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Based on J.R.R.

Tolkien's MIDDLE-EARTHTM as detailed in


THE HOBBITTM and THE LORD OF THE RINGSTM.

Eastern Bay
Illuin

of

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 Tolkiens 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:
CENTRAL ILLUIN BAY
Ulshy
Dalpygis
Urheldor
EASTERN ILLUIN BAY
Vothrig
Elthrakh
Nekakhtar
Thlornar, the Elven Forest
Desdursyton
U-Lyshak
Theres 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)
Thanks to: Gabriele Quaglia (evoe-@libero.it)

BACKGROUND...................................................................................ERROR: REFERENCE SOURCE NOT FOUND


1.1
1.2

A BRIEF HISTORY......................................................................................................ERROR: REFERENCE SOURCE NOT FOUND


TIMELINE..................................................................................................................ERROR: REFERENCE SOURCE NOT FOUND

THE LAND......................................................................................................................................................................30
2.1
2.2
2.3
2.4
2.5
2.6
2.7

ULSHY.....................................................................................................................ERROR: REFERENCE SOURCE NOT FOUND


THRLORNAR................................................................................................................................................................30
VOTHRIG......................................................................................................................................................................30
U-LYSHAK...................................................................................................................................................................31
DESDURSYTON..............................................................................................................................................................31
RCHELDOR..................................................................................................................................................................31
OERJA..........................................................................................................................................................................32

4
3

THE SEA..........................................................................................................................................................................32
3.1

SEA OF ILLUIN..............................................................................................................................................................32

CLIMATE........................................................................................................................................................................33

FAUNA AND FLORA....................................................................................................................................................33


5.1
5.2
5.3

FLORA.........................................................................................................................................................................33
FAUNA.........................................................................................................................................................................33
SPECIAL CREATURES.......................................................................................................................................................34

THE PEOPLE.................................................................................................................................................................35
6.1
6.2
6.3
6.4
6.5
6.6
6.7
6.8
6.9
6.10
6.11

KYTAARI.................................................................................................................ERROR: REFERENCE SOURCE NOT FOUND


SYRKAKAR................................................................................................................ERROR: REFERENCE SOURCE NOT FOUND
UDAHIR (FAITHFUL NUMENOREANS).................................................................................................................................41
RCHELDORIANS...........................................................................................................................................................43
VOTHRIG......................................................................................................................................................................44
THE HWENDI............................................................................................................ERROR: REFERENCE SOURCE NOT FOUND
MITHRYDHIL.................................................................................................................................................................48
UMLI...........................................................................................................................................................................49
DWARVES.....................................................................................................................................................................54
MOUNTAINS ORCS.........................................................................................................................................................55
SNOW ORCS.................................................................................................................................................................56

1
1.1

BACKGROUND
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 (S Underworld or Great Deep); and later, to the West, he placed Angband (S Iron
Prison), stronghold against the Valar; and into the Far East he created a third, smaller than the others, which
was called Gorogrod (Lu. "Cavern of Terror"), ruled by Mar the Balrog, also called the Shadow Flame. To
protect his lands and strongholds, 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, that was called
the Sea of Helkar (or Illuin) just like the fall of Ormal in the South, drowning a part of the mountains. By chance
and favourable geography, the highland of later Urheldor was not destroyed but separated from the main
continent when the surrounding lowlands sank beneath the new seas in the wake of the destruction wrought. As
for Utumno, located far north in Barl Syrnac, the fortress remained untouched by the cataclysm, well protected
by the Iron Mountains.
The Valar went to war against Melkor. They came to the north and finally found the fortress of Utumno,
despite the fact that the entire area was covered by thick mists. 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 in Barl Syrnac or farther into the East, waiting for the Valar to go away. However they were
scattered and not organized enough to be a threat to the peace of the north. After that time, Melkor was held in
captivity, and a time of peace came to the north.
It was during this time, under the light of the Two Trees that the Hwendi, a Tatyarin Avari tribe reached the
shores of the Sea of Illuin. There they found a vast woodland area that they took to and called their home. In
these early years the Hwendi roamed throughout the woodlands. They named this land Thrlornar (Av "Wind
Forest") and it became the center of their civilization. They came to learn of the existence of the Orcs and other
monstrosities that roamed the Mountains, and they fought them so fiercely that few orcs ever traveled south of
the mountains.
But still, the Shadow survived in Middle Earth, Fankil, who was the Herald of Melkor and haad been one of
the Folk of Irmo, survived and built in U-Lyshak the hidden fortress of Umata. In this time he began breeding an
army of orcs and other foul beast. Still, he kept his army in check for he feared being discovered by Orom and
his hunting companions. However, he also feared Mar, Warlord of Gorogrod. Fankil hated the Shadow Flame,
who was certain to make Fankil submit to his authority in the absence of Melkor. So Fankil hid in secret, silently
hiding in wait of better times.
The First Age of the Sun
The First Age dawned with the rising of the Sun and The moon. The orcs fled in fear of the new lights in the
sky, and for a time the Hwendi were at peace in the north. Soon though, it became clear that the ancient master
of Utumno had returned to Middle Earth. Fankil journeyed to join his lord in Angbad, and from their holes in the
Iron Mountains, orcs began to raid once more into the lands of the elves.
Still, the Sun and the Moon were not the only wonders brought about by the First Age. The Secondborn had
awaken in the east in Hildorien, and soon scattered groups began to make their way westward, and at times,
some small groups stopped for a time near Thrlornar, and it wasn't long before the elves encountered these
men. The first group to permanently settle the area were ancient, nomadic tribes of Mornerin people. At first the
elves had little or no contact with the new arrivals, but soon they would occasionally meet with the men for
trading purposes. Still, for the most part the two races avoided each other. Only one thing united them, and that
was the growing number of raids by the orcs of the north.
During those years Morgoth traveled amongst the humans in disguise, hoping to corrupt them, but soon he
had to return to Angbad in order to fight the Noldor. In his place he sent his servant Fankil. Fankil traveled
amongst the Mornerin tribes, and presented himself as Telear, the Lord of Glory, who was the Herald of Ardutor,
the Master of the World. He appeared as a tall, elderly man with great strength and wisdom. He began to plant
into the minds of these men visions of uniting their tribes into a great kingdom that would be strong and powerful
to oppose the fell forces of the north. He lured them on, exploiting their desires and weaknesses. Not all of the
men succumbed to his lies, but many did, and to these he taught many secrets, including the working of bronze

