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inland Sea
Based on J.R.R. Tolkien's THE LORD OF THE RINGS
Table of Contents
6.1 THE FOLYAVULDOK............................................39 6.2 THE IBNOTITHIUDA .............................................40 6.3 THE DONATH..........................................................41 6.4 THE GATHMARIG..................................................43 6.5 THE EASTERLINGS................................................44 6.5.1 The Tribes.........................................................45 6.6 THRALIN'S FOLK...................................................47
Copyright © August 1st, 2000
This work is the intellectual property of Mike Campbell, Luke Potter and Justin Morgan-Davies. It is intended for private, nonprofit use by fantasy role playing gamers. No portion of this work or material derived from it may be used for commercial purposes without the permission of its authors.
9.1 The Rings of Binding................................................56 9.1.1 Rhûn's Rings of Binding...................................57 9.2 The Hitav Yurna........................................................58 9.3 The Bilak-Khald........................................................58 9.4 Thelor's Ring of Power..............................................59
CREDITS Authors: Mike Campbell and Luke Potter Editor/Developer: Chris Seeman Content Development: Justin Morgan-Davies Linguistic Contributions: David Salo Proofreading: Chris Seeman Rhovanion Maps: Thomas Morwinsky Interior Maps & Floorplans: Luke Potter Typesetting: Wolf Bergenheim
12.1 Episode 1: The South Road.....................................79 12.1.1 The NPCs........................................................80 12.1.2 The Setting......................................................80 12.1.3 Encounters.......................................................80 12.1.4 Outcomes.........................................................81 12.2 Episode 2: A Violent Diversion..............................81 12.2.1 The NPCs........................................................81 12.2.2 The Setting......................................................81 12.2.3 Encounters.......................................................81 12.2.4 Outcomes.........................................................82 12.3 Episode 3: Loose Lips.............................................82 12.3.1 The NPCs........................................................82 12.3.2 The Setting: The Region around Killindrow. .83 12.3.3 Encounters.......................................................83 12.3.4 Outcomes.........................................................83 12.4 Episode 4: End Game..............................................84 12.4.1 The NPCs........................................................84 12.4.2 The Setting......................................................84 12.4.3 Encounters.......................................................85 12.4.4 Outcomes.........................................................85 12.5 Epilogue: The Depth of the Conspiracy..................86
13.1 Episode 1: Running Scared......................................87 13.1.1 The NPCs........................................................87 13.1.2 The Setting......................................................88 13.1.3 Encounters.......................................................88 13.1.4 Outcomes.........................................................89 13.2 Episode 2: Nest Robbers..........................................89 13.2.1 The NPCs........................................................89 13.2.2 The Setting......................................................89 13.2.3 Encounters.......................................................91 13.2.4 Outcomes.........................................................91 13.3 Episode 3: The Saboteur..........................................92 13.3.1 The NPCs........................................................92 13.3.2 The Setting......................................................92 13.3.3 Encounters.......................................................92 13.3.4 Outcomes.........................................................93
On September 19th of 1997, Iron Crown Enterprises regretfully declared a moratorium on its long-standing Middle-earth Role Playing series. Two years later (almost to the day), ICE lost its Middle-earth license entirely. One casualty of these tragic reversals was the manuscript which you are now about to read. A brief retelling of the heroic saga of how it weathered this storm, and how it came to be in the first place, is in order. Way back in 1989, when MERP was enjoying its heyday, Jessica Ney-Grimm, ICE's Middle-earth editor, received an enthusiastic letter from a young gamer named Mike Campbell. An avid MERP fan, Mike was eager to see more, especially in the virtually undescribed lands on the eastern frontiers of Wilderland (Rhovanion). After examining some notes Mike had written up on the region, Jessica promptly invited him to write a module himself. ICE's usual procedure for cultivating new writers was to start them off with something manageable, so Mike was assigned the task of authoring Shrines of Rhûn, a short, Ready-to-Run adventure module set in the strategic corridor between the Ash Mountains of Mordor and the southern shores of the Inland Sea of Rhûn. Its adventures were to center upon shrines built by an Easterling tribe to honor their fallen heroes. But Shrines of Rhûn was destined to become something greater. Fortuitously perhaps, Mike's manuscript sat unread upon Jessica's overworked desk for a very long time—long enough for ICE's publication goals to expand into its second edition "realm module" format. Having read through the draft of Shrines, Jason Hawkins, Jessica's right-hand man, gave Mike an 80-page budget and told him to get cracking on Southern Rhûn. Meanwhile, unbeknownst to Mike, his future partner in crime was about to be discovered. In the fall of 1995, Other Hands was approaching its fourth year of existence, The Kin-strife had been published, Southern Gondor had been written, and ideas for a Northern Gondor follow-up were germinating in my mind. In the course of my wanderings, I stumbled across Luke Potter (or maybe he stumbled across me—I don't remember the details), who was then devising a history for the Balchoth, the Easterling hordes that ravaged Wilderland in the lateThird Age, which set the stage for the heroic entry of the Rohirrim into Calenardhon. Luke's history was published in Other Hands 12 (January 1996); and sometime between then and the publication of the April issue, Jessica Ney-Grimm offered me the job of assistant series editor for MERP. My first task was to seek out potential authors for new modules, and Luke was ready to hand. Like Mike Campbell, he too was interested in fleshing out the blank spaces on the edge of Rhovanion, and offered to write a realm module for Dorwinion (an essential tie-in for Northern Gondor as well as for Sourthern Rhûn). My new duties as assistant editor ultimately doomed Northern Gondor to oblivion, but they succeeded in making Mike and Luke next-door neighbors. From then on, we coordinated all of our efforts to ensure consistency among
3 our respective projects. At some point we were joined by a fourth musketeer, Justin Morgan-Davies, who contributed additional content to the Forest of Rhûn. Justin had wanted to write an adventure module set in that area, but Jessica felt it wasn't "high profile" enough to be marketable, so we just absorbed him into Mike and Luke's projects. Then, sometime in mid or late 1997, Mike submitted his draft of Southern Rhûn. I then discovered a problem with the whole undertaking. While Mike had produced some excellent material, it would be artificial to to slice in half a region that was so clearly unified by its geography, its culture and its narrative themes to Luke's work on the northern half of the coastlands surrounding the Inland Sea. Of course, ICE had readily bisected Southern Gondor and the second printing of Arnor into separate volumes, but that was a product of financial necessity, and sales were showing that it was not a desirable way to market parts of Middle-earth. Why cut the Inland Sea in half when it could be presented as a single module? Jessica agreed with this reasoning and authorized Luke to meld Mike's finished manuscript into his own (which was nearing completion). The Inland Sea realm module had been born. Alas. That decision was to thwart the realization of Mike's dream; for had I accepted Southern Rhûn for editing when it was submitted, it would have been finished in time to see publication. But by the time Luke was nearing the end of his titanic labor of combining the two, it was September of 1997. ICE pulled the plug, and The Inland Sea went down the drain along with so many other promising projects. But not all was dark. I had Other Hands and a growing circle of subscribers to help support the independent publication of Mike and Luke's magnum opus. It was only a matter of time before The Inland Sea would become a reality. Unfortunately, it has proved to be a long time in coming. For the next two years my free time was taken up doing my part to keep ICE's Middle-earth products alive. But it wasn't what I wanted to be doing. I wanted to carry on the torch of the classic realm module genre that had reached its zenith in Wes Frank's Arnor. Plans were laid, but "one thing or another drove them out," as Barliman would say. Not that The Inland Sea was ever forgotten, but when you're a full-time grad student with a magazine to publish four times a year, "free time" for other projects is a sparse commodity indeed. For this reason, the demise of ICE's Middle-earth lines came more as a relief than a grief. At last I would have the time to get The Inland Sea done. Well, sort of; there was still an interminable backlog of other projects to deal with (like the still unfinished Oathbreakers), and each project worked to keep the others from completion. Originally I had intended to publish The Inland Sea as a hard copy book, complete with lavish artwork and quality binding. That may still come to pass someday; but for the present, I think it is better to get it out there so that people can start using it, rather than sitting upon it until some utopic respite appears which may never come. And so we come to it: The Inland Sea version 1.0. "Glory and trumpets!" Now I think I know what Sam must have felt like
4 when he first awoke on the Field of Cormallen. I'd like to thank Mike and Luke for their patience and long-suffering— and for their friendship. May their eyries receive them at the journey's end. Long live MERP! —Chris Seeman August 1st, 2000
INTRODUCTION:INTRODUCTION could remain open. It is a common local joke that the mighty realm of Gondor would crumble if the wolves were to catch a certain nomad lord's best cow, or the wrong Ehwathrumi caravan guard slept past sunrise. At the root of the joking, however, lies an important truth about the region. The security of the trade routes is a deadly serious matter to the people of Rhûn, and many have died trying to make their fortune in commerce, be it on the sea or along the dry trade roads of southern Rhûn and Rhovanion. The city of Mistrand stands perched on the choke-point between west and east, regulating the amount of goods that cross the line of the Sûrûbeki River and pass further west into Gondor. Mistrand, however, is under the thumb of a conservative eastern religion that has, in recent years, shunned most contact with the western-facing peoples of Rhûn in the interest of strict isolation from foreign influences. Gondor enjoys a long-standing relationship with both Folyavuld and the towns of the Ibnotithuida, an Eriadoran Northman culture on the Warwater River. Both of these peoples have enjoyed for many centuries the role of middle-man between Mistrand and Gondor, and have developed a bitter rivalry with one another for the best goods and profits. The Northmen, the Dúnedain and the Men of Dorwinion (the Folyavuldok) have all invested a great deal of money and effort to create a dependable means of delivering trade goods to the wealthy citizens of the western kingdoms. Mistrand's insularism now threatens to destroy the rival trading empires, redefining the balance of power along the littoral of the Inland Sea. The erosion of Gondor's influence in Rhûn since the closing of Mistrand's market is no simple side effect of a random cultural change. The religion that has swept the countryside in southern Rhûn and seeped into the power structure of Mistrand is an artifice for the worship of Némol the RingWight, a devoted servant of Uvatha the Nazgûl. Under the guise of the plains-god Kérkassk, Némol has gradually taken advantage of the latent feelings of mistrust between Easterling and Dúnadan. The people of Mistrand have institutionalized their hatred of the west, and though they know it not, they are now numbered by the lord of Dol Guldur as one of the many peoples at his command. This is Rhûn and the Inland Sea in the mid-Third Age; a borderland in every sense. It is where east meets west, civilized meets wild, order meets chaos, and good meets evil. Just as Gondor faces its time of crisis at the end of the Third Age, when the shadow threatens to engulf all, so is the midThird Age the time of crisis for Rhûn. Nations, souls, and history itself hangs in the balance, and their are no white wizards here to save the day. The shadow spreads subtly; inexorably through the cities, the pastures, the homes, and even the hearts of the people. The recently departed Great Plague brought death and chaos to this land, and tore great gaping wounds in the fabric of Rhûn's societies. Now in its wake, the servants of the Dark Lord swoop in to weave a new pattern, one in which every thread radiates from the dark center of the cloth. The strong who would attempt to put Rhûn back on the road to order are now the targets of Sauron's assassins. In their absence who will stand against
To most of the people of western Middle-earth, the land called Rhûn is shrouded in a haze of myth and rumor. It is at once the domain of mysterious cultures and mythic cities, a boundless expanse of wild plains and uncultivated lands rolling to the ends of the world, and a perfect horizon that might, at any moment be marred by an ominous smear of dust: the tell-tale sign of an approaching horde of riders. The majority of Western maps end in a great swath of tan, sometimes filled with the fanciful creatures of the artist's mind, but more often bearing only a single word: Rhûn. To a choice few, however, Rhûn is a diverse land of tremendous opportunity, where an individual with a handful of silver coins can build an empire. These few have glimpsed the snow-capped peaks of the Pinnon Rhûn from the deck of a ship sailing the Inland Sea. They have looked down on the green valleys of Folyavuld, which the west knows as Dorwinion. They have seen the forested shore of the sea, the tall spires and glittering domes of Mistrand, and the myriad Easterling campfires dotting the great plains like stars in the night sky. To these few, Rhûn beckons; calling out to the heart of the explorer. In actuality, the Inland Sea and its surrounding lands have from the beginning acted as a gateway between the realms of far-eastern Endor, where the Children of Illúvatar first awakened, and the great civilizations of the west. More than any other single factor, it has been the migration of people from east to west that has shaped the history of the Inland Sea. And because Rhûn is a natural portal between the west and east, its wars have often spilt over across the borders of neighboring lands, drawing foreign powers into wider conflicts that have wrought great destruction on the lands surrounding the sea. In the instances where western and eastern peoples have fought against one another, Rhûn has been the battleground. Its people have repeatedly absorbed the damage of foreign wars and have been persecuted in the name of foreign causes, both of eastern and western origin. Rhûn's role as passage between west and east has also been a great boon to the region, and many of the Inland Sea's cultures are organized specifically around the carrying of trade between distant lands. Though a route south through the Gap of Khand and west across the lands of Northern Harad spoils Rhûn's monopoly on the east-west trade, many is the local merchant whose purse has grown fat transporting eastern goods to western markets. Politics among the peoples of Rhûn is largely based on the control of two competing trade routes that crisscross the land and span the wide sea. So important are these routes to the economies of Rhûn's neighbors, that foreign powers have repeatedly found it necessary to intervene in local rivalries so that the routes
the Inland Sea was a perfect reflective pool. divorced from the rest of their kin.1. many houses of the Eldar tarried beside the various wonders of Middleearth as they encountered them for the first time. The area of Rhûn is too vast. He came across the wide plains of the east as a fugitive. To these coastal mountains he gave the name Zinaramahal (Khuz. however. Man made his appearance in Rhûn. As the population of the seven houses grew. "Red Valley Mansion"). These were closely related to the ancestors of Beor. much of the following narrative will be completely new to the reader. Thelor's people migrated south and west. and the seven houses were oppressed by his evil servants from their earliest days. for they held a great love for the light of Varda's stars. 3. the First Age was a time when the makers of Ea. torn-down. GM Note: The following history and timeline represents the compiled knowledge and recordings of innumerable scholars. to oppose the momentum of a mountain as it slides into the sea? 3 HISTORY Because so many of the cultures that have occupied the lands around the Inland Sea have practiced nomadism. Shortly after their arrival. Morgoth also made his home in the Iron Mountains. the easternmost of which was the Iron Hills stronghold of Azanulinbar-dum (Khuz. the Eldar who never beheld the light of Valinor. Since most of the recorded history of Middle-earth has taken place west of the River Anduin. and were forced to migrate south or face total enslavement by the dark enemy of the world. and reshaped by powerful hands. framing the unmarred reflection of the star-filled sky in deep greens and browns. The first group of men were few and poor in material. But as is told in the Silmarillion. and established kingdoms under the worn peaks of the Grey Mountains. They made for themselves a realm in the forests north and east of the sea and thus joined the ranks of the Umanyar. and the starlight that was her legacy to the world. In the end. "People of the Twilight"). and will refer to events in the west only when they directly impact the inhabitants of Rhûn. The seven fathers of Dwarves awoke at seven separate sites within the great Iron Mountains that dominated the north of Middle-earth in those days.OVERVIEW:OVERVIEW the rush of this dark tide. under the peak they called Hathur-na-bundurok. if only from the western perspective. The folk of Bavor struck south through the lands of Rhûn and Rhovanion to settle in the Ered Angurath. For countless years they dwelt in isolation beneath the canopy of Agasha Dag. No single inhabitant of the region would ever have access to a comprehensive document of this kind. a tribute to the glory of Varda. they delved the small but elegant limestone and marble kingdom of Kablik-madur. both the wandering Kelvar (animals) and the Maiar (lesser servants of the Valar) could not pass by the wondrous sea without being snared by its beauty. and simple residents of the region surrounding the Inland Sea. In its primordial form. leaving behind him a dark past. North of Rhûn lay the original homes of two of the seven fathers. particularly as it was reflected in the waters of the Inland Sea.1. 3. the northern center of the continent was shaped. kings. 5 The Elves of the Agasha Dag named themselves the Uialrim (S. He found the peaks he sought on the western coast of the Inland Sea. stirred in their earth-bound resting places and began their unending toil to shape the land. In . in a range later to be named the Uldona Spine. and the cultural geography too complex for an exhaustive history of the Inland Sea and its bordering lands. who heeded the summons of the Valar and accompanied Orome the Hunter in the great journey west. as they too came to settle in the lands surrounding the Inland Sea. Durin's folk wandered over the western lands and settled in several places. The houses of Bavor and Thelor quickly put any rivalry between them aside and joined to defend their northern homelands. and they settled briefly in the western foothills of the Uldona Spine before moving on. while Durin's folk awoke at Mount Gundabad and populated the lands north of Rhovanion. however. a young Dwarf named Runin the Headstrong led a small minority of his people along a separate path to find mountains he had seen in a vision. still walked Endor and strove in a direct manner to mold the world to their own tastes. the Dwarves were unable to hold their ancestral homes. readers will probably be familiar with the story.3 THE FIRST MIGRATIONS OF MAN Sometime in the early years of the First Age of the Sun. 3. such as the Wainrider Invasions. 3. Midway through their trek across the plains of Rhûn. a new and more numerous kindred of Man entered the region. however. brother of the Telerin King. so too did their dominions.1 THE AGE OF STARS The first of the Children of Iluvatar to pass through the lands of Rhûn were the Eldar. Aule's Heart"). the Valar. Aule's children. priests.1. The following account of Middle-earth history is cast in an "eastern" perspective. Hallowed forests grew around its shoreline. and unwilling to open their society to the other races of Middle-earth. Bavor and Thelor. the history of the Inland Sea is largely one of migration and continual change. but had split from them long before. Like all the other regions of Middle-earth. and their pause along the shores of the Inland Sea caused them to fall behind the rest of the Eldar host. These Elves were led by Folwe. the Dwarves. There. With other events. These were the ancestors of Beor. So it was that a group of the Eldar related closely to the house of Olwe first looked out on the calm waters of the Inland Sea and were transfixed. part of Mordor's mountainous fence. The creatures of Middleearth.2 THE AWAKENING OF THE DWARVES Many years after the awakening of the firstborn. the time-span too deep.1 THE FIRST AGE As those who are familiar with the history of the west will know.
a feat that greatly contributed to their strength.1. whose people did glorious deeds in the west. a collection of twelve clans who made their homes on the northern slopes of the Uldona Spine. as a few of the tribes found their way across the river and continued west while others remained on the eastern bank. great societies who would leave their mark on the history of the region.2 THE GREAT PEOPLING OF RHÛN "And after the victory of the Lords of the West those of the evil Men who were not destroyed fled back into the east. The tribes that settled around the Inland Sea were among the second great wave of Daen to migrate out of the east. Just as the siege of Angband in Beleriand guarded its people from the ravages of Morgoth's armies. The Donath remained for years along the Warwater. following the migration pattern of wild kine. from the river's watershed to the coast of the Inland Sea. offering abundant shelter and fertile grounds for hunting and gathering. and a trade of fur and meat for dwarven tools and hunting spears was established within the first century of Donath settlement. and their history is entirely separate from that of their western cousins who passed onward to Gondor. hunting and gathering in the fertile river valley and occasionally stalking the larger game of the plains. Many an Elvish coastal village was destroyed by the deluge. Morgoth's attacks upon the free peoples increased dramatically. It was the lure of more bountiful game on the Talath Harroch that eventually forced another split among them. 3. nearly doubling the sea's surface area. 3. Great systems of caverns were exposed. the Dwarves traded iron tools and weapons. Instead of following in the footsteps of the first Daen wave. The sea-floor fissure actually penetrated and drowned portions of the Underdeeps that ran below the bed of the sea. Those that settled along the northern and western eaves of the Agasha Dag made their camps under the shelter of outlying woods. The area under the vigilance of Northman and Dwarven scouts stretched from the eastern slopes of the Misty Mountains to the western shore of the Inland Sea. Whole clans and families were buried alive in their cavern homes as rockslides and earthquakes transformed the landscape.5 THE GREAT CATACLYSM The wrath of the Valar that brought Morgoth's reign to an end wrought profound changes on the geography and history of Rhûn. "People of Rhí"). Taken together. prompting a permanent migration by that folk to the higher ground of the forest interior. these tribes would form the basis of the many Northman cultures of Rhûn. The highlands of the Uldona Spine turned out to be an ideal setting for the tribes. The sinking of Beleriand in the west sent destructive tremors and increased the volcanic activity of the region. barren slopes as they were thrust well above the treeline. This mobile existence eventually brought them to the hills and high valleys that form the water-shed of the Uldona river. who claimed for themselves the headwaters of the Uldona River and the line of broken hills that extend northwest into Rhovanion. the second wave gave the hostile land of Khand a wide berth and passed around the eastern and northern sides of Mordor until their progress was halted by the Warwater. While the remainder of the Donath tribes gradually adapted to life along the southern coast. The floor of the Inland Sea cracked and the Uldona Spine highlands rose many hundreds of feet into the sky.6 their travels across the eastern plains. who passed well to the south of Rhûn and do not enter this history. Both tribes made early contact with Runin's folk. A few tribes even made their homes on the northern shore of the Inland Sea and over time developed the skills of boating and boat-making. Entire portions of the eastern shore crumbled and fell into the sea. This league was formed between the well-armed Northmen of northern Rhovanion and Rhûn and the three local houses of Dwarves. In exchange for the products of Northman pastoralism. These were the ancestors of Hador. The most stirring evidence of the uplift can be found along the line of the Gweléth river gorge where runoff water plummets hundreds of feet from the plateau top in a spectacular fringe of waterfalls to the river bed below. "People of Broen"). they learned to domesticate horses and sheep. three great tribes of Northmen migrated even to the borders of Beleriand and entered the tale of the War of the Jewels. into the now deserted lands of Beor's ancestors. Those that remained in Rhûn named themselves the Donath. an alliance was formed in northern Rhûn aimed at denying the passage of the servants of evil into otherwise unguarded lands. these families took shelter in the abundant natural caves and rock shelters of the highland hunting ranges. Following close in the footsteps of the Northmen were the Daen folk. though the ramifications of this were not to be felt for centuries. while pasturing their beasts on the plains. It was here that the Daen of Rhûn were first sundered. and filled the lands surrounding the forest of Rhûn all the way to the Iron Hills. The smaller of the two tribes was the Rhídon (Dn. Eventually. They were a more private people than their Northman predecessors and tended to shun contact with the other kindreds of Man. These men passed north along the eastern shore of the Inland Sea. This great cataclysm claimed the lives of many Dwarves and Men living in the Uldona Spine. where many of their race were still wandering in the . HISTORY:THE FIRST AGE 3. The success of the Northmen led to their expansion throughout northern Rhovanion and into the Anduin Vales. Both peoples profited immensely from this alliance. this time drawing two tribes into the southwestern foothills of the Uldona Spine. carved out by years of underground karst action and now drained by the sudden change in elevation. Pleasant wooded mountainsides became steep.1. The more numerous of the two highland tribes was the Broendon (Dn. The uplift of the Spine of Rhûn resulted in a mountainous plateau along the western shore with sheer rock cliffs towering sometimes hundreds of feet above the level of the sea. This second group was far more diverse than their cousins in the Uldona Spine.4 THE ALLIANCE OF DWARVES AND MEN In the later years of the First Age.
3.2. Under the tutelage of the Variags they learned to master the horse and became feared warriors in their own right.A. The first of these peoples were the Nardhrim. Though they were unable to defeat the alliance and win dominion over northern Rhovanion. and they laid an early claim to the whole of the Talathrant Valley. captains and master ironsmiths in the service of Angband. "Orcs of the Crushed Skull") of the Ash Mountains.A. the Baradhrim led a nomadic existence. Behind them. In S. the bulk of their numbers eventually allowed them to force their way across the Anduin vale and pass north of Greenwood into the lands bordering the Inland Sea. 262 an Ioriag alliance led by the warlike Variag tribe evicted the Nardhrim from much of the Talathrant Valley and took it for themselves. and it was only through their mastery of horsemanship that they were able to flee fastest and farthest from the ruin of Beleriand. Because they never came under the direction of the Variags. however. As the southern Ulgath became more powerful and aggressive. The Ulgath were a diverse people from the beginning. In their new lands. and it was not long before word of it reached the numerous but impoverished Uruk-marzguram (Or.2. These were recent arrivals out of the east. 521. In late S. the Baradhrim found these wide plains relatively empty. known to the peoples of the west only as "Swarthy Men" or Baradhrim. they learned to master horses only very gradually. At the headwaters of the Anduin. and warfare along the border between these two cultures was constant. They dominated large holdings of fertile land north of the Ioriag region of Relmether and did much to protect the Variag kingdoms northern flank. the Baradhrim were feared as competent and ruthless adversaries. making them a wealthy kingdom. Relin's people 3.A. Their mines reached the farthest corners of the mountain range and their highest halls looked out through windows onto the Sea. Among the Mannish and even Elven foes of Morgoth. moving whenever the plains grasses could no longer sustain their herds. 3. Besides the aesthetic majesty of this new domain which they named Falek-dim (Khuz.4 VASSALS OF THE BARADHRIM CHIEFTAINS The heavy-handed Variags dominated the Talathrant Vale for .2. Morgoth had gathered to himself a large army of evil Men. the northern Ulgath tribes sought to establish independent ranges for the grazing of their cattle and refused to ally themselves with the Variags.1 THE BARADHRIM SCOURGE Prior to his defeat at the hands of his Valarin brethren.3 THE ULGATH ARRIVE 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. Relin and his people abandoned their mansion to the Orcs and headed south to seek the rest of their kin in S. For three centuries they expanded and modified the caverns until they surpassed in beauty the homes that had been left behind. None of the servants of Morgoth could withstand onslaught of Tulkas. and always preferred flight to direct combat. 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. and they took them for kings. 522. and in the seventh century made contact with the Baradhrim. The martial strength of these tribes: their mastery of mounted combat and their unquenchable penchant for brutality. the envious Orcs crossed the plains of Gathod and launched strikes against Falek-dim. and Runin's line began the construction of a new mansion in the Uldona Spine. "First People"). and within a year the Orcs successfully seized two of the three towers and all of the easternmost halls of the kingdom. and cast over them a shadow of fear. and established chiefdoms of their own. came a much more fierce collection of tribes called the Ioriags who made constant war on their Nardhrim kin. allowed them to become slavelords. And the evil Men came among them. The three gates to the kingdom were enclosed in three great spires called the Bundusulzinbur (Khuz. ever on the borders of their more organized southern brethren. 3. "Home of Moving Waters"). These new Ioriag allies were dominated by a large collection of tribes calling themselves the Ulgath (Ul. however. 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). The passage of time did little to assuage the rivalry between the Baradhrim and their Northman neighbors. By contrast.2 THE GOBLINS OF THE ULDONA SPINE The Great Cataclysm was the ruin of the Dwarven halls at Kablik-madur.2. The folk of Relin were not a warlike people. They crossed the Talathrant and wandered into the the northern grasslands known as the Empty Plains. Relin son of Runin. the Dwarves discovered a great complex of water-carved caves under a pristine highland lake south of their old homes. the northern tribes were forced farther and farther west into the plains. rumor of the newfound wealth of Relin's people spread quickly through the lands of Rhûn. Eventually they adopted ranges east of the Iron Hills and north of the sea. Bordered only by poorly organized Northman tribes on their west and southwest." — The Silmarillion 7 also found a generous store of gems and precious metals. As is always the case. The flight of the Baradhrim took them through northern Eregion and over the northern passes of the Misty Mountains.HISTORY:THE GREAT PEOPLING OF RHÛN unharvested lands. Led by their new king. refusing alike the summons of the Valar and of Morgoth. wild and lawless. "Cloudy Horns"). however. and soon after their arrival along the Talathrant divided into two distinct cultural groups. they were opposed by the alliance of Dwarves and Northmen.
and the return of the dark worship of Morgoth which had once so dominated its traditions. In the end. others used the boating and fishing skills they learned from the Northmen to exploit areas of the coast further to the west. 1148. the worn and weakened tribes took a new name. having now been wholly driven from their original holdings. however. East of the sea was the domain of the Baradhrim and their subject tribes. Though their numbers were few the following spring. In the north. Many tribes found shelter in the wild hills of the Kykurian Kyn. the Baradhrim stopped driving the Ulgath away (as they always came back). As the twelfth century dawned. The latter group expanded west throughout the twelfth and early thirteenth centuries until they reached the mouth of the mighty Fola Salenin (known in the west as the Celduin River) and the territory of the Rhídon Donath. groups of Ulgath refugees reached the more fertile and sheltered forests surrounding the Agach vale. The vassal tribes of the northern Ulgath began calling themselves the Murgath (Ul. the Ulgath migrated upriver and settled the Salenin valley. The return of the practice of slave-holding to Baradhrim society led that culture to a rediscovery of its dark roots.5 FLIGHT Though their migration to lands further north gave them a short respite from persecution. In the southeast. It would be many centuries before the Urgath tribes achieved anything to rival their past. displacing the northern Ulgath completely. 596. the wandering northern Ulgath made easy prey for the fierce Baradhrim. The Donath and Ulgath became fast neighbors and a healthy trade began between the two cultures almost from their first meeting. river and sea. the river valley was again engulfed in war as an Ioriag led uprising overthrew the Variags. or in the forbidding lands of the Talathrant's northern limits. "The Bound People").A. Since the Ulgath were a matriarchal people. . bitter enemies of the Baradhrim. ringed as they were by hostile peoples. Such was the setting when Sauron.A. Murgath tribute was paid in victims for blood sacrifice rather than head of cattle. provided resources aplenty for those who knew how to exploit them. The vitality of the Northman villages was little affected by the arrival of the Ulgath. first turned his gaze on the land called Rhûn. The flight of the southern Ulgath was an epic journey across lands claimed by the hostile Baradhrim and Murgath. the regions surrounding the Inland Sea filled with Men from every corner of Endor. Along the western and southern shores Donath fishing villages prospered. As more and more Ulgath tribes began to appear on under-utilized Baradhrim land. and many of their Ulgath traditions were transformed under the circumstances of their enslavement. even if it meant abandoning their herds and living as wild refugees.8 several centuries before their grip over the other Ioriag peoples began to weaken. despite the loyal support of the southern Ulgath tribes.2. 3. 3. In S. binding these two peoples further. the Northmen and Ulgath were alien to one another and relations between the two were initially strained. spirit of fire. the tribal matriarchs decided that the vale would have to be completely abandoned and the people moved into the trackless expanse of the Empty Plains. the Ulgath benefited greatly from their close contact with the Northmen. Accordingly. To the north were Rhovanic Northmen and a small collection of Ulgath refugees. and tried to rebuild some semblance of their former glory. In their need. On the Empty Plains. In S.3 MORGOTH'S LIEUTENANT As the second millennia of the Second Age began. In S. The northern Ulgath had little choice. and most accepted the rule of the Baradhrim in exchange for relative peace. 730. While many Ulgath remained to dwell near their new-found friends. herds were seized and the people punished for living on land claimed by the Baradhrim chieftains. These riverside villages and the culture that evolved along the banks of the river came to call itself the Gargath (Ul. not all the northern Ulgath were willing to take the name Murgath and live as thralls to the cruel Baradhrim. Here they came upon the villages of a vibrant Northman sea-culture that had thus far escaped the ravages of Baradhrim raids. Despite this. Baradhrim tribes soon acquired a legitimate claim to the leadership of the northern Ulgath. More and more. several key defeats forced the southern Ulgath to push into lands farther north. the Ulgath were in desperate need of assistance. the southern Ulgath were able to defend their lands well into the eighth century. scattered bands of Ulgath began appearing on the eaves of the Agasha Dag and in the rough hills north of the Sea. These ranges were the domain of the easternmost dwelling Northmen of Rhovanion. the tribes could withstand no more. the tribes were driven to the southeastern shores of the Inland Sea. In their new homeland.A. Despite their common hatred of the old Easterlings. In the mid-twelfth century of the Second Age. resources were too scarce and the land too poor for the two cultures to peacefully coexist and the Northmen frequently drove the wild Ulgath into the forest. Again. the Urgath roamed the plains with their herds and called no man master. the southern Ulgath again were attacked by the Ioriags of Relmether in the tenth and eleventh centuries of the Second Age. The forest. 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. HISTORY:THE GREAT PEOPLING OF RHÛN Many of the Ulgath would not stand for this type of enslavement. and their surroundings too new for them to successfully endure the long months of cold. Their herds were too few. "The Wandering People"). and relations between them never turned openly hostile. "River People"). Instead of expanding further down the western coast of the sea and encroaching on Rhídon lands and fishing grounds. the Urgath (Ul. Initially. and began demanding a tribute of cattle and women from the Ulgath as payment for the use of the land. the Northmen took pity on the refugees and helped support them through the long winter. At the onset of winter. The remaining tribes formed a core of battle-hardened warriors who faced ever stronger attacks by their enemies.
