women average 9' in height and their
weight is around 100 lbs. All have pale skins (more so in the late winter and early
spring), grey eyes, and most possess silvery white hair, the others having hair
which is raven-black.
Housing When not in their nomadic period living in tents fashioned of antelope
hide, the Fustir reside in domed circular structures of stone.
92

Diet . The staples of the Fustir diet are fish and any Lotanak berries they can
gather, though they supplement this with antelope, seal, and a variety of edible
wild plants.
Worship : More a collection of ritual superstitions than a religion, the Fustir
believe in many gods which direct and control various aspects of everyday lives.

6.11 Dwarves

History
Drùhar’s Folk are a branch of Barin’s Folk, that before the First Age separated
from their people travelling in the East, and settled in the Ered Engrin. They were
eventually joined by a small group of Drùin’s Folk, coming from Ruurik: they
founded Kheledh-dûm (and later several other cities in the Far North and the Illuin
Bay), and in a few generation were absorbed by the locals.
They speak Khuzdul, and when they write use Certhar, adapted to their
language (Certhar Ered, Mountain Runes).

Appearance
Dwarves are a stocky and tough folk, with strong limbs. They are 1,20-1,50 m
tall, weighing 75 kg males and 70 females. Drùhar’s Folk have dark hair and
beards, that they keep long and flowing, keeping a great care for their locks.
Society and culture
Clothes : They dress in a simple way, protecting against the northern cold with
hides and heavy wool, that is sometimes dyed in bright colours. They wear leather
shoes or boots, and often caps or hoods. They like furs and jewels, mainly gold
set with bright gems.
Special capacities : They can see even in utter darkness, at short distance (3
m). With a little light, they can improve up to 15-30 m. Being creatures of Aulë,
they are bound to earth, and fear deep water. Also, their body is unsuited to swim
(-50). They enjoy +30 DB and RR against cold and fire damage, due to their
extreme resistance.
Political structure : The Dwarves have their Kings that rule over a city, and
inherit the title from their father. They are assisted by a nobility of the same
household, that occupy public charges.
The King of Drùhar-shatûr is considered the King of Drùhar’s Folk, and enjoys a
higher status.
Social structure : Dwarves organise in households, ruled by an elder. When
two Dwarves marry, the female enters her husband’s household. Each Dwarven
city is made of 5-10 households, but smaller settlements may consist of only one
family.
Only one Dwarf every three is female, and marriage is not so common as
among Men. Those who marry, however, have many children.
For a Dwarf, the strongest link is that of parentage, and he will help and respect
any member of his household. Then comes friendship: Dwarves seldom make
friends, but they can develop exceptionally strong ties. They greatly respect the
word given to anyone, and so they are very careful to make pacts or promises.
They are untalkative to strangers, but like to speak with friends. They are
possessive, sometimes greedy, and have a strong sense of self rights and
93

property; when their independence is violated, they can get very angry and
vengeful, and fight with incredible decision. Rarely they develop strong links with
other races.
Lifestyle : They build underground cities, usually on mountainsides, so that
they are well lighted and areated. They delve houses in the rock. One house in
composed by a common room and a kitchen, with many rooms occupied by
members of the same family (up to 20 people, including parents, children, elders,
uncles, aunts, etc.).
Private rooms are usually small, with 1,70-2,00 m high ceilings, and with rugs
and hides. Common rooms are larger, with high ceilings, round or demi-round
pillars, lighted by torches, and warmed by fireplaces or hypocausts.
Religion : Dwarves revere the Valar, above all their father Mahal (Aulë), which
is the only to whom they build temples and shrines. Prayers are usually informal,
and public rites are very rare. Instead, inside the family there are a good number
of ceremonies: the giving of the name, the wedding, the funeral, the taking of
weapons (passed inside the household), etc.
Beside the Valar, the Dwarves honour their ancestors, especially the founders
of the household and, of course, Bàrin the Scarred and Drùhar.
Dwarves put much care in traditions, that they consider holy: the family
bounds; the word given to anyone, friend or enemy; the rules of hospitality; the
paying of debts, whatever the nature of them.
Currency : Dwarves mint their coins. In TA 1640, Drùhar-shatûr mints golden
coinage, while Murthûnin mints silver. Drùhar-shatûr trade with the Urdar, while
Murthûnin have frequent business with the Ôma, and ________ trade with the
Ulshyans and the Vohtrig (when they are unable to avoid it, as they have no trust
towards the Vothrig).
Diet : Dwarves usually rely on imports for a large part of their food. The
Ulshyan sold meat, both domestic and wild, oil, salt and cheese. The Dwarves also
keep small herds of gorals or gusgï.
Under the mountains, however, there is always a rather large reserve of food:
the fungi. The Dwarves have learned how to crop them, but they are a poor and
untasty food, so in times of peace only the lower workers eat them frequently.
Language : When venturing in the outer world, they usually speak Chyan or
Vorthig (5).. They keep their own language Khuzdul (5) for themselves.

Warfare
The Dwarves maintain a small permanent force of heavy armed professional
warriors. In times of trouble, the king raises a militia of all able males. In richer
cities everyone have good-quality weapons and armour, usually passed from
father to son, or owned by the household. Poorer settlements will display soldiers
armed with light iron armours and work instruments (hand axes, mattocks). Militia
soldiers are divided for household, and led by a warrior appointed by the King.
The King himself leads either the professional fighters or his household,
delegating the other to a relative.