6
into weapons and armor. These men soon beat back the orcs (which Fankil had commanded to fall back before
the men), and they turned against their brethren which had resisted Fankil's lies. Soon their dreams of a great
kingdom in the north were coming to fruition.
During these days, the elves of Thrlornar withdrew more and more into their forest, sensing the evil desires
which were growing in the minds of the humans. Fankil understood that the Hwendi were one of the greatest
threats to he and his master's hold over the north, so he began to turn the minds of the Mornerin tribes against
the elves. He told them that the elves were "demons" of the forest, and that they were corrupting the land and
causing it to grow infertile. He convinced the Men that the elves were the great foe in the north. He then
convinced them that the demons of the wood were a greater threat than even the orcs, and soon these men
were joining with the orcs to raid into the realm of Thrlornar.
In the early days the Hwendi elves had only a little interaction with these
newcomers to the bay, but at first these interactions, while guarded, were
productive and the two groups would trade on occasion. However, as Fankil
gained more and more control over the Mornerin, he began to implant thoughts
in their minds portraying the Hwendi as Demons of the Forest who plundered
the earth's bounty with their magic, and they kept it all for themselves.
The humans slowly became more hostile towards the elves, until finally they
began to attack the elves. During this time the elves began to limit their
wanderings to the lands near Thrlornar, and soon as the human attacks
continued, they withdrew into their homelands and began to defend themselves
against the attackers. Soon the Mornerin even began to side with orcs as
the attacks grew from small raids to larger fights as they tried to enter
into the lands of the Thrlornar.
The Hwendi were strong and defended themselves with great skill, and the men and orcs suffered great loss in their raids. At
his fortress of Umata Fankil was gathering a great army of orcs and trolls and other fell beasts to join with the scattered
bands of men to assail Thrlornar and end forever the threat of the elves. However, before that could happen the Valar
returned to Middle Earth to aid the Noldor in their war against Morgoth. The fight that followed altered the shape of Middle
Earth. In the north a great earthquake shook the world. Much of the Iron Mountains crumbled and broke, sinking deep into
the earth, and the waters of __________ came flooding in reaching far south of the mountains. Fankil's fortress of Umata
was destroyed, but it's ruins survived on an island in this new bay, and deep within evil is said to still be buried there. Fankil
himself managed to escape, but his great army was destroyed with a few survivors following him or escaping to the lands
beyond. The Mornerin tribes were decimated, and even the Hwendi suffered some loss. The First Age ended in dramatic
fashion creating the new bay of Urheldor (or Illuin), and leaving chaos reigning in the region.

Other tribes of men came to the bay, and some sided with Fankil, while
others stood against him. The Agrinak and the Duranak settled immediately
south to the island of U-Lyshak in Desdursyton and south of Thrlornar. 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). The
Hwendi remained suspicious of all men due to the violent acts committed by
the Mornerin
Many bloody fights soon came as the scattered men fought each other and the
elves of Thurlornar. These early men were divided into smaller tribes or
clans, and were quite nomadic in nature. Many of their battles came as one
group intruded upon another's hunting lands. At first their weapons were
quite primitive being crafted from wood and stone or bone, but Telear
introduced the concept of bronze weapons to these groups, and soon the
fights began to focus on taking these weapons, and the battles began to
escalate. The elves of Thurlornar alone had knowledge of iron making, and

their stronger weapons as well as their skills in their woodlands kept many
of the humans from entering into their lands.
So the First Age came to an end with the increasing influence of men on the
Bay, and the Hwendi elves withdrawing into the safety and shelter of their
woodlands. Fankil's power was growing and his influence on the scattered,
and nomadic tribes of men was ensuring that the Bay of Illuin would soon be
a stronghold of evil unless some other power could oppose him.
To those who accepted to follow Telear, he gave as a reward the lands around Thrlornar, 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 Thrlornar.
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 didnt forge an
alliance with the newcomers.
Bloody wars and great battles followed, for Man was easy to anger and took the sword and spear lightheartedly. 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.
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 Thrlornar,
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 Thlornar, 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 Uvaxshtras 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 Mar 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 Thlornar by the Orcs; and
acts of torture inside the halls of a rebuilt stronghold of Utumno.

8
The last battle (referenced later as the Battle of the Dawns Demons) happened in Agrinak lands, just north of
Thrlornar. 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 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. Vyaspra
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 Thrlornar to the great river, that the Nmenreans 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 Thrlornar 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 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, Preprla, helped by the Elves of Thlornar. The traditional date
acknowledged by history is 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 Thrlonar. 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
Kytaari (their original name is forever forgotten), distantly related to the Myri (see Far North modules).
The Kytaari 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 Kytaari 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 Mrenor, 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 Preprla, but were always stopped by the vigilant Ulshyans. Then
they turned their efforts against the Ulgath of the green Talathrant valley. At the same time, the Mornerin tribes
of Utm began to sail the waves of the sea, striking in summer on all the shores of the Bay, plundering and
gathering slaves.

10
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.
Nmenrean explorations (SA 876-1060)
During the ninth century, the first Nmenrean ships sailed the waters of the Helkar, 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 Nmenreans 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 Nmenreans 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 Crdan and Gil-Galad, but he sent another two fleets, in 912 and 926, mapping the gloomy shores
of Utum, that they called rcheldor (S. "Land of Fire and Ice", Qu. "Urheldr"), 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 Nmenreans, but either fled in fear or attacked them. The
Nmenreans 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 Elvenkings counsel
and ordered the foundation of Lond Elerion, in 950, on an island south of the shores of rcheldor. Here the
Nmenreans 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 Nmenreans 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 Nmenreans, and for many centuries they did not
dare the dangerous ice of the Helkar. On the contrary, Soronto laid more interest into the Illuin Bay, 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 Sorontos 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 Mar 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 Mars 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 Mar, and gave an order to kill everyone, Orc or human who would want to join the Mar Host.
Mar 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, Mar 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 Drhars 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 Ansawim, 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 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-Shatr ("Mountain Cloud") and in Orshnin (Kh "Ice Haven").
During this period, Fankil experienced troubles in keeping his domain, threatened by migrating peoples and
the Orcs of Mar. Finally, the migration ceased, and Mar 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 Mar: 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 Mars 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 Kytaari ruled the
deep forests near Thrlornar, 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 Nmenreans in their haven of
Lond Elerion, the Dwarven holds of Drhars Folk, the Umli and the Elves of Thrlornar. 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".
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 Nmenreans. 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

12
Kiphetaba and by building several important outposts on the rcheldor island, like Nenjen and Loaj-Kin. These
outposts proved soon to be useful during the war against m, 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 Gak, 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 m. In 1213, having infiltrated spies in the ma
government, the Womaw asked for commercial treaties.
The ma King, Uvluku, 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 Gak was war. In 1215, a force of
invasion disembarked in the north, and marched towards the capital, Sikilokh. But the ma, though few in
number, had learned how to defend themselves, and their kingdom had been fortified. For two years the Womaw
besieged m, 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 ma 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 Sikilokh. King Uvluku fell prisoner, and the city was
ransacked. However, the Sikikulv was saved, thanks to the help of the Great Eagles, who bore the Queen
Kibytna away from the battle. Threatened by a nearing Dwarven army from Murthnin, the Womaw left with a
huge bounty, which largely benefited to the Womaw outposts of Illuin Bay.
The Womaw fortified after the m war their cities of Nenjen and Loaj-Kin and established in eastern
rcheldor 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 m war. Trying to
renew with an important commercial and political 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 Nmenreans 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 Elross line (his ancestor
Manwendil was Elross third child). He exchanged gifts with the Ulshyans and the Vothrig, teaching these
peoples some of the elements of Nmenrean 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 Nmenreans.
Ardamir had in mind a colony in rcheldor, 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
Nmenor. Many in the court didnt 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 Soronr, Harfalas or Mirdor in the South. In SA 1472, the settlement
of Hisilond was founded on the shores of rcheldor. In 1602, when Hithlond dominated on no less than 30'000
colonists, of which most part lived outside the main city, Cemendur (Ardamirs son) proclaimed, by edict of Tar-

Telperien, the colony of rcheldor.