an Aharic people distantly related to the Ioriag and Ulgath tribes of Rhûn. When Sauron was finally able to venture among the peoples of Gathod. These were the Otyassi tribes. Eventually. Upon his people's entry into Nurad. The Variags of Khand were a strong and brutal people and conflict between the Variags and the Odhriags was constant. The route of their migration brought them north along the eastern slopes of the Ered Harmal and through the Ioriag land of Nurad. and bound the Urgath to the edicts of Mordor. Because the Urgath were a pastoral people from the beginning. The spirit might then possess the body of the next bearer. Sauron devised the Binding Rings. Sauron chose one named Lokuthor. Muhlmek was quick to see the deep cultural rifts between the Ioriag tribes of the region that drove these people to constantly persecute one another. nor allow the spirit of the bearer to maintain any physical form after the expiration of his body. The Otyassi and Aivriag leaders met for three days and on the evening of the third day of council sealed a blood pact that forever bound the two cultures into one people. they did not initially prosper. At the time. 3. however. Sauron knew that the original bearers of the rings must have substantial power themselves. who journeyed from their homeland in the far south of the continent after being expelled by colonists from Numenor. his attentions were being drawn to the more urgent and promising matter of binding the Elves of Eregion. This was a matter that was not completely understood by Sauron and his servants until many centuries later. The reappearance of their chief deity threw the Urgath priesthood into a chaotic revivalism that engulfed all other tribal concerns and authorities.2 THE ODHRIAGS AND THEIR COUNCIL In S.A. In S. reduced them to a small collection of the stoutest individuals who lacked in all things save will-power. Sauron realized he would need many powerful servants. As Morgoth's Lieutenant in the First Age. a fact that would shape the history of the Odhriag people for centuries to come. To this end. For this reason. Keeper of Souls. tied more to the people and the herds than to a landscape that so frequently changed. Muhlmek was a great diplomat and student of history.1 THE RINGS OF BINDING In the mid Second Age. Besides being a warrior and military leader of some talent. 9 continent.3. Muhlmek identified one desperate group. where individually they would have been destroyed. Rather than allow his kin to become another of many tribes struggling for survival in this new land. the Binding Rings could neither extend the life of the bearer. and Second Age priests were as committed to the worship of Morgoth as had been the First Age priests who had actually seen the Enemy of the World. Calling themselves the Odhriags (Od. 1000. The three Rings of Binding which have dominated much of the history of Rhûn were relatively early works in Sauron's career as a ring-smith. forming an alliance that was just strong enough to allow them to survive. and offered to them the immediate assistance of his people in exchange for a pact of mutual non-aggression. they each swore to protect the other. the shaman of a prominent Urgath tribe. the Binding Rings impart to their wielders a great deal less than the Rings of Power. the Odhriags were driven west.3. 1688. Years of migration across the heart of the . Beginning in S. assuming that the new bearer was not so strong-willed that he might resist the possessing spirit. There the tribes would surely have come to an end as an independent people were it not for the keen intellect and shrewd eye of a young tribal leader named Muhlmek the Strong. But while the Odhriags survived their introduction to Rhûn. of the benefits of trade. Choosing a successor-host then.3.A. As the appointed High 3. 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. Secondly. he chose Mordor as the land that could most properly serve as the center of his realm and began the construction of the Barad-dur. the Otyassi were an advanced people who knew of writing and reading. a new people entered the lands of Rhûn and made their mark on the cultural tapestry of the region. was a delicate matter where strength of body and mind had to be weighed against the strength of the will to resist. powerful artifacts that could bind the spirit of a Mannish servant to Middle-earth indefinitely. "Dusk tribes"). to be the first bearer of a Ring of Binding. In Acana.A. however. Instead. From the first. the Binding Rings would bind the bearer's undead spirit to the ring after his body had expired. Sauron completed several Binding Rings and was ready to begin the long search for a suitable Mannish servant to become the first bearer. Sauron recognized Numenor and the kingdoms of the Elves as his chief rivals for domination of the continent. the Urgath priesthood was one of the steadiest traditions of Urgath culture. Two years later. Sauron knew well how the hearts of Man might be turned against one another. By the end of the thirteenth century of the Second Age. For this reason. and carry with them important restrictions that make them inferior. in the mid Second Age. and so Rhûn was spared for some years more before Sauron was able to properly focus on the task of subjugating its peoples. he was quick to recognize the opportunity present in these left-overs from his master's domain. the Aivriags. Sauron the Maia recounted his repentance of past deeds as the chief servant of Morgoth and again committed himself to the domination of Middle-earth and its peoples. The proximity of their new land to the domain that Sauron was establishing in Mordor made the Odhriags natural targets of Sauron's attention. through the ranges of the Urgath and into the dry grasslands between the Inland Sea and the Ash Mountains.HISTORY:MORGOTH'S LIEUTENANT 3. and of the crafts of stone-masonry and metallurgy. basically unchanged from their eastern origins. To combat the growing influence of Numenor and her colonies in Middle-earth. many facets of Urgath culture remained. as well as a strong will and devotion to the service of Mordor. the Urgath pantheon was filled with mobile deities. he made periodic appearances to prominent Urgath priests posing as Kragul. For one.3 THE KEEPER OF SOULS Despite the hardships encountered by the Urgath in their long journey to the shores of the Inland Sea. 1641.
Each of the Entwives who came to Rhûn had her own preferred plants. three Entwives came to the highlands that form the watershed of the Uldona and began a great labor that would transform the landscape and the local cultures. grains such as wheat and corn became the staple crops of Gargath villages.A. "Land of Rivers") dominated trade in northern Rhûn.3. leather and shell. Over two seasons of warfare the two Baradhrim tribes devastated the disunited Northmen. the war against the Northmen was less a conquest of lands to settle and more an instance of war for war's sake. it fell to Lokuthor to consolidate the Dark Lord's hold on the local cultures while Sauron himself concentrated on events in western Middleearth. "Ironpoint"). Indeed. Rather than be utterly conquered by their attackers. who was once Morgoth. and the wide plains northeast of the Szreldor were filled with Murgath tribes loyal to the Baradhrim. Conflict between these two peoples would continue for years. "King of the World"). driving them deep into Rhovanion by the winter of S. "Mist") because of the great banks of fog that could sometimes shroud the bay entirely. to make war on the Northmen of Rhûn. To both the bay and the river they gave the name Kug (Ul. To the peoples they influenced. And as more of the population turned away from fishing and hunting as a means of subsistence. the tribal wise men foretold the return of their dark master and the glory to which he had once elevated them. In the lowlands. a region that dominated Mordor's northern flank. a substantial part of the population banded together and migrated by boat east along the forested sea-shore. the fishing villages of the Northmen and refugee Ulgath were attacked without mercy. Donath and Gargath villages that once struggled for subsistence became great store-houses of agricultural surplus. drawing other cultures and races into the fray and reaching lands as far west as Greenwood the Great. In this manner they escaped their pursuers and eventually found a sheltered bay fed by a strong forest river. the cultures of Folyavuld (Fo. the Entwives were servants of the earth itself. those who continued to fish and hunt enjoyed larger catches and became suppliers in their own commodities of dried meats. the displacement of the Northmen would help solidify Sauron's control of the Inland Sea. and they grew strong in those days and built many towns and walls of stone. Within a hundred years. They appeared to both the Donath of the region. For Sauron. The feud between the Vulszev and Northman tribes was long-standing and filled with injustices on both sides. For this reason. it was a small matter to appear before them in the guise of their most ancient deity Rakana-Kiral (Ar. Sauron took up more direct means of making his bid for the domination of Middle-earth. Lokuthor became the most powerful individual in all of Gathod. What is less known is that Sauron also made war on the Northmen of Rhûn in those days. parts of the landscape come to life to reveal Arda's secrets to the eyes of Man." –– The Silmarillion . and focused much of her energy in particular regions. 3. The forests were filled with wild flowers whose nectars yielded thick honeys. while acquiring the technology of agriculture was an important step in the evolution of the local cultures. HISTORY:MORGOTH'S LIEUTENANT 3. To them Sauron was both king and god. particularly along the lower Fola Salenin and Uldona. many species of grapes were sown and the local Broendon Donath became expert viticulturists within only a few generations. By the late eighteenth century of the Second Age. the brutal Szreldor and Vulszev tribes. In the highlands. Sauron first heard word of the Baradhrim and their dark history centuries before. Competition for these iron resources brought Ardatha's warriors into brutal conflict with the Dwarves of Azanulinbar-dum. through Lokuthor's Urgath scouts. for he surrounded his abode with fire. Though legends of their defeat at the War of Wrath were still remembered in the oral traditions of the Baradhrim. and they feared him exceedingly. and they were numerous and fierce in war and armed with iron. 1690. a fact that would carry with it new dangers as events unfolded on the northern plains. Ardatha Szrel. In this role. 1696. Sauron urged the westernmost Baradhrim. the cultures of northwest Rhûn were being radically changed in an entirely different way. In fact. Along the northern coast of the sea. Besides weakening a proud and valiant people. at a place called Adumovas (Sz.A. laid claim to the fertile lands along the courses of both the Fola Salenin and Redwater.10 Priest of Kragul and the wielder of a lesser ring. the impact that the Entwives made on local religious belief was at least equally real. and the northern banks of the river were heavily reinforced with primitive forts.4 THE EARTH-MAIDENS OF FOLYAVULD In stark contrast to the religious revolution engulfing the southern shore of the Inland Sea. Many of those familiar with the history of western Middle-earth will know that Sauron made war on the Elves of Eregion to seize the Rings of Power. through his ability to guide the Baradhrim tribes. In S. For the Vulszev. and with herbs of great healing potential. As Sauron's most powerful servant in Rhûn. and also to the refugee Gargath and instructed each in the methods of agriculture. the Vulszev were not content to call off their aggressions after the second year of warfare. warlord of the Szreldorn people. Ardatha raised the first Szreldorn capital within sight of the Iron Hills.4 THE LONG ARM OF MORDOR "In the east and south well nigh all men were under his dominion. where iron ore was found in abundance. At the mouth of the forest river they made a clearing and 3.1 THE WAR OF THE NORTH At the end of the seventeenth century of the Second Age. Szreldorn warlord nobles established holdings from the mouth of the Redwater to the river's northern courses.4.
a large village located on the banks of the swift-flowing Uldona River. The Szrel-King then proclaimed a great 3. They did. the caves were used as family tombs and later as wine cellars. During these travels he devised a plan for crossing the Fola Salenin in force using large rafts for transporting the horses and weapons upon which Szreldor warriors depended. these tribes paid a yearly tribute of cattle. Under the tutelage of the Earth-maidens. the first year of Korlana's reign. With the base of wealth among the Szreldor shifting from horse and cattle to tribute rights and slaves. and entire village populations were caught and enslaved. when Korlana Szrel took the throne. which they traded to the Broendon for wine and the Rhídon for the goods of the sea. 11 To placate their Szreldorn neighbors. Under the tutelage of the Entwives they learned to make bread and later beer. The descendants of Ardatha Szrel were relatively lazy.3 THE SZRELDORN INVASION OF FOLYAVULD Into the vacuum left behind by the westward advance of the Vulszev and Szreldorn peoples settled the Murgath tribes. Highland Broendon culture was centered around the site of Killindrow (Dn.HISTORY:THE LONG ARM OF MORDOR raised a tall wooden palisade to separate that clearing from the perils of the surrounding forest. Before the War of the North. Though it was obvious that raiding Gargath villages could be a prosperous enterprise. the Northmen of Rhovanion were their allies and partners in trade. For the next two centuries. At the end of his second season of making war on the Gargath. Szreldorn society became dominated by warrior nobles. though in the east. The only honorable professions for Szreldorn males were weapon-smithing. 1735.1887. Along the Uldona. at the lowest year-round ford on the Uldona's course. but ultimately took mercy on these pathetic refugees and chose not to interfere. Korlana's men ran into a stiff resistance of Broendon and Gargath fighters and his offensive stalled. This period of inactivity ended in S. and too frequently challenged by other petty Szreldor nobles to achieve anything comparable to their progenitor.4. the Gargath became rich in surplus grain. As their society shifted to above-ground structures. "High Hold"). Each Murgath matriarch knew that every other Murgath tribe coveted her herds and ranges. prefering to take their livelihood from the sea. and making war. The town that grew up there was called Kugavod (Ul. the Broendon enhanced a vast complex of natural caverns in the hills surrounding the village. The crossing was undertaken at the future site of Ilanin in the late spring of S. "Seers") of the tribe which stated that the right to rule the Szreldor fell by divine right to the strongest of the tribal patriarchs. The three tribes of the Gargath people were by far the most prosperous of Folyavuld's cultures. as merchants from both cultures made their homes in the town. Broendon wine became a staple among all the tribes of Folyavuld. the changes instigated in Folyavuld by the coming of the Entwives intensified. As instruments of the Szrel-King's strength. Korlana had passed his time as heir raiding on the eastern frontier and scouting out the Fola Salenin valley. . and lived off the tribute of Murgath subject tribes. the current Szrel overlord. Those few who escaped the invaders fled into the highlands where Donath and Gargath warriors working together were able to use the terrain to their advantage. 3. and rapidly grew into Folyavuld's first and greatest town. Broendon wines remained the most prized vintages of the land. warhorse-raising. and drive what was left of the Gargath resistance into the highlands. the Szreldor terrorized their nomadic neighbors and ruled the northern plains unchallenged.2 THE EVOLUTION OF FOLYAVULDA CULTURE While Ardatha Szrel's realm took shape along the banks of the Redwater River. "Town of Mists"). These peoples were loosely tied to the Baradhrim. 1886. First a dialogue.A. Those that refused to pay the tribute risked the wrath of the Szreldor. which was filled with the wary Uialrim. This caste was further elevated by a decree made by the Bromarja (Sz. The Gargath were wholly unprepared to face the Szreldorn assault. and from ever uniting to throw off the yoke of Szreldorn rule. Clan patriarchs built fortified manors in imitation of the SzrelKing. they transformed the vale of the Fola Salenin from swamp and primary forest. In the days of rockshelter dwellings. to a land of bountiful grain and corn fields. With the help of the Earth-maidens. the territory of the Szreldor narrowed sharply between the forested and broken highlands and the wide river. and though the secret of wine production spread to the Rhídon and Gargath. Over the next two years. Still. This air of mutual distrust kept the Murgath from ever organizing themselves above the tribal level. and the town served as an informal capital to the emerging realm for over 150 years. set a constant guard to monitor the spread of the Easterlings. which might include the complete enslavement of their people and seizure of their herds. The Elves debated over this encroachment on their territory. warrior nobles were servants of the divine will of Rakana-Kiral. The town of Uldonavan (Ul. homesteads along the Gweléth vale grew hardy highland grains and grapes for a small domestic wine industry. "Uldona's Town") was founded in S. The Rhídon were the least agricultural of the three tribes. Throughout the eighteenth and nineteenth centuries of the Second Age the Fola Salenin acted as an effective barrier between unorganized Szreldor raiders and the prosperous villages of the Gargath. and came to house a successful fishing and forest culture.A. having acted as scouts and auxiliaries during the War of the North. Korlana Szrel managed to seize all of the Fola Salenin lowlands from the River Uldona to the Inland Sea. It was here that the great marriage of Gargath and Donath cultures first began. and would eagerly join in the persecution of her tribe were she to give them any excuse. and later an alliance between Gargath and Donath was made at Uldonavan. and thus were holy men in their own right. they carried on a continuous trade with the Broendon by ferrying goods up the Uldona. Korlana's troops were able to seize Uldonavan.4. Using their knowledge of rivercraft.A. the lack of a practical ford precluded any sizable Szreldorn raid over the river. however.
"The Glory of Szrel"). the clan lords raised great citadels. The Earth-maidens left Folyavuld in secrecy one autumn night.5 THE REIGN OF THE SZRELKINGS Markova Szrel proved to be a much more capable administrator than his father Korlana. "Society of Healers"). River ferries were permanently established at the Donu confluence and SzrelArkasa to handle traffic between the new territory and the northern plains. and greatly diminished both peoples. Donath scouts and hunters kept a watchful eye out for would-be Szreldorn raiders. however. They renamed their kingdom Nurunkizdin and renewed the search for precious stones and metals in the Uldona Spine. The only way to reasonably ensure that the Olvar they treasured would survive the ages was to depart in search of a new sheltered land to become their gardens. were deeply entrenched in the ruined Dwarven mansion. these citadels and the caste of men and women who were their stewards learned great secrets in the arts of medicinal healing. Ambushes were laid in areas of particularly close terrain where Szreldorn cavalry was at a pronounced 3. the Broendon and Rhídon were relatively safe in their highland refuge. Slaves given to the King spent the remainder of their lives carting iron on the Old Iron Road. Personal slave raids into the interior highlands of Folyavuld were still encouraged by the Szrel-Kings. the Szrel King was wise enough to realize that he would be better served by seizing control of the Gargath economy rather than wrecking it. The Szrel-King came to learn that his mounted warriors were illsuited to melee in the forested and broken terrain of the highlands. therefore.4. 3. the better chance that one would survive unmolested. forcing the Orcs out of whole sections of Falek-dim and reestablishing the Dwarven presence in Rhûn. and any gains made against the highland warriors were temporary at best. Around the highland gardens that the Earth-maidens had planted. were allowed to retain their authority among the villagers. Most of the slaves captured were taken back to the estates of the noble who sponsored the raid. which Sauron gave to Thelor in hopes of enslaving the Dwarf King. though in its roots it simply bore the name of its noble lord.A. Though Gargath society was largely destroyed by the invasion of the Szreldor. and in them was trusted the health and fertility of the people and the land. the surviving peoples of Folyavuld continued their reverence for the Earth-mother Aldena and her servants. abandoning the forts they built along the Redwater. The Orcs. Reverence of the Earth-maidens was a thread woven deeply into the fabric of Folyavulda society. so the King allowed whole Gargath clans to remain intact. or laboring at the large construction sites of SzrelArkasa. Though the Entwives themselves departed Folyavuld forever. settling disputes in his new territories and leading reprisal raids against highland warriors who proved to be both relentless and elusive. In the end. The young Szrel-King spent the next five years away from his father's capital on the Redwater. and would not yield it to the fierce onslaught of the Dwarves. bound for the trackless plains of the east. Over time. the Dwarven King Thelor moved his tribe from their home in the Grey Mountains to the wrecked halls of Falek-dim. This new town was known in later years as Ilanin. With the aid of a Ring of Power. 3. The village matriarchs. Markova Szrel decided to build his own capital at this site and named it Szrel-Arkasa (Sz. They reasoned that the more gardens they made. Their works here were just as sure to succumb to the fires of war as were the Anduin gardens to the foul poisons of the Dark Lord of Mordor. The Old Iron Road which ran the course of the Redwater and connected many of the old Szreldorn forts was now extended to the Donu river ferry.A. . The only Szreldorn nobles of note to remain in the old territories were wealthy horse-breeders.4. and quickly turned his attention to the formalization of land rights for Szreldorn nobles settling in his new territory. 2797. and a notable settlement grew there under the administration of a powerful Szreldorn clan named Hos. His own son Markova managed to recover his body and take it to the river's edge where he raised a great mound in honor of his dead father. Enticed by the lure of the bountiful Gargath economy. Korlana himself fell in S. The dismantling of the kin-based structure of the villages would most certainly lead to the collapse of the remarkable Gargath economy.12 victory and turned his attention away from conquest and toward the administration of his new holdings. and both settlements came to be recognized by the black smoke of its forge-fires. In both Ilanin and Szrel-Arkasa great iron forges were built. however. and also to further glorify the memory of the Earth-maidens. The servants of the citadels came to be known as the Gyogarasag (Fy. 1893 to an ambush while leading a small group of Szreldor into the hills south of the river and within sight of the sea. Once the noble no longer needed the supplemental slave. Thelor's war against the Orcs lasted seven years. The Earth-maidens viewed the invasion as a sign that these lands. though abundantly fertile. The Szreldor had no inclination to become agriculturalists nor to manage the day-to-day activities of a large plantation. These small additions to the work force helped get the estates through the more labor-intensive seasons of the year. the Dwarves made war on the Uruk-marzguram to reclaim the Uldona Spine. he would typically sell them to another noble or give them to the King. but were ultimately forced to obey their appointed Szreldorn overlords. The citadels became vast storehouses of healing knowledge as well as monuments to the glory of the Earthmother. the physical and economic trauma of the Szreldorn invasion was compounded by a spiritual loss. HISTORY:THE LONG ARM OF MORDOR and those who ran the iron panning camps along the Redwater. the majority of Szreldorn nobles claimed new lands along the lower Fola Salenin.6 LIFE IN THE HIGHLANDS For the peoples of Folyavuld. Though a warrior at heart.4 THELOR'S FOLK In S.4. the Dwarves won several great victories. would never be any safer than the gardens they had already left behind in the Anduin vale. These were both to protect the sacred gardens from the depredations of the outside world.
however. the religious beliefs of the Gargath closely mirrored those of their Donath hosts. 2236. Upon his arrival at the court of the Szrel-King. The Bromarja of Rakana-Kiral soon dominated every facet of Szreldorn society. "Great Labor"). In S. 2603. The combination of a stable slave economy with the martial prowess of the Baradhrim brought the Szreldor to a pinnacle of power unrealized since the fall of Morgoth. prompting military campaigns in these areas. Szrel-Arkasa was transformed into a fortress of stone. Young Lokor Szrel grew into an avid learner and mastered the fundamental teachings of the Bromarja at an early age. though lineage was still traced through the male. Over the years of Szreldorn occupation. the Bromarja accepted him as their superior and High Priest. the more influence Oraishapek and his growing order of priests gained. So what seemed to the Bromarja as a succession of powerful High Priests was in actuality the uninterrupted reign of Oraishepek's Dispossessed spirit. The steady number of Gargath refugees into the highlands magnified the problems.? and 10. and conflict with the cultures of the highlands took on a renewed intensity. keeping in touch with the enslaved Gargath and occasionally raiding for supplies and weapons. to the Szreldor in S. who in S. Gargath matriarchs retained much of their customary authority over their own people. a predisposition to evil. and the craft of galleyconstruction for the plying of rivers. The first Szrel-King to fully place the powers of his seat into the hands of the Dispossessed was Ardatha Szrel X. being strong of body and mind. Though each harvest yielded better grapes. however. A modest trade persisted between the Donath tribes. This he first accomplished in S. took a turn for the worse. The Bromarja of the clan had long foretold the return of Rakana-Kiral. despite the accompanying social strain. Sauron sent Oraishapek the Dispossessed.A. and Gargath families in need of assistance were usually admitted into Donath communities. Wherever the slaves of a Szreldorn estate revolted.A. Because of their shared experience with the Entwives. Though the authority of the Donath patriarchs was universally recognized and respected. Oraishapek taught stone-masonry. In the Szreldor. Bolstered by these new skills. and a proven record of effectiveness. the conflict was supported and often instigated by Gargath from the highlands. The Szreldor represented a great asset that he might someday use against the growing might of Numenor.HISTORY:THE LONG ARM OF MORDOR disadvantage. The elder High Priest (the old host) was invariably left dumbstruck by the withdrawal of Rakana-Kiral's presence (the removal of his ring). Gradually. the wisdom of Rakana-Kiral was revealed to the bearer. and was therefore ritually sacrificed by the priests. To the nobles and artisans of the kingdom. 2576 became an adherent to the priesthood. but in the end. and oared river galleys transported materials from all corners of the kingdom. Gargath hunters prowled the fields of lowland Szreldorn estates at night. the trade economy of the Donath was crippled by their loss of Gargath trading partners. these Gargath families became integrated into the highland village communities. or to choose from for a new host to bear the Binding Ring. 13 Bromarja his command of sorcery and deep knowledge of the history and disposition of their god. Oraishapek changed hosts sixteen times over the next four centuries. Sauron saw a potential subject people with a distinguished history.4. thus positioning himself to gain 3. The King accepted the Dispossessed as his trusted advisor.7 THE PRIEST KINGS OF THE SZRELDOR Over the span of three centuries the Szreldorn kingdom in Folyavuld emerged as the strongest in Rhûn. the two peoples became so intertwined through marriage that village authority fell to a ruling couple. it was believed that on accepting the High Priest's ring. the religious caste of Szreldorn society was instructed in the black arts of sorcery and taught to read and write both their native tongue and the black speech of Mordor using the letters of the Tengwar.A. and finding a servant to secure his control over that kingdom became a top priority. Shallow river barges and galleys were designed to move ore and stone from the panning and quarry sites. The Gargath refugees did not entirely sever themselves from the Gargath who remained in the lowlands as slaves. Among the Bromarja. The adepts he trained provided perfect hosts. thus transforming him from his former self. where iron forges made some of the finest tools and weapons in Rhûn. The Broendon and Rhídon were honorable allies. At the suggestion of his High Priest. The passage upriver from Szrel-Arkasa to the northern quarry sites was so dreaded by the galley-slaves that the tributary itself became known by the name Ulumur (Fy. Prospectors located valuable building stone in the hills south of Szrel-Arkasa and also north of the Inland Sea. The Gargath proved to be valuable hunters and wood-workers. Once Sauron's emissary had demonstrated to the assembled . and eventually achieved some success in adapting certain grains to the highland soil. the Broendon were forced to rely more and more on hunting. Oraishapek declared himself as an emissary of RakanaKiral who brought to the Szreldor many gifts of knowledge. The urban slave market grew in importance as the demand for galleyslaves and construction workers increased. Ardatha turned over his son and heir to the Bromarja for education and indoctrination into the order of Rakana-Kiral. The faster the wealth of the kingdom increased. and made few decisions without first consulting the will of Rakana-Kiral. Oraishapek chose Lokor as his successor. so his claim went largely uncontested. and Sauron's emissary had his choice of Szreldorn males to train as adepts. yet completely devoted to the cause of Sauron. and in this time transferred much of the SzrelKing's authority to himself. Life in the highland villages. a bearer of a Ring of Binding. to the forges and monumental building projects of Szrel-Arkasa. to one wiser and infinitely stronger.1 for more details on the Dispossessed). Under the tutelage of this newest High-Priest. 2204 (see sections 9. Slave-raiding in the highlands again became a very profitable enterprise. They also offered shelter to slaves who had found the displeasure of their Szreldorn lords and were at risk of being sold into the King's slave camps or worse. To this end. the Szreldorn economy soared. Korlana Szrel IV.A.
and became the new focus of the dark worship of Rakana-Kiral.14 control of the throne in Szrel-Arkasa. 2814. In S. Lokuthor made great strides in converting the many cultures of the region to Sauron's cause. When the call to arms was issued by Mordor. 3319 was a signal to Oraishapek to begin preparing for the war that would determine the destiny of Rhûn. The Odhriags were a fiercely independent people who were used to fighting against unfavorable odds to maintain their cultural integrity. The agents of the Disposessed soon discovered a labyrinth of caverns in the Gweléth River gorge which the Rhídon Donath knew as the Grob Norachd (Dn.5 THE WAR OF THE LAST ALLIANCE As the fourth millennia of the Second Age dawned. 3. Lokuthor was able to make some progress in building a base of support along the southern coast to help provide valuable foodstuffs to Sauron's armies. This was the first of many such successes. A road was made from Szrel-Arkasa to the Grob Norachd. which was renamed Narsza Trador (Sz. no outside influences challenged the servants of the shadow for the allegiance of the cultures of the Inland Sea. Despite the best efforts of the Dispossessed.1 LOKUTHOR'S FAILURE The return of Sauron's spirit to Mordor in S. and erecting of the materials needed to complete the structure commanded a large proportion of the kingdom's resources for nearly two centuries. The gathering. the power of the kingdom of the Szreldor reached its zenith. Oraishapek's people would stand ready. was Oraishapek's use of the site for performing the magical rites necessary to arouse the beasts of the Underdeeps from the centuries old slumber. He therefore used all of his influence among the tribes to resist Lokuthor's edicts. Many a Donath and Gargath slave became the human sacrifice called for in the rite. when the Dark Lord would assert his right to rule all of Middle-earth. At that time Sauron commanded his servant to use all means available to secure the Odhriag warriors to the banner of Mordor before the coming of the host of Elendil and Gilgalad. The KromarszaTarvas then began a great personal effort to discover a way of raising some horror from the depths of the world and unleashing it upon the unsuspecting peoples of Rhûn. Sauron tightened his grasp on the peoples of Rhûn. which was issued in S. More importantly. were generally too peaceful a people to expect a great contribution of arms from their area. It was at this time that Oraishepek perceived through sorcerous means the evil things that dwelt in dark caverns beneath the Inland Sea. and the rocky shore at the foot of the cliffs surrounding the Dradorny-Arnas became littered with the bones of Oraishapek's victims.A. there to remind the Murgath of their commitment to fight alongside the armies of Sauron. Slow and careful exploration of these caverns eventually brought the explorers through to their end. "Hidden Falls"). The Donath of the southern coast. were Lokuthor able to deliver them. "Red Fin"). "The Sorcerer King"). a man of great strength and keen mind.A. "High Citadel") temple complex was the greatest architectural and logistical feat of the Szreldor. Both Lokuthor and Oraishapek busily prepared their nations for the war that must surely come. a greater Sea Drake. Still. In S. A perfect construction site. To further his research.4. 3430. 2612. however. the Odhriags were led by Kasagul Hotun. 3261. Captured village populations swelled the slave camps on the plateau above. His efforts revealed to him the deep fissure in the seafloor which penetrated those caverns. the total allegiance of the Odhriags continued to elude Sauron's servant right up to the call to arms. Oraishapek initiated the construction of a great temple and laboratory on the high western coast. when Sauron was taken to Numenor as a prisoner of the Dunedain. 3431. 3430.A. but little more could realistically be expected from the fisher-folk of the southern shore.A. Stone cutters transformed these natural caverns into a series of underground stairs and bridges capable of handling the traffic necessary to feed the slave camps of the construction site. and which might be used as a way of perverting the waters and bringing chaos to the shores of the Sea.A.A. moving. The Urgath had many capable warriors among them whose allegiance to Lokuthor's Priests and ultimately to Mordor were beyond question.5. HISTORY:THE LONG ARM OF MORDOR 3. The Odhriags. Szreldorn companies toured the northern plains. the Dispossessed was both the High Priest of Rakana-Kiral. The completed temple was used for isolating and instructing adepts. 3. but was still somewhat doubtful of his ability to bring them to war. Lokuthor resorted to a desperate ploy when he had Kasagul seized and brought . The traditional Rhídon inhabitants of the Gweléth gorge area were brutally persecuted. The forge-fires of Szrel-Arkasa burst into full flame. and he was feared throughout eastern Rhovanion and northern Rhûn. however. "The Shaded Road"). was drawn out of the subterranean tunnels. on the other hand. stirring the populace into a fervor with apocalyptic sermons. Though their preparations were briefly interrupted in S. and the Inland Sea soon became an even more perilous place for sailors and fishermen. By S. Kasagul perceived that serving the Dark Lord of Mordor would achieve little for the Odhriag people other than the untimely deaths of their sons. within short travelling distance of the sinkhole and overlooking the great Inland Sea was found shortly thereafter. In Gathod. the bottom of a great sinkhole on the mountainous plateau above. Religious zealots roamed the kingdom. The efforts of the Disposessed paid off in S. Marble was quarried from the nearby mountains and moved on rollers to the construction site. when Kraszapol (Sz.A. and the Szrel-King. The construction of the Dradorny-Arnas (Sz.8 THE DARKENING OF RHÛN As the third millenium of the Second Age drew to a close. were accomplished warriors who could provide valuable strength of arms to Sauron's cause. His subjects named him Kromarsza Tarvas (Sz. the peoples of Rhûn had some valiant individuals among them who were able to achieve great deeds in dark times. This proved to be a greater task than Lokuthor anticipated. and indeed all of Middle-earth.