6.12 Mountains Orcs

Racial Origins
94

The Mountain Orcs descend from the tribes that, at the times of Morgoth’s power,
inhabited the Iron Mountains. Since those times, they have lived there, battling
between themselves or bowing to the power of some servant of Darkness, above
all Múar and Hoarmûrath.
They speak a series of Orcish dialects, that can be collectively categorised as
‘Mountain Orcish’. They don’t know any form of writing.

Political structure
They are divided into tribes, scattered from the Firth of Rocks to Drùhar-shatûr.
Every tribe is ruled by a Chief (Or. “Krûgal”), that takes the power by sheer force.
He is supported by a Shaman, whose role is that of healer and seer. He hold much
power deriving from Orcish superstitions.

Social structure
Mountain Orcish society is founded on the right of the strongest. Females are kept
by warriors as property, in harems. There is no law, save that of the Krûgal and
his warriors.

Military structure
The Krûgal commands a small force of warriors, that enforce his power and don’t
work. In times of trouble, other Orcs can form a militia. Warriors wear iron
armours, shields and scimitars or spears; common Orcs wear hides and soft
leather armour, an iron pot helm, and fight with short swords, small shields.

Currency
They don’t even know trade. The most common way of transfer property is killing.

Appearance
Mountain Orcs stand from 90 to 170 cm. They are though, with long arms and
short legs. Their faces are ugly, their skin greyish, the few hair black. Eyes are
reddish.
They dress with animal hides, and wear charms, often made with body parts of
their preys or enemies.

Housing
They live in underground caves, often natural complexes, enlarged by Orc miners.
Here privacy is an unknown concept, as life is spent in common rooms, and only
the best warriors enjoy private rooms. The largest caves host a temple to Shadow,
mines and a forge.

Diet
They are mainly hunters, but the largest tribes crop fungi in order to support their
population.

Religion
They worship Darkness, in the form of Morgoth in the Elder Days, of the Shadow
Flame in the Second Age, and of the Dark lord in the Third. Their religion is made
up of superstitions and curses that will strike them if they don’t obey their Master.
95

Talents and flaws


Their resistance grants them +10 DB and RR against both cold and fire. They can
travel for two days without sleeping, and run for hours.
They can see up to 3 m in utter darkness, and quite well with poor lighting.
They hate sunlight, quite a rare occurrence in their northern environment. They
suffer a maximum of –60 malus to all activities, which turns to –20 in a normal
day.

6.13 Snow Orcs

Racial Origins
The Snow Orcs descend from the tribes that, at the times of Morgoth’s power,
roamed his lands, beyond the Iron Mountains. Since those times, they have lived
in the frozen wastes, battling between themselves or bowing to the power of
some servant of Darkness, above all Múar and Hoarmûrath.
They speak a series of Orcish dialects, that can be collectively categorised as ‘Ice
Orcish’. They don’t know any form of writing.

Political structure
They are divided into tribes, scattered in the lands north of the Ered Engrin, in
Avikangsdar, Uab and Uax. Every tribe is ruled by a Chief (Or. “Krûal”), that takes
the power by sheer force. He is supported by a Shaman, whose role is that of
healer and seer. He hold much power deriving from Orcish superstitions.

Social structure
Ice Orcish society is founded on the sense of belonging to the tribe. There is
nothing similar to wedding, and Orcs mate without commitment, the strongest
taking females for themselves. Children are raised collectively.
In general, the Krûal takes decision on the base of tribe survival, so he decides to
share food and goods, or leave behind weak or ill Orcs.

Military structure
All males form a militia led by the Krûal. They have no formation or tactics. They
wear hides and soft leather armour, and fight with rough maces, harpoons and
small round shields, made of iron and covered with hides.
They sometimes ride white wolves.

Currency
They don’t know even trade. When property is not decided by force, the Krûal
orders it to be used for common survival.

Appearance
Ice Orcs stand from 90 to 160 cm. They are though, with long arms and short
legs. Their faces are ugly, their skin greyish, the few hair black, turning grey with
age. Eyes are reddish.
They dress with animal hides, and wear bone charms, often made with their preys
or enemies.
96

Housing
They are a nomadic folk, living in hide and leather tents. When they travel near
the Mountains, they occupy caves.

Diet
They are mainly hunters, but sometimes a tribe can herd a few reindeers or even
gusgï. The animals are treated badly, and seldom live enough to have an
offspring.

Religion
They worship Darkness, in the form of Morgoth in the Elder Days, of the Shadow
Flame in the Second Age, and of the Dark lord in the Third. Their religion is made
up of superstitions and curses that will strike them if they don’t obey their Master.

Talents and flaws


Their resistance grants them +20 DB and RR against cold. They can travel for two
days without sleeping, and run for hours.
They can see up to 3 m in utter darkness, and quite well with poor lighting.
They hate sunlight, quite a rare occurrence in their northern environment. They
suffer a maximum of –60 malus to all activities, which turns to –20 in a normal
day.

7 Politics and Power


8 People of Note

9 Townlife and Trade

10 Sites of Note

11 Shadow Holds

12 Other Times

13 Adventures

14 Tables

You might also like