The Elves of Thrlornar (SA 1 1588)
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 Thrlornar was not troubled by any significant event: then, in 1125, a group of
Avari came from the East, bringing woeful tales of the Balrog Mar. 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 Thrlornar, 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 Thrlornar 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 Thrlornar,
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
Nmenreans, the High Men of the West, Elf-friends and faithful to the Valar.
By intercession of the Ulshyans, a Nmenrean embassy was welcomed in Thrlornar in 1588. The Elves
appreciated the Nmenrean commitment in helping the Ulshyans and cleaning the Sea from the Utumian
pirates, but they didnt feel like to have close relations with them. The Nmenrean 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 Thrlornar. 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 Kytaari, 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 Kytaari 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 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-shatr.
The southern princes, thriving in their good relations with Ulshy, greeted with friendship the arrival of the
Nmenreans, 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 Nmenrean help in shipwrighting, the Vothrig started to rule
the Sea of Havens as merchants. The Nmenreans 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 didnt lose their warrior tradition, and
often fought as mercenaries for the Nmenreans 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.

14
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 Ltan and Dyr remained secure
from Mordors grip. It is said that Fankils agents made a good work in converting the nomad Easterlings: yet, the
Seducer feared for his power, and didnt 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 they preferred to slay and plunder the envoys
of Sauron, rather than hear their words.
The height of Ulshy (SA 1388-2021)
The Nmenrean alliance had been the beginning of a new age for Ulshy. The Kings were glad to host as
many Nmenrean 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 Nmenrean 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 Nmenrean Ilvatar. His court was open to many Nmenreans, 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 Nmenreans 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, Nmenor 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
Dnedain.

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 rcheldor, 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 rcheldorian 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 Nmenreans were safe, as they
were considered allies, but this didnt 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 rcheldor, who began to attack Ulshyan ships and ports, and then even
Nmenrean merchants. The governor of Hithlond reacted by requesting reinforcements to Nmenor, 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 Abrzagar sailed the Bay, yet only minor victories
were achieved, as pirates held their havens in the thousands fjords of rcheldor, impossible to control even for
Nmenor.
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 citys markets collected goods from all around the bay, the East, central Endor and
the Talathrant Valley, and Nmenor. The Kings of Banadar played the diplomats wisely, so that they obtained
independence in 2021, by supporting the Nmenreans against the Ulshy. They hosted a Nmenrean garrison,
who helped them defending against the ever-greedy Ioriag and Ulgath nomads. Some say that most of the citys
capitals were raised by raids on the Talathrant, that culminated in the sack of Relerind in Relmether, in 2002.
During the 22nd century, the tendency of Vothrig to build larger kingdoms grew stronger, with the support of
Nmenreans, 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 rcheldor. These kingdoms quickly became rivals, fighting each other for commercial and political
power: the Nmenreans 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 Saurons 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. Preprla
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 rcheldor, 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, Rasedkh. From 2281, the inland tribes of Utumians started raiding the coastal

16
kingdoms of the Vothrig, often banding with Orcs. In 2294, Rasedkh gathered a large army and marched
against a Vothrig alliance, who was defeated three years later. A new kingdom of Utm was born, constituting a
new power in rcheldor: only Erezwand near the Maws of Storms, and the Nmenrean colony around Hithlond
did survive, but they were not able to drive their enemies off the coast. From 2301, a new wave of Utmian
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 Hoarmrath in 2583, but both powers deemed
too risky and dangerous a campaign to move farther their borders.
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 Nmenor 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, Nmenrean
power was threatened, as a result of Saurons hate for the Nmenreans, and Fankils fear of them.
Nmenors 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 rcheldorian Vothrig began attacking Nmenrean ships, governor Abrzagar 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 Nmenreans 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 Nmenrean 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 Utmian kingdom menaced the very Nmenrean
colonies: the invaders were repelled, but for the first time the Nmenreans felt directly threatened by a lesser
race of the Bay. The new wave of piracy dealt a blow to trade, especially to Nmenrean 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 Nmenor,
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 Rmenna for the Bay of Illuin. Belzagars first concern was the safety of Hithlond: he repelled the
Utmians, 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).
In the following five years, the Nmenrean 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 Nmenreans. In less than eight months Belzagar
forced Cisantaxma II to a tribute and the opening of his ports to the Nmenreans. The city of Zinawar, at the
mouths of the river Rusek, was renamed Caladost (Ad. "Belrondas"), and was put under a Nmenrean
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 werent able to reach any other city. In 2603, Belzagar

returned in Hithlond, where he defeated again the Utmians 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 Nmenor 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.
Nmenrean decadence (SA 2800-3045)
Although the Nmenreans 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 Nmenreans 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 Nmenrean 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-Nmenrean, 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 Nmenreans, 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 "Nmenrean" dynasty of Banadar, and many Nmenreans
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 Nmenrean blooded aristocracy all round the Bay. Some
Nmenreans, especially the Kings Men, looked horrified at this, but didnt bother as long as tributes flew swiftly
to Armenelos.
New Nmenrean blood, to replace the births from mixed unions, arrived in the 29th century, as Faithfuls
who were leaving Nmenor. The immigration increased further with the crowning, in 2899, of Ar-Adnakhr, first
Nmenrean King with an Adnaic 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 Utm, Desdursyton, and
the Vothrig kingdoms. The importance of cities increased, and corsair fleets were built, to wage war on
commercial competitors. However, Nmenrean presence waned: more interested in southern trade, and not
worried by the growing Cults of Darkness, the Kings Men progressively abandoned the Bay. The final act of this
withdrawal occurred in 3001, when Ar-Zimrathn, facing a revolt in Tantrak (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: Rasedkh led her troops
against the weakened Nmenrean 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 Utmian
army, and most Nmenrean 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 Nmenreans captains fought an endless war against the Utmians 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 Nazgl) 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

18
the conflict between Northern Kataj Taj Mokba and Southern Kataj of Tej Oda, Kuz Nekao. The Nazgl 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.
Thus, Tedjins and their Ioriag vassals were incorporated by force in the army of vatha, 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 Lurmsakn, 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, Rasedkh 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 Thrlornar: the Elves repelled the attackers at great price, but this
event caused them to join the league, and side with the Vothrig and Nmenreans. 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 rcheldor, the Erezwandians resisted bravely to the Utmians, helped by many Nmenreans 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 Preprla 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 Nmenrean Host (SA 3263 3264)
Nmenor didnt forget about her colonies in the North. In 3258, a new King took the throne, Ar-Pharazn the
Golden. In 3261, he led his huge army to Middle Earth, defeating Sauron and taking him captive in Nmenor;
that same year, the 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 Nmenreans: in less than two years, they changed the order of the Bay:
they destroyed the kingdom of Utm, killing its King Rasedkh and driving the last defenders north into the
frozen Mountains; Banadar received a new Nmenrean garrison, Caladost was rebuilt, and the Vothrig forces
incorporated as a local militia to keep order for their masters, the Nmenreans. Jezdka was burned to the
ground, and Razeral forced to a huge tribute. Preprla 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-Pharazn left for Nmenor 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.