Only the very old.A. summoning them to war. Droza was eventually approached by a party of Donath scouts who were willing to lead him to their patriarchs at Killindrow. Lokuthor now no longer posessed the strength to remove the ring from Kasagul's finger. Droza was finally led into the presence fo the highland patriarchs. Lokuthor-Kasagul resurfaced among his people. All of western Middle-earth began to converge on the lands around Mordeor to play their part in cataclysmic battles that would determine the balance of power in the west for hundreds of years to come. and despite the unrest it would cause among the rest of his slaves. the armies of the Last Alliance were moving on Sauron's borders. and was forced to wrestle with Kasagul's will over every move and each spoken word. These were the highlands that surrounded his mother's lands and he was intimately familiar with the region and the prejudices of its inhabitants. The revolt leader. Activity in the capital came to a crashing halt. Though Lokuthor had momentarily prevailed over Kasagul and was able to use his body to secure the allegiance of many Odhriag tribes.A. Droza suffered cruelly as a barge-slave and attempted numerous escapes. the Dark Lord was infuriated. Companies of Szreldor and Murgath scouts left the Black Land almost immediately. he now realized that Kasagul was actually the stronger. 15 The departure of the war host left northern Rhûn a relatively empty land. the very young. 3433. In the spring of S. The Great Rebellion itself began in S. Droza made his way through the agricultural lands south of Szrel-Arkasa and into the highlands.A. After some deliberation. Lokuthor forced the Binding Ring on the Odhriag chieftain. For the few warriors left to guard the forts and towns of the Szreldor. Droza Kadar was the intelligent young son of the Gargath-slave matriarch of the region. and the women were left to manage manors with large populations of slaves. A. Droza slipped his bonds and dove into the river. Small scale revolts had not been uncommon in the backwaters of the kingdom. where he laid out his plans of returning to Kadar lands and leading a revolt to oust their present masters.HISTORY:THE WAR OF THE LAST ALLIANCE before him. along with much of what had been accomplished in his name. Aauron recognized his greatest chance of defeating all of his greatest chance of defeating all of his enemies with one blow and assuring his domination of Middle-earth. With one terrifying word.3 REBELLION Droza found it surprisingly easy to lead a small band of highlanders onto the estate lands and into the slave village under the cover of night. and using his influence to bring the Odhriags into the service of Mordor.5. As the crew struggled to bring the barge to the river-bank. the patriarchs pledged highland support for his rebellion in exchange for assurances that Droza would deliver Kadar-Gargath assistance to the patriarchs when the Szreldor responded. 3430 brought word to Mordero of the alliance between Elendil and the Elves of Lindon. Five years prior to the departure of the Szreldor war-host.2 THE GREAT MUSTER & THE RISE OF DROZA KADAR The early months of S. missing the chance to fight in the most glorious war of their lifetime carried with it a sense of indescribable shame. Droza's master gave up on trying to break him.A. There. The Szrel-king was prepared for the summons and arrived in Mordor within the year. Lokuthor remained paralyzed on his throne in central Gathod. In the late months of S. 3. There he found that his mother had died shortly after his departure and that Kadar authority had passed to his eldest sister. During his journey across the kingdom he had witnessed the emptying of the land as the Szreldor war-host rode from Szrel-Arkasa. and thus free himself from the power of the Odhriag chieftain's will. Sauron leveled the marble structure of Lokuthor's temple. professing a change of heart and backing Odhriag participation in Sauron's cause. he sold Droza into the Ilanin slave-market. it was only a matter of time before they lost control of the huge slave population. Donath scouts had also marked the passing of the war-host. After eluding what little pursuit was offered. The Rhidon he encountered helped him find his way west until he crossed into Broendon lands. the armies delivered by the Szrel-king comprised the entire mounted force fielded by Morder. on a rural estate along the River Uldona. 3432 his barge was toiling up the Ulumur when it was caught by a ferocious storm. The skeleton garrisons left to guard the hillforts retreated behind their walls and left the countryside entirely to the Donath. In . making camps along the Anduin Vale and seeking signs of the enemy. and realized that the Dispossessed was no longer able to hold together the many peoples that might follow him into battle. his son Khorgul Hotun continued to argue against serving Sauron. Taken together with the warriors of Khand and the southern Ulgath host. Given the poor morale of the Szreldor warriors left in Folyavuld. Envoys were sent to each of Morder's vassal kingdoms. and the patriarchs recognized the opportunity that was before them. refused to submit to his father's councils and led an ever growing band of dissenters against the servants of the Dark Lord who now frequented Odhriag lands. and the Dark Lord called on all his servants to deliver the strength they had to defeat Mordor's enemies. Later in the year. In S. however. His sister eas eager to avenge her mother's death and placed her support behind Droza. even during the height of Szreldor strength.5. the willpower of the aged chieftain. Despite his master's command. Khorgul. 3434. When Sauron found Lokuthor in this state. at the head of a army containing three thousand of his own warriors together with nearly fifteen thousand Murgath warriors. 3433. In the absence of Kasagul. Being young and proud. however grieved. however. striving with Kasagul Hotun for mastery of himself. he often openly defied his Szreldor master and was frequently beaten. 3. Thus ended the first servant of Mordor in Rhûn. sealing the Binding Ring and the trapped spirits of Kasagul and Lokuthor under many tons of ruin. Making his way deeper into the Broendon highlands. The Dispossessed underestimated. and entered Kasagul's body with the intention of possessing him.
and Droza commanded a force of several hundred freed slaves. Droza again met with the highland patriarchs. Once the rout of Sauron's forces was in full bloom. Though they suffered terrible casualties. Droza and his allies realized that. So savage was the Donath assault that the gate was taken before it could be shut and Broendon warriors were soon in control of the outpost. had an entirely different effect on the Murgath. After a brief contest a the Sorona. these were forced to flee into the eastern plains. Along the way he was joined by many survivors of the Uldonavan defeat who had been sundered from the rebel army during Droza's retreat and knew something of the Szreldorn army's size and position. whole companies fled from the battlefield rather than remain where they would surely perish in defense of lords not of their choosing. the rebel army made many valiant stands against the Szreldor. Word of the rebellion. Under the dire circumstances of the battle. by now. including the town of Uldonavan. Tarnesus led more than six hundred disorganized rebels into a chaotic. Droza led a large group of highland warriors and freed slaves to the estate manor where they made short work of the aged slave-master and his guards.A. were in the hands of the rebels. and ambushed the Szreldor relief column as they sortied. including those of the Londu clan matriarch herself. Meanwhile the allies sent scouts into the lands north of the River Sorona to learn the progress of the enemy. thus separating them from the main host of the enemy that was passing into Mordor. Caught between the superior armies of Elendil and Gil-galad and the terrifying presence of the Witch-king and his cohorts. this time to determine what future course of action to take. The majority of the Murgath had no desire to stay and fight for Rakana-Kiral. The allies decided that their first priority should be to defend the lands they had liberated. This is exactly what happened to a large company of Szreldor and Murgath who had remained loyal to Sauron's cause. 3. however. they became increasingly optimistic that they could hold their lands against the return of a defeated Szreldorn army. The leading noble of Ilanin had gathered nearly every capable Szreldor warrior west of the River Uldona and was advancing south. most of the Murgath warriors took advantage of the chaos of the moment. the Szreldor were powerless to hold the Murgath rout in check. the Dark Lord committed his greatest servants to the fray. Elendil ordered the pursuit of the enemy in the hopes of preventing some of them from reaching the Morannon. Once the fighting had died down. Droza and his highlander allies retreated to Uldonavan and the hills surrounding. Though word reached the Szreldor of the rebellion blooming in their homeland. the Szreldor at Ilanin must surely know of their rebellion. By night's end. Several days later all Kadar lands south of the Sorona and Maraki Rivers. however. Over the next week.5. When the captain of the nearest Szreldor hill-fort learned of the Kadar rebellion he immediately ordered a reprisal force to put down the uprising. Under the direction of Kharish Ibar. leader of a strong but little devoted Murgath clan. Droza was able to rally many of his men and retreat from Uldonavan in some semblance of order. While the majority of the Szreldor retreated into Mordor to take part in the defense of Barad-dur.5. The Szreldor column was ambushed mercilessly as it made its way through Broendon land. and be making plans to respond. few would have voluntarily missed the chance to fight for their god. Together with their steeds. the husband of an influential Londu matriarch went from estate to estate. When Tarnesus arrived at the Uldonavan ford. Rather than pursue an enemy that had obviously lost their heart for battle. raising a large force of men to add to Droza's army in the south. three Szreldor estates on Kadar land were liberated. 3. they were preparing to charg a pike line thrown up by the rebel army to cover a rebel withdrawal into the highlands. the initial charge of the Szreldor cavalry broke Droza's pike-line and sent the army of former slaves into a rout through the town. Elendil and Gilgalad allowed the Murgath to flee into the eastern and northern plains unhindered and concentrated on exploiting the weakness that their flight left in the ranks of the enemy. Despite this conservative plan. mob-style battle against the unwary Szreldor. were ready to honor their part of the alliance with Droza. The Donath.5 REBEL REINFORCEMENTS While Droza was fighting his war with the army of Ilanin. however. When the course of the battle turned against the forces of Sauron. Several successful slave revolts in Kadar and Londu lands north of the Maraki tributary had liberated over twenty Szreldor estates. The manor itself was put to the torch as Droza led his motley band to the nearest neighboring estate. the rebellion continued to smolder on the eastern side of the River Uldona. HISTORY:THE WAR OF THE LAST ALLIANCE battlefield and return to lands no longer dominated by the Szreldor. the town was nearly deserted and the only signs of the rebel army were the still smoldering funeral pyres raised by the town's populace for their dead sons. but the lord of Ilanin still had a sizable force of warriors as he descended on Uldonavan. Tarnesus Polsa. Tarnesus reasoned that Droza could be convinced to lead a war against Ilanin and thus liberate the remainder of Londu lands.16 silence. When his scouts finally happened upon the Ilanin war-host. the rebellion itself spread largely of its own accord. Tarnesus made a very cautious advance south into Kadar lands following the path of the retreating rebel and pursuing Szreldorn armies. but the morale of his army was seriously damaged in the defeat. At the height of the battle. the Ringwraiths. many of the Mannish servants of Sauron were thrown into complete disarray.4 THE BATTLE OF DAGORLAD The year S. 3434 also saw the culmination of the monumental conflict breweing on the plains north of the Black Gate. The rural Szreldor were nearly powerless to prevent the tide of rebellion form engulfing the entire Uldona river valley and spreading into the eastern interior. but were constantly forced to retreat farther into the lands they had liberated. Many Murgath began to watch for their best opportunity to flee the . events on the Dagorlad were hastening to their conclusion and even had Sauron allowed them to return to their kingdom.
17 council.HISTORY:THE WAR OF THE LAST ALLIANCE When Droza's scouts brought word to him of the battle. as new powers seized whatever lands they could hope to hold in the absence of Mordor's guiding authority. The ranks of the rebel army swelled as slave estates were liberated.1 FLIGHT OF THE LOGATH Once free of the battlefield. however. like every other servant of Mordor. To prevent a repeat of the defection of the Murgath. 3. Lokor Szrel XII. He would soon be forced to commit his strength east of the Uldona and north of the Maraki to prevent this new enemy column from reaching the ford at Uldonavan. Droza himself led a mass assault on the town walls with the intent of scaling them and taking the town by storm. Some of the Szreldorn units that had escaped the disastrous defeat in the south managed to return to Ilanin to help defend the town against the coming attack. LokorOraishapek withstood the charge of Elendil's host and allowed a large number of the servants of Mordor to retreat within the Dark Lord's vast fortress. current host of Oraishapek's spirit. Droza appointed Tarnesus as his chief captain and advisor in the coming battle. After a brief . but word of a strong relief force from Szrel-Arkasa advancing along the Fola Selanin forced his hand. they renounced the name given them by their Szreldorn overlords and thereafter called themselves the Logath (Ul. "The Refusers") to distinguish themselves from those who remained at Dagorlad to fight for Rakana-Kiral. he moved quickly to capitalize on this unforeseen chance to do lasting damage to his enemy and committed what little strength he had remaining. were trapped between the two armies and crushed. Still. From there. The lord of Ilanin himself was dragged from the saddle by arms made strong by years of toiling in the fields. passed out of knowledge for hundreds of years. Droza agreed that Ilanin must fall and Londu lands must be liberated from the Szreldor. a sizeable portion of his army also consisted of Broendon warriors. that there was peace. A council was hastily called. In the spirit of this new-found urgency. the Szreldor resolved to make a last try at relieving the Black Gate and thereby attempt to win passage to fight by the side of the Szrel king within Mordor itself.6 A NEW ORDER With the defeat of the Dark Lord and his many servants. Some of the stronger Szreldorn units succeeded in breaking the ring of foes and fled piecemeal from the battlefield. The forces of Elendil and Gil-galad were now in complete control of the Morannon and were advancing into Udun in good order. Together the two slave armies hemmed in the Szreldor and prevented them from executing another of the well-organized massed cavalry charges that had been so effective against the rebels in past battles. The attack was launched from Uldonavan and proceeded across the Londu countryside relatively unopposed. the Szreldor divided their company and took charge of their Murgath allies directly. the Murgath deserters of Dagorlad rallied around young Kharish Ibar.5. many of the Szreldorn families abandoned their estates and fled to the relative safety of Ilanin.6. In accordance with the alliance Droza had struck with the highland patriarchs. and that they should return directly to their homelands and prepare themselves to defend their ranges against the Szreldor who must eventually return. the small Szreldorn company made it to the shelter of the Ash Mountains where they eluded their enemies. The hosts of Elendil and Gil-galad were so intent on the capture of the gates. As winter set in. and it was decided that the Murgath had played their part in the great war. There the Szreldor took to hiding among their Murgath charges. along with the precious Ring of Binding that was the chief heirloom of his house. The majority. The last years of the Second Age and the early years of the Third Age were filled with strife.6 THE SIEGE OF THE BARADDUR On the plains east of the Morannon. Retreating through the throng of warriors and heavily pursued. The sizeable population of barge-slaves penned within the town took advantage of the garrison's concentration along the walls and led a revolt of their own. the peoples of Rhûn were left for a while to their own devices. 3. Together with his most trusted guards. completely abandoning all thought of returning to the battlefield. Trapped between two enemies. His forces were inexperienced at this sort of warfare. their numbers were few and the Szreldor found themselves outnumbered twenty-toone when the rebel army arrived outside the town walls. that little attention was paid to those that were separated from the main host and forced east. only the Edru-Gargath and the Rhidon clans remained under the yoke of Szreldorn oppression. In a high valley among the bleak mountains of Mordor they raised a small mound for their king and in it interred his body. the Szreldorn defenders were utterly defeated and the town taken by the rebels. The break he needed came when the fighting along the walls reached its peak. After a cautious advance back to the battlefield. the Szreldor charged the companies surrounding the gates. The Dispossessed himself took a mortal wound at the hands of one of Gilgalad's most valiant warriors and was borne from the battlefield by what remained of his guards. A contingent of Eriadorian cavalry completely routed the Szreldor and pursued them deep into the Talath Harroch. and rebel casualties were very high. Furthermore. many Szreldor and Murgath companies were able to separate themselves from the battle raging around the gates of Mordor. 3. many were able toflee by boat to Szrel-Arkasa and escape the fall of the town. Droza initially decided to starve out the town garrison. Rather than face the slave army. most Murgath warriors acknowledged a debt owed to Kharish and his clan. Grateful for the timely aid lent by Tarnesus and his army. This does not mean. For his role in organizing the Murgath's successful withdrawal from the Battle at Dagorlad. however. On the barren plain surrounding the Barad-dur the retreating host of Mordor again turned to face their pursuers. Oraishapek. Chief among Sauron's captains to fight in the rearguard was the Szrel king.
however. Some still possessed small herds of livestock that were brought along to support the men as they served the Dark Lord. and most importantly for women. and the young Realmmaster's powers were soon extended to cover issues of tax collection and the allotment of those goods. The great armies of the Alliance returned to their homes in the west. The rebellious army that destroyed the Szreldor consisted of several allied cultures: the Broendon and Rhidon Donath tribes. and would not cede it to the returning Sagath tribes. and were feared and hated among the settled peoples of the region. Their military companies were reduced to small bands of armed warriors whose existence depended on the speed of their horses. The lands north of the river were now hostile to them. the company elders decided that an alliance should be made with any rebels within the Szreldorn kingdom to increase the tribes' chances of gaining passage over the Fola Salenin. These were Murgath. The Folyavulda rebels were enheartened to hear of the trouble that the Szreldor were facing in the south. Kadar. the Logath found that Szreldorn agents had demanded from the tribes a heavy tribute to support their war effort against the rebellion. and any aid that could be given to a rebellion within the Szreldorn kingdom would further weaken their ability to attack the Logath. Small companies of armed men raided settlements in all corners of Rhûn and Rhovanion for livestock. Urgath of Southern Rhûn. ranges that were once occupied by the loyal Murgath. food. The Logath believed they had paid a heavy price in blood for the right to move into this land. This tactic enraged the Folyavuldok. and the riverside town of Ilanin was lost. 3435) Droza Kadar called a council in the town of Uldonavan to negotiate a more permanent relationship between the tribes. due to the unusual circumstances. the cultural geography of Rhovanion altered radically. Droza was universally appointed first Realm-master. At year's end. the Ibar clan and their allies never lost any land east of the Athorn. and largely defined the structure of the Third Age realm of Folyavuld. When caught. supplies. The Szreldorn kingdom in Folyavuld was reduced to a smoking ruin. a move intended to prevent a repeat of th disater that befell the Ilanin city garrison.A.4 THE RISE OF TRADE Despite the proliferation of bandits throughout Rhûn. 3. "Raiding People"). The fires of SzrelArkasa burned for three days. Though conflict between the Logath and Sagath would rage for the next several centuries. who resolved to burn the capital and allow no one to escape.A. Most. Murgath males had learned cruelty under the tutelage of their Szreldorn overlords.6. and was given broad executive powers to combat the enemies of the clans. the Realm-master was much more than a general. By the following year's Council of Clans. and would not be overly missed. the offensive against Szrel-Arkasa quickly turned into a drawn out siege. His influence extended into the commercial and diplomatic sectors as well. Szreldorn tribute collectors were cruelly executed. 3.6. many Logath tribes had migrated out of their own pastures in the north to less severe areas along the Fola Salenin. The help of these battle-tried veterans would prove invaluable in containing the Szreldorn winter advance.2 A NEW REALM In Folyavuld. These significant and wideranging powers allowed Droza and his successors to successfully maintain the realm throughout the chaos of the early Third Age. Though these bands consisted of men from countless different tribes and cultures. the turn to banditry was natural. Together. Those Eriadorians whom Elendil deployed in the plains to protect his armies from this raiding now largely abandoned their guard. as well as the Londu.6. Convinced of the sincerity of the Logath's rejection of Szreldorn authority. The tribes owed no further allegiance to the cruel Szreldor. but otherwise the plains became a domain of complete disorder. Szreldor. For these. trade emerged rather quickly between the settled peoples of the . Payment of this tribute immediately ceased when the warriors returned to their ranges and camps. Droza's loss of Ilanin in S. leaving a vacuum in the plains north of the Ash Mountains. they were collectively referred to as Sagath (Ul. and countless other kindreds of Easterling who had been hopelessly separated from the bulk of their people by the chaos following the defeat of Sauron's armies. they resolved to preserve their alliance and guard against the return of the main host of their enemy. 3. and Edru houses of the lowland Gargath. left without means of sustaining themselves. On returning to their camps and families. While most of the Logath warriors crossed immediately. 3435 marked the beginning of troubles for the Logath. some stayed on to fight with the rebels against what Szreldor remained in Folyavuld. and flight in that direction was now blocked. The final end to the capital was sparked by the execution of all the slaves within the town. This meeting came to be known as the First Council of Clans. who even then was fighting a losing battle within Mordor. Szrel-Arkasa was ringed with enemies. For a year the alliance was held together by the capable Droza Kadar. and also to conserve the food supply. The ensuing winter (S. were desperate. Women and children left behind by the Murgath were welcomed into femaledominated Logath tribes. Thinking that the remainder of the Murgath would not return from Mordor. HISTORY:A NEW ORDER Just managing the significant logistical problems of supporting the army was complex. the Folyavuldok decided to let the Logath pass over the river and into their homelands to the north. sending a strong message to Szrel-Arkasa.3 THE SAGATH In the wake of the War of the Last Alliance. Into this gap migrated the various nomadic folk left in Rhovanion after the Battle of Dagorlad. At Burh Armenrik a population of Eriadorian Northmen persisted.18 Though it was customary to leave issues of alliance to the matriarchs of the tribes. and eventually engulfed every structure in town. the men of Folyavuld were tested by returning Szreldor and Murgath warriors fighting under the leadership of a Szreldorn noble named Yorga Hos.
who immediately laid claim to the throne and his brother's ring. to the heir. Kugavod grew apace and small portions of the population began splintering off to build their own sea-side villages. Thelor XIV's daughter. Turning their efforts inward. horn. and from there to the emerging trade center at SzrelKain.A. Their search for iron ore took Northman prospectors into the southern highlands of the Uldona Spine. Donath fishermen proved easy friends. into a deep chasm. In fact. and actively sought trading partners among their new neighbors on the Talath Harroch. 50. 58 the miners were stricken by a lethal disease that infected most of the mineshafts. magnified by Thelor's Ring of Power worked its way into the hearts of his 3. "Green Stones"). fighting erupted in Nurunkizdin. and done great insult to the house of Elendil. Meanwhile. 3. they sealed the halls connecting Nurunkizdin with the Orc lair and maintained a constant vigil over their greedy and warlike neighbors. In northeastern Rhûn. Tell him what has passed. she arranged a secret meeting with Thulin where she pushed the greedy Dwarf. Thralin. the disease followed closely behind the discovery of deposits of an unknown ore that glowed of its own pale green light. 62. Instead.' And then the Captain of the Morannon knelt. and herbs that soon reached as far as the Ibar town of Sadvar. Threlin. none of the matriarchs were able to unite the tribes. and the Dwarves were unable to force them entirely out of the Uldona Spine. Still the highland Orcs were both numerous and tenacious. Separated as they were from the centers of Northman culture.' And a man of the King's Guard. prodding them to resent the commands of the king.A. Her son. The loss at Dagorlad left the surviving Urgath warriors to find their own ways back to their homelands.7. and the two peoples frequently fought together to drive away raiding Sagath bands. They tried in vain to recover Thulin's body. it was this relationship that led to the . The new King will want to know our foe's disposition. and brought light back to halls long forgotten in the darkness. And also fill the field with mounted scouts to shadow the movements of the enemy.6. and closed their mines whenever they were encountered. Along the southern shores of the sea. Thris. and his precious ring. many of Thulin's kin remained behind under his son.7 THE FIRST EASTERLING INVASION "And the Captain of the Morannon came to the small hillock that bore the shattered standard of the king and cried: 'Say that the King himself came not to this cursed field to do battle with the enemy. the desire of the Dwarves to reveal the secrets of the earth became their undoing. Envy and greed. the Ibnotithiuda found a surprising ally and trading partner in the westernmost Odhriags. Tunneling deep into the heart of the highlands. and hiding his face with shame. many resented the command and spoke openly of rebellion. he lead sympathetic followers out of Nurunkizdin to the central Ered Harmal where they began to build the Namagaluz. the Urgath tribes were wholly devoted to the service of Mordor. and Thelor XIV was secretly murdered by his brother Thulin. In the south. but were never able to find it. The Dwarves named these stones the Bilak-khald (Khuz. And though closing the mines was the only real alternative for the Dwarves. Those who made it home were swept up in internal conflicts as each individual matriarch made her own bid to rule the tribes in the absence of Lokuthor and his priests.A. the men of the Cairn Angle turned east and south in their search for allies. and to his lieutenant he commanded: 'Send word to Osgiliath. The fiercely independent Odhriag tribes recognized a similar fire in the Northmen. From that contact was born a prosperous trade in fur. The Eriadorian Northmen founded a plains settlement named Burh Armenrik. Driven by her need for revenge. the Dwarves opened new mines. But as has often been the case. In T. where they met tribes of the Bergothiuda (descendants of other Eriadorian watches set by Elendil) and also Thelor's Dwarven folk. took a different turn. These tribes enjoyed a long standing relationship of trade and cultural exchange with the Donath of the sea coast. Kugath fishermen came upon a Logath wain-camp along the Agach and thus established contact between two long-sundered cultures. for in T. King Turambar. and that the army of Mordor awaits his command. 19 kin. With the aid of Thelor's Ring of Power. penetrating natural chambers of crystals and vast underground lakes. The first four centuries of the Third Age saw the Urgath tribes mired in petty territorial disputes.1 THE URGATH CATALYST Of Rhûn's many peoples. through a region held against them by the rebellious Odhriags and Eriadorian Northmen loyal to Elendil (the Ibnotithiuda).5 THE DWARVEN BLIGHT King Thelor's people labored long in the halls of Nurunkizdin." –– excerpt from the Annals of Elendil's Line 3. Thelor's folk repaired the crumbling works of their predecessors and fashioned new marvels where there was ruin. and Northman iron began appearing in places as far east as Dilgul. bearing a mortal arrow wound himself replied with unsteady voice: 'Tis true. And of course. Fearing a civil war. for my heart bids me otherwise. weeping. Thelor's people brought to light untold wonders. The closing of the mines served as a catalyst to set off tensions that had been building among Thelor's folk since the mid-Second Age. One such village was built scarcely twenty miles east of the Agach mouth and the western border of the Agasha Dag. the King was ridden down at this very spot. In the end. that were once called Falek-dim. wood. was named successor to the Throne amid clamor and turmoil. leather.HISTORY:A NEW ORDER early Third Age. the group most severely impacted by Sauron's loss at the end of the Second Age were the Urgath. In T. In each case. the Dwarves seized two-thirds of the ancient kingdom of Relin from the Orcs of the Urukmarzguram. Since Lokuthor's first appearance in the region. however discovered the secret of her father's death. Events in the westernmost Urgath ranges along the Surubeki. and the enemy has removed his body from the field.