Nmenors 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 rcheldor 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, Utm and ULyshak.
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.
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 Taxmaspda 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 Nmenrean 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 Preprla, repelled by the Ulshyans.
912 Second Nmenrean exploration, it reaches the mouths of Talathrant and Ulshy.
926 Third Nmenrean exploration; the Dnedain 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 rcheldor; the Nmenreans 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 Nmenrean 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 Mar 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

20
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 Drhars Folk found of Orshnin (Kh "Ice Haven") west of Desdursyton.
c. 1120 Large bands of Mornerin cross the frozen sea at the Maws of Storms, and move to rcheldor. Some
Umli tribes settle in northern rcheldor.
1125 A group of Elves from Mitheryn settle in Thrlornar, 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 Drhars Folk found Karag-Shatr ("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 rcheldor.
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 Nmenor 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 rcheldor, 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 Nmenreans.
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 Nmenrean haven of Hithlond.
1549 An embassy from Eregion visits Thrlornar.
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 Nmenrean embassy visits Thrlornar, 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 Nmenor
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 rcheldor.
1688-90 Sauron appears several times to the Mannish cultures of southern and eastern Rhn 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 rcheldor.
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
1781 The Vothrig plunder Shiyras
1799 Shiyras is conquered by Vothrig
1838 Another Nmenrean expedition, led by Ciryatan, explore the shores of the Helkar, reaching the ports of
Shartax.
1865 A Nmenrean 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
Cheys northern territories.
c. 2000 Piracy returns to the Bay, mainly based in the rcheldorian 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. Relerind in Relmether
is plundered by a Vothrig force from Banadar.
2013 The Ulshyan King pays a tribute to Nmenor, and is forced to grant independence to Banadar.
2023-2030 A fleet of allies, led by Nmenrean governor Abrzagar, fights piracy, but they are not able to

eradicate it.
c. 2100 Rise of large Vothrig kingdoms in the eastern Bay, supported by Nmenreans.
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 Rasedkh, an Utmian priestess.
2279 Rasedkh unites the Utmian tribes into a strong confederacy, under the protection of the Tongueless
One.
2281 The inland tribes of Utmians start raiding the coastal kingdoms of the Vothrig, often banding with Orcs.
2287 Erezwand forms an alliance of Vothig princes, to face the Utmian threat. They receive Nmenrean
support.
2294 Rasedkh 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 Utm, under
the High Priestess Rasedkh.
2301 A new wave of Utmian 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.
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 Nmenor and expels their
garrisons in Ulshyan ports.
2583 The Dysdirani clash with the Urdar of Hoarmrath at Dastar, but both powers deem too risky and
dangerous a campaign to move farther their borders.
2588 Belzagar, son of Tar-Anducal of Nmenor, leads a large fleet to the Bay of Illuin. Docking in Hithlond, he
burns the fleet and ports of the Utmians, and drives them to the interior.
2591 Belzagar withdraws in face of the alliance between Utmians and the Orcs of rcheldor.
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 Nmenreans. The city of Zinawar, at the mouths of the river Rusek, is renamed
Caladost (Ad. "Belrondas"), and put under a Dnadan 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 Utmians and the Orcs, wreaking havoc in their
lands. Then he sails back to Nmenor 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 Nmenor settle in the largest cities of the Bay. The Nmenrean 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-Zimrathn, in need of troops to send to Tantrak, orders a heavy withdrawal of forces from the Faithful
colonies of Illuin.
3005 The Utmians to attack the borders of Hithlond.
3045 Hithlond falls to Utmians. Lond Elerion becomes a corsair city, and his people mix with Vothrig
immigrants.
3076 Under the patronage of Fankil, Rasedkh 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 Thrlornar: the Elves repel the attackers at great price, but this event cause them to
side with the Vothrig and Nmenreans.
3101 Razeral rounds Thrlornar 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.

22
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 Utmians 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 Preprla 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-Pharazn destroys the kingdom of Utm, killing its High Priestess Rasedkh and driving the last
defenders north into the frozen mountains; Banadar receives a new Nmenrean garrison, Caladost is rebuilt,
and the Vothrig forces incorporated as a local militia to keep order for their masters, the Nmenreans.
3264 Jezdka is burned to the ground, and Razeral forced to a huge tribute. Preprla 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 Rhn 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 Rhn. 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 Rhn. Large numbers of Urgath migrate through
Gathod and onto the eastern and central Talath Harroch.
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 Rhn. Turambar
grants much of Rhovanion and the Talath Harroch to his Northman prince allies.
c. 585 Initial construction projects of the Men Rhnen. 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 Hoarmrath
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 Artaxshsan 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 rdar.
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 rdar candidate, Knut the Dark is killed). Knuts tribe flee to the North, and settle themselves in Kilath,
and are therefore called as Askila (a Tyran/Mornerin population).

SECOND AGE
5 The Elves of Taur Lmi flee their land towards Mitheryn. The forest changes its name to Taur Morn.
15 The three tribes of Men are led to m, and they found their new kingdom.
25 The first years of reign of King Imak is marked by the discovery of the Sikikulv (O. Tear of the Sun). He then
changes his name into Sikilib (O. Blessed by the Sun).
50 Tyrani peoples settle in Myr and Iskah, driving out their Mornerin inhabitants. The latter, moving north, trigger a
series of petty wars for territory.
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 rdar.
200 Horses are first introduced in Urd by the Tyrani.
208 Ernerin first King of Myr.
228 Leif Gustavsson unifies for the first time the Vothrig, after the dangerous battle of the Fire Heirs (during
which the rdar candidate, Knut the Dark is killed). Knuts tribe flee to the North, and settle themselves in Kilath,
and are therefore called as Askila (a Tyran/Mornerin population).
301 Leif Gustavssons grandson Bijorn Atonsson takes over after his fathers death. He is a self-centered and seeks
only his own pleasure. The Vothrig people soon grow tired of his self-serving ways, and many former leaders
withdraw from Bijorns kingdom. Bijorn does not try to stop them.
313 Bijorn Atonsson is killed in a raid by a neighboring hold. He has no (legitimate) heirs to claim his throne. No
one tries to unite the Vothrig for many years.
345 First Womaw exploration of the Sea of Thilluin.
950 Founding of Lond Elerion, on the island of rheldor. Nmenorean ships start trading in the Bay of Utm.
ca. 1100 Mar stirs in Uab and starts gathering Orcs for a huge army.
1101 Mars Orcs conquer Kheledh-dm. Many Umli flee west on the icepack, towards rheldor and the Northern
Waste. Many tribes of Men leave the Mountains shadow, following the legend of the Arklu-shen.
1102 Mars army storms Angclax and besieges Drhar-shatr.
1104 Battle at Nan Drhar. Death of Doronar and defeat of the Free Peoples.
1106 Fall of Drhar-shatr.
1123 Mars host attacks Luindor.
1127 The Orcs withdraw from wounded Luindor.
1128 A messenger from Sauron of Mordor informs Mar about Ruurik.
1130 Mars host leaves for Ruurik. Lamthanc attacks Belzram and make it its lair.
1550 An embassy from Eregion visits Luindor.
1720 Curegam, Lindemar and Helruin return to Luindor, fleeing the destruction of Eregion.
1843 Thiranon, a Sindar elf from who survived the fall of Eregion leads a group of 200 other elves to the shores of
the Illuin Bay in hopes of finding the shards of the fallen lamp of the North. They make contact with the Nelyar and
Hwendi elves in the region. The Nelyar readily accept them, while the Hwendi are a little more cautious. Thiranons
elves along with their new Nelyar allies found the haven of Londronar. Over the next several years they teach the
inquisitive Nelyar the craft of seamanship and shipbuilding.
1954 Hoarmrath is born in the Forest of Dr.