5 THE CAROS ALLIANCE In driving the southern Sagath out of Dagorlad. Sahd gained the leadership of his tribe by deposing his daughter who was supposed to succeed as tribe matriarch after the death of her mother. forming an alliance that benefited both people. In T. and in the spring of the following year. however. where they came into conflict with outlying . Ilanin was taken by storm and a siege was laid around the walls of the Crim (Sa. In T. Sahd decided that the Odhriag lands were not worth the effort it would take to evict its residents.A. Shortly after the first raids were made in T. The Sagath therefore contented themselves with quick strikes to harass the Dunadan columns. 3. and so he turned his attentions further west. and had been taught a lesson about raiding within the borders of Gondor. Though half of the town was destroyed.4 ROMENDACIL I The Sagath who were defeated by Sahd and forced into the Dagorlad were no strangers to hardship.7. and the mighty Fola Salenin was no longer blocked to Folyavulda explorers and adventurers. he felt relatively secure in the notion that the Sagath had been driven far from the borders of his kingdom. "East-Victor. Now that Sahd's Urgath had moved in. Together with their Northman allies at Burh Armenrik. Atyoli Sahd. In T. Tarostar led his army through Ithilien and onto the Dagorlad. 3. these western Urgath bound themselves more closely to their Donath friends.A. king Tarostar began moving companies of rangers into the forest to safeguard Gondorian citizens. the pastoral Urgath and the sedentary Donath formed a stable partnership which enabled them to ride out the coming storm. The security of that town was largely dependent on Hos' ability to rally the southern Sagath to his cause. through the lands of Gathod. Romendacil's campaign brought great troubles to the Northmen of the East Bight region. Several large Sagath tribes moved into the area east of the forest. When the raids persisted. Accordingly. brought Sahd's tribes into conflict with a new enemy. Initially. 498. turning an unstable situation into chaos. 500. however. Deprived of their herds and forced into poor pastures. and for a while were content in their new ranges.A. "The Rock"). These bands fought against the Urgath intrusion. The Urgath were obviously a dangerous group who might pose a threat to the realm.7. After a siege of two months. Tarostar resolved to teach the bandits a lesson. 480. After two years of campaigning against the Sagath. however. 493. One year of devastation accomplished what four hundred years of warfare could not. that their warriors were overmatched by the stronger and better armed Gondorians. Committing violence within the boundaries of the southern Dunadan kingdom was not without its risks. they were also at odds with the Sagath of Rhovanion. but were eventually overwhelmed and forced west onto the Dagorlad. Ilanin was again part of the Realm.20 Donath acceptance of the worship of Lokuthor so many years before. Hos surrendered his stronghold and took his own life. Instead the Sagath leaders focused on the Dunadan lines of supply and communication which were several hundred miles long. Their entry into the plains of Rhovanion. as the Sagath soon found out. When the Urgath tribes erupted in warfare. HISTORY:THE FIRST EASTERLING INVASION influence and together were able to convince the Council of Clans that an army should be raised for a campaign against Hos. a horrible blight borne on the eastern wind struck down the herds of the Urgath. the Odhriags defeated Sahd's warriors in several fierce contests. 492 took the warriors of Hos completely by surprise. Sahd was then able to orchestrate the rebellion of the males of many other tribes.A. the Realm-master and the Londu matriarch (whose seat of power once lay in Ilanin) combined their 3. supporting themselves on herds seized from the tribes they defeated.7. though his son managed to escape with many followers over the Fola Salenin. Sagath leaders quickly realized. Promising to lead them to a better land. The attack in the spring of T. Mounted companies of Folyavuldok kept the Hos cavalry largely contained within the confines of the Donu valley. and their great victories over the southern Sagath tribes left the Hos clan exposed in Ilanin. On the other hand. a great host of Urgath bound themselves to the leadership of one man.7. the Realm-master watched the events of Rhovanion with growing interest. Though Tarostar was frustrated by the inability of his army to force the enemy to battle. many of whom were over-proud descendants of the once mighty Szreldor. Sahd's tribes then expanded into lands taken from the Sagath. and organized an expeditionary army to punish them. were a watchful people who brooked no trespass on their lands. the Sagath banded together and confronted the Dunadan army. Hos was weak and Ilanin ripe for the taking. the Ibnotithiuda and Odhriag warriors defended Burh Armenrik successfully and forced the Urgath into the western plains. fleeing further into the northeast and leading Tarostar further afield. the Sagath would take to their horses.A. Tarostar therefore resigned his campaign against the Sagath and declared a great victory over the Easterling bandits. they reverted to their old mainstay: banditry. temporarily ending their involvement in the conflict. the stone fort that was the seat of Hos power. The Gondorian homesteads of Ithilien were rich when compared to the average target of Sagath raids. where Folyavuld infantry and archery was most effective." 3. He returned to Osgiliath as Romendacil. The Odhriags. For several centuries these plains were claimed by the Sagath. Tarostar's army still had not been confronted in a battle of significant size.3 THE ILANIN CAMPAIGN Through his border patrols. Whenever Tarostar sought to bring them to battle. Trapped within the walls of the fort was the Hos patriarch himself. Together. however. Deprived of their primary means of living.2 THE URGATH IN RHOVANION Sahd's confederacy took what little material goods that remained to them and embarked on a great migration west. the Urgath turned to wide-scale raiding.
turning the tide of the battle to Gondor's favor. however. To this end. With his new found power. 3. Caros committed a large portion of his strength to the battle.HISTORY:THE FIRST EASTERLING INVASION Northman settlements. The Easterlings began fleeing by whatever means possible. Fighting along the eaves of Greenwood was bitter and few prisoners were taken by either side. thus drawing them further from their base of support. that to attempt such a war. 539. The warriors of the Easterling alliance harried the advance of their enemies. The grasses of the eastern Talath Harroch were poor. he miscalculated their willingness to confront the Dunadan army in direct combat. however.7. and tribesmen were forced to graze their herds over large areas of land to support them. Their chance came later in the year.A.A. but the relief force was too late to save the king.6 TURAMBAR'S WAR In T. the Easterlings had no choice but to face the advance of the Gondorian army and fight their way out. some successfully found a way out of the trap and into eastern Rhovanion to join their kinsfolk. On meeting with Sahd's successor. In the late spring. Others joined Sahd in a mad charge into the ranks of the Northmen. however. Meanwhile at Osgiliath. Seeking a victory similar to that of the preceding year. This dispersion of the Urgath people severely weakened their confederation and left them vulnerable to attack. nearly overwhelming his enemy. Trapped in this vice. content with the gains won by raiding a few Gondorian homesteads. The Battle of the High Hand was a savage conflict that lasted several days. Again the Easterlings withdrew from the forest. Romendacil realized that he had been tricked. Remembering his prior experiences with the Easterlings. Romendacil gathered a small fighting force from the immediate region and attacked. but continued to withdraw further into central Rhovanion." Caros recognized his danger immediately and attempted to withdraw east. 538. Caros directed his warriors to avoid battle with the small Gondorian army. the Urgath were not thriving. Like his father. he would need strong allies. Though the king knew that his enemy possessed superior numbers. Bitter feuds between Sagath and Northman tribes raged for decades. In the spring of T. Though the Urgath overlord himself was killed in this charge. Though they possessed new lands and herds in southern Rhovanion. and into lands occupied by Northmen. He also realized. Word of the offer spread through the Northman settlements and several Northman "princes" quickly seized the chance to do their Easterling enemies lasting harm. large-scale raids into Ithilien began driving Gondorians to Osgiliath in a mass exodus from their forest homes.A. mounted scouts of Turambar's army made contact with the Northmen and offered them the king's gratitude for an alliance against their common enemy. In early Ivanneth. This time. Agonoth Caros. and his army must retreat from the battlefield or face utter defeat. Caros began looking at the wider pattern of recent history and decided that there was more wealth to be won by making war on Gondor than could be found in all the Northman settlements combined. Caros ordered the retreat of his warriors into the wide expanse of Talath Harroch.A. Romendacil undoubtedly expected that the Sagath would again melt back into the countryside. 21 the sheer numbers of their enemy. His successes against the Northmen won him great popularity among other Sagath bands.8 THE GOLDEN AGE OF TRADE After the disaster at High Hand. In T. 541. Northman cultures were sworn enemies of the Sagath and the Easterling traditions from which they sprang. The Gondorians were glad for the more conventional battle. fending off the Easterling charges until Turambar's army could join the battle. on Dagorlad and within sight of the fortress-gate of the Morannon. the Urgath. The army of Mordor stood firm. but were completely unprepared to face 3. the Urgath and Sagath that remained in Rhovanion sought shelter in the wide plains along the western escarpment of the Uldona Spine. Later the same year. Too late. The conflict took on a renewed intensity in T. forty years prior. Thus ended the first Third Age contest between Gondor and invaders from Rhûn. Turambar led his army into the plains in pursuit of the Sagath. Some struggled up the steep canyons of the High Hand and escaped into the north. deepening the general animosity between the two cultures. Romendacil's heir. Caros proposed an alliance between himself and the Urgath overlord for the purposes of making war on that wealthiest of neighbors: Gondor. arguing that warfare and mass migration would make the Urgath stronger. and infuriated by their audacity at having returned to his borders. 540. Northman homesteads all along the southern and eastern edges of the East Bight were looted by Sagath warriors under the direction of Caros. Mounted messengers were able to break the ring of enemies and bring word of the king's peril to Morannon. they were met by a second Gondorian army that had issued from Mordor. Caros sprung his trap. but his escape was blocked by a large army of Northman cavalry. The King's army was surrounded by a foe that had lain in wait for his approach. Their stay . Caros was slain in a desperate charge against the Dunadan line. resolving to bring them to battle or drive them far into the east. he mustered a great army to rid the kingdom of their enemy and avenge his father. king Turambar called for the temporary abandonment of Ithilien and sent companies of rangers into the forest to help contain the advance of the Easterlings. Eventually their flight brought them to the foot of the escarpment that the Northmen call the "High Hand. when several Sagath tribes were united under one tribe patriarch. the tribes of the Caros-Sahd alliance filled the lands south of Greenwood and menaced the borders of Gondor. and soon Caros had effectively united most of the Sagath under his control. drawing their enemy out onto the Battle Plain. Caros himself took an expedition into the territory of his father's enemies. Caros had a feud with the most prominent Northman clans of the East Bight. Seeing that his armies were clearly overmatched. and more united. Turambar led his army against the Caros-Sahd alliance. Romendacil and his guard were ridden down by a charge of Urgath cavalry. Caros and his allies had been forced into a steady northern retreat. The speed and ferocity of the initial Sagath charge caught the Dunedain by surprise. Caros pointed to the weakening of the Urgath tribes.
In the five decades since the opening of the Fola Salenin to trade. By T. In the decades immediately following High Hand. to distant Gondor. Rhovanion and western Rhûn were nearly devoid of bandits. 572.A. bands of Sagath raiders remained in this farthest corner of Rhovanion. and the tribes that moved into the region around that town formed very close ties to its inhabitants. 3.3 SAILORS OUT OF THE NORTH In Folyavuld. and the first sea-borne trade expedition between Burh Armenrik and Mistrand was launched. when Folyavulda explorers passed up the recently opened Fola Salenin and reached the falls at Lindal. Dor Rhûnen was organized specifically to keep watch over the eastern plains. The odd mix of Donath and Urgath cultures made for a strong and diverse economy. A system of forts and patrols were organized across the Battle Plain to secure the kingdom's northern border and maintain peace. King Turambar was not content to return to Osgiliath and assume that his Easterling adversaries had been forever vanquished. ushering in an age of unprecedented contact and trade between the region's settled inhabitants. however. Donath. 3. 570. Unlike his father. he could effectively increase his force of mounted scouts one-thousand-fold. which they named Mistrand (Ga. Their experiences in the west had taught them little. Yet Burh Armenrik's fortunes continued to grow in the early Third Age. Their town. Because of the role they played at High Hand in aiding the armies of Gondor. Freolof's trade mission was successful. At the mouth of the Warwater. The Brygath had no love for any of their neighbors: Northmen. and passed through those lands as quickly as possible on their way back across Gathod.8. Odhriags. they too became frequent consumers of Folyavulda wine. Because Ehwathrumi scouts were so often trading with or gathering information for the forts of Dagorlad.8. and even in this new age of peace. and never joined Sahd's alliance. but could yield fantastic profits if successfully completed.to T. Urgath. and several families grew very wealthy from this new trade. the town and port of Lest (Do. he was not entirely comfortable with their ability to live together peacefully. people as far away as Pelargir knew of the exotic wines of distant Dorwinion (S. "People led by males"). to the very borders of the Odhriags. The fierce Ehwathrumi sought out their Easterling adversaries. and trade expeditions to the border towns of Ilanin. Expeditions in those early years were dangerous and expensive. an enterprising merchant reestablished this contact. and they continued to raid the camps and towns of other people and fight amongst themselves. for within a decade well-armed Northman tribes calling themselves the Ehwathrumi (For. Despite every effort of the Ehwathrumi and Ibnotithiuda. In doing so. however. these Easterling tribes began calling themselves the Brygath (Ul. He therefore maintained an active Dunadan presence in Dagorlad to keep watch over the trackless eastern plains and his often unruly Northman allies. The men of Lake-town and the Elves of Oropher's realm developed a keen thirst for Folyavulda wine. and Uldonavan were common. The availability of Northman steel in Mistrand brought tribesmen from all corners of the Urgath ranges. settlers from the kingdom migrated over the Anduin to settle this frontier territory. Upon entering their old ranges. "Horsed People") extended their grazing ranges to the farthest corners of the land. pursuing them even to the Warwater. 503. "Rivermouth") emerged as the western hub of this new and profitable trade-route.2 THE SOUTHERN TRADE ROUTES The Ehwathrumi also discovered the Northman town of Burh Armenrik in the years following High Hand. and the town's merchants reached out to more distant markets. Freolof of Burh Armenrik made a voyage to the mouth of the Warwater to speak with the Donath of the coast and try to pay them to carry himself and his trade goods by boat to the distant shores of Mistrand. "Warfinger") grew into an important trade center. On the return of the Brygath. Though he supported the right of Northman clans to claim Rhovanion. the trade-routes between Mistrand and Burh Armenrik were blocked. In T.22 in Rhovanion. In the meantime. HISTORY:THE GOLDEN AGE OF TRADE territory realized that this could best be accomplished by cultivating a close relationship with the Ehwathrumi. similar events were transpiring that would transform that society into the premier sea-going culture in Rhûn. 546. Towns sprang up in the shadows of Turambar's fortresses and the military occupation of Dagorlad evolved into the Royal Territory of Dor Rhûnen. The Urgath remembered well their experiences with the Odhriags. it should not be surprising that goods from Folyavuld were reaching Dor Rhûnen as early as T. As time passed. or the men of Mistrand. and the military governor who ruled the 3.A. and its presence was instrumental in the eventual exposure of Folyavulda goods. and made contact with the culture developing there.1 THE DISCOVERY OF DORWINION Contact between the men of Folyavuld and the Northmen of Lake-town actually dated back to several years before Turambar's great victory . was short-lived. Karfas. In the years just prior to the return of the Brygath. "Land of Wine"). For a time. grew into the most stable and influential settlement in eastern Rhûn. "Merged Waters"). Several fishermen agreed to transport his goods. Like their cousins at Long Lake. the expanding Ehwathrumi tribes also discovered Folyavuld and its many culinary delights. and soon other merchants were emulating his methods.8. Turambar granted these Northmen rights to all the lands vacated by the eastern invaders. to distinguish themselves from those traditional Urgath who never rebelled against their matriarchs. In these days the Ehwathrumi town of Othlebed (For.A. merchants from Burh Armenrik reached the mouth of the Surubeki. The plains west of the Cairn Angle have always been the wildest in Rhovanion. there was still a strong Easterling presence in the area. what was once a profitable trade between two growing towns was completely severed.A. the merchant families of Riavod and Szrel- . particularly fine wines.
Some merchants in Burh Armenrik began looking for a way to even the playing field. All these difficulties were compounded by a steady and strong wind out of the east. the merchants of Folyavuld could now reach Mistrand themselves in a single day's sailing. Because Gondor's might still grew in those days. and her captain. The expedition was warmly received by the Realm-master at Uldonavan.5 NEW RIVALS Between the years of T. and the use of the Men Rhûnen. The Gondorian embassy spent the better part of a year traveling throughout the realm. "Forest Ford") or Lake-town and from there caravaned along the East Bight to Dagorlad. Explorers redoubled their efforts to conquer the western coast. their exotic nature made them expensive luxury items throughout Gathod.HISTORY:THE GOLDEN AGE OF TRADE Kain rapidly became some of the wealthiest families in the Realm. Montal's efforts had brought them well south of the Agasha Dag. it provided a great boost to Riavod's economy and launched an age of Folyavulda exploration on the Inland Sea. 23 support and exchange. these merchants began to experiment with the traditional flatbottomed galley and barge designs useful on the lower course of the river to develop a more streamlined hull. In the late 580's of the Third Age. the bulk of Kugath trade with the west was carried by sea on Folyavulda merchant ships. From there a merchant could take one of several ways into Folyavuld depending on his destination. however. Burh Armenrik and Folyavuld became embroiled in a race to deliver these eastern exotics to the wealthy Dunedain. the Governor of Dor Rhûnen in T. and setting the stage for a new era of bloodshed and fire. Most explorers who spent time along the west coast lost their lives to violent storms and high seas that inevitably dashed ships against the cliffs. As the routes between Rhûn and the great markets of Gondor became more established. a result of the wild temperature gradient on the arid plains east of the sea. The cliffs of the Uldona Spine plateau towered hundreds of feet high and landing sites were few and dangerous to approach. Urgath-controlled plains brought Mistrand into contact with new sources of southern and eastern trade goods such as spices. to lurk in the shadows and sow the seeds of dissension wherever they may. The farther south one sailed.A. "Sea Spray"). learning the native tongue. Folyavuld now held an advantage over its trade competitors. equal and sometimes greater capacities for cargo. the ships of an Edru trade voyage were caught in a storm near the waters of the Kug Bay that blew them several miles south of their intended course and swamped all but one of their ships. 562 a Rhidon explorer successfully navigated and mapped the entire northern coast of the Inland Sea as far as the Kug Bay. The embassy returned to Folyavuld in T. . Living as castaways. 573 organized a diplomatic expedition to Folyavuld. becoming wealthy and influential quickly because of their cosmopolitan nature and keen minds for commerce. Members of the Edru expedition in Mistrand began a journey through unknown lands to return home. Coupled with an increased preference of sails to poling and oaring. Others settled into new lives in Mistrand. Rather than purchase Mistrand's goods second-hand from the Northmen and Donath of Lest.A. The most established mode of transport for bringing goods to western markets was the Fola Salenin. pottery. resulting in Berul Rhidon's discovery of the haven at Scarakikot in T. Goods were off-loaded at Widuwaed (For. The new merchant ships that began to appear along the quays of Szrel-Kain and Riavod in the late sixth century of the Third Age had slightly deeper draughts. however.A. the spirits of Sauron and his Ringwraiths again took shape in Middleearth. The alliance was eagerly agreed to by the Council of Clans. the ambassadors bore extravagant gifts and samples of the finest wines of the realm. these design changes gave birth to a renaissance in the shipbuilding industries of the realm. The return to Folyavuld of several members of the ill-fated Edru expedition brought stories of Mistrand to the ears of the realm's merchants. effectively cutting the Logath market of Sadvar out of the trade route. these Folyavuldok became the first of their kind to encounter the peoples of southeastern Rhûn. 575 bearing an offer from king Turambar himself for an alliance of mutual 3. Though these goods came in only very small quantities.A.568. The surviving vessel was the Tengaran (Fo. several developments on the Inland Sea touched off a new rivalry between Burh Armenrik and Folyavuld. Initially. Sauron knew that his return would be a long and secret process of subverting Gondor's allies and eroding her influence abroad. 652. Trade expeditions up the Surubeki and across the wide. 3. In T. and the Dark Lord himself was so weak. to the Bay of Mistrand.A. little progress was made in exploring the western coast. This was the Men Rhûnen. the rockier and more treacherous the coast became. With this new trade-route. and precious stones.8. even if it meant destabilizing Rhovanion. 575-700. When it returned to the Governor at Dagorlad. On the calm waters of that bay he made contact with Kugath fishermen and became the first outsider ever to visit Kugavod. As profits from the long trip upriver accumulated.9 THE RISE OF VIDUGAVIA As the eleventh century of the Third Age dawned.8. Montal Edru. In T. through Rhûnost and to the Ehwathrumi town of Othlebed.4 TRADE WITH GONDOR Intrigued by the notion of a potentially stable ally in eastern Rhovanion. and larger and more efficient sails. battled the winds of the southern sea for a week in his damaged ship before running her aground.A. And so Sauron's servants went out into Middle-earth. and goods began to flow between the realm and Dor Rhûnen almost immediately. south of Riavod. While this hurt the coffers of the Ibar Logath. herbs. and it ran from the South Undeeps. Thereafter. the Governor of Dor Rhûnen began the survey and construction of a raised road to connect Dor Rhûnen with Folyavuld. and began to conspire on how best to effect their return to power. and discussing with the Realm-master the benefits of a close relationship with Gondor. Enterprising sailors found them ideal for both river and sea travel along the northern coast. and for a decade this route was most popular. 3. The merchants of Burh Armenrik still had to deal with Sagath bandits and unsure routes across sometimes-hostile plains.
Hos fell easy prey to the combined armies in T. renewing their ancient domination of these peoples and inadvertently driving many other peoples from the arid plains of southeastern Rhûn and into Gathod. By T. Vidugavia. the tribes that migrated to Rhûn during the First Age and fought long wars with the Baradhrim. The successor to the position of chieftain was then still an infant. "chiefs") gained more wealth. Word of Vidugavia's deeds spread to all corners of Rhovanion. Though the violence of the Clan Wars died for awhile. HISTORY:THE RISE OF VIDUGAVIA the Waluslahandona people against their oppressors. both Sagath and Northman in origin roamed the edges of Rhovanion looking for easy prey. This new power was Grachev Hos. for the purpose of evicting Hos from his position between their two realms. This was the beginning of a series of bloody feuds between T. he was able to convince the Ibar matriarch to condemn the Logath association with Grachev Hos. With him he brought new allies. and became an early point of departure for Sauron's servants in their quest to secure Rhûn and fortify Mordor's northern borders. and further doomed Burh Armenrik to be a distant second in supplying eastern goods to Gondor. 1234. and the Waluslahandona were a fractured people. the trade routes to Mistrand were again interrupted. Though the council of Burh Armenrik never overtly tied itself to the Easterling and Northman bandits of southern Rhovanion. The Rhevain claimed descent from the original Northman settlers of Rhovanion. and the extension of Waluslahandona influence sparked a new conflict between Northman clans. Logath tribes bound to his house by marriage. The Realm-master now enjoyed a great deal of influence over the Ibar Logath. Uvatha was a warrior at heart. and his uncles were left to lead the defense of the tribe's people and land against their neighbors.2 TROUBLE IN SOUTHERN RHÛN Early in the twelfth century of the Third Age. and many traced their ancestry back to Elendil's army. leader of the now repudiated Hos tribe. heir to the Waluslahandona chieftain. winning them fame across northern Rhovanion and rallying 3. and he successfully played the Waluslahandona brothers against one another. The victory of Folyavuld and Vidugavia in the north insured the security of Folyavuld's trade roads. Along the East Bight.1 THE CLAN WARS AND GRACHEV HOS In their new place as middle-men between Gondor and Folyavuld. Though terribly outnumbered. Weakened as he was by the loss of the Logath. Both claimed a right to rule in Rhovanion.A. 1228. Faced with the certain death of their businesses. and in exchange for some revenues associated with the trade of Kugath goods. but in the end generally pitted Rhevain versus Eriadorian tribes.24 Rhûn. This was the first land bordering Mordor to return to the shadow. These new Easterling tribes stirred up a fresh era of banditry and warfare in southern Rhovanion. and many of the first migrants arrived with Elendil's army. Together they stormed Northman and Folyavulda lands along the Aizadraka and Donu and Ilanin again changed hands.9. one victim of which was the leader of the powerful Waluslahandona tribe. At the age of eighteen. Burh Armenrik and Vidugavia's capital at Burh Widu became the centers of a rivalry that soon engulfed all of Rhovanion. a new Easterling threat descended out of the northern plains to menace the Northmen of the Fola Salenin. The Odhriags turned back many of the refugee Asdriag bands that sought to pass through their lands. Bandits.9.A. and it was not long before the Realm-master in Szrel-Kain heard of this new leader. The divisions between Northman tribes ran along complicated lines of kinship. Despite the construction of the Barad Ithil and the presence of a small garrison of Gondorian soldiers in Burh Armenrik. fighting between the tribes died out for a span of years. Uvatha the Ringwraith returned to Khand to reclaim his throne. Grachev was a shrewd leader. the Northman tribes of Rhovanion and the East Bight prospered during the eleventh and twelfth centuries of the Third Age. Under the care of his uncles. many of Grachev's Logath allies had returned to their lands rather than earn the scorn of the Ibar matriarch. Two years later. Vidugavia's victory in northern Rhovanion had resulted in a unified and dangerous Rhevain domain from Lake-town to Othlebed. 1232. The Eriadorian Northmen came to Rhovanion during and after the War of the Last Alliance.A. In T. and the enslavement of his rightful domain by Sagath bandits enraged him. they began to look for ways of expanding their influence and extending their rule over other tribes. Variag hordes lashed out at their Nuriag neighbors. they also offered their services as mounted guards to protect the caravans that carried trade across Rhovanion. these feuds began with a series of duels and assassinations.A. and war followed close on the heels of his return. some of the most prominent merchants . he left his uncle's side and rode across Grama lands promising to protect them from Hos if they would swear allegiance to him. More Easterling bandits meant only more trouble for the merchants of Burh Armenrik. each uncle claiming part of their brother's domain as his own. As individual Thyns (For. Besides carrying goods between the two realms. grew to be a proud and powerful warrior. and within a year Grama settlements almost as far as Long Lake paid tribute to the new lord of Ilanin. and the Sagath again retreated into the northern plains. and also of the Logath participation in the Easterling incursion. which even then was becoming part of Gondor's sphere of influence. agents of the Realm-master contacted the now famous Vidugavia and offered an alliance to the Northman hero. 1208-1222 that came to be known as the Clan Wars. several prominent merchants in Burh Armenrik decided to take an active role in the politics and power of Rhovanion. After 1222. was a natural front-lines in this new covert struggle for supremacy. but many eventually found their way into Rhovanion. and the road to Gondor made more dangerous. 3. or at least to remain independent of the rule of others. The men of Burh Armenrik were universally descended from Eriadorian settlers. he and a band of loyal warriors made many successful raids against the Easterlings.
Though the descendants of the Sahd confederacy fought desperately. was well supplied with light cavalry that contained their foes and brought them to battle. After razing several Odhriag shrines. At the advance of the western army. and placed the responsibility of calming the northern frontier on him. At summer's end. they did much more harm than good. they were forced completely east of the Surubeki by mid-summer. and inasmuch as they alienated the Odhriags for centuries hence. In Lake-town. Northman and Easterling bandits alike sought shelter in the open plains. Foremost were Vidugavia's opinions of nomads and the nomadic lifestyle.4 THE CAMPAIGN OF TERROR Late in T. Unfortunately they also became unwitting contributors to the military campaign of the following year.HISTORY:THE RISE OF VIDUGAVIA of the city (many of them council-members themselves) funded the bandits to make trouble along the trade roads connecting Folyavuld with Gondor. with no sure lines of communication or supply. Since they did not seek to oppose Minalcar. Their army was even now dangerously extended. ensuring that every Easterling culture in Rhûn had a reason to hate the west. Upon accepting his Regency in T. the western army turned north and east to renew their ancient contest with the Brygath. 1247. In a series of short and brutal clashes. the Dunadan scouts heard great praises for Vidugavia of the Waluslahandona: how he had driven bandits out of the region and helped secure the trade-roads that connected Rhûn with the South-kingdom. or standing against the combined armies of Minalcar and Vidugavia who had sworn together that these men would be punished. Despite the urgings of the men of Burh Armenrik and the captain of Barad Ithil himself. Just as they had refused to submit to Sauron thirteen centuries before. The captain knew well . Rhovanion was virtually swept of bandits. Minalcar and Vidugavia demanded that the Odhriags submit to the authority of their kingdoms. however. In Folyavuld.9. After re-supplying at Burh Armenrik and crossing the Warwater. Gondor grew lazy in the mid-Third Age. Minalcar and Vidugavia called a halt to their advance. which suggested to Vidugavia that they could not be trusted. King Calmacil appointed his son Minalcar as Regent of the kingdom. Minalcar sent many spies into Rhovanion to seek out the roots of the conflict in Rhovanion. 1247 to penetrate the conspiracy among the city's merchants. The council chose the former.A.3 MINALCAR THE REGENT Through years of economic and military success. they also persecuted the Urgath. the Northman chieftain convinced Minalcar that banditry was a natural extension of nomadism. who had never participated in an invasion of the west. After learning of the activities of Burh Armenrik's merchants. The army therefore passed back into the west. The battles fought between the Odhriags and Minalcar's army were as fierce as they were unfortunate. they might well have faced a crisis. Unfortunately for the merchants of Burh Armenrik. 25 how the council would receive the charges. The Gathmarig population of Mistrand were a settled people with a long history of trade contact with the Ibnotithiuda. The Gondorian presence at Barad Ithil meant that Minalcar's spies enjoyed support in the city. Minalcar pressed on into the plains of Gathod. Through much debate. and opened their gates to the armies of the west. the city was spared on the promise that it would support the army through the summer. "Seajewel"). Thereafter they would enjoy the status as a semi-autonomous township within Vidugavia's realm. Only in Burh Armenrik and the southern tribe-holds were opinions of the northern chieftain less than enthusiastic. Unlike his father. The goods they pillaged from trade caravans were bought by Ibnotithiuda merchants. Nevertheless. Turning north. Minalcar was a driven man who sought to bring an everlasting peace to Gondor's borders.A. men spoke of Vidugavia as a civilizer. Although they had not participated in the Easterling invasions that brought chaos to Rhovanion. and that order could only be imposed on Rhovanion once the nomadic peoples of the region were driven far beyond the Inland Sea. rather than marching clumsily into a complicated situation. The Regent found his guest to be an impressive if somewhat vain leader with very strong views of how Rhovanion should be ordered. they led a nomadic existence. When chaos threatened to engulf the kingdom's northernmost borders. they likewise refused to allow the passage of the western army through their lands. the widespread violence that they supported soon drew the attention of Gondor. which enabled them in T. At the southern borders of the Agasha Dag. particularly since some of the accused sat on the council. the captain of the garrison at Barad Ithil levied charges before the council of Burh Armenrik against the conspiring merchants of the city. Minalcar eventually conceded the point. Nevertheless. and promised to support Vidugavia's claim as King of Rhovanion if their combined armies were successful in driving the nomads far into the east. and were it not for shipments arriving from Folyavuld at the site known as Elgaer (S. Minalcar's army. the western army crossed the Surubeki in force and pursued the Brygath into the plains. both in Wilderland and lands south of her borders. and the King sought to relieve himself of all responsibility and simply enjoy life as master of the foremost realm in Middle-earth. Burh Armenrik was faced with a choice between bringing the accused to justice and disavowing themselves of the deeds of their merchants. and shelter from reprisal. all the nomad camps on the eastern shore of the Inland Sea were put to the torch. Minalcar arranged to meet with Vidugavia to discuss an alliance. 1240. 3. As the hot months descended on the arid plains of Gathod. weapons. Any further campaigning would be across open plains. In the end. in exchange for horses. Minalcar's agents traveled to every corner of Rhovanion to gather the information Minalcar would use to find a solution to the problem. and even to extend the influence of the King into the wide expanses of the east.A. great injury was done to the Odhriag tribes and they were forced to seek shelter in the passes of the Ash Mountains.9. the armies of Vidugavia and Minalcar rode through the gates of Mistrand. one who imposed great order on northern Rhovanion and sought to extend that order to the benefit of all. leaving an augmented 3.
.2 THE FALL OF MISTRAND By T. Sauron would have some of his eldest and most trustworthy servants 3. an engagement between the Men of Khand and Gondor would have been inevitable. into central Gathod. and the nomadic cultures that slowly returned to fill the lands as the armies of the west retreated. and a spirit I thought had long vanished entered the main vault.A. and that my soul would be bound forever to this stinking pile of decay that was my last vessel. seeking to maintain the western ties that had so enriched them rather than shutting the city's gates and becoming insular.For countless years I lay in that dank tomb. his overseer. The first of these servants to be reborn was Nemol of Dir. 3. He claimed to have an alliance with the spiritleader of Khand. The worship of Kerkassk began among the pastoral peoples of the arid plains. Sauron recognized that his own servant Uvatha of Khand had inadvertently caused the entire campaign. It seemed then that the Dark One's promises were empty. The Variags swept away the few opposing soldiers that resisted and began an occupation of the city that would last nearly two hundred years. here I walk again under the stars. The war still raged. The Easterlings had indeed been taught a lesson. At that point he took on the guise of Kerkassk. and saw how the Easterlings learned to hate the west. 1247. 1280. pondering the meaning of immortality. people began to truly view Kerkassk as the savior of Easterling peoples. and renamed it Nomida-nar (Va.26 force at Barad Ithil to maintain a vigilance over the plains of Gathod. great servant of the Dark Lord. In that time. "City of Nomid"). and subsequently joined the ranks of his Kharg Huka (As. He claimed to have battled long years against the foul spirits of the west. as Kerkassk demanded. not for open warfare. Bitterness gnawed my soul as the vermin gnawed the bones of Lokor Szrel. for solutions. "Lords") of Mistrand built a citadel and wall around the city. longtime trading partners who did nothing to help protect them from the west..10.. Nemol appeared to the shamans of the Brygath and Asdriags. Nemol was placed under the command of Uvatha the Ringwraith in T. It was the Longrider. suggesting that together they could be strong. and he thought long on how best to capitalize on the deeds of Minalcar and Vidugavia. Nemol was frustrated at his lack of progress with Mistrand and turned to Uvatha. and that he might now move in southeastern Rhûn without drawing attention to himself. 3. Sauron sent servants with stealth into Mordor to recover the Rings of Binding. in a far distant land called Angmar. The armies of Vidugavia and Minalcar had actually come very close to instigating a war with Khand. The first osvoda of Mistrand was Achimov .10 THE DARK LORD'S DESIGNS ".". and reasoned (correctly) that they must have been party to it. The tenets of the religion emphasized the similarities between the Ulgathic and Ioriag peoples of Gathod. for though I lay for so many years in my tomb. The Odhriags mistrusted the Ibnotithiuda. and prevent any repeat of the events of 1248. which might have led to a much expanded conflict. "Plains Warriors"). The Brygath saw that the Donath and Gathmarig survived the campaign nearly unscathed. Oraishapek is reborn! Let the men of Rhûn tremble at my coming!" ––Excerpts from the Diaries of the Many-Voiced HISTORY:THE RISE OF VIDUGAVIA to send into Rhûn. Uvatha judged that enough time had passed since Minalcar's campaign. the osvoda-thi (Va. and commanded to journey among the peoples of southeastern Rhûn to see how he might best win them to the cause of the shadow. powerful artifacts stowed in secret places since the end of the Second Age. This was the kind of mistrust that played best to Sauron's favor. come to rescue me from the torment of undying death. former servant of Hoarmurath the Ice King and a powerful sorcerer in his own right. His religion spread like wildfire across the plains. among shepherds who lived their entire lives on the verge of starvation. In this role. Mistrand's ruling clique of merchants alone resisted the influence of the plains-god. To this end. The Urgath looked with distrust on the new Folyavulda outpost of Elgaer. and the strength of mortal warriors was needed to finally destroy the infidel kingdoms of the west. Once suitable hosts could be found to bear the Binding Rings. As members of the Kharg Huka began to return from their service in the northern wars. which would have forced Sauron to withdraw Uvatha from that country to avoid a western discovery of his own return. and thereafter allowed the Longrider to expand into Rhûn only sparingly.It was then that I understood the true meaning of immortality.A.10.. Nomid Achef. a plains-god featured in the pantheons of several peoples of Gathod as an ancestral warrior spirit who achieved great power by fighting in the spirit world for the safety of his descendants. Many eagerly accepted Kerkassk as a patron deity. after the Odhriags had fought often and valiantly to preserve Burh Armenrik from roving Easterlings.1 THE PRICE OF SUCCESS Minalcar and Vidugavia's Campaign of Terror resulted in a great rift between the settled peoples of Gathod. Had the two western leaders pushed only slightly farther. bearing with them the rewards of their service and fabulous stories of the retribution wrought on the Men of the West. The circumstances called for subtle subversion. . led a host of Variags and Nuriags through the lands of the Brygath and down onto the city of Mistrand. they now knew to despise and fear the men of the west. The following year he witnessed the Campaign of Terror. he claimed. "In the thirteenth century of my imprisonment a great light penetrated the tomb. and into the ranges of the Urgath along the east coast of the Sea. Later that year his figure-head king. and that the Variags no longer posed a threat to those who accepted the rule of Kerkassk. the elite mercenaries who would make the holy journey to Angmar and fight the Men of the West. who were the true enemies of Easterling peoples. demanding that they heed his commands if they would be led to greatness.
The people of Mistrand became acutely aware that they alone suffered the despotic rule of the foreign osvoda. and the more independent Odhriags. By T. After Nemol's orchestration of Elgaer's fall. at first. Uvatha the Ringwraith. were well aware of their vulnerability. which was the only real command that Nomid gave him when he placed the city under Achimov's control. The heirs of Mistrand's new tyrant. and plead in their prayers for deliverance from their Variag oppressor. soon faced a rapidly growing problem. Minalcar's heir. and resisted outside influences such as the various sects of Variag religion. and the new Variag minority remained long after the occupation ended. Though still ostensibly part of the Variag empire. To further his own goals in northern Rhûn. The worship of Kerkassk quickly grew to be the most influential religion in the city and the priestesses of that religion began to resist the will of Achimov's heir. Shivalu Sulv. Kerkassk was firmly entrenched in Gathod. the general populace of the city had long been sympathetic to the message of the plains god. This request was granted and a new host was found for Oraishapek the Dispossessed. however. Sadvar. Logath and Folyavulda spies made large purchases of foodstuffs and weapons to provision the troops on their long journey west.A. As the fifteenth century of the Third Age dawned. The Men of Folyavuld. the settled Donath. Othlebed. and Mistrand now rapidly fell under the control of the Dispossessed Nemol. Not only did he encourage raids on the Winithos (For. Though the merchant rulers of Mistrand had resisted the worship of Kerkassk. 1320. exactly how the servants of Sauron had arranged it. What little trade passed between Dilgul and Mistrand was closely regulated and heavily taxed. Nuriag and Ulgath pantheons. So he sent great numbers of spies into Rhovanion and Rhûn to spread promises of the wealth and glory one could attain in his service. Nomid sent Achimov herders and peasants who caused trouble in the homeland by fighting with their neighbors. The majority of Urgath tribes joined in the raid of Elgaer. Uvatha judged that the Dispossessed was ready to take complete control of southeastern Rhûn. He was aware of the connection between the migrating Easterlings of Rhûn and the enemy that the North Kingdom faced. and readily accepted Kerkassk's offer to make him the religious leader and head oracle of his cult. 1331 to end the Folyavulda presence in eastern Rhûn by declaring a war of revenge on the trade outpost at Elgaer. Szrel-Kain in turn held influence over the Ibar matriarch.10. demanding that he yield before the authority of Kerkassk if he wanted to continue to hold a place of importance in Mistrand. Mistrand's new leader was. Great bands of Orcs issued from Mount Gundabad and took residence among the foothills of the Grey Mountains there to watch over the migration trail. The Witch-king began searching for ways of establishing a secure route from Rhûn to Angmar. As a test of his power. if not entirely successful. and an increased Variag presence in the empire's newest colony. and had a nearly identical counterpart in the Variag. but he also used his political influence to turn the Realm-master against the migrants.HISTORY:THE DARK LORD'S DESIGNS Shulv. The Brygath and Asdriags were completely under leadership of petty overlords and religious leaders that he himself had chosen. which Uvatha had recovered from its place of resting in the Ash Mountains. Shivalu accepted from Kerkassk the Hitav Yurna (Ga. Prominent local priestesses were appointed as councilors to the osvoda. The Gathmarig now began to eagerly accept Kerkassk as their patron deity. The defenses at Elgaer were meager. The walls. 3. Shivalu was stricken with fear. In T. King Valacar had dwelt for awhile in Rhovanion with Vidugavia and had even taken the Northman King's daughter as wife. Kerkassk had promised protection from the Variags. and even the Variags adopted the traditional Gathmarig name for the city. Among the more traditional Urgath. who retained that title as a concession to his position in the Variag empire. the Witch-king struck a deal with the overlord of the Sagath Huz tribe (descended from the infamous Hos) which allowed the Easterling overlord to collect a toll on the northern migration route. The holy pilgrimage was a long and arduous journey through foreign and often hostile lands. Mistrand now became the focus of a new and dangerous realm of shadow in southeastern Rhûn. was the realm of Folyavuld and its intimate ties with the west. Oraishapek and a . Ilanin. and had largely delivered it to the people who accepted him. however. and even SzrelKain spoke of the King of the North and his wars against a hated foe. Most of Mistrand's population had long-standing ties with these peoples and shared many common roots. and by itself the outpost would not have lasted one week against the might of Kerkassk's warriors. in exchange for defending it against increasingly frequent raids by Northmen under the employ of Arthedain. he decided in T. a testimony to 27 the growing influence of Kerkassk in Gathod. Achimov focused on creating a new satellite of the Variag empire which would be exclusively under his control. and Mistrand was transformed to the center of Kerkassk's power. the Witch-king requested from his lord the use of Oraishapek's Ring of Binding. The result was an increase in security in Khand. very harsh on his subjects.3 SPEARS FOR THE KING OF THE NORTH The road to Angmar was now more than ever filled with the warriors of the Kharg Huka. Kerkassk was originally an Asdriag deity. and had spent the last five decades building goodwill among the Urgath by funneling wealth to the local Urgath matriarchs. Northman. a cavalry officer who played a role in the city's capture. This was. Esgaroth. so that prices of eastern goods rose steeply and Achimov's wealth continued to grow.A. This Nemol accomplished by appearing before Shivalu as a spirit of wrath. Travelers in Dale. The greatest obstacle to the migration route. He also largely cut off all trade between Mistrand and the western ports of the sea. but the name never stuck. The profits from dealing with smugglers in Mistrand made this method feasible. however. the fortress. Nemol enjoyed some influence. and permitted him to take over Mistrand by his own means.A. "mercenary") road. who forbade the Logath tribes from sending their males to fight the battles of Angmar. "Scepter of Spirits") as a symbol of his divine right to rule the city. though he was not yet able to control them as he was his "core" peoples. Mistrand was a vassal city to his lord. of course. 1384.
1331. and were it not for their domestic production. where he used every bit of his considerable influence to draw the realm into the conflict. the Kosvar family hired their own pirate-hunters (Fo. walking among the population and seeking out the plains-god's enemies. however. however.4 THE WANING OF DOR RHÛNEN Minalcar's campaign in Gathod marked the peak of Dor Rhûnen's influence on its neighbors. rather than dealing with the ever-difficult leaders of Mistrand. Yanos Kosvar took matters into his own hands by developing new routes to Relermindu in the Talathrant vale. which might surely have lasted years with the support of the Folyavulda navy.A. By the turn of the century. one who remembered his days as the Szrel-King and longed for a return to that lofty title.A. Yanos led an expedition through the Urgath controlled eastern plains. for renewed attacks by land brought defeat on the allied Urgath tribes. The naval victory.A. and organized an expedition to reclaim Elgaer. All manner of Easterling in Gathod now paid homage to the plains-god and his capital city. south into Odhriag country. the plains-god called for a new war against the "infidels" at Kelepar. Again.A. The Northman King's family enjoyed a close relationship with Elendil's heirs. Some merchants in Lest began funding privateers to raid the shipping lanes between Kelepar and the ports of Folyavuld to reclaim part of the catch that had been lost." who passed their time raiding Asdriag villages or making war on the Brygath who had little taste for battle after the catastrophe of T. In Lest and Burh Armenrik.6 THE GREAT PLAGUE In the year 1634 of the Third Age a black wind came across the eastern plains and descended on the peoples of Rhûn. a prominent family in the Rhidon clan. In T. circumventing Kerkassk's domain and cutting Mistrand out of the tradeloop. and west into the settlements of the Donath. tortured and executed by Brygath raiders.28 company of Orcs left Dol Guldur to enter the Uldona Spine in secret. The trade routes. nearly all the profits gained from the smuggling operations of Kelepar were reinvested in buying influence among the local Urgath. After a sea battle of many days. Hiring Urgath guides. Yanos' sons were leading regular caravans to the Talathrant. 1629. and in T. Later that same year. Vidugavia's kingdom lived on. Chief among the merchant houses was the Kosvar house. there were still a few with tremendous wealth and influence. In T. was able to escape on board a pirate-hunter's ship and found his way back to Folyavuld. however.10.10. it was the product of this relationship that brought about the Kin-strife in T. ensuring the cooperation of the two peoples well into the late Third Age. The markets of Burh Armenrik were depressed. the considerable Folyavulda navy sailed to the rescue of Kelepar. "East shore") and for many years it remained small enough to escape the attention of Kerkassk. the Kosvar family acted on their frustrations with 3. 3. The Urgath.10. were vulnerable. 1538. By T.A. 1633 the eldest Kosvar son was captured. but the asking prices became more and more outrageous as the danger associated with smuggling in the realm of Kerkassk increased. launching the region into bitter conflict. The governor of Dor Rhûnen continued to work in cooperation with Vidugavia and his heirs to keep the Talath Harroch free of enemies. To combat this growing menace. and little attention was paid to events in the east. little could be done about the steeply rising prices of eastern exotics. With the aid of the Orcs. Dor Rhûnen's governor had no answer for the rumors that Mistrand had fallen to an eastern empire. 1432. The two sides settled into a siege of the outpost. In fact. The haul of ceramics and spices he returned with funded more construction of quays and defenses in Kelepar. In 1634. but never again would western armies campaign so far into the east. The peoples of northern Rhûn had a new enemy in their midst. "Kalozvadasz") who operated from Scarakikot and made war on the pirates of Lest. 3. 1437-1447. 1620. During the ten years of fire and bloodshed between T. 1248.A. during this time the transfer of power in Mistrand from the Variags to the disciples of Kerkassk was completed. .A. and the merchants of Kelepar were buying a larger share than in previous years. Yanos. merchants began to feel the sting of Kelepar's success. and enough tribes resisted to protect the outpost from a repeat of T. were not so given to the dictates of Mistrand. if other events had not conspired to end the standoff. the ships of Mistrand sailed up the coast in an attempted blockade of Kelepar. could not alone save the imperiled outpost. a dreadful rebellion that engulfed Gondor and greatly weakened her ability to project her will into the distant lands of Rhûn. the ships of Mistrand were defeated and forced to flee back to their port. as the line of Achimov came to an end and power reverted to a new osvoda appointed by Kerkassk. thus further glorifying themselves in the eyes of their god. Urgath matriarchs depended on the money received from the merchants of Kelepar to maintain their wealthy lifestyles. His priestesses doubled as assassins. Often the expeditionary companies sent into Gathod proved little more than western "Sagath. collecting information for Mistrand's leaders on foreign peoples and markets. In fact. The Brygath and Asdriags were eager to do Kerkassk's bidding. In northern Rhovanion. His influence extended well into the Urgath plains. In this day he also opened the city to a choice few merchants who often doubled as spies. HISTORY:THE DARK LORD'S DESIGNS Mistrand and its leaders. There were only so many eastern goods to go around. however. The outpost they founded was renamed Kelepar (Fo. and Yanos himself had fortified the outpost at Kelepar and secured alliances with several powerful Urgath matriarchs. Moreover. The following year. Smuggling and piracy made some goods available.5 THE WAR OF CLAY JARS Though revenues had died somewhat for the merchant families of Folyavuld. Oraishapek quickly seized control of the Uruk-marzguram and re-inhabited his old citadel at Dradorny-Arnas. These developments drew both the attention and anger of Kerkassk.A. many of Rhovanion's finest warriors participated in the war in Gondor. Folyavuld would have followed suit.
Vadan.11. Uvatha directed Nemol to wage a war to destroy the territory of Dor Rhunen. thereby soften Gondor's frontier and allow Khand to reassert itself in the south. The Plague ended the War of Clay Jars as it laid both sides of the conflict to waste. and some places lost as much as 40% of their population to the vile disease. Gathmarig and even Logath peoples all adhered to the edicts of Mistrand. Mistrand.A. and a bold assertion of cultural pride. Only the courage of Marhari and his son Marwhini saved the western army from being utterly destroyed.HISTORY:THE DARK LORD'S DESIGNS This was the Great Plague. Led by their high Thyn Marhari. the word of the Ibar clan was no longer law. Urgath.1 THE WAINRIDERS After the second destruction of Elgaer. and by 1635 had reached the borders of Mirkwood. 3. The Igath king ruled southeastern Rhûn for two hundred years. Oraishapek continued his efforts to subvert the peoples of northern Rhûn and Rhovanion by deepening the division between the Logath and Folyavuldok. Sauron judged that the . In the back-alleys of Szrel-Kain and Riavod. Narmacil II fell in a volley of easterling arrows upon the Dagorlad. The Folyavulda experiment at Kelepar was over. From Folyavuld. Their doom was eventually sealed when Oraishapek. though it was still enough to halt all warfare and migration for years. the disease spread rapidly across the plains of Rhovanion. a collection of priestesses who secretly served the Dispossessed. By T. so he set in motion a plan to pit the two against one another. The nomads were not hit as hard. Marhari sent an envoy to the Dunadan King to plea for aid. the servants of Sauron sought to consolidate their power and capitalize on the weakening of Gondor. yet the disaster was real and its repercussions long-lasting. in the guise of the god Vadan. and together they represented one of the strongest collections of Ulgath peoples ever brought under one authority. and Burh Armenrik were hit hardest. the Ringwraith again assumed direct control over Nemol. wrought by Minalcar's campaign of terror. the Igath invaded Rhovanion. The leaders of Sadvar and Folyavuld had placed themselves in a precarious position by adopting their hard stances against the Winithos. the men of Folyavuld were able to use terrain to their advantage and defend their borders against the Wainrider armies. Narmacil II had received tidings of war a year prior. the authority of Sadvar and Szrel-Kain began to suffer. and new loyal tribes were given their ranges. For a time. "All people"). one of the chief disasters in the history of Middle-earth. Lest and the Donath settlements were overrun and the navy at Lest captured and put to use by Avas I. and the army of Gondor crossed the Anduin to give battle with the Wainriders. sweeping their Northman enemies from the field and occupying many of the population centers of the region. Over the next century a revivalism swept through Gathod and well out into the vast plains east of the Inland Sea. Any influence that the west may have enjoyed with the Urgath tribes disappeared when Kelepar was abandoned. a dark order of spies and assassins devoted to the service of Oraishapek took shape. Marwhini led the northman cavalry in a rearguard action that allowed the western army retreat into the shelter 3. but the contest for the fate of Rhûn continued unabated. Out among the Logath camps. The population centers: Szrel-Kain. had given rise to a new source of authority. 1640. By the mid-nineteenth century. The collection of tribes that had opposed the will of the plains-god were utterly destroyed. The King of Gondor. As people began to realize the wealth that could be had by migrating to Angmar. 1854. Nemol was able to achieve unprecedented centralization of authority among the widely scattered nomads.A. the Ehwathrumi fought valiantly but were consistently overwhelmed and forced to give ground.A. Buhr Armenrik was overrun and put to the torch. In his depseration.11 THE INVASION CORRIDOR As the effects of the Great Plague subsided and life returned to normal in Rhûn. The effects of the Plague in Rhûn were similar to those recorded in lands further west. bringing the disease with it across the Sea and infecting the Land of Rivers. This new super-tribal confederation called itself the Igath (Ul. 29 peoples of Rhûn were ready to test the strength of Gondor. Death tolls never approached those reached in Osgiliath or the other great cities of the south. but stayed his hand to allow the Northmen to defend the kingdom they claimed as their own. neither did they help defend the Ibnotithuida in their hour of need. succeeded in bringing the Logath into the war against the Land of Rivers. While the Odhriags refused to participate in the slaughter of their onetime allies. Nemol had long held among the chief tenants of his religion that the plains-god would one day lead the peoples of Gathod on a war of revenge against the kingdom of the west. Later that year. Kerkassk redoubled his efforts to convert the Urgath. A small portion of the population was able to flee to the Pinnon Rhun and were absorbed by the Bergothuida tribes. Upon resuming his reign in Khand. but the majority were slain in the defense of their city. The Realmaster and the Council of Clans adbicated to the port of Scarakikot and waged a harassing naval war against the ships of Mistrand and Lest. Riavod. The divisions between them. the eastern hordes were victorious and the Gordorian army driven from the field with great loss. The Folyavulda navy returned home. Uvatha was sent back to Khand after a long absence. Brygath. Marhari's request was granted swiftly. 1750. the highlanders were able to fend off bands of encroaching Wainriders and safeguard their villages from enslavement. were too deep. Unfortunately. By T. The northman garrison found it impossible to stand against the invasion out of the east. The worship of the hunter god. The coming war was seen among much of the nomad populace as a natural extension of their religious belief. In T. populations were just beginning to rebound. The highlands of the northern Pinnon Rhun again became a bastion of resistance against a mounted foe. The Rhevain suffered a fate similar to their southern cousins. The Ehwathrumi fled under the easterneaves of Mirkwood as their warriors fought a bitter plains campaign against the Wainriders. and trade again beginning to move. neither Marhari nor the King had any notion of the size of their enemy. and appointed a king of Mistrand and its vassal peoples. and though the Northmen and the Dunedain joined forces against the Wainriders. if slightly less devastating. and like their ancestors of the Second Age.
for on receiving word of the King's defeat. 3. the price to their enemies was such that 3. This pattern was repeated throughout much of Rhun and Rhovanion. Gondor was warned of the approach of the Wainriders.30 of Ithilien. but the ability of Nemol to organize large . had not sat idle over the years of the Wainrider occupation. his strategy for defeating the Wainriders was aided by the fact that the enemy he faced was actually stronger than Turambar's foe so many years earlier. new King of the Igath realized that though powerful. the Wainriders found pacifying the peoples of Rhovanion to be an impossible task. This town was named Kravod (Ul. the line of Avas continued. Camps were put to the torch. and the Igath confederation was slowly reassembled for another try at the south kingdom. driving the invaders out of Gondor entirely. A stalwart band of Ehwathrumi found their way through or around the vast expanse of Mirkwood and settled the northern headwaters of the Aduin and Langwell rivers.A.4 THE SECOND WAINRIDER WAR Avas III. and together with an army from that land. There they founded a new people named the Eotheod. was leading an army on their borders. The two Easterling monarchs met. the once proud seat of Gondorian power in Dor Rhunen. effectively ending their rule in Rhovanion. and met her enemies on both fronts. Rather. In T. too. There he surprised the Wainrider army and again won a glorious victory. In the north. The Sagath and Logath of Rhovanion dropped their demands of tribute in the north. Northman rebels had liberated Esgaroth and Dale. a massive assembly of Logath. Uvatha had again departed. Calimehtar. and devised a plan for their joint venture against their common enemy. The wainrider army was trapped in the confines of Ithilien and crushed by the army of Gondor. In Mistrand. As the Wainrider army moved to pursue Calimehtar's retreating forces in Ithilien.11. but the Ehwathrumi tribes that were forced to flee Rhovanion in T. Narmacil's son. 3. for though the Wainrider had been militarily defeated. the house of Avas was never able to seize any more than the upper reaches of Ithilien from the south kingdom in their 45 years of occupation of Rhovanion.11. The Ehwathrumi did not return to Rhovanion. and the constant feuds they fought drew much of the strength away from the strike their leaders were planning into Calenardhon. In the south. Brygath. In the north. Earnil led the Dunedain in an overwhelming victory over Avas III and his Variag allies. Rebellion in Folyavuld had ousted the invaders and allowed the Realm-master to return from his exile at Scarakikot. his confederacy could not defeat Gondor alone. Kerkassk remained a powerful figure in Gathod. Marwhini. he turned to his southern counterpart in Khand for an alliance against the south kingdom. HISTORY:THE INVASION CORRIDOR Rhovanion was largely unpeopled. however. but largely retained the lands they had conquered. Indeed.2 THE FALL OF THE WAINRIDERS The new King of Gondor would not long suffer the shame of his father's defeat at the hands of the Easterlings and began to muster a new army. 1854 were not able to reclaim their lands from the nomads who now occupied them. the yoke of Igath rule was cast off and the rulers of the realm returned from their exile in Scari. In the end. but the Wainrider menace was far from over. After the Battle of the Plains.3 AN UNSTEADY PEACE Gondor's victory over the Wainriders resulted in the death of the Igath King and the temporary dissolution of his confederacy. 3. The Eotheod had many lasting contacts with the men of Esgaroth and Dale. King Ondoher and his heirs were surprised by the swift advance of the Wainrider army and Gondor suffered a terrible defeat in which were killed Ondoher and all his sons. Marwhini returned to Rhovanion with a host via northern paths and led a northman uprising that destroyed much of what the easterlings had built in the last half century. he was forced to quickly move his army through Ithilien to confront the northern host. "Steel-town") and sat on the ruins of Thorontir. but the Ulgath people remained in eastern Rhovanion. Sauron and his servants realized that the Ulgath would not be able to defeat Gondor themselves. a new town grew in the heartland of southern Rhun which remained dominated by Easterlings. and towns recaptured.12 THE LATE THIRD AGE After the second defeat of the Igath confederacy. the Ewhathrumi were a shattered remains of their former self.A.11. 1940. and so they were willing to pursue Calimehtar's army in order to give battle. Many fled over the Celduin river and helped the Northman settlements of Dale and Esgaroth maintain some form of independence from the Wainrider empire. Ironically. marched on the southern borders of Gondor by way of Near Harad. By the time the Wainriders had mustered the strength to strike. armies pursued into the plains. The Ibnotithuida were not able to return to the ruins of their city. Northern Rhovanion was given to a Tros Sagath warlord who administered from Ilanin and demanded stiff tributes from Folyavuld and the Northman settlements of the Celduin. In Folyavulda too. but both northern and southern borders of the realm were now hostile. Half the Igath advanced through Khand. and Urgath moved against Dagorlad and what remained of the territory of Dor Rhûnen. The Gondorian captain was not able to pursue the defeated enemy. The strength of the Wainrider army was such that they believed themselves able to invade and subjugate the people of Gondor. and promised Calimehtar that the Rhevain would revolt if the Wainriders drew their strength away from their northern borders and attacked Gondor. Calimehtar was a student of history and was determined not to allow the easterlings to draw his army into the plains where they might be defeated. What few tidings from the east came into Gondor spoke of constant battle on the borders of the new realm that the Wainriders had seized. leaving a mortal King in his stead.
12. . assassinations destabilized the alliance between Folyavuld and Dale. The warriors of Eorl. his Orcs virtually controlled the Uldona Spine and his spies had thoroughly infiltrated the Land of Rivers. As Sauron unleashed his armies on the free peoples of the west. surrounded by the vast strength he had assembled in secret. The second sundering.A. the Steward had assembled a small army and sent messengers to his allies for aid. His dark servants renewed their efforts to dominate Mordor's northern fences. oppressing the Northmen of Rhovanion and massing strength for the invasion. absorbing the Ulgath tribes as they went.HISTORY:THE LATE THIRD AGE nations under that guise was largely destroyed with the end of the line of Avas. however. The spies of Riavod were exposed and a united Folyavuld turned their attentions on the invading Orcs. new Steward of Gondor. Rhûn decayed into a shadow of its former self. eager to put a final end to foul tribe that had plagued the highlands for so long. Whether by his design or not. Their delay gave the Northmen time to warn Cirion. In the north. when the Balchoth host crossed the Anduin.13 THE TALE OF YEARS The First Age The Maiar pass into Endor to do their masters' bidding. Sauron judged that the time was still not right to reveal himself as the enemy returned. so too were his armies defeated in Rhûn. Pushed out of their former lands by a severe drought. The remnants of the Wainrider armies roamed Rhovanion in bands. the kindred settle the sweeping forest and are discovered by Quelbaras therein. eager at the prospect of exacting revenge on Gondor. however. Rhûn enjoyed peace for a brief while. The Balchoth confederacy melted back into the wilds of Rhovanion to lick their wounds and look to their next best chance to do harm to Gondor. of the imminent danger than his kingdom faced. By T. 2941. Rhûn was still full of Easterlings who hated Gondor. who were descended from the Ehwathrumi of Rhovanion caught the Pultic armies in a great charge that killed their King and left their troops in great disarray. Hostile Logath tribes in the north now menaced the borders of the realm and desperate pirates prowled the lanes between Riavod and all viable trading partners. The plains of Rhovanion and Rhûn became a domain of desperation. Oraishapek could still muster a great deal of support among the Logath. Trade was a risky business at best. grazing cattle where they might and looting whenever necessary. so he fled his abode and ventured into the east in search of ways to make new trouble for Gondor. and even the servants of Sauron were forced to look beyond the borders of the region for a people with promise. Between Folyavuld and the new Northman realm there arose a trade rivaling the early years of the Third Age. After the Battle of Five Armies in T. they would certainly have done great harm to Gondor.A. The Maia Quelbaras of Yavanna's folk lingers by the northeastern shores of the wide and unmarred Inland Sea to tend the newly emerging Olvar there. They tarried in Rhovanion for fifty years. Nemol's hold over Gathod ensured that those Easterlings would fight for the shadow in the coming war. and the Dradorny-Arnas burnt to the ground.2 THE WAR OF THE RING In the wake of the defeat of the Balchoth. highplaced spies led a revolt against those who would succeed the assassinated Realm-master. many kindreds choose to follow the Vala and pass into the utter-west. 2510. The way west is long and filled with fear and wonder. Oraishapek himself led an Easterling army against the Northmen of the Free Kingdom. and the twin towns of Esgaroth and Dale. By 2472. The Orcs were eventually trapped between the Men of Folyavuld and Dwarves from Nurunkizdin. a final end to the dark legacy of the Szreldor. 3. and the river's course was again cleared of encroaching Sagath. Oraishapek amused himself with the Orcs of the Uldona Spine. Folyavuld became a settled realm in isolation from the contacts that had once made them strong. for a mere decade later Sauron revealed himself at Barad-dur. The peace was short-lived. paralyzing the realm. In Szrel-Kain and Riavod. No longer was law respected or enforced. Left behind. for Eorl the young led a great host of mounted warriors down from the home of the Eotheod at the sources of the Anduin. their ancient foe. The Orcs of the mountains descended in force and laid waste to the Folyavulda countryside. The siege of Erebor was eventually broken and Oraishapek forced to flee into the north. Folwe's people tarry and falter along the way pausing too long by the shores of a great Inland Sea. 31 3. The Eldar awake in Cuivienen and after Orome appears to them in council.A. with Sagath tribes in control of the Fola Salenin and the trade roads.A. the Pultic army contained most of the peoples who once comprised the Igath confederation. and to watch for the future time when the Children of Iluvatar should wake.1 THE BALCHOTH INVASION In T. Their voyage takes them through the deep forests of northern Rhûn. Northman culture in northern Rhovanion was reborn. and all that remained of Vidugavia's once extensive kingdom were a few settlements along the East Bight of Mirkwood. new trouble did indeed come out of the east in T. The Narsza-trador was taken with the aid of the Dwarves. 2063. Gandalf the Grey made a journey to Dol Guldur to uncover the identity of the Necromancer who now dominated Mirkwood forest. In addition. defeating Dain II and Brand and laying siege to their armies at Erebor. making war on what remained of Thelor's folk and launching raids into the lowlands of Folyavuld.12. Had they crossed the Anduin immediately. the Pultai moved through eastern and Gathod. But just as the Dark Lord's plans fell apart at the Morannon. 2460. in the form of a new Easterling confederation calling themselves the Pultai Dynasty. Aid arrived just in time to save Cirion and his army from certain destruction at Parth Celebrant. and who readily flocked to the black banner of Mordor when it was unfurled. 3. Reconstructed Dale and Esgaroth became the centers of the Free Kingdom of Rhovanion. The proud Ehwathrumi were a distant memory.