24
1962-75 Wars between the Urdar and the Umli.
1973 Emrath, Matriarch of the Urdar, is slain; her daughter Amrath succeeds her. Hoarmrath becomes Master of his
Household. He starts to deal with Elves, eager to learn their knowledge of Nature.
1977 Hoarmrath meets with Curlalf, who sees the mortal as the one who could bring order to the warlike Urdar. He
starts to train him personally, and to teach him the lore of other cultures, suggesting him indirectly to covet the power. Soon,
Hoarmrath develop a desire to rule and order Men, and starts to quarrel with his sister on political matters.
1985 Hoarmraths supporters attack the Angcla, thus triggering a war. Amrath orders his brother exiled, but
Hoarmrath refuses to leave.
1986 As soon as the war is over, Amrath tries to drive out her brother from Urd. This triggers a series of violent acts
between the supporters of the valiant warrior and those who obey the priestesses.
1987 In an escalation of violence, a group of warriors, loyal to Hoarmrath, slay the Matriarch. Hoarmrath declares
himself King of Urd, and faces civil war against most Urdarin tribes. He enlists the support of Luindrim warriors sent by
King Thonaran under counsel of Curlalf, and the power of the Book of Icelore to control the weather and use it in his
favour.
1992 After many years of war, Hoarmrath pacifies Urd and sets himself as King, banishing the last Priestesses who
survived. To keep the tribal militia at bay, he sends them to the borders, starting a series of campaigns to submit the Angcla
and the Myri, and weaken the Mountain and Ice Orcs. In this period, the Elves start to trade with the Urdar, as the woods are
cleaned of Trolls and other Evil creatures.
1997 Hoarmrath completes the conquest of Myr. Realising that Curlalf is trying to make a puppet ruler of him, the King
of Urd coldens his ties with the Elves, expelling their counsellors from his court.
1999 Incapable to restrict the activity of Elven spies and watchers in the woods, and jealous of their power and riches,
Hoarmrath turns against the Luindrim, requesting them to acknowledge his rule. In the battles of Sarn Girith and Cabed-iThyn, the Urdar are heavily defeated by Elven guardians and the power of the Book of Icelore. Threatened by Elven
assassins, Hoarmrath sends messengers to a fabled King, Sauron of Mordor, to ask for his support against the Luindrim.
2000 A messenger of Sauron, called Khaml, visits Hoarmrath and offers him a Ring of Power, with the promise of
power and the immortality of the Firstborn. The King of Urd becomes the Sixth Ringwraith, taking the name of Ice King.
2002 Hoarmrath leads his army to Luindor, starting the War of the Woods, opposing the Book of Icelore with his
power. He soon enlists the aid of the Mountain and Ice Orcs, and knowledge brought from Mordor, to burn the wooden
fortresses of the Luindrim. The conflict rages for more than fifty years, exacting a high tribute of blood from both the Elves
and their enemies.
2053 Camthalion, disciple of Curlalf, allies with Hoarmrath, murders his master and steals away the Book of Icelore.
Deprived of their main instrument of defence, the Elves are broken, and their kingdom is conquered. King Thonaran is
slain; Elewen leads a large group of Elves southeast, but Eryngon remains, vowing to free his people from the Urdar yoke,
and reclaim his fathers crown. He lives with few companions in the woods, attacking small Urdarin groups. Hoarmrath
submits Luindor and humiliates its people with the Half King tradition. He starts building a centralised kingdom,
accumulating power in the hands of his closest minions, each ruling over a stone citadel, symbol of the Kings power.
2055 Elewen founds the Elven kingdom of Rbor.
2056 The Urdar conquer Shartax.
2060 Hoarmrath gifts the Dwarves of the city of Drhar-shatr, dislodging the Orcs. The Dwarves accept to pay a
tribute to him in exchange of their ancient capital. The Ice King orders Camthalion to found an order of male priests to
spread the Dark Religion. The new High Priests takes residence in Sediakh, initiating acolytes to the dark ways of Essence
and Channelling.
2065 The Urdar submit the Agnica.
2070 The building of Kibedkh, with the help of the Dwarves of Drhar-shatr, is completed.
2250-3261 Hoarmrath leaves the government to his minions, among which Camthalion, and travels to Mordor,
returning every now and then to his kingdom to overview the situation.
2300 The Ulshyan settle in Modune(which they rename Ulshy), after a very long migration from Chey Sart. They
expulse the too primitive Mornerin inhabitants, and take early contacts with Urcheldorians Numenoreans.
2357 The Ulshyans send an emissary to Londranor and with they help of the Numenoreans the Ulshyans and
Londranorian elves make several trade treaties.
2674 Eryngon and his band slay an Half-king and his first son. The Urdar retaliates upon the Elves. Eryngon starts
travelling outside Luindor.
3032 Eryngon is taken captive by the Urdar, and taken to Sediakh.
3241 Randae is born, from Celedhen heir of Lindor.
3260 Randae begins his quest for the Book of Icelore and his brother Aldaron.
3261 Uprising of the Luindrim. Led by Randae, and with the might of the Book of Icelore, they throw off the Urdars
yoke. Randae is proclaimed King.
3338 The elves of Londranor and Thurlornar receive word that Sauron has initiated a war in the south. Several of

the Sindar elves of Londranor decide to return to fight the war. Many of the Nelyar and the Hwendi decide to join
them.
3340 Battle of the long night. The forces of Londranor and Thurlornar have reached the edge of the sea of Rhun.
There they discover a large force of Easterlings camped and preparing to join Mordors army. When night falls, the
elves attack. The battle rages through the entire night, but by morning the Easterling army is shattered, and the few
survivors flee to their homeland. Unfortunately much of the elven force is lost. The wounded are sent back to
Thurlornar, and a small group continue to join the Last Alliance.
3441 Sauron is defeated by the forces of the Last Alliance. Hoarmrath passes into the Shadow, and his kingdom quickly
splits. Camthalion flees to Kibedkh, where he gathers the last faithful priests. Naug Zigildm recovers the North Hammer
from Kheledh-dm.