800-1000 –– Reinvigorated by a return to the practice of . 596 –– The Variag domain in the Talathrant collapses in the face of determined attacks by their Ioriag cousins. constructs a new home at Falekdim. ca. There some clans settle and are able to befriend the Northmen of the region. Various Northmen tribes settle the lands surrounding the Sea. Many of their folk settle the southern and western shores of the Inland Sea. The southern Ulgath occupy the fertile lands on either side of the Talathrant. where they are dominated by the Baradhrim chiefdoms. 1690 –– Seeking new lands to cultivate. 522 –– Relin is forced to abandon Falek-dim. 1695 –– The Dark Lord's servants succeed in stirring the Baradhrim against the Northmen. attack the Dwarves and Northmen of Rhovanion. Many southern Ulgath tribes migrate north into the Kykurian Kyn. ca. They call themselves the Donath. the Ulgath of the Agach expand their territory west. 220 –– The Talathrim. the Broendon and Rhidon settle in the region later known as Folyavuld. first of the Dispossessed. 1692 –– Sauron's servants discover the Baradhrim and their dark religion. 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. He begins the construction of the Barad-dur. The mighty Khazad pass through Rhûn leaving a small group of folk to found a mining colony in the Uldona Spine. 1887-90 –– Jealous of the economic success of the cultures The Second Age ca. 500 –– Two Donath tribes. friction between the leaders causes a sundering of friendship and the Eastern Elves pass south of the Kug to dwell in the empty forest there. eventually coming to the mouth of the Fola Salenin. the Variags and many allied cultures attack and defeat the Nardhrim peoples of the central Talathrant. They begin to stir the Easterlings against their ancient enemies. The great forests retreat and Varda's Mirror is marred. Many are set upon by the elves when straying too far from the coast and are slain. 1250-1300 –– Having adopted to life by the Sea. 1688-90 –– Sauron appears several times to the Mannish cultures of southern and eastern Rhûn as a powerful deity called the "Black Master. 1602-1675 –– Sauron gains control of the Variags of Khand through the establishment of a cult of dark priestesses. three Entwives bring agriculture to northwestern Rhûn. 1641 –– The people of Muhlmek the Strong migrate along the eastern slopes of the Ered Harmal and into Gathod. ca. The Uialrim close their borders to other elves. HISTORY:THE TALE OF YEARS slave-holding. ca. They are defeated and eventually settle the sparsely inhabited lands north and east of the Agasha Dag. Tribes of the northern Ulgath are forced into the Empty Plains." He founds a cult devoted to the worship of himself. 1148 –– Northern Ulgath refugee clans reach the Agach vale. ca. The Baraddur is completed. 400 –– The Ulgath split into northern and southern branches over the issue of alliance with the warlike Variags. Two powerful Baradhrim tribal confederacies drive the Northmen across Rhovanion to eaves of Greenwood the Great. these clans settle lands along the lower Fola Salenin vale and have frequent contact with the Rhidon Donath. 1000 –– Sauron chooses Mordor as the site of his return to power in Middle-earth. weary of conflict with the denizens of the frozen wastes head south leaving the utter north to King Thelor's people. ancient Mannish servants of Morgoth. Baradhrim culture rediscovers its dark roots. 1600 –– Sauron secretly forges the One Ring. 1149 –– A group of Avari fleeing the awakening of the Balrog Muar in the east are accepted by the Uialrim and add their number to the Elven population of Rhûn.32 They take the name of Uialrim. reach the Talathrant. 730 –– War grips much of the Talathrant vale as the southern Ulgath defend their holdings against attacking Ioriags of the Relmether region. 400-450 –– A great wave of Men out of the east pass through Gathod. while the northern Ulgath migrate into the lands west of the river. the Northmen to their west. and establishes Lokuthor. 521 –– The Uruk-marzguram migrate from the Ash Mountains to the Uldona Spine where they lay siege to Relin's kingdom at Falek-dim. 150 –– The Lintadorin kindreds of man arrive in Rhûn. 12 –– The Baradhrim. ca. 680 –– Variag tribes first settle in the Gap of Khand. The southern Ulgath are able to retain much of their land north of the former Variag holdings. However. 262 –– Led by a demonic spirit. seeking a land for themselves. ca. ca. son of Runin. as his high priest. ca. 250 –– Bavor's folk. The worship of Morgoth again becomes popular as do ancient traditions of blood sacrifice. Their knowledge of horsecraft allows them to largely resist the Baradhrim. and the Variags are pushed west. ca. The Szreldor settle the lands north of the Fola Salenin. Elven settlers of the coast move into the deeps of the Agasha Dag. a great collection of Mannish cultures out of the far east. 1 –– Relin. The fishing Northmen and Ulgath of the Agach are driven into the forest where they found the settlement of Kugavod. 550 –– Cataclysmic forces shake Rhûn as the Valar make war on Morgoth. They make quick alliances with refugee Ioriags from the Talathrant and form a new confederacy of tribes called the Odhriags. 1700 –– Sauron is defeated by a Numenorean fleet sent to Lindon. Calling themselves the Gargath. ca.
and most of the Dwarves flee their home in the Uldona Spine. and the Dwarves of Uldona Spine. Sauron's armies are 33 decisively defeated by the Last Alliance. 498-500 –– Tarostar's army drives the disunified Sagath north into the Eastern Bight. The Szreldor establish a powerful kingdom in the Folyavulda lowlands that dominates eastern Rhovanion and northern Rhûn. Tarostar takes the name 'Romendacil' and withdraws his army back to Gondor. 497 –– The construction of the tower at Or-Sarn completed. Droza Kadar leads a slave rebellion in Folyavuld. The Sagath warlord Caros unites the Sagath in opposition to the Northmen and Gondor. 480 –– A terrible disease strikes the Urgath herds of southeastern Rhûn. 2002 –– Uvatha accepts a Ring of Power from Sauron and becomes the ninth Ringwraith. They make contact and begin to trade with the Donath. Korlana Szrel campaigns south of the Fola Salenin. The Urgath succeed in displacing large numbers of Sagath onto the Dagorlad. 485-488 –– Urgath/Sagath wars. They try to settle deep within the forest but the Uialrim reject the outsiders and allow them to settle only in the narrow band of forest between the Uialrim realm and the expanding population of Kugavod. A group of Silvan folk under Lanthir. reclaiming the halls of Falek-dim from the Orcs. king of the Szreldor accepts Oraishapek as Sauron's embassy to Szrel-Arkasa. 492 –– Folyavuld retakes Ilanin from the Hos confederacy. The Third Age 1 –– The Northman watch at Algiwidaus is abandoned. Sauron destroys him. 2000 –– Uvatha Achef becomes the first king to unite all the tribes of the Variags. 3435 –– Szrel-Arkasa falls. Elendil and his sons escape. Thelor VII accepts one of the Seven Rings from Sauron. 3441 –– The Barad-dur is broken. They are not heard of again by Man. 503 –– Folyavulda explorers reach Lindal and make contact with the Northmen of Lake-town. 2797-2804 –– Thelor's folk migrate from the Grey Mountains to the Uldona Spine. 2204 –– Korlana IV. The Entwives flee the violence of the warring tribes and pass east under the eaves of Agasha Dag. 3430 –– The Great Muster is called. Elendil sends large companies of Eriadorian Northmen into southern Rhovanion to guard against the return of the deserters. 3319 –– The Downfall of Numenor. 50 –– Contact between the Logath and Kugath is made and trade commences between these two cultures. unites the tribes and refuses to honor Sauron's call to arms. is passed Oraishapek's ring. 500-540 –– Northman culture expands onto the plains. Many of Sauron's northern Ulgath servants desert well before the battle is decided. 150 –– Logath expansion reaches the Redwater and contact is made with Rhovanic Northmen tribes. 3434 –– The Battle of Dagorlad. 2603 –– Lokor Szrel. 2236 –– Oraishapek dies and becomes one of the undead Dispossessed. Khorgul Hotun. 2814 –– The sea-drake Kraszapol is raised from the depths of the Sea by Lokor Szrel's sorcery. Warriors from across Rhûn flock to Sauron's banner. Yorga Hos leads a confederation of Sagath tribes against Ilanin.HISTORY:THE TALE OF YEARS of Folyavuld. king of the Szreldor. where they become known as the Bergothiuda. Caros seeks an alliance with the Urgath of the Eastern Talath Harroch. refuses to submit to Sauron's authority. 2258 –– The Ringwraith Hoarmurath gives a Ring of Binding to one of his most trusted mortal servants. cementing Mordor's control over the Szreldorn kingdom. Sauron is overthrown and the Ringwraith pass into the shadows. . Sauron is unable to match their strength and is forced to become Ar-Pharazon's captive. subjecting many Donath and Gargath clans to slavery. 3261 –– Ar-Pharazon the Golden lands a large Numenorean fleet at Umbar. The Ehwathrumi culture develops and competes with the Sagath for limited plains resources. effectively dissolving his own influence in Southern Rhûn. Tarostar's army is never confronted in numbers and Tarostar has trouble bringing the Sagath bands to battle. Bands of these Northmen migrate to the sheltered highlands of the Uldona Spine. 493 –– The Sagath begin raiding Ithilien provoking King Tarostar to mobilize a sizable army to deal with the nomads. 58-62 –– The release of a terrible blight forces Thelor XIV to abandon his mines. Nemol of Dir. 2004 –– At his halls in the Grey Mountains. Much of the king's family succumbs to the pestilence. An Odhriag overlord. 3433 –– Lokuthor. the Odhriags. reject Oropher's hegemony and migrate from Greenwood to the Agasha Dag. 2772 –– Lokor Szrel begins the construction of the Dradorny-Arnas. 11-21 –– The Ibnotithiuda found Burh Armenrik. 472 –– Several Urgath tribes migrate across the Surubeki and settle in the Mistrand region. The Ibar Logath matriarch establishes the town of Sadvar. one of Sauron's Dispossessed servants. Large numbers of Urgath migrate through Gathod and onto the eastern and central Talath Harroch. 2251-53 –– Oropher founds the Woodland Realm in Greenwood the Great. Lanthir's Elves take over the border-watch. His ring is passed to a Szreldorn successor. 2176 –– Oraishapek of Dir goes to Mordor and receives a Ring of Binding. causing civil unrest among his subjects. their leader.
600 –– Two members of the doomed Edru expedition reach Folyavuld and tell their tale. 1050 –– Uvatha returns to Khand. The Easterlings of Gathod are indiscriminately persecuted by the crusading army. ca." ca. Turambar grants much of Rhovanion and the Talath Harroch to his Northman prince allies. Founding of Thorondir. Asdriags migrate into the lands of southern and southeastern Rhûn. 541 –– Tarostar's heir. 784 –– The Dunadan presence in Burh Armenrik increases. 1265 –– Oraishapek the Dispossessed is reborn as Uvatha reclaims Oraishapek's Ring from the tomb of the Szrel King in the Ash Mountains. 700 –– The markets of Lest. the Gondorian detachment in Burh Armenrik oversees the building of the Barad Ithil. 575 –– Contact is made between Burh Armenrik and Folyavuld. fostering their later hatred of Gondor and the west. 790 –– Following an Asdriag raid in which most of the town took fire. launches a determined campaign against the Easterling alliance. 652 –– A Rhidon explorer finds the hidden natural haven of Scarakikot and establishes a small town there. He begins HISTORY:THE TALE OF YEARS the long process of securing the borders of Mordor in preparation for his master's return to the Black Land. 1231-34 –– Folyavuld sides with Vidugavia and together they drive Hos back into the north. 568 –– The Edru expedition is blown off course. 570 –– Dor Rhûnen trades heavily with the Ehwathrumi. he begins to exacerbate their hatred of the west. Turambar. Anduin is fortified and construction of the Argonath is begun. 1272 –– The Witch-king enters Angmar. Romendacil is slain in battle. ca. 1250 –– Minalcar officially recognizes Vidugavia's kingship and sends his son Valacar as ambassador to the new realm. 562 –– The first successful trade expedition to find the mouth of the Kug river and trade with Kugavod by sea. Uvatha pulls back his armies to avoid a western discovery of his return. Folyavulda trade goods are exchanged through Ehwathrumi lands and begin to reach Gondor. 1208-22 –– The Northman Clan Wars. 1247 –– Minalcar makes an alliance with Vidugavia. . 1280 –– The Variags of Khand launch offensives into Gathod that sack Mistrand and further unify Nemol's followers. ca. Some Ehwathrumi make a living protecting trade caravans from the depredations of Sagath tribes. Brygath and Odhriag tribes. 1228 –– The Hos Sagath clan invades and occupies Ilanin and the surrounding valley. The Easterlings are defeated and the region again becomes stable.34 540 –– The joint forces of Caros and the Urgath make war on Ithilien and Dagorlad. ca. 585 –– Initial construction projects of the Men Rhûnen. 999 –– Esgaroth established on the Long Lake. 1235-46 –– Vidugavia and the Eriadorian clans of the Talath Harroch fight for control of all the Northmen clans of Rhovanion. 572 –– Lest is established by the Ibnotithiuda. The remnants of the Urgath tribes are driven with great loss across the Talath Harroch and back into Southern Rhûn. 1327 –– A group of Orcs are sent from Dol Guldur to the Uldona Spine to take control of the Orc tribes there. demanding his obedience. 1229 –– Vidugavia and Hos fight over hegemony in northern Rhovanion. Dilgul and Mistrand are opened to sea-going Folyavulda merchants. 1274 –– Uvatha finds a new host for Nemol's Ring. The Governor of Dor Rhûnen sends a small company to oversee the security of the town. The town of Elgaer is established by Folyavulda merchants as a supply outpost for the western army. 550-650 –– Folyavulda age of exploration on the Inland Sea. The outpost is completely destroyed in a Brygath raid. 546 –– The Ehwathrumi make contact with the western border of Folyavuld. 1300-1385 –– Agents of the Witch-king work to popularize migration to Angmar among the Logath and Sagath of northern Rhûn. Gondor and the Northmen make war on the Easterlings of the Talath Harroch. 1100 –– Uvatha crowns himself King of Khand. Many of the first voyages result in tragedy as high seas capsize the shallow draft vessels of Folyavuld.. The King makes an alliance with the Northman princes of the Ehwathrumi. The town and haven become known popularly among Folyavulda sailors as "Scari. 1314 –– Nemol appears before Shivalu Sulv in Mistrand. 1240 –– Minalcar becomes Regent of Gondor and sends spies into Rhovanion. A strong effort to reach the ports of Mistrand and Dilgul ensues. 1248 –– Minalcar and Vidugavia campaign across Gathod in an attempt to permanently rid the area of nomads. Posing as various deities to the Urgath. and helps this new servant gain influence among the peoples of Gathod. 1331 –– Nemol stirs the Brygath against the Folyavulda merchants of Elgaer. 1000 –– Sauron stirs again in Middle-earth. 596 –– Gondorian merchants take up residence in Burh Armenrik. 1110 –– Fleeing Uvatha's Variag hordes. Tales of the exotic land of "Dorwinion" and the Inland Sea reach Gondor. The Easterling alliance dissolves. and eventually finds its way to Mistrand.
thus ending Minardil's line and initiating the rule of the Stewards of Gondor. The Wainriders are defeated and retreat into the eastern Talath Harroch. 1447 –– Eldacar returns to claim his throne with the help of his Northman kinsmen. Folyavuld is occupied and resistance to the Wainrider regime is confined to the highlands. each harboring large privateer populations. 2505 –– Pultic scouts thoroughly survey the Wold as the dynasty's armies begin amassing south of Mirkwood for a crossing of the Anduin. 1432 –– Eldacar assumes the throne of Gondor. 2370 –– A new group of Easterlings. The new outpost is renamed Kelepar. Warfare erupts among the nomads of Gathod. 1629 –– The rivalry between Folyavuld and Mistrand manifests itself as a division between the Urgath and Brygath tribes of the Sea's southeast coast. King Ondoher and his two sons are slain as Gondor is defeated by the Wainriders. 1750 –– A new confederacy rises among the nomads of southern and eastern Rhûn. where it is persecuted by Oraishapek's Orc servants. 1634-36 –– The Great Plague strikes eastern Rhûn with devastating results. In the north. To avoid discovery. The Witch-king gathers the Ringwraiths in Mordor. In the south. The Northmen of Rhovanion are driven into Mirkwood and Lake-town is occupied by Easterlings. Earnil surprises the Wainriders at the Battle of the Camp and drives them out of Ithilien with heavy losses. 1620 –– The merchants of Kelepar make inroads with the Urgath of the sea's eastern coast in an attempt to establish trade routes with the Talathrant vale that circumvent Mistrand. Avas III. c. but the Ehwathrumi are unable to return to their former ranges. Tros demands a toll from the peoples of Gathod who wish to join the Witch-king's armies. 1899 –– Rebellion against the Wainriders sparks in several places throughout Rhovanion simultaneously. 1538 –– Folyavulda merchants build a fort on the ruins of Elgaer in an attempt to re-establish the eastern trade routes that had once made them wealthy. 1400 –– Nemol's influence in Mistrand grows as Variag power wanes in Gathod. 2392 –– The Urgath and Brygath tribes are assimilated into the Pultic hordes. 2050 –– Earnur slain in single combat with the Witch-king. The Igath under Avas I and with the councils of Nemol decide to migrate into the richer lands of Rhovanion rather than fight the more powerful Variags. 1944 –– The Wainriders and Variags launch a two-pronged assault on Gondor. 2063 –– Gandalf goes to Dol Guldur but fails to discover the Necromancer's identity. King Calimehtar and the Ehwathrumi confront the Wainriders at Dagorlad.HISTORY:THE TALE OF YEARS 1384 –– The Witch-king strikes a deal with the Huz clan that gives them control over the migration road north of the Iron Hills. Lest and Scari become rival ports. 1854 –– Uvatha returns to Khand after a long absence and launches attacks against his neighbors with renewed vigor. 1600 –– Piracy on the Inland Sea hits an all time high as the merchants of both Folyavuld and Burh Armenrik sponsor privateers against one another's ships. ca. Sauron eludes the wizard and flees into the east. 2472 –– Many Asdriag and Odhriag tribes are assimilated into the Pultic armies as the dynasty migrates through Gathod and into Rhovanion itself. 1975 –– Angmar and Arthedain destroy one another. 1640 –– The Sagath Tros clan invades the Ilanin region and seizes the ferry there. 2444 –– The first scout companies of the Pultai Dynasty reach the Talath Harroch and Rhovanion. 1855 –– Oraishapek stirs the Logath and Sagath into joining the Wainrider Confederation in their war against Gondor and the Northmen. 2460 –– Sauron returns to Dol Guldur out of the east. Rhovanion is largely unpeopled. 1500-1600 –– The Dragons begin to stir in the Grey Mountains. The religious state that forms is centered on Mistrand. plunging the kingdom into civil war. 1418 –– End of Achimov's line in Mistrand. 1633 –– Despite Folyavuld's naval superiority. 1437 –– Eldacar is exiled to Rhovanion. At the same time. 1856 –– The Battle of the Plains. high king of the Wainriders makes an alliance with Ovatha of Khand. 1977 –– The Eotheod move into the upper vales of the Anduin. 1980-81 –– Durin's folk awaken a Balrog in Moria and are forced to abandon their hallowed home. ca. King Narmacil II is killed in the battle and Dor Rhûnen is abandoned. the Easterling alliance is defeated by Earnil. 1856-1899 –– The Wainrider Kingdom dominates all of 35 Rhûn and Rhovanion. The Ehwathrumi are forced to migrate into the Anduin Vale. the Pultai Dynasty of the Talathrant vale invades the Urgath and Brygath lands southeast of the Inland Sea. several key losses among the Urgathic allies of Folyavuld imperil the outpost at Kelepar. Kelepar is abandoned. 1940 –– The Wainrider Confederacy again rises to power. and calls itself the Igath confederation. .
4. and have since developed into some of the best fishing areas in the entire Sea. the pounding of storm-driven waves has eroded great portions of the mostly limestone western coast. In most areas. mountain summits were transformed into islands and the Mayzri Archipelago was born. Sauron falls in Mordor as the One Ring is consumed by the fires of Mount Doom. 2770 –– Smaug the Golden invades Erebor. The southern and eastern shores of the sea are much different than the Parta Rokantha. when the Valar rent the continent to lay open the subterranean kingdom of Morgoth. Dain II and Brand of Dale are slain and the remnants of their armies are besieged at Erebor. and nomadism the only successful way of life. narrow bays of shallow and silty water. the tremors that broke Beleriand were amplified in the relatively loose strata of the basin floor. further exaggerating the vertical relief of the western coast. the entire region is composed of layer upon layer of sedimentary deposits. Oraishapek's dark cult in Folyavuld is responsible for many key assassinations in Folyavuld. both for its well demonstrated ability to claim ships. Limestone. This period of settling was characterized by entire portions of the eastern coast gradually sinking below the level of the sea. and also for its reputation as being haunted by the souls of men sacrificed at the mythic Szreldorn citadel of Dradorny-Arnas. The inability of the thin layer of topsoil to support anything but grasses has greatly inhibited most attempts to permanently settle and tame the region. The region's many rivers carry silts from every corner of Endor. The fumes that rise constantly from its central cone are visible from many miles away. Rhûn's geography can be generally divided into five distinct . Being mostly sedimentary rocks. the Agasha Dag forest and the Uldona Spine. HISTORY:THE TALE OF YEARS zones: the Inland Sea. leads his armies in an invasion of Calenardhon. 2947-90 –– Bard of Dale and the Realm-Master of Folyavuld form a free kingdom in Rhovanion. 2941 –– The death of Smaug. Many of the river mouths that feed the great Sea were completely drowned in the cataclysm. sandstone. For more details on the specific sites within each zone consult the Gazetteer. Oraishapek the Dispossessed leads a large army of Easterlings and Orcs against the free peoples of Rhovanion. resulting in great fissures that weakened the thin crust of the eastern shore and caused it to subside. The eastern seacoast from Mistrand Bay to Kug Bay is mostly brackish swamp. As the waters advanced over the crumbling eastern shore. resulting in long. including the killing of the Realm-master. The sailors of Folyavuld have long referred to the dangerous western coast as the Parta Rokantha (Fo. The Battle of Five Armies. herd-grazing is the only viable economic pursuit. Together they hem in the Gondorian army. the Plains.36 2510 –– The Bom. In the years since their exposure. leaving a dramatic sea-scape of sharp shoals and vertical spires of resistant igneous rock. Lake-town is destroyed. As the area of the Sea expanded. 3019 –– The siege at Erebor is broken and Oraishapek is driven into the utter-north. With only two exceptions. The following sections provide an overview of the geological character of each of these regions. 2951 –– Sauron openly declares himself in Mordor. and have been an important factor in the rise of cities on the southern coast. as much as any other factor. The Balchoth are joined by a host of Orcs from Moria. Folyavuld is gripped by a civil war. It is the only island in the chain that is still volcanically active. A brief recurrence of volcanism in the Uldona Spine provided additional uplift. These are caused primarily by the temperature gradient of the surrounding 4 THE LAND The geography of Rhûn is dominated by the area's role as an interior drainage basin for the continent of Endor. shale and chalk are found in most locales throughout Rhûn. Geography. the overall level of the water dropped. ensures that much of Rhûn will remain an untamed wilderness. The Inland Sea may be most widely known for the violent storms that sometimes rage across it. The Dwarves are forced out of the Lonely Mountain. The drastic effect that the far off cataclysm of Beleriand had on Rhûn is due to the composition of the basin itself. the vast majority of the land consists of rolling grasslands. Only in the fertile river valleys have sedentary cultures taken root. destroying Laketown and Dale in the process. the River Valleys. Much of the eastern half of the Sea is shallow. or "Isle of the Lonely Cloud" in Sindarin). exposing the steep western shore as a new line of cliffs. A new Realm-Master prevails in Folyavuld and the Dradorny-Arnas is burnt to the ground. the Mayzri Archipelago and the Pinnon Rhûn. 2944 –– Dale is rebuilt on the ruins of the ancient Northman town. Though there are a few dramatic examples of vertical relief. The sturgeon beds of Mistrand Bay are a constant source of wealth for the sea-going peoples of that region. 3018 –– The War of the Ring. which is said to be hidden somewhere along the jagged shore. Both the Kug and Mistrand Bays were formed in this way.1 THE SEA Filling the lowest portion of the large natural basin that makes up the lands of Rhûn is the great Inland Sea. 2590 –– The Dwarves of the Grey Mountains are forced out of their homes by a resurgence in Dragon activity. 2987-3017 –– Conflict erupts between the nomads of northern Rhûn and the kingdoms of Folyavuld and Dale. "Skeleton Shore"). thus earning the island its name. having been drowned during the War of Wrath. and sailors generally give it a wide berth. The Battle at Parth Celebrant is a decisive victory for Gondor and her allies. but are surprised as they close in for the kill by a great host of Eotheod cavalry led by Eorl the Young. 2758-59 –– The Long Winter. The greatest of these volcanic islands is known by the Kugathig name Egil Dorn (Tol Sulereb. giving way to mangrove as one progresses north.
Run-off water has carved out hundreds of subterranean caves. the 4. The weather and temperature tends toward the extremes mainly because of a lack of humidity in the air. twisted hills and mountains that provide pleasant highland refuges to the peoples that live among them. the rivers of the region can also act as . from eastern Mirkwood to the arid plains beyond the east coast. the Dwarven colony at Nurunkizdin has explored or mined the Wornpoints to any extent.THE LAND :THE SEA plains. Besides the gentle swell of the endless plains. Though its size has been much reduced by climatic changes. which creates a constantly blowing wind. and the storms blowing across the Sea can dump massive amounts of snow in a very brief amount of time. commonly called the Wornpoints. and the encroachments of Man. More than any other local region. the mountains are comprised of three separate areas that formed in two distinct periods of uplift. the rivers also provide avenues of passage across otherwise hostile lands bringing cultures together and allowing trade to be conveniently carried over long distances. Since their formation.2 THE AGASHA DAG The Agasha Dag is a vast forest that blankets the land northeast of the Inland Sea. exposing layers of limestone to the elements. 37 barriers to the peoples of Rhûn. "Dark One's Breath"). The bedrock is a mix of sedimentary strata laid in the youth of the world by great flooding. forming steep forested banks and deep channels that preclude good fording places. there are occasional outcrops of hills that provide the only real shelter within which larger trees can grow. the constant push of the eastern wind takes on an edge of frost. as the earth was bent and gnarled by competing pressures below. To be caught unprepared by bad weather on the open plains can sometimes be a deadly mistake. The result are ranges of low. and can occasionally develop into a much more serious phenomenon known to the nomads as an Onterad (Ul. Their kingdom lies at the southern extremity of the central massif. In the south. Geologically speaking. To the trained eye. the Wornpoints have seen periodic episodes of renewed volcanic activity. some of which are large enough to house a troll. creating an ecological niche that is very different from the surrounding grasslands. Overlaying the bedrock is a layer of dry and relatively nutrient-poor soil that is capable of supporting only tall grasses and small shrubs.3 THE ULDONA SPINE Forming much of the great Sea's western shore is an old and weathered mountain chain known as the Uldona Spine (S. the Donath tribes of Folyavuld successfully resisted the unwanted advances of the Szreldor by hiding in the forested highlands. In the winter. and their skill in this area is uncanny. 4. To those who have mastered boating. The same is true of the hills west of the river and north of the forest. nomads are forced to parley with the settled boatfaring people of the river valleys for passage over the river. The combination of cover provided by the hills of northeastern Rhovanion and an abundance of rivers has allowed that land to achieve the height of agricultural success. Most of these ranges consist of metamorphosed rock. The vast majority of Rhûn's inhabitants are nomadic pastoralists. The river valleys stand out as lines of vibrant green against the sometimes bleak tans and greys of the plains. The Kug. joining their strengths to form the great rivers of Rhûn. 4. has cut deeply into these strata. this wilderness is still one of the largest west of the Talathrant and north of the great deserts. Rhûn's settled cultures universally depend on the nourishing sediments deposited by these rivers. geological upheaval.2. These small stands are prized campsites among the regions nomadic folk. As a result. The center of the chain. the Agasha Dag is much like the rest of the basin. In the north. having been formed during the general volcanic episode that shook Rhûn after the War of Wrath. Because the mountains reach well above the treeline. All these conditions are made harder to endure on the plains because of the lack of cover. The ability to sense the coming of these storms is a matter of survival for the captains of the western sea. and also the area with the greatest mineral worth.2. and dates back to the original formation of the continent. which flows through the heart of the forest on its way to the sea. is the barren remnant of intense volcanic activity very early in Endor's history.2 THE PLAINS The plains surrounding the Inland Sea are geologically typical of the entire basin. composed of sedimentary strata laid down while the world was young. As is often the case. These winds pick up moisture as they blow in from the east and cross the coast of the Sea. people who depend on the movement of herds across the land. Nearly all of the rainwater in these diverse regions is gathered into small streams that meander their way across the plains. Folyavuld (which means "Land of Rivers") exemplifies the potential richness of riverine life.1 THE RIVER VALLEYS The region of Central Endor that drains into the Inland Sea spans over 500. and they are covered in great blankets of snow and ice for most of the year. the Wornpoints are both the most inhospitable region of the Uldona Spine.000 square miles. At the same time. "Spine of Rhûn"). This is the oldest part of the Spine. The ranges north and south of the Wornpoints are much younger. and much of their fortune has come directly from their exploration of theses mountains. particularly in the north. putting a fresh look on the ancient range. Rich alluvial soils support forests along the riverbanks. and will occasionally fill the sky in dramatic displays of natural pyrotechnics. Only the true masters of stone. Lightning is also a very common occurrence. and the local camping and grazing rights are frequent sources of intra-tribal conflict. The moisture invariably comes down as torrential blowing gales that can easily push ships along the western coast onto the jagged rocks. make deep cuttings in the sedimentary rock of the plains. none of the other peoples of Rhûn have ever attempted to mine the Wornpoints. Most of Rhûn's rivers. Weather on the plains is often violent. High winds are a constant presence. 4.
is a great pain to the Vala Yavanna. rather than allowing it to soak in and feed the local flora. it is still predominantly a wilderness. The climate became more arid. Seemingly every sailor has a story to tell of a strange sighting on the waves of the Inland Sea. The high cliffs of the west coast are riddled with small nooks and fissures. The majority are domesticated species that are central to the nomadic cultures of the region.2 THE PLAINS Like the Sea. however. 5. 5. and local herd distributions closely mirror the tribal distributions over the land. Rhûn is still filled with all manner of animals. it falls in torrents. 5 FLORA AND FAUNA From the sharp and nearly desolate crags of the central massif. though these creatures have apparently lain dormant for many years. The metamorphic limestone deposits are everywhere. and each has its own assortment of plants and animals adapted to exist within them. Man is not the only. the skies above the Inland Sea are dotted with birds wheeling in great circles. and who is to say whether wind and wave. and filling the air with their constant cries. Over the course of history. The king of the sea. the regions of Rhûn support a wide range of life. both wild and tame.0). the Inland Sea was almost entirely surrounded by the great trees of an ancient forest that provided a home to countless species of plant life. and kingfishers. which have stripped the land of much of its richest topsoil. suitable only for the grazing of livestock. The Ehwathrumi and Easterling tribes herd all manner of domesticated animal. to the teeming waters of the Inland Sea. the plains of Rhûn are filled with many different kinds of creatures. climatic and cultural changes have considerably reduced the amount of primary forest surrounding the Inland Sea. Likewise. The plant life of the plains is a relatively poor collection of tall grasses and shrubs. increasing the temperature gradient between noon and nightfall. or the plotting of small irrigation farms. THE LAND :THE ULDONA SPINE the land have mostly given way to grasses. Many species of fish and shellfish are harvested daily in the shallows of the Sea by the peoples of the coast. and some have a worth nearly equal to more traditionally precious stones. bitterns. These fish can grow to the size of a man. Changing patterns of rainfall and temperature have wrought the most change on Rhûn. including horses. At anytime of year. "Death Claws"). nor even the greatest predator to prowl the waters of the Sea.1 THE FLORA In its primeval youth. and both the Folyavuldok. and the peoples of Gathod have imported the beautiful stone to build some of the more celebrated structures of the region. Each culture favors one herd animal over the other. or to have stumbled upon great nesting grounds where hundreds dwell. which migrates up the gravel-bedded southern rivers in the spring to spawn. cattle. The ecologies of the region are quite varied. One of the main differences between the Easterling and Northman herd distributions is 5. goats and sheep. The shallow inlets and bays elsewhere serve as perfect nesting and hunting grounds for crakes. and other species of sea-faring birds. and then only in as much as Man will let it flourish. Certainly many people have seen the dreaded Festiqan (Ga. The logistics of carving and transporting such heavy stones. and certainly there are creatures that have not yet been named. however. Though great stands of trees still exist all over Rhûn. who has always worried most for the Olvar. and if nothing else. the Inland Sea serves as a refuge in winter for birds who summer near the great bay of Utumno in the north. Only just before the coming of a powerful storm does the sea become quiet and deserted. Only along the fresh water courses is flora more abundant. coots. The northern and southern ranges of the Uldona Spine have long been known for their numerous deposits of brightly colored marble. which are protected by the vigilant Uialrim. only in the high reaches of the Agasha Dag. has made such construction projects extremely rare. diving steeply after small fish. who had no means of protecting themselves from the whims of the Children of Iluvatar. and sport a coat of bony exterior plates that are used by some cultures to make a type of light weight scale-mail armor.1 THE SEA The waters of the Inland sea are brim with all manner of aquatic life. The range of colors and texture is truly astounding. For further information about the varied flora and fauna of a specific region. please consult that region's heading in the Gazetteer (section 11. an eerie and ominous sign to those who know its portent. pirate. Much of this water is channeled into seasonal river beds which carry the water away as runoff. When rain falls on the plains. While the greater Olvar of . is the great sturgeon.2. skimming just above the waves. ships are lost on the Inland Sea with no sign left of their demise. The historians of the coastal peoples recall attacks on ships and villages by great serpents. has the original deep forest ecology been preserved.2 THE FAUNA OF RHUN For all of Man's attempts to dominate the lands of Rhûn. and of Rhûn specifically. The loss of the ancient forests of Endor. Because of the its location in the center of the continent.38 Bergothiuda have found a bountiful mountain ecology to support their primitive society. Most impressive in the green and black streaked marble that was used to build the Realm-master's Hall in Szrel-Kain. 5.2. Still. The variety of life on the Inland Sea is abundantly clear to those who have eyes to view it. the fear that is sometimes audible in their voices is enough to lend some credibility to their fantastic tales. cormorants. several species of migratory fowl from the Bay of Belfalas make their homes among the crags of the Sea in the summer. providing excellent roosts for gulls. Some even claim to have seen schools of the beasts. a large crab-like creature that can sometimes grow large enough to prey on Men. This aridity is what drives the winds of the eastern plains. or something else might have been responsible for the disappearances.
Wild dogs such as the Undarlaif will occasionally prey on the domesticated animals of Northman homesteads. Because of its unique geographical locale. Rural towns are often located near the boundaries of several estates 5. Preying on this host of game are all sorts of predators. for the Easterlings are cruel to those creatures that threaten the herds. This passion for public speaking translates to all sectors of urban Folyavulda culture and contributes to the successes of the merchants and diplomats of the realm. while the Ulgath and Northmen consider this animal of secondary importance. When this occurs. The mountains that form the Inland Sea's western shore have within them a great variance in topography. wild sheep and goats. thereby driving them away from the settlements and teaching them to fear Man. forging a single and diverse society. The section that follows is designed to give an overview of these peoples. in the rural heartland that is the real strength of the Folyavulda realm. Folyavulda) represent the unique blending of Ulgathic Easterling and proto-Daen cultures. boars. often abroad in distant lands. and the presence of large settlements such as those in Dor Rhûnen and the East Bight have been a great detriment to the herds. resulted in an equality between the sexes in Folyavuld which enables them to negotiate effectively in all manner of foreign environments. and a sharp wit mark the successful Folyavulda. In the vast stretches of the Empty Plains. The Northmen respect and the Asdriags fear this animal too much to subject it to the whip. a more traditional. including foxes. money can be made by hunting the wild animals. regardless of the cultural affiliation. though the wild herds and the predators who stalk them may still occasionally be encountered.3 THE ULDONA SPINE The ranges of the Uldona Spine occupy a special niche in the ecology of the Inland Sea. Competition between two traditions of kin-based authority: one patriarchal and the other matriarchal. Intelligence. Not all of the creatures of the plains are domesticated. almost none of these are found on the high slopes of the central ranges. conservative aristocracy quietly live comfortable lives producing some of the finest agriculturally-based goods in Endor. and Ulgath wains frequently display rows of cat skulls as trophies of the kill. the most common beasts are wild herd animals. Society and Culture Many know the Folyavuldok as a free-speaking and openminded people with a great love of oratory debate and the art of negotiation. Whether in the rural lowlands where the Gargath matriarch's word is law. justice lies in the judgment of traditional tribal authorities whose jurisdiction extends to all matters save those of tax collection and the security of the wider realm. in many ways representing the best parts of their two parent traditions. or raid a village chicken coop raising the ire of the village inhabitants. The gentler slopes of the northern and southern ranges are home to many species that may also be found in the plains. It is a barbaric custom. The horse is central to every culture of the plains. and what herds exist on their lands typically roam free. outside the lowland cities. combined with their shared experiences with the Entwives allowed them to overcome cultural barriers that might have otherwise held them apart. Here.2. Manual work is done by the members of less privileged houses within the clan. By contrast. There are also beasts unique to the forested highlands. and wild versions of the domesticated species all frequent the plains on both sides of the Sea. 39 6 THE PEOPLE While the Inland Sea is home to riches of many sorts. wolves. feral dogs and even wild cats. including black bear. elk. especially antelope. but it is effective. A reward is paid for each left front paw brought before the village or homestead master. a myriad of peoples and varying cultures can be found inhabiting the regions around the Inland Sea. specialized rodents are able to exist off the sparse vegetation of the rocky slopes. They are an outgoing and cosmopolitan people. and rodents such as the marmot. . Only the reclusive mountain goat and a collection of smaller. a wide variety of rodents. Man has roamed these plains longer and with more consistency. The northern and western plains are more tamed. Antelope. and collectively controls a contiguous region of clan-held estates. Settlement in the rural clan holdings is centered on large farms managed by the heads of prominent families. giving him or her an advantage when dealing with most foreigners. and also wolves. but additional information about individual clutures in specific places can be found in the Gazetteer. Each tribe is composed of several clans. and the rights to trap horses is the single most frequent source of fighting among related tribes. or in the rugged highlands dominated by the patriarchs of the Donath tribes. Another difference among the pastoralists is that the Asdriags keep great herds of goats. charisma. a huge white ox with great horns that is used to pull the great wagons for which many of these Easterling tribes are best known. Within the Riverland itself.1 THE FOLYAVULDOK The Folyavuldok (Fo. The Ulgath in particular have a custom of hunting wild cats for sport. deer. 6. These predators have learned to fear humans. "River landers" sing. Their common persecution at the hands of the predatory Szreldor. and therefore provide numerous different habitats.FLORA AND FAUNA:THE FAUNA OF RHUN that the Ulgathic Easterlings maintain large herds of the Kine of Araw. at the frontier between civilizing western influences and the wild ways of the eastern plains. These are the Folyavuldok that most come to know: shrewd and worldly individuals. travelers in Folyavuld's back-country are invariably surprised by the provincial perspective and deep respect for tradition observed by the people they encounter. the true wealth of this land may lie in the diversity of the cultures who call these lands home. including antelope.
involving a unanimous vote of the Council of Clans and the setting of negotiated quotas that each tribe must meet in conscripted soldiers. however. Shields are of medium size and spears may be thrown or discarded in favor of short swords in close melee. A full-blooded Donath man might reach a height of six feet or taller. the reverence of Aldena is the only institutionalized religious tradition in Folyavuld. in favor of the greater deities of the realm. The Horsemen employ a light chain mail and small jousting shields. a testimony to their Donath ancestry. The naval soldiers take cover behind obstacles on board their vessel until the missile barrage has forced the defenders to cover. the professional soldiers and officers of the realm. Other deities enjoy increased importance in specific areas (such as the Lord of Winds in Scari. the wealthy are often forced to journey to the larger markets of the lowland cities. Warcraft The present realm of Folyavuld was born in a violent rebellion. and grain products that are carted in from the outlying countryside. and they invariably impact the battle when they are committed. the Realm-master has the ability to impose a conscription on a single tribe for the purpose of immediately defending its Appearance In height and stature. and pilgrims in search of physical. and the Great Shaker in the highlands). the garrisons of all the realm's fortresses. At all levels of the military. as the light armor and small shields offer little protection from enemy missile-fire. Men keep well-groomed mustaches and beards. each in a different region). has discouraged the worship of smaller local spirits. the Ilanin Guards (reorganized at Uldonavan following their recent loss of Ilanin to the Tros Sagath tribe). so the Realm-master is empowered to keep a large number of men under constant arms to garrison the various border forts and strongholds. the Folyavuldok span the full range of Rhûn's Mannish inhabitants. In this form. health. and spiritual healing travel from all corners of the realm. or the unruly crew of a pirate ship. This device has been used effectively throughout the Third Age to slow down invaders while a proper army could be raised to expel them from the realm. These are the elite units at the Realm-master's disposal. This arrangement is unwieldy when it comes to emergency defense of the borders. the Horsemen employ short bows. very often curly. Their skin coloration is darker than their neighbors. is a monumental task. Religion and Worldview One hold-over from the parent cultures of Folyavuld is the importance of local spirits to the rural peoples of the realm. THE PEOPLE:THE FOLYAVULDOK lands from an imminent threat. each of whom corresponds to one of the Valar that the Dunedain revere. each the site of a sacred spring and garden. being generally taller than the plains nomads. these sites comprise the spiritual heart of the Land of Rivers. Among the units maintained on a permanent basis are the Horsemen of Uldonavan. each devoted to a particular spirit thought to inhabit the surrounding land.40 and fall under the local tribal authority. and since that day war has never been too far from its borders. a weapon that can be used either in melee or as a thrown missile. The Highland Rangers and the soldiers of the navy favor leather armor and small round shields which leave them free to maneuver. especially in the urban centers. They almost universally have dark brown or black hair. Only the Guards and the garrisons employ heavy chain. . Contact with Gondor. The worship of the Earth-mother is centered at three citadels in the highlands. asking for protection and blessing. Taverns and inns house merchants who come to purchase the fine wines. and shorter than the Northmen. In addition. Conscripts are typically given pot helms and studded leather coats reaching below their knees. Chief among the deities of Folyavuld is the Earth goddess Aldena. Both the Gargath and the Donath believed in spirits tied to specific locations who held powers over a region's security. The Realm-master's men. Armor is invariably light among the ranks of the Folyavuldok. The soldiers of the navy preface any boarding action with a furious barrage of arrows and ballista bolts. Often their organization and battle-discipline alone is enough to turn back the typically disorganized light cavalry of the Sagath. as they are often required to absorb the charge of the enemy or face heavy missile-fire themselves. The Guards pike-line also uses square wall shields that shieldmen raise to protect the line from the enemy's missiles. Indeed. the Highland Rangers. but only Aldena is so universally recognized as a benefactor of the realm. Casualties from a mis-timed assault are often staggering. The Guards supplement their famous pike line with long bows and javelins. The priests and priestesses of Aldena are sought by the ill and the wounded for their extraordinary skills as healers and herbalists. mental. nearly every deity of the old pantheons are preserved in the image of some local deity (often more than one. Most represent a mix of the two blood-lines. It is only after this prolonged missile attack that the scimitar-wielding soldiers cross planks and swing down from the rigging on to the enemy vessel. and house the Realm-master's tax collector as well as some of the more skilled artisans and craftsmen of a given locality. The raising of an army in the Land of Rivers. who it is believed sent the legendary Earth-maidens to Folyavuld so long ago. Small stone shrines dot the landscape. For the finery that graces the more successful estate manors. The Folyavuldok pay their respects to the spirits by lighting incense and candles at the shrines and spending time in meditative prayer. and rely as much on their mobility as their armor to protect them from enemy missile-fire. Towns also contain markets. while a Gargath woman may barely reach five. however. and agricultural bounty. Together. Towns serve as collection centers for locally produced goods and often sit on navigable rivers that connect the tribe lands with the wider realm. and the navy at Szrel-Kain and Riavod. however. are invariably well armed and organized. honeys. Even the conscripts spend the bulk of their time training with the battle spear. the use of bows and javelins is universal. In addition to their mounted lances.
41 appointed to act as a judge and oversee the affairs of the town. The remaining townsfolk are usually artisans. creating a truly unique blend of religious practice. 6. or at the request of the Town Master. Most local merchants take pride in their reputation as diplomats among the varied peoples of Southern Rhun. Like most of the settled poeples of Rhun. Just as military readiness was highly regarded in the ranks of Elendil. the rural Thyns will travel to the city to form a super-council in which decisions of great import may be debated. All of these traditions tend to merge together during festivals. They are a practical people who place much emphasis on the virtues of a hard days labor. Their ranks have been joined over the years by numerous other peoples from surrounding lands including Odhriags from Gathod. the Ibnotithiuda are generally an amicable people to deal with.THE PEOPLE:THE FOLYAVULDOK Both men and women are fond of jewelry. Because of their love of fun and hard work. The Town Master meets frequently with a Town Council consisting of thirteen advisors that represent the people and guilds of the city. The heroes that are worshipped are figures prominent in the history of Burh Armenrik. opulence. or caravaneers waiting to journey abroad. A close alliance between these two peoples over much of their history allowed both cultures to exist in a land that has frequently been the domain of nomads driven to violence by desperation. tribal Thyns preside over small collections of rural homesteads. bright tans and orange-yellows contrasted by deep navy. "Joining"). In their roots. In the city. and this martial tradition has not died over the years. up to twenty percent of the population can be absent while participating in commerce abroad. Other holidays exist that recall their roots in Eriador. The defense of the town was again bolstered when the governor of Dor Rhunen decided to build a Gondorian frontier outpost on the outskirts of the town to safeguard the interest of the King along the eastern trade routes. local merchants. the Northman cult of the Tree also uses the same four day span to celebrate its Festival of Colors. Among these traditions are beliefs that center on the natural spirits of Northman tradition. Drinking. Originally celebrated by the few Odhriag families of Buhr Armenrik to commemorate the alliance that gave birth to their culture. festival. Nearly every citizen of Buhr Armenrik is involved in some aspect of trade One of the most interesting aspects of life in the town is that at any given time. Gondorians. a Town Master is Warcraft Buhr Armenrik and the culture of the Ibnotithuida was one born out of warfare. The Ibnotithuida and their homesteads in the Cairn Angle stand as a single constant presence in a land that is an ever-changing patchwork of cultures. loud singing. burgundy. surrounded as it is by so many different and sometimes alien cultures. and Northmen from Rhovanion. They make their homes at the junction of the Warwater and the Fikstaig Rivers. Celebrations are raucous events involving public games and demonstrations of strength and skill. Many superstitions of local origin add to the corpus of belief. While wealth is the object of all working men. The Barad Ithil is a stone tower that stands watch over the eastern approaches to the city. while the local harvest festival hearkens back to sacrificial ceremonies practiced by the local Donath peoples. are borrowed from neighboring cultures. What has set the Ibnotithuida apart from many of their Northman cousins is their cosmopolitan nature. Their population is spread over many small farms and fiefdoms centered upon the fortified town of Burh Armenrik. Some.2 THE IBNOTITHIUDA The Ibnotithiuda (For. Women wear flowing skirts and blouses. the Eriadoran settlers of the Cairn Angle were members of a military company. The very survival of the settlement. and are fond of colorful vests. Clothing tends toward loose fitting garments in all but the coldest seasons. The clothing of both sexes favors earth-tones. Donath from the Dacranamel. herders. so too is it valued among the garrison of the town. particularly in the public eye is generally regarded as a vice. During the Battle of Dagorlad. in a region they call the Cairn Angle. Like most Northmen. A large interjection of Gondorian influence in the early Third Age brought reverence of the Valar to the populace. brown and green designs that are often geometric or stylized natural forms. In times of crisis. the hero-ancestors of the Odhriags and even some of the deities worshipped by the Urgath and Brygath. Religious belief varies greatly from tribe to tribe. and dancing are community events that serve to bind people together. like the Shogmar (Od. "Plainsfolk") were originally the descendants of Eriadorian Northmen who allied themselves with Gil-galad and fought in the Last Alliance of Elves and Men. commemorate the victory of Elendil. this holiday now serves to reinforce the identity of the town as a place distinct from other Northman settlements. the Ibnotithuida value free commerce as the dearest cultural values. Though ritualized ceremonies are rare among the Ibnotithiuda. For example. culture to culture. the tower is still constantly manned by a troop of the town's garrison. is a testament to the open-mindedness of its citizenry. Religion Religion in the Cairn Angle is a complicated issue. and their particularly eastern branch of Northman culture. though they have sense enough not to display it when traveling the dangerous plains outside the realm. Society and Culture Daily life among the Ibnotithiuda is similar to that found among the settlements of other Northmen in Rhovanion. This emphasis on personal strength and martial skill has been augmented as Ibnotithuida culture was infused with Odhriag values. and even demonize the treacherous merchants that ruled the town in the days of Vidugavia. both kept in good balance. and sometimes family to family. Though the Gondorian garrison has been recently withdrawn. numerous festivals and holidays do exist. farmers. . The men of the Cairn Angle are also great lovers of festival. they were sent to guard the eastern flank at the Battle of Dagorlad.
and most of the Donath dwell either in the same or in adjacent homes with their extended family. considered to be evil entities that must be appeased. and even blood-feuding since it encourages individuals to exact their own revenge. Men spend much of their day procuring and preparing the family's meals. Since the arrival of the Northmen. Stag and Stars. Northmen use the mounted lance. Mounted combat is universally preferred. Instead. the Donath (Do.42 In personal combat.3 THE DONATH Most Donath are direct descendants of the early Daen that migrated to the Inland Sea. and short bows for which their parent culture is known. as it gives the town's defenders the ability to maneuver with their most common foe. since the wronged are allowed and even encouraged to organize and lead the possie. Northman traditions of wider reaching and more unified authority structures has gradually been integrated into Donath society causing a slow shift towards greater communication between communities. This policy has also increased the occurrence of Northman vigilantism. During the many long years of their solitude along Rhûn's southern shores. and apportions use rights for local land among the families of the village. signaling the first differentiation between classes not intimately tied to the kinship structure. Greater centralization of authority along the coast has also been facilitated by the increase in leisure time that came with the implementation of Eriadorian agricultural techniques which boosted harvests. To appease the demons. others can be found sporting garments of Easterling origin. Though the people of the villages made occasional contact with one another to trade and marry. which was established by Elendil to guard against bandits. The citizenry may also take up arms to form a possie if it becomes necessary to hunt down fugitives from the rulings of the Town Master. Appearance As virtually none of the ethnic groups and races present in Burh Armenrik have passed the years without some sort of mingling with the other groups present. For the most part. and leadership now carries as many time-consuming obligations as it does privileges. They dwelt in relative seclusion throughout the Second Age. They discovered and settled a strip of fertile land they named Dacranamel (Do. Long before the arrival of the Northmen. The individual features usually associated with each of the races represented among the Ibnotithiuda can be found mixed to varying degrees among all the townsfolk. "Greenlands") along the southern coast of the Sea in the First Age. their settlements experienced an influx of Eriadoran Northmen migrants. the broadsword. The most powerful spirits of ancient Donath belief are a variety of nameless demons of the Sea that would rise and abduct isolated individuals during thick foggy nights. for the most part. Donath religion was confined to superstition and fear of the unknown. Over the years. Family life among the Donath is close. councils of these leaders govern over individual families who usually own the land they farm. occupation. The traditional authority of the tribal leader has been diminished since the days when his word was absolute law. Spirits are. the Donath are a people of little organized religion. and individual choice. "People") made their villages and towns all along the green shores wherever they found a strand to launch their fishing vessels and enough fertile land to support their gardens. It is felt that this policy leads to the swift enactment of the Town Master's judgements. Northmen of the Cairn Angle tend to be shorter than the Rhevain clans of the north. the Donath settlements have been exposed to other religious beliefs and many of the traditional Northman cults are represented to some degree along the Donath shore. and scale or chainmail armors. Most villages have a tribal father who adjudicates small disputes. the armed men of Buhr Armenrik favor the weapons of their fathers. This permanent guard is readily supplemented by armed citizens in times of strife. Of particular importance are the cults of the Bear. The town is guarded by men paid out of the coffers of the Town Master (which are fed by taxes). For the most part though. In larger towns. This slow merging of genetic lines has muted many of the most notable features of the contributing peoples. the Dacranamel is made up of a patchwork of sub-cultures. In the early years of the Third Age. the people of the Greenlands are an egalitarian people. the Ibnotithiuda are a very diverse people in regard to appearance. 6. the rearing of children. Isolation from one another led to a gradual diversification of Donath customs. each with its own unique customs and manners for administering its lands. and only an occasional Northman name remains to remind the people of the southern shore that their ancestry is a mixed one Religion Left to themselves. Men of Odhriag descent typically favoe the scimitars. while women busy themselves with the maintenance of the home. the Ibnotithiuda employ the most sensible apparel from each of the cultures represented based upon climate. Sagath war bands. small tokens or sacrifices were commonly left near the shore to satiate the need for flesh thought to be held by these spirits and prevent them from taking human prey. so that no wider Donath authority emerged. While many wear garb similar to that of Northmen. the small shield. target shields. and care of elderly family members. the settlements stood largely as isolated pockets of civilization on a wild coast. This can be particularly dangerous for the accused. The result is that most people of Easterling descent are not quite so short as their nomadic cousins. THE PEOPLE:THE IBNOTITHIUDA Society and Culture Donath society is nearly as diverse as the number of settlements found in their quiet land. and everyone within their village is afforded the same privileges and rights. Clothing among the Men of the Cairn Angle is also diverse. the last being a composite . largely escaping service on either side during the War of the Last Alliance. fleeing the failed watch at Algiwidaus. Farmers are growing more powerful in relation to their fishing counterparts. this small Northman minority has been absorbed by the Donath culture.
The military history of the Dacranamel is a short one.4 THE GATHMARIG The Gathmarig (Ga. fishing villages. Before the occupation. sympathy for the worship of Kerkassk has recently gained popularity among the Donath settlements. however. The new religious authority in Mistrand placed stiff controls on the amount of goods passing through the city and on to western markets. and are capable of defending themselves when threatened.A. Individual occupations within the city vary greatly from family to family. which served as the center of Sauron's influence in Gathod before it collapsed into ruin. Sagath or Brygath war-parties will roam the back country in search of easy prey. naval captains. though they are a little taller and have somewhat more narrow features. A proud and industrious city. The peaceful Donath have yet to serve a dark religion in warfare. or goods brought to market by merchants. before the closing of the city by the followers of Kerkassk. Appearance Even though the bloodlines of the Donath represent two distinct races. This is still the case under the present regime. the citizens of Mistrand had staunchly opposed the religion of Kerkassk as being destructive to the position of influence thay had cultivated. Lokuthor's Second Age cult was a dominant force just before the War of the Last Alliance. Under the boot of Variag imperialism. but most are involved in some urban facet of their traditional. and these are usually considered attractive individuals. and champions of the eastern perspective. or set of cultural traits to unite them. Adult males average 5'11" in height and women about 5'8. if only for the rarity of their look. Mistrand subjects many distant lands to its policies on trade. Daily life in and around the city comprises most of the elements of life found among the surrounding cultures. most of the Donath resemble their Daen cousins in other lands. They are considered by many to be a simple. rustic folk who remain in the shleter of their small farms. the Donath do maintain small guards in each of their larger towns. the people interacted with and depended upon one another in a spirit very similar to the Folyavuldok. the Gathmarig of Mistrand have achieved a dominant role on the Inland Sea as arbitrators. Mistrand was one of the most cosmopolitan cities in Rhûn. and even a few castaways from Folyavuld. Similarly. religions with Sauronic roots have attained a certain popularity among the Donath. As allies to Kerkassk. displaced Variag peasants and frontiersmen. they are extremely protective of their lands and families. and expert boat-wrights. While they are content to let the larger events of history overlook them. Despite the fact that local leaders occasionally arrange for the people to practice this contingency. the townsfolk can be marshaled. spiritual leaders. the once cosmopolitan city was transformed into a fortress of eastern conservativism. Urgath and Brygath nomads. Rather than relying on any common bloodline. but never in numbers great enough to threaten the larger villages. Mistrand (Ga. "People of the Bay") are as diverse a collection of people as are to be found on the Inland Sea. Merchants of Brygath descent deal in the goods of their rural cousins. and isolated towns. Farming. This changed drastically in T. The Variag occupation was crafted by the servants of Sauron to allow the very antiwestern religion of Kerkassk to penetrate the city. Large deposits of conductive metals along the shoreline and under much of the Kuka Posladni combine with savage storms along the coast to produce violent displays of lightning that keep the superstitious Asdriag and Sagath bands from lingering in the Dacranamel (Easterlings are very superstitious about lightning). In fact. In fact. exchanging the products of their labor for fine wares of the local artisans. It was primarily the labor of Donath adherents that built his legendary temple in the Kuka Posladni. Society and Culture The many contributing cultures of Mistrand include Donath fishers and farmers. particularly in the easternmost villages and towns. though passage in and out is more restricted than it used to be. and influences the merchants of many realms through its ability to destroy their profits by ostracizing them from its markets. Local craftsmen and merchants are organized into guilds that meet frequently with the Osvoda of the city to legislate the Warcraft For the most part. the Gathmarig viewed their diversity as the single factor which allowed them to influence so many facets of life on the Inland Sea. and the dictates of the religious leaders of Mistrand have a growing deal of influence over the Donath. "Merged waters") is an amalgam of various cultures and traditions synthesized to form a unique entity that has come to dominate politics across the Sea. Before the Variag occupation of the city. their coloration is distinctly Daen in origin. and the companies fielded are ill-equipped and poorly trained. when Nomid Achef led his Variag horde into the city. their lands have never come under a concerted attack by an organized foe. Some few individuals do possess lighter hair and eyes. however. On average though. 1280. and the servants of Sauron have come to the realization that the Donath are more valuable in other roles. Perched as it is upon the bottleneck of goods flowing through Rhûn. Though their land holdings are small in area. Wealthy Donath are shippers. it is hoped that the stable Donath settlements can provide a strong infrastructure to support the armies of the East in their future struggles. Occasionally. it is still an event of great confusion and clamor. herding. and fishing have always been prominent activities. Donath commoners are sailors and fishermen.THE PEOPLE:THE DONATH of Northman and Daen beliefs found only in and around Dilgul. and if needed." . for the Donath have had little cause to go to war. 43 6. rural lifestyles. Still. the Donath are a rather quiet and unassuming people. Whether the Dispossessed of Mistrand can bring this plan to fruition remains to be seen. religion. Twice now. and those among the Gathmarig who earn their living in such pursuits are frequently found in the city markets.
they carry the haughty demeanor of those who believe they fight a holy cause. including several orders of priestesses. Still. Religion The religious roots of the People of the Bay are as varied as the perople who hold them. especially crimson. but most employ some type of pole-arm and a sword. creating a very interesting and varied collection of features and traits on the streets and in the markets. including Folyavuldok. known as the Ramanin (Ga "Fists of Dark Sorcery") are another of the most influential sects. Weapons are a matter of personal preference. Warcraft The Gathmarig have always had to employ and train a large number of troops to ensure the safety of their lands among so many raiding Easterling tribes. they are very confident warriors. prefer to keep their hair short above the base of their neck. and even Northmen from Burh Armenrik. red. Odhriags. Many of these traditions lost some of their original meaning in the adaptation. Asdriags. their manner and choice of apparel make them readily identifiable as citizens of Mistrand. Dress among the Gathmarig is varied as well. Now. most have at least one fine set of garments that are worn on every practical occasion. Earrings. but also took on new significance as the altered customs reinforced the commitment each people had made to the success of the whole community. The bulk of the Gathmarig are either of Daen or Ulgathic ancestry. and even spies from Dorwinion are all good reasons for vigilance on the streets of Mistrand. They learned quickly. which can sometimes lead their opponents to become rash. is a company of cavalry drawn up from nomadic Ulgath warriors who patrol the lands around Mistrand. and assassins. bright blues and greens. An odd assortment of other races also make their homes in Mistrand. the Ulgath days of hero worship. this does not begin to describe the variation of people of Mistrand. and orange denoting unit and rank. Because the Gathmarig put such stock in one's clothing. In fact. Another special unit. that more could be accomplished with soothing words and favorable trade dealings than could be won by the sword. Women. though in later years they have also traveled extensively with the armies of Khand). Vibrant and bold colors are popular. bracelets and necklaces of very fine workmanship complement the variety of ornately embroidered cuffs and collars worn by all. which only led to curiosity and resentment. Holidays devoted to the animistic beliefs of the Donath. Numerous thieves. and men usually tend to wear their hair long and intricately braided. the Khulpova (Ga. The leaders of old Mistrand always preferred to engage their neighbors rather than shutting their doors to them. with large mustaches and the occasional goatee. most of their caravans and ships sport huge banners or sails that are ornately decorated and often very rich in color. Men and women tend to stand a bit taller than their Easterling counterparts. which help the Gathmarig stand out no matter where they go. There are many official sects within Kerkassk's organization. Many of their cloaks are adorned with intricate designs denoting their lineage and social status within their clan. both equally dangerous qualities in an Easterling warlord. The occasional trader from as far away as the Harad might also be encountered in Mistrand. Though the Gathmarig have rarely been attacked in their homelands. they often jeer and taunt their enemies as infidels and barbarians. nose-rings. which in itself is often enough to unnerve an opponent. so the majority have dark hair and eyes. Appearance While Gathmarig blood contains elements from Urgath. Relations remained cordial between Mistrand and her neighbors until T. professional soldiers are hired yearly by the osvoda to man the walls and citadel of the city. with a vast array of styles and fabrics. The Ri-anov . with brilliant cloaks of purple. Though the Gathmarig have few physical traits that unite them. though many of the more resistive segments of society continue to observe the old festivals privately. and to patrol the streets to maintain peace among the populace. 1248. and Variag ancestors. " town soldiers") wear uniforms of black clothing covered with lamellar or scale armor. Cloaks and wide brimmed hats are extremely popular. Perhaps one of the most interesting facets of old Mistrand was that her citizens reinforced their unity by universally celebrating the traditional celebrations and festivals of the city's various ethnic groups.44 rules that govern trade. "rangers"). all these traditions were officially abandoned. Donath. but also utilize more traditional Ulgath designs of clothing and forms of armor. It is an attitude that leads them to great examples of self-sacrifice. The assassins. for the most part. With the establishment of the religion of Kerkassk as the dominant religion of the city. Indeed. what freedoms the people of Mistrand have lost in their adoption of the cult of Kerkassk have been exchanged for the strength of purpose that comes with a monolithic authority. when Minalcar and Vidugavia's offensive into Gathod began the great backlash of hatred for the west among the Easterlings.A. Like their street-bound compatriots. and Mistrand's position as the center of the new religion has given the city an unprecedented amount of control over the Easterling tribes. smugglers. and celebrations unique to the Gathmarig were all observed. now function as stewards of the various districts of the city safeguarding the interests of their particular group in the decisions of the ruling body of priests. Since they have so much confidence in their virtue as holy warriors. both domestic and imported. an elite order of traveling warriors who fight religious wars in foreign lands (most notably Angmar. THE PEOPLE:THE GATHMARIG (Ga. yellow. and be of slightly stockier build. Most notable among these is the Kharg Huka. green. these warriors wear colored capes denoting rank. however. The traditional tribal heads who once ruled the city together. spies. The worship of Kerkassk is prevalent throughout the surrounding countryside.