THIRD AGE
3 Eryngon is freed by his prison, and returns to Luindor. However, he does not dare to claim for his title, knowing that
his people love Randae.
105 Messengers from Luindor reach Thurlornar. The two realms begin to share intelligence and knowledge for
many years.
130 Randae dies without offspring, and passes the crown to Eryngon.
1050 Hoarmrath returns to Kibedkh, where he finds Camthalion still ruling over a small but strong force of dark
priests; the lair starts to recover his power and, under Saurons orders, he calls his servant Din Ohtar from the shadows,
and sends him to the Sea of Rhn with the task of seduce or eliminate every spell user in the region.
1052 Hoarmrath re-establish his rule upon Dr. Rumours of the return of the Ice King spread throughout the North.
1062 Three Wizards visit the Far North, and learn about the rumours. Itharcon (Curunr), Telcontar (Alatar) and Nlglen
(Pallando) are honoured by Eryngon and Arthil. Itharcon resides for a while in Luindor, while the other roam the land,
organising defence against the lair.
1064 Itharcon visits Thurlornar.
1067 Itharcon visits the Dwarves of Murthnin and the Men of m, exhorting them to fight the rising Shadow. He
obtains less than hoped.
1068 Itharcon and Nlglen, having heard about truble in the East, leave the Far North, leaving to Telcontar the burden of
fighting Hoarmrath.
1080 Aewidil (Aiwendil) visits the Far North. That same year the forces of Hoarmrath are defeated near Igelkk.
Telcontar leaves for the East.
1085 Aiwendil returns to Western lands, preoccupied about Greenwood.
1090 Hoarmrath takes Igelkk. He is attacked by the Elves.
1092 Hoarmrath is able to forge an alliance of Urdarin tribes against the Elven invasion. Eryngon withdraws his troops.
1100 Hoarmrath launches another campaign of conquests in the North.
1101 Communication between Luindor and Thurlornar becomes less frequent as Hoarmraths threat grows.
1120 Hoarmrath crushes the last Urdar opposers, with the help of loyal clans. Eryngon orders the Book of Icelore used
against him.
1160 The Ice King submits Angclax.
1230 Conquest of Myr.
1290 By this time, the Dark Religion has spread widely, and nearly all Mannish peoples of the North have developed a
strong hatred for Elves and their control of bad weather. The Luindrim close their borders to everyone approaching their
forests. Camthalion is sent to Angmar.
1336-40 Second Invasion of Luindor. Thanks to the Book of Icelore and the help of the Wizard Telcontar, the Urdar and
their allies are defeated, but the Elves lost many warriors.
1380 The Urdar submit the Agnican tribes.
1404 Nomads from Lu Tyr Su start troubling the Myran and Iskah borders.
1472 The Urdar conquer Iskah.
1542 Nomads from Lu Tyr Su ravage Iskah during winter, helped by the exceptionally good weather conditions.
1544 Revolt in Angclax.
1545 Revolt in Myr. Iskah divides in two kingdoms, Iskanor and Tyrnalt.
1601 The Urdar conquer Iskanor.
1606 Fall of Tyrnalt. The nomads are turned away from Iskah after many years of war.
1634 The Great Plague strikes all the Empire of the North. Disorders break out in all the Empire.
1644 Urd wholly pacified.
1657 Fall of Sufkupik in Iskah. The Empire pacified.
1676 The assault on Luindor is renewed.
1699 The Book of Icelore is stolen again by Gorthog the Whisperer. Third Invasion of Luindor, by a huge horde of Evil

26
Men and Orcs.
1703 Eryngon falls in battle at Cabed-i-Thyn. Cybrethil is razed, and Queen Arthil flees with her child Rhaveryn.
1704 Luindor pacified, a new line of Half Kings, this time supported by Orc guards around them.
1706 Hoarmrath retires to Kibeidukh, in fact travelling often to Mordor.
1870 Attack on Lu Tyr Su. The Urdar and Myri are defeated by the Tyrani.
1990 Campaign in Kubor Sd. The Urdar and Iskahr are driven out by the locals.
1995 The Myri revolt, but they are heavily defeated by the Urdar.
2136 Revolt in Angclax, repressed by the Urdar.
2245 Invasion of Mitheryn, defeat by the Elves.
2456 Revolt in Urd.
2458 The Luindrim rebel. They are defeated.

FOURTH AGE
1 The Death of Hoarmrath is hidden by his generals. However, strife for power quickly develops.
5 Three generals ally against the Dark Priests, and divide Urd between themselves and their minions.
8 Atlikar, High Commander of the West, allies with the Dwarves.
9 Revolt In Angclax, supported by Dwarves. Atlikar breaks the balance attacking the East dominion.
10 The South dominion enters the war against Atlikar.
15 Peace of Ukiuknth. Atlikar proclaimed King of Urd. Angclax is freed.
24 The South dominion dynasty ends. New kingdom of Myr.
Numenorean colonies
Arnor, rcheldor, Gondor, Bellakar, Anbalukkhr, Kharadune, Miredor, Tanturak, Anarike, Balkuloni, Sakal
an-Khar, colonies of Morenore
Vindafarnah III (1575-1580 ?)
Vindarna II (1706-1748)
Vindarna III (1748-1773)
Bagabuksha I (1921-1938)
Cisantaxma I (2567-2570)
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.
Mar messengers invited Fankil to accomplish the same task in the Illuin Bay, so that only the Shadow would
be victorious in the North. Mar 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 Mars war, either by giving support to Mars 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 Mars
host. This strategy was the best for Fankil, and the sacrifice was minimal. With the elimination of Mar, 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.
Mar 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. Murthnin and m 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
Ansawim, a hundred years earlier, travelled to far lands under the bid of an earth spirit called Mahrak.
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 Drhar-shatr, a messenger came, from a distant land in the south,
which he called the Black Land. Mar 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 Mar act in accordance to Saurons
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 Mar about the North Hammer, and the other
instrument of power the Dwarves were preparing for the Demons defeat.
And so it was that Mar 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, Saurons malice saved the Elves and their allies. Yet, Mar 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 Belzram. And the same year of the Shadow Flames departure, the Dragon stroke against the
weakened defences of the Dwarven city, and make it his lair.
The Dwarves survived to Mars wrath only by chance, but their number had fallen. Kheledh-zram and the
ancient capital were Orc controlled. Belzram had fallen to the Dragon. Only Murthnin 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-Shatr (Mountain Cloud) and in Orshnin (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
rcheldor 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 m conflict, a messenger from Sauron met with Fankil, in order to incitate
him to place under Saurons 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
Fankils response, and Sauron devised the Binding Rings, powerful artifacts that could bind the spirit of a
Mannish servant to Middle-Earth indefinitively.
These rings which have dominated much of the history of the Bay, along with the Unlife peril, were relatively
early works in Saurons 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

28
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 Nmenreans 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 rcheldor, lower Talathrant, and the lands East of Vothrig,
including coastal Desdursyton. What do you think?
The early Nmenrean presence is explained as concern of Gil Galad for a growing Shadow in the east. This is
why Nmenreans 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.
>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 >>rcheldor, lower Talathrant, and the lands East of Vothrig,
>including coastal . 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 Mar 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 Nmenreans (just an idea): their presence continues for all the age, but around 2500
Faithful move to Illuin Bay, and Nmenor 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 Nmenrean 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?
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


Nmenreans 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 Thrlornar; 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.
Gabriele
Hoarmrath and the kingdom of Urd
Hoarmrath 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.
Hoarmrath 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 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 Hoarmrath 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.
Hoarmrath reappeared in his citadel of Kibedkh 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 Ringwraiths
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 Iskah.
In 1640, only Luindor still resisted. But it was only a matter of time.

30

2
2.1

The Land
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 rcheldor.
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 ULyshak. Their beliefs are not far away from the Nmenrean faith, as they revere the True One God Asruta and
his fourteen children (to whom they oppose the Demon and his fourteen children). They are in contrary friendful
with the Hwendi, a Tatyarin Avari tribe living in the forests of Thrlornar.
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, Preprla 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

Thrlornar

Thrlornar (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.
2.3

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 Djolk, 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.
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 Fankils
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 Kytaari, an ancient people who arrived on the bay during the seventh
century of Second Age. The Kytaari became a woodland and reclusive people, letting enemies pass as long as
they didnt attack their villages, and ambushing them when they got too near.