Local population centers are also important as a place where herd surplus can be sold or bartered for other Warfare Among the nomadic tribes of the eastern plain. Very little agriculture is practiced among the tribes. it is not out of ignorance. This is particularly true of the Odhriags. though there are important exceptions. The pattern of a western foe over-extending itself trying to bring an Easterling mob to battle has been repeated many times over the history of Rhun. the tribes have travelled and fought on horseback. Some cultures. In personal combat. have largely succeeded in preserving their own independence in the face of these attempts. This brand of combat fits the Easterling mindset perfectly. The material wealth of the tribes can be measured by the size of the herds that they claim and the expanse of territory over which they roam. Rather than being true nomads. There is a general emphasis on free-will among the tribes. easterling religion generally focuses around the themes of life on the plains.5 THE EASTERLINGS The vast expanse of Rhun and Rhovanion are filled with nomadic tribes who have born the name "Easterling" through the years. Combat tactics lean heavily toward individual action and away from group formations and organization. Subsistence for most easterlings consists almost exclusively with the goods that can be extractedfrom the herd. Natural spirits embodying the strength of the wind. Where tribes exist near population centers. the ranges and campsites claimed by a tribe are well marked by totems. Since the easterling lifestyle is so mobile. the bounty of rain. for it changes to greatly from tribe to tribe and age to age. The status of these individuals cannot be generalized among the tribes. Their flanking tactics and general unwillingness to commit decisively to a battle have given western armies problems over the years. mastery of the horse is nearly universal. By the mid-Third Age. Society and Culture Generally speaking. While most tribes can communicate effectively with their immediate neighbors. and the strength of the animals upon which the tribe depends all feature heavily in the belief systems of the nomads. most Easterlings live a semisedentary lifestyle in which the tribe moves several times a year between well-established sites that are chosen for their proximity to necessary resources. Most tribes hailing from Ulgathic roots trace their lineage through the female. the term carries with it an implied penchant for thievery and brutality. amulets and portable shrines are also occasionally used in religious practice. and a great reluctance to form alliances or super-tribal organizations which may impinge on their right to govern themselves. The cycles of migration followed by these tribes have been followed for decades and sometimes centuries. The plains are a perilous place. most Easterling tribes are under the sway of religions that place them as servants of the shadow and enemies of the West. so that communication on the open plains is a constant problem. most Easterling warriors favor mounted lances and light swords with a long reach. Other cultures have bent readily to the shadow and have done much through their history in aiding the cause of Mordor. The nomads of Rhun tend to be a very superstitious people. Since the day of their entry into Rhun. 6. The manner in which a tribe traces its lineage varies greatly between cultures. Religious dance and festival are common to all the easterlings of Rhun. Religion At its root. While there are tribes who should not be trusted. withdrawn individuals who favor the open plains and the closeness of family over the ways of sedentism and development. agricultural products.THE PEOPLE:THE EASTERLINGS 45 goods that the nomads cannot produce themselves. most shun violence and respect rights to property and territory. While Easterling cavalry make excellent light scouts. they do not excel in set-piece battles involving large armies. the Ulgath tongue has diverged wildly over the years. Since there is so little material wealth among the tribes to reinforce heritage through inheritance. Personal possessions are limited by the amount of material that can be transported by horseback or wain. Totems. Sauron has played with varying degrees of success on the darker side of Easterling religions in an attempt to gain control of the tribes. The fact is that the nomadic tribes of Rhun vary greatly from one to the other. the ferocity of weather (particularly lightning). To the knowledgable. Easterling societies are based on the herd. This factor has shaped the easterling choice of weapons and tactics in battle. Easterlings are a pastoral people who travel with the animals upon which their livelihood depends. Armor and shields . such as the Odhriags. There is also a near universal reverence of heroic ancestors. The distinctness of the family and tribal units is reinforced by linguistic differences that have arisen because of the sometimes vast distances that separate people. identity and familial honor is of supreme importance to most easterlings. When easterling tribes encroach on one another's territory or resources. they generally take advantage of them to purchase metal tools and weapons. The vast majority of "Easterlings" are private. Vegetables and fruits in the easterling diet come from what can be gathered from the surrounding countryside. and tribe mediums are very seldom ignored. A lack of ties to the land keeps Easterling warlords from committing their strength to defend or take any one landmark. and one must be prepared to defend one's family and possessions against bandits and predators. and who represent an immediate threat to the people around them. petroglyphs and other natural landmarks. The lawlessness of the open plain makes combat skill and training a necessary part of the nomadic existence. who have inherited the practice of ancestor worship from their Aharic ancestors. and luxury goods. religious practice necessarily focuses on elements that can travel with the people. Most tribes have individuals who are recognized for their spiritual gifts and act as mediums between the spirit world and the tribal commoners. For many. Most cultures in western Middle Earth have only heard or used the word "Easterling" in the context of the wars that have periodically raged on the borders of Gondor.
forming a unique cultural mix. In the end. As a result. There is now even the rumor of a union between the current osvoda and Taran Karkuva. Some of the more prominent preistesses have even worked their way up through the ranks of Kerkassk's religious organization and now sit on the osvoda's personal council in the city. Khorgul had the Vasagh carved into the sheer side of a peak which towers over the main Odhriag settlement of Khurvasagh (Od. Clothing is extremely diverse and ranges from highly decorated to unbelievably mundane. they were never wholly conquered by the western army.A. they are also the only group of Easterlings with their own set of formalized laws. and have since grown to reclaim the ranges that were stripped from them. 1100 the tribes were forced to flee the region they called home because of mounting aggression from their stronger neighbors in Nurad and Khand. These laws. In fact. almost all Easterlings look alike. In Gathod. and Ibnotithuida alike Sagath In the Ulgathic tongues. They resisted the mandates of Gondor. living on what can be hunted or scavenged in the wild. Asdriag priestesses enjoy some degree of respect within the city. which while poor by the standards of their neighbors. Their history is largely one of resistance. the Odhriags also have in them a measure of Ioriag blood. which has threatened to displace them several times throughout the ages. 6. these Asdriags dwell for now in relative peace. many pursuers of Easterling bands have learned the hard way that Easterling warriors are often as accurate with their short bows when riding backwards as when riding forward. Javelins and arrows are also favorite weapons of the Easterling warrior and are commonly thrown or shot from horseback. have their roots in the ancient Aharic laws which were brought into Rhun by the Otyassi in the Second Age. Though they paid dearly for this defiance. however. Other than the occasional territorial squabble. Most eastelings of Ulgathic descent tend to be short. Poison is also widely used among the tribes. The Gondorian military governor at Thorondir blames much of the recent instability of Dor Rhunen's frontier on the Asdriags and has led repeated excursions into the plains to drive these tribes back into the east.A. The westernmost tribes are the most desperate of their kind. Coloring is also a matter of divergence. known as the Vasagh. The actual collection of tribes which call themselves Sagath is limited to those in Rhovanion and southern Rhun who still trace their ancestry back to the Szreldorn survivors of the Battle of Dagorlad. They have settled into a stable migration cycle across their territory. is a place of abundance in comparison to the Pustrava. Dark hair and eyes are predominant Easterling traits. averaging only 5'4" among males and 5'0" among females. Appearance While it may be safe to say that to the Men of the West. While their lack of numbers has never allowed them to dominate their neighbors. The laws were again formalized by Khorgul Hotun at the end of the Second Age. Odhriags. They have consistently resisted attempts by servants of the Shadow to bring them under the influence of the Dark Lord. 1640 these scattered bands inhabit areas of central Gathod and eastern Dor Rhûnen. Nemol has recognized in the traditional tribal priestesses of the Asdriags a rare talent for witchcraft. Ioriag ancestry has been combined with the Aharic traditions of the Otyassi.A. while skin color ranges from the olive-tan of many of the Ulgath tribes to the dark and even greyish skin of the Asdriags and Odhriags.46 are lightweight as maneuverability is most important to the Easterling way of fighting. giving opponents an added reason to be wary of Easterling projectiles. The Odhriags prize independence from foreign influence as their greatest asset. which demanded an opening of their lands for the passage of Minalcar and Vidugavia's armies in T. and guard their lands jealously from encroaching neighbors. their fierce warriors are more than capable of wreaking significant mayhem in Gathod should the need arise. In their case. As most are descended from the same bloodlines. the Asdriags are an Ioriag people and are sometimes wont to revert to the martial ways of their ancestors. Odhriags Like the Asdriags. "Place of the Law"). In celebration of the end of Mordor's oppressive treatment of the Odhriags. 1247. they do share a number of similar physical qualities. however. The Odhriag homeland lies along the northern slopes of the Ered Lithui. however. THE PEOPLE:THE EASTERLINGS cast a wary eye toward Asdriag lands. In T. the visages of hideous beasts. While much of Odhriag culture comes from their Ioriag forefathers.1 The Tribes Asdriags The Asdriags are a collection of nine Ioriag tribes that dwelt for much of the Second Age among the arid foothills of the Pustrava. The easternmost Asdriag tribes dwell in ranges near the city of Mistrand and have become entwined in the politics of that city. the Asdriags have anjoyed a bit more success. These tribes exist mostly in central and northern Rhovanion. as many Easterlings love to flaunt brilliant fabrics while others prefer not to attract the jealous eyes of their cousins. though most who choose to wear it prefer ornately carved and fashioned motifs displaying either sacred spirits. Jewelry is also on similar par with clothing. Donath.5. between the Warwater and the Surubeki watersheds. the chief priestess on the council. This coupled with the increasing reputation of Asdriag warriors within the Kharg Huka promises to raise the Asdriags to a new level of prominence in southeastern Rhun. or intricate geometric designs used to symbolize key religious concepts. though there are still scattered . They have resisted the momentum of mass-migrations out of the east. In T. Some tribes have laid claim to lands on the fringes of Odhriag and Brygath ranges. the word Sagath means "Raiding People". sheltering where possible in the foothills of the Dwergabergos and the Ash Mountains. it is equally valid to say that Easterlings in no way think that to be true of themselves. This occurred after the defeat of Sauron's army at Dagorlad.
Several times a year. and is now commonplace in all corners of the region.THE PEOPLE:THE EASTERLINGS bands who prowl the plains west of Buhr Armenrik. In their journey to Rhun. Though Nemol has succeeded in channeling some of this aggression toward the peoples of the west through the migration of the Kharg Huka top Angmar. the priestesses of Gazu Darshan-Zar seek to undermine the authority of the Ibar matriarch and unite the Logath under their religious rule. for they lay no legitimate claim to any of the lands they traverse. the Brygath persistently bleed away their own strength through constant feuding. Vidugavia and Minalcar made the mistake of asking the question. Women hold no social standing except between themselves. Desperation bred change. the term simply connotes an aggressive band who is prone to take from their neighbors what they cannot make of buy for themselves. Disease took root among the herds of the Urgath. the entire tribe is packed into great wains and moved to another base camp. Urgath culture has shown itself to be prone to outside influence. The trade has spread from the Logath ranges into other areas of Rhun. Beyond those who consider themselves Sagath. In the mid-Third Age. in their ignorance. the Urgath were heavily influenced by Folyavulda traders and sided with the men of Kelepar against the servants of Kerkassk in the War of Clay Jars. the bands are always on the move. the Brygath share the plains of Gathod with scattered Asdriags. Theirs is the most mobile culture in Rhun. been soundly defeated by the armies of Gondor. The swaying of the Logath to the side of Oraishapek threatens to upset the balance of power in northern Rhun. The Huz (formerly Hos) tribe is an example of a succession of Sagath warlords who have consistently been able to dominate their peers and vie for real power in Rhovanion. In the east. stealing what they need or desire from their neighbors and the caravans that still cross the open plains. causing a desperate shortage of food and wealth among the Urgath tribes. Urgath The Urgath are a loose collection of matriarchal tribes descended from the Southern Ulgath of the Second Age. is libel to point out the biggest rival. to commit grievous mistakes in southern Rhun and to alienate most of its residents. and have no say in the movements or actions of the band. who has duped them into believing him a god. Sahd's follwers rejected the matriarchal and semi-sedentary ways of the Urgath and turned to the large-scale raiding of their neighbors for sustenance. Before th great rebellion of the Brygath was complete. Instead. and driven back to their homelands in eastern Gathod. Most of the sustenance of the Logath tribes comes from the products of the herd: leather. The Ibar clan has reigned as the ruling clan of the Logath for the entire Third Age. These Sagath lead a life of mayhem. Though travel by wain is a trait associated universally with Easterling nomads. The Hos tribe was founded in the opening days of the Third Age by a member of the Szreldorn family who once owned the lands upon which Ilanin sits. and most of their cultural traditions revolve around the woman as the center of family and culture. Despite the thorough penetration of the Brygath by the servants of Kerkassk. "Where are the Sagath?" Any tribe. 47 Logath culture is centered around two sites which compete for influence among the tribes. it was actually the Logath who invented the tradition. returning every so often to the tribe's semi-permanent settlement to be reunited with their wives and children. but a lack of organization above the tribal level keeps them from doing any lasting harm to their neighbors. The Sagath are a male dominated society. Later. and several Urgath tribes bound themselves to an opportunistic and power-hungry male elder of the Sahd tribe. Power within the band is a constant test of strength. The priestesses have been beguiled by Oraishapek the Disposessed. Subsequent warlords in the tribe's history have used this extra evidence of legitimacy to maximum advantage. Odhriags and Urgath. and especially Brygath are all named Sagath by their neighbors. In most areas of Rhun. the tribes had journeyed into the west. Brygath Brygath culture is a direct descendant from Urgath culture. the Urgath have been thoroughly dominated by Mistrand and are again counted among the subjects of the Dark Lord. there are many other tribes in all corners of Rhun who are called Sagath by others. The shadow gained control of the tribes through religion in the Second Age and the Urgath fought on the side of Mordor at Dagorlad. A Sagath band normally consists of several dominant male warriors who vie constantly for prestige among their peers. This led the western army. and dairy. horn. Their ranges extend from the wilds of the northern Empty Plains to the Carnen River Basin. The Urgath developed into a pastoral semi-sedentary people. which has sometimes led a Sagath band to destroy itself. . Particularly warlike bands of Logath. they are nomadic pastoralists whose lives center around the migration of their herds. This greatly inhibits their ability to organize themselves into a fighting force to challenge the sedentary peoples of Rhun. Like most other Easterling cultures. Logath The Logath are the most numerous of the easterling cultures. The Brygath are the most warlike of Gathod's tribes. Most males travel across the tribe's ranges with the herd. when posed this question. and remains a powerful influence in the post-Plague era. keeping all of their posessions in the great wagons for which they are known. the seat of the Ibar matriarch. Their ancestors dwelt for centuries along the banks of the Talathrant River and were allied to the Variags before both peoples were evicted by rebellion. though there are a few notable exceptions to this rule. Since the plague. They area a matriarchal society. along the banks of the Ulumur River is the town of Sadvar. Over its history. they were transformed into a much smaller collection of tribes and were content to dwell in peace along the southeastern coast of the Sea and along the Surubeki River. The divergence of traditions occurred during the traumatic fifth century of the Third Age. In the west. Their material wealth is measured in head of cattle and acres of grazing land. meat. This has led to a great deal of confusion for visitors to Rhun. however. and their cultural traditions have had a great deal of influence on the Gathmarig culture which evolved in their midst. Urgath.
and economic Gate-Lord's in each center who serve as a cabinet to the Herd-Lords. are a remnant of the great and once united tribe of Thelor's Folk. Most of the old kingdom was reclaimed by Dwarves in S. These leaders deal directly with the artisans. which they renamed Nurunkizdin (Kh.A. A people of perfection and rigid structure. Much of the instability of the Brygath can be attributed to their lack of seasonal cycling between pastures. leading the folk to a cultural renaissance. The goblins had been completely defeated and were on the verge of fleeing the Pinnon Rhun entirely when disaster befell the kingdom. Thelor was a possessor of one of the Dwarven Rings of Power. The political organization of Thralin's Folk mirrors the layout of the mansion itself. and the kingdom was divided so that the northern third of the halls remained in the hands of the Orcs. Thelor's people were not the first to delve a home beneath the cloudy head. when the folk of Runin dwelt in the area. and with his advisors is ultimately responsible for the welfare of his subjects. Three Herd-Lords under him are given stewardships for the three major population centers: the "Great Hall. these goblins fouled the beauty Falek-dim with their presence. There is a general refusal among the settled peoples of Gathod to allow the Brygath to trade at market." and the two "towns" which lie below the two Bundusulzinbur still held by the Dwarves. In fact. Thelor.6 THRALIN'S FOLK The small house of Dwarves that dwell in the mansion of Nurunkizdin beneath the Hathur-na-bunderok. 1423 which claimed such a large portion of their population. War continued between the Dwarves and the resurgent goblins of the highlands. and have occasionally been referred to as the "southern Sagath". 2797 by the folk of Thelor. The horrible sickness spread throughout the colony as the new stones were brought into the kingdom to be cut and scultped. it is very sincere and very meaningful. preferring to study a work in great detail and plan out everything before beginning a job. Runin's artisans carved great wonders under the central Pinnon Rhunh before they were evicted from their home by the Uruk Marzguram. they have achieved a degree of independence from the materialistic obsessions of their Dwarven brethren. believe that each of the Seven Tribes has an individual spirit which binds all within it together. There is also among Thralin's Folk a great deal of ancestor reverence. Those who remained in Nurunkizdin under Thralin. religious. which leaves them little choice but to steal what goods they cannot make for themselves. the King. Servants of the Herd-Lords are called Gate-Lords and are held as experts on their own special facet of life in the Kingdom.A. like all Dwarves. Rather than laying claim to any one collection of pastures. In T. To them. the Brygath most closely resemble the Sagath of Northern Rhovanion. 6. Nearly fourteen centuries passed in the highlands and the people of Nurunkizdin slowly regained the strength and vitality of their diminished kingdom. The Dwarves discovered the Bilak-Khald. Many have prophesised that Thelor will reunite Thralin's folk with their brethren to the south.A. merchants and warriors of the kingdom. nearly all of their ceremonies and organized worship revolve around their association with him and his creation of them.A. flourescent inner-light. a type of green gemstone which became much sought after for its sparkling. After S. under King Thralin IV. Communication with the folk . wields the most power. and the power and prosperity of the Dwarves of the Pinnon Rhun was in full bloom at the dawn of the Third Age. and in turn. 522. social. The great majority of Thelor's Folk deserted Nuruunkizdin and moved to the mountains of central Endor under Threlin. They too look forward to the next incarnation of their father. and many of their halls date back to the early Second Age. For this reason. taking moments in their day to simply meditate. When in need they frequently call upon him for assistance. son of Thris. They.48 much of the strength of the Brygath continues to be wasted. THE PEOPLE:THE EASTERLINGS Society and Culture Life among Thralin's folk has taken a radical departure from Dwarven norms since the sickness of T. Miners working deep beneath the cloudy head unearthed a new vein of the Bilak Khald which carried inside it an energy that killed any living thing exposed to it. it never becomes vain or trivial ritual. became known thereafter as Thralin's folk. significantly changing the lives of the survivors. They also have a heightened appreciation for the natural beauty of the caves of Falek-dim. celebrate Mahal (Aule) their maker. 1423. all rites and ordinances are performed by these Naugrim nearly exactly as they were by their First Fathers. for the artisans of Nurunkizdin are slower to pick up the chisel and hammer. Very little deviation occurs or is allowed. the Brygath move constantly. Though Nurunkizdin's inhabitants remain Mahal's children at heart. Nearly two thirds of the population of the Dwarven city lost their lives to the foul blight. The people hold of particular importance their relationship to their creator Mahal. of course. however. There are military. While many of their rites and performances seem superstitious to outsiders. and his people made war on the Uruk Marzguram to reclaim the mansion for the bearded folk. most are in fact deeply symbolic of the creation of the Seven Fathers and Mahal's protection of them before and after their birth. and wonder how his coming will change their society. The King. and have made a greater effort to preserve that natural beauty in their works rather than imposing order upon them. the blight associated with the Bilak-khald was again unleashed upon the kingdom when the miners of the colony disregarded the warning of their ancestors and reopened the deep mines under Hathur-na-bunderok. and admire the aethsetic beauty of their home. representing their interests to the Herd-Lord. This attitude is reflected in the architecture of their home. "--------------"). Thelor's people wrought wonderous works in the halls of Falek-dim. Despite the repetition and seeming monotony of their frequent worship. The Dwarves of the Pinnon Rhun are a pensive lot as their kind go. son of Thulin. Religion Thralin's Folk are widely peceived among Dwarves as being more vocal and active in their religious practice.
like armor.1 7. In most other commodities.1 MARKETS OF THE INLAND SEA Burh Armenrik and Lest The two towns of the Ibnotithiuda are grouped together because goods may be transported between them without a duty being levied. Most enjoy wearing well designed garments of wool and linen which are adorned with intricately embroidered designs near the hems. are very forward and are prone to aggressive charges into battle. Long standing ties of friendship with the other cultures of the Inland Sea have placed Dilgul in a unique position. or occasionally braided in complex patterns like their hair. Brims on these hats vary from 1"-3" in width. The physical prowess of the Dwarves is matched by the quality of their equipment. In stature. but more often the helmets made by Thralin's Folk are hemmed at the base with mail (or scale) that hangs down to their shoulders to protect the neck. . Their thick dark hair and ruddy complexions make them instantly recognizable. armor and shielding are of the utmost importance in battle. Thralin's folk take great pride in being physically fit and enjoy the challenges provided by sparing with one another. many of the merchants of Burh Armenrik also have shipping or pirate enterprises in Lest (and vice-versa).THE PEOPLE:THRALIN'S FOLK of the Ered Harmal is erratic. A 5% tax is levied on all goods destined for Scari. Axes. they prefer to wear large and elaborate scarves and simple leather hats. Consequently. seams. The Dwarves practice the arts of warcraft habitually. or other hideous visages of animals and beasts. for Donath merchants are welcomed in many places where their rivals Appearance For the most part. which lends itself well to their love of work. Dilgul The Donath town of Dilgul is perhaps the most important town on the Inland Sea. Square shields almost three-quarters the height of their bearers are made of strong laminated and lacquered wood. Dark eyes peer from deeply recessed. For Dwarves. Highly decorated. Only the finest materials are used when outfitting the warriors of the kingdom. which also contributes to their ability to undercut Folyavulda merchants in Dor Rhûnen. and only wear them during rainy seasons at home or occasionally while traveling abroad. eyes. Wrestling. Unlike the folk of the three houses of the West (Durin's. when they go to war. The courage displayed in these charges is often enough to break the moral of their enemy and cause a rout. deigning their overall shape and style to be lacking in brute strength. Among the Naugrim. however. and the Kings of Nurunkizdin and been willing to involve themselves in the politics of the tribes of Man in order to make the lines of communication with the south more secure. Thelor's Folk are not very fond of hoods. or Vabnadur (Khuz. Indeed. contests of strength. they are formidable opponents despite their small numbers. bushy brows. Warcraft Thralin's folk have wrestled with the Orcs of Gaurblog Lug for centuries over the Pinnon Rhun. Men stand between four and five feet tall (women are slightly shorter) and have very sturdy limbs and frames. Folyavuld's wine-merchant's guild has imposed an embargo on trading wine to the Ibnotithuida. In an effort to keep them from competing in the wine trade with the west. they make up a market which is the chief rival of Folyavuld for delivering eastern goods to the west. Hoods of mail are sometimes worn under steel helmets. a quality they rely upon heavily in combat. They are very powerful physically. Dwalin's. All but Dwarven women grow long beards. and mock combat are enjoyed pastimes of all. both on a personal and tactical scale. pole-arms. making that commodity extremely scarce in the twin towns. Weapons. much as elsewhere in their lives. In this time they have become a society where martial readiness is foremost among the responsibilities of the King. they provide excellent protection and contribute to the fear that most foes experience when confronted by a Dwarven war-host. Because of this. Together. the non-specialized bulk of the Dwarf herd. these scarves are crafted from linen and colored to denote kinship and lineage. and those of Thelor's line are no exception. Though the helms are very cumbersome. The markets of both Burh Armenrik and Lest both are enriched by low priced goods sold by pirates. though occasionally are wrapped above them as well. are always of the finest quality and construction. Large and squared. leaving a narrow slit. Unlike most Dwarves. Most of the Khazad prefer using a variety of weapons. 7 LIFE ON THE INLAND SEA 7. making Dilgul a central hub in the trade that is carried to the sea's distant corners. This stems as much from their love of physical activity as from any fear of a goblin attack. Clothing among Thelor's tribe is usually very practical. and other aggressive weapons betray their bellicose and strait-forward battle tactics. and among Thelor's folk. these are usually worn splayed out. Instead. 49 many of Thelor's Folk have strains of very dark red hair. Few use swords. while the tops of these hats are sometimes very tall. While specialized warriors and guards often employ scale hauberks and full greaves. and proven evasion of this tax carries a very stiff penalty fine. Hammers. and collars. In this they rely on their armor to protect them from the blows of their enemies. Heavy crossbows. of Nurunkizdin choose to bedeck themselves in long shirts of steel mail that reach to their elbows and knees. Thralin's Folk are like Dwarves everywhere. few foes will stand to face the grim host of Nurunkizdin's army when arrayed for battle. Burh Armenrik's close proximity to both Dilgul and Thorondir allow it to compete favorably with the Land of Rivers for Dor Rhûnen's business. "Weapon host"). The Gathod peninsula juts far out into the center of the sea. The scarves borne by the folk are commonly brought to just below the eyes. these helms come in many colors and are covered with horns. and Thar's Folk). they are like their kin as well.
and clothing must be strands of bone beads for making change with their Kugath imported from Szrel-Kain. Where Scari makes its money concession to her authority. grains. The Dwarves have managed to subsist off many . This is most commonly extracted in the form of western goods. ceramics. Their merchantmen. The ports of Folyavuld welcome the Donath render more valuable by using them in their crafts. one of every hundred head of cattle). In addition. nearly every domain. both sanctioned and otherwise. and Mistrand iron tools. Burh between Folyavuld and the Ibnotithiuda. which is forbidden by deal of commerce still takes place here. the Kugath largely iron and steel tools. or foreign markets. Folyavulda wines. Sadvar. No taxes are imposed on the goods that are on all of these commodities are usually high. Dwarven weapons. The only goods to the Realm-master's law. so no legally enter or exit the city must be carried by one of the few taxes are paid on goods bought.1 MARKETS OF THE INLAND SEA are not. grain. The sanctioned merchants trade overland with Burh profitable trade relations with Lake-town. These goods are mostly eastern spice. which the merchants Armenrik and Lake-town (in the case of Azanulinbar-dum). other Logath Kugavod products include horn and leather goods. a great markets of Lest and Burh Armenrik. Scari. and the fortress-towns of the Dagorlad dominate a trade negotiation. These are universally devoted to the worship of Kerkassk. Prices counterparts. trade the Bergothiuda mountain-people nearby. The Logath subsist on what they gather from the forest and take from the matriarch imposes a 1% tax on all goods brought to her waters of the Kug Bay. Though they do import food such as on demand by the Logath tribesmen. and weapons and tools of goods (e. Rhûnost. though since traded in Kugavod. Szrel-Kain and Riavod enjoy gathered. and expensive Ily-amana (Kerkassk's temple in the Kuka Posladni). the dangers involved in the smuggling business serve of Szrel-Kain. weapons. Many of the goods needed with the Kugath on a regular basis normally carry many for daily survival: fruits. iron or steel. and also through supporting with the Kugath are customarily high. tools. It is also the source of the many Nevertheless. gems. The goods they offer are of Dor Rhûnen such high quality and value that they can customarily Thorondir. Of furniture from Gondor are all purchased at the main market course. and garnet jewelry. eastern goods continue to reach western bottles of Folyavulda wine which are traded (and drank!) in markets because of smuggling along the coast by Gathmarig the ports of the sea. by sea to Dilgul. as well as furs taken Kugavod is the primary source of furs. but are generally imposed at the point of sale.g. As such. These twin markets are truly bountiful. the only currency native to Kugavod. rare spices and herbs. They trade most their goods to the men of Dilgul. One of the most profitable trades is the and Donath merchants who are less devoted to the policies of domestic consumption of luxury goods. and Kugavod. forest herbs. and along the edge of the Agasha Dag. and merchants who deal Scari is a very specialized market. The Dwarves of the Uldona Spine and the Iron Hills enjoy a unique position in the region. meat. countryside destinations. Goods from Szrel-Kain are brought to the town via goods are brought into the town. with people and Sadvar products from every culture in the region peddling all manner Sadvar is the most important market in the lands of the of goods. though Kugath merchants do owe a they are dependent on domestic consumption. allowing them to carry wine most common trading partners are Szrel-Kain. more commonly. the Ulumur. profits from trading traffic between Dilgul and Lest. furs. and transported to their highland or to drive the price very high indeed. pirate-hunters funded by wealthy merchants of the realm. The authorities in Dilgul take 2% in taxes when Logath. Trade is balanced by using carved bone beads. Though the journey to this is in selling to Szrel-Kain goods gained through raiding the distant port can be a treacherous one. sold or consumed in Scari. or. and are made even more main routes between the urban centers of Gondor and the valuable by the metal-poor peoples that surround their trade centers of Rhûn and Rhovanion. The Kugath trade extensively with the Donath. of Folyavuld are themselves prohibited from doing. In addition to livestock. The market at Dilgul is a very diverse one. as does Lest. bone and fur which they then elsewhere. Pieces of a smuggler is a slow and painful death on the torture racks of art. Imports are largely confined to fine market. The marketplace is duty-free. Armenrik. a healthy smuggling operation exists Though Kerkassk closed the gates and piers of this city to in Scari that is focused on trading Folyavulda wine to the free trade in the fourteenth century of the Third Age. These towns lie on the jewelry are exceedingly rare. Most sought after are fruits. and Szrel-Kain and Riavod function in some capacity as spies for the rulers of the city.50 LIFE ON THE INLAND SEA:7. Fueled by Folyavuld's The only taxes they pay are in the form of information rich agricultural resources. The penalty in Mistrand for merchant and wine-growing families of the realm. they may be tribute to the Kugath matriarch each year as part of their depressed by large shipments. The resources found within their caves. All manner of goods are wood products in Rhûn. merchants sanctioned by the osvoda and councilors. and livestock for meat. Dor Rhûnen. The Realm-master's taxes vary by commodity. purchased by the rich Mistrand than is perhaps prudent. who then relay them commonly for fine wood. jewelry. Nurunkizdin and range between 2% and 5%. Riavod. Each small bead is Scarakikot worth roughly one piece of copper. and are all viable markets in Dor Rhûnen. and are traded to Logath tribesmen who bring their cattle to market. or obtained easily from merchants of Mistrand.
1 MARKETS OF THE INLAND SEA 51 hopes to score high profits. To determine the Market Price. To resolve this negotiation. the Trading Static Maneuver Table. Example: Brean is a food merchant in Burh Armenrik who has pooled his resources for a trip to Dor Rhûnen. Table 7.3. Brean rolls a 43. Cargo is carried below the two platforms. and the type of commodity He buys the 2. and little profit can be made in that trade. This leaves him with 16 sp.2 provides a list of trade goods unique to the markets of the Inland Sea. where he All the ships of the Inland Sea are shallow draught galley ships. to an 80' version popularly used to supplement the navy of Mistrand. he hears news of a shipment of goods here. sold or bartered. products are abundant. and there is ship's captain. The Harroch. The Trading SM table indicates Near Success. character's skills. that percentage may well be higher (if buying) or lower (if selling) than the Market Price. In addition. If the player is attempting to barter. Resolving a trade is a two step process. indicating Success. the GM notes that Eastern Spice is 6 sp/lb. or refusing