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 Mar 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.
2.5

Desdursyton

Desdursyton lies along the southeastern shores of the Gulf of tum, 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 Tratalamar, a great mere situated atop the Traparsa, Endor's largest
butte. The Desdursyr - a fierce, Tyran-speaking people, consider the Tratalamar (which they call
"Gerlkneshe," the "Spirit-mere") a holy place.
2.6

rcheldor

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 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..
[Note, on the ICE map, the closest corresponding island to Urcheldor on Thomas' and Gabriele's maps is the large island NE
of Dyr. It's only features is a large volcanic area in the center of the island, which I have described similarly to the geyser
basins in Iceland or Yellowstone.]
Here are detailed the most important realms :
Ierkhab and Kiebk (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 Nmenreans, the Vothrig and the Ulshyans. One of their rulers was the high priestess Rasedkh, 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 Hithlonds fall at the end of Second Age.
Oerja : several trade outposts are built by mid-Second Age (Nenjen, Loaj-Kin) 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 Rasedkh 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 rcheldor 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 Sorontos expedition in Ormal and

32
Illuin Bays), Hisilond 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-Zimrathn, in need of troops to send to Tantrak, orders a heavy withdrawal of forces from the
Faithful colonies of Illuin. Hithlond falls some decades later to the conjoint forces of Rasedkh 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 Nmenrean realms.
2.7

3
3.1

Oerja

The Sea
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 Helkar, 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 Utm in north-central Endor - he dwells in the Dancing Caves of Drkoti.
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 lair
Hoarmrath. Hoarmrath, the Lord of Dr 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 Nazgl, for both prefer simpler contests; however, Lamthanc constantly tests
the limits of Hoarmrath`s patience. The Forked Tongue Worm delights in raiding Urd and Myri herds, as well as hunting
the Nazgl`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.
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. 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' ).

Climate

Fauna and Flora

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.
Gusg 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 Gusg tend to be a little bigger and aggressive, while domestic ones are more
woolly.

34
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 Gusg survive only in Uax and m, 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 ma, 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. Agasivkh) 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 Mar 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 Essences 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 2,52,7 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 gusg herders. The Angcla
consider them akin to their folk, while the Urdar fear them as much as the Giants.
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 Belzram. He gave birth to
several lesser drakes, through mating with Ice Drakes of the North.
No Urulki 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.

6
6.1

The People
Kytaari

History
The Kytaari are an ancient people, now mostly fading as other folks conquer or colonize their lands.
Originally, the Kytaari were a Tyran people who came to the lands west of Thrlornar in the 7 th 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 distinct people known as the
Kytaari.
The Kytaari 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 12 th century, they were invaded by Mornerin
fleeing west from Urd. By that time, the Kytaari had turned to woodland tactics, letting enemies pass as long as
they didnt attack their villages, and ambushing them when they got too near. From that time, the Kytaari 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 Kytaari became a semi-legendary people,
surviving only on the mountain slopes.
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
Kytaari, 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 Kytaari, 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 : Kytaari 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 : Kytaari 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 Kytaari 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 : Kytaari 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 Kytaari 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
Kings 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 doesnt follow it is considered touched by bad luck.

36
Social Structure : basically patrilineal but matrilocal. Kytaari 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 brides 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 Kytaal (Ky ice stone), the Ataarns 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 Kytaari are nomads, roaming the forest herding or living off the forests 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 doesnt know
the Kytaari secret marks.
Religion : Kytaari 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 Kytaari sing in the candlelight to frighten the dark spirits - and the
equinoxes.
A peculiar institution of Kytaari 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 Kytaari 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 : Kytaari is their language, but some of them know some Elvish (Avar), Tyran, Chyan and Vothrig.

Warfare
Kytaari 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 Kings 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 Thrlornar, 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 Elfpeople 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 Preprla, the Ulshyan capital. We travelled to Elthrakh,
where we met with Kytaari 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 Kytaari 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 rcheldor, 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 Kytaari feeding on sunlight. The Kytaari replied that they dont feed,
but rather receive warmth from their goddess.
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
Kytaari 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 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 Kytaari 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 Kytaari children. The weavers
of the Kytaari shear these animals frequently and produce from the torkaan a thick wool, which is used for overrobes, 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.

38
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 Kytaari 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 Kytaari 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 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, Sorontos 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 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).
6.2

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 Iskahrs
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
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 foes 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.

40
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 clans 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. 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 Fankils 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, Adnaic (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 :
Name of Unit Type
Lirk (Small Pack)
Lirm (Lesser Pack)

Number of Men
5
10

Lird (Pack)
Surm (Lesser Force)
Surd (Force)

50
200
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 clans 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
Olzaws 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 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 Kakars 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.
6.3

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.

42
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 63 (1,90m),
women around 59 (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 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 (Adnaic), 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 Nmenoreans 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 Nmenoreans 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.

6.4

rcheldorians

History
The general population of rcheldor is a product of the mixing between indigenous people (the Vothrig and
the Ulshyan). The first Nmenrean settlers arrived in SA 1600.
Urcheldorians, Womaw and Udahir
The Womaw can never reach the Bay by sea due to ice and blizzards. However, they could have ambassadors and
merchants in the eastern lands of Elthrakh and Nekhaktar.
As for N., we have the Udahir which are half-bloods. Depending on what happens at the end of the SA, perhaps we will
have only some small colony in Lond Elerion, a corsair city of good Nmenoreans (opposed to Fankil and Sauron, though
they lose most knowledge of Nmenor by mixing with Vothrig and Mornerin).
I think we have to enlarge the role of the the Urcheldorians and the Sled-horde, who will become one of the major powers
of the Bay in the Third Age, under Sauron's or Fankil's control.
In TA, surely some noble folk in main cities will have some Nmenorean blood and culture, but no pure-bloods except a
very few families, here and there. I'd see more fitting a general influence, the rise of a new Vothrig culture influenced by
Nmenorean Faithful colonists, which becomes dominating everywhere but in Ulshy and the Urcheldorian interior.
King Frost
I think we can introduce one interesting feature in Illuin Bay, an idea taken from Carlo:
In the Elder Days the Mornerin of the North learned about the existence of a powerful King living on the Iron Mountains,
and ruling the lands to the North. For the storms and blizzards which came down from the icy peaks, Men called Him the
Frost King, and feared his breath.
However, those peples who were seduced by Fankil and dwelled in the northern lands, learned to appreciate him as a
protector: for nothing could be more deadly than Him, and the Utmians were His people, who dwelled where He once
set his home. And the Utmians sailed snow and ice with sledges and white wolves, and stroke fear in the hearts of other
Men. They crossed the seas frozen by the Winter Lord, when the ships of the cruel Vothrig were imprisoned in the grip
of ice. And when their enemies, even the Nmenoreans, dared to threat the Utmians, it was winter who decimated their
armies, protecting the Snow Children.
If you complete the Second Age timeline with the Unlife and the end of
Fankil, I'll be glad to finish it working on the Third Age.

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6.5

Vothrig

History
The Vothrig were originally a small tribe of Northmen that originally lived in a few scattered settlements south
of the Iron Hills. In the turbulent days of the early second age, the Vothrig found many Easterling tribes migrating
into the region, and in some cases violently forcing their current inhabitants from the land. When the Baradhrim
people attacked the Rhovanion at the beginning of the age, the Vothrig began a long migration that would take
more than 300 years to complete. First they moved north, then east settling for a time in the lands that would
later become the home of the Ulgath people. Later they traveled through Kykurian Kyn and the lands of the
Ulshyans. The Ulshyan's befriended them, but soon the Vothrig once more were on the move. They eventually
made it to the rocky coastlands on the eastern side of the Illuin Bay. At the time the land was sparsely populated,
so the Vothrig were able to establish several settlements along the rugged coastland. As time went by they
began to exchange their farming lifestyle for that of a fishing people. Now they swore that this would be their land
forever, and they quickly became proficient at defending themselves against their primary adversary, the orcs of
the old Iron Mountains. Eventually the number of Vothrig settlements grew, and they soon gained control of the
lands that would be named after their tribe.
Appearance
The Vothrig have a fair skin, usually blond, brown or red-haired, brown or amber eyes. Those living in
Urheldor 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), Like
most northmen people, they are rather tall, with men reaching an average of 5'11?, and women being 2-3 inches
shorter. Men are also quite broad with their average weight being 170lbs, with women averaging 120 lbs.
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 treated. Killing a slave is passible of death.
They like friendly games, such as wrestling, horseback 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. Some tribes live in one large
community, but most are spread over a wider area in a few villages. Each of these communities also has a clan
leader who is responsible to the tribe's chief. They live in large longhouses. The longhouses are made with stone
or wood. The house is usually divided into three rooms. The central room is the living area. Here the people
store food supplies, and prepare meals.
During the cold winter months most of their activities are completed in this room. To one side is the sleeping
quarters which are usually subdivided by hanging cloth or hides from the beams that support the roof. On the
other side of the central room is another room where livestock is kept. The people live in large family groups,
with 30, or sometime even more living in a single longhouse. The people live in small communities that are
surrounded by earthen and palisade walls for protection. The coastal communities are the largest, but there are
some inland farming communities. The coastal communities have a greater number of stone structures to give
added protection from the frigid coastal breeze that blows in during the winter. The inland Vothrig are farmers
and hunters as well as suppliers of lumber to the coastal Vothrig. Most of the Vothrig people live near the coastal
areas, and are superb mariners.
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), Alveya (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 Djolk, 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).
Currency : the Vothrig once used barter in the trade with other people, but now they use some lovely coins
(mint by them or by the Ulshyans), made of copper, bronze, silver, gold and even platinum.
Diet : Fish is their common meal, often eaten 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 Adnaic (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 were originally a peaceful people, but after being expelled from their homeland, they have sworn
to never be expelled again. From the time of their childhood, children begin to learn some basic forms of combat,
and by the time they reach adulthood, most men have been trained with weapons. The only real standing army
is the bodyguard of the king and the chiefs. Most other warriors have other duties, but rotate guard duties as
dictated by the village leader. In times of war, or raids the chief or even the king will call for a muster and a great
number of warriors will come to his call. In the coastal villages, fishing boats or trade vessels can change to
warships at a moments notice. Even while fishing, most warriors have some sort of weapons on their craft.
Vothrig warriors wear a wide variety of armor. While most wear simple hides, or leather armor, chain armor is
fairly common, softer hide armor with metal rings is also quite common. The Vothrig use spears or two handed
"bearded" axes more often than anything else, but they are also fond of broadswords. For ranged weapons,
throwing axes or javelins are most common, but there are also some who use bows.
6.6

The Hwendi

History
The ancestors of the Hwendi (Av "Forest Elves") belonged to the Tatyar, the second tribe of the Quendi.
When the Vala Orom 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 Cuivinen for a time. During First Age, the Lands of Palisor were shaken
by great Wars between Elves and Morgoth's minions, the Hwendi 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
Thrlornar ("the Wind Forest").
Appearance
The Hwendi are relatively pure blooded Tatyar, and have dark hair, and blue or green eyes. They are fairskinned, 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

46
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 Thrlornar. Another clan controls the haven of Londronar, and the other three are in scattered
communities throughout 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 clans 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 Orom 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 Orom 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 Lonth (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 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.

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6.7

Mithrydhil

History
The Ancestors of the Mithrydhil and the Luindrim belonged to the Nelyar, the Third group of the Quendi, but
when the Vala Orom returned to Cuivinen 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 Morgoths minions, they departed to the north, settling in the lands west of the Sea of
Illuin/Urheldor.
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 Lriens 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 dont 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 Mens.
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 ones work.
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
dont 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 Mithrydhels 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 Ivanni
(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 dont use coins. All their simple economy works through barter. Trade with
outsiders is rare doesnt 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 dont play a big part in Elven diet. In Mitheryn is distilled the
rel, too, but it is more strong and alcoholic.
Language : They speak their own language, Mithryd (5). Many also know Adnaic (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 Kings 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.
6.8

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.
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 males 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.

50
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 friends 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 bellshaped room called Mahladm, which serves as a temple.
Religion : The Umli revere Eru, who they call Odanal; he is their father, and he is worshipped in the
Mahladm. The powers receive a tribute, too: among them, Mahlic (Aul) 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 dont have trade with outsiders, and are ready to
share their belongings with members of the same band (this increasing the givers 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 gusg, 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 scale). A few of them can write traditional runes developed by Ucaphel. They speak also Chyan,
Adnaic 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 Kytaari,
descendants of the Fustirs of Lotan and Chegra human foes made the same journey, and pushed the FustirGost 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 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 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.

52
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.
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 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. 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 victim 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.

54
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.
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.
6.9

Dwarves

History
Drhars Folk are a branch of Barins 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 Drins Folk, coming
from Ruurik: they founded Kheledh-dm (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. Drhars 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 Aul, 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 Drhar-shatr is considered the King of Drhars Folk, and enjoys a higher status.
Social structure : Dwarves organise in households, ruled by an elder. When two Dwarves marry, the female
enters her husbands 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 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 (Aul), 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, Brin the Scarred and Drhar.
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, Drhar-shatr mints golden coinage, while Murthnin mints
silver. Drhar-shatr trade with the Urdar, while Murthnin have frequent business with the ma, 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 gusg.
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.
6.10 Mountains Orcs
Racial Origins
The Mountain Orcs descend from the tribes that, at the times of Morgoths 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 Mar and Hoarmrath.
They speak a series of Orcish dialects, that can be collectively categorised as Mountain Orcish. They dont
know any form of writing.
Political structure
They are divided into tribes, scattered from the Firth of Rocks to Drhar-shatr. Every tribe is ruled by a Chief
(Or. Krgal), 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 Krgal and his warriors.
Military structure
The Krgal commands a small force of warriors, that enforce his power and dont 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 dont 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.

56
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
dont obey their Master.
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.
6.11 Snow Orcs
Racial Origins
The Snow Orcs descend from the tribes that, at the times of Morgoths 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 Mar and Hoarmrath.
They speak a series of Orcish dialects, that can be collectively categorised as Ice Orcish. They dont 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. Kral), 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 Kral 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 Kral. 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 dont know even trade. When property is not decided by force, the Kral 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.
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 gusg. 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
dont 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.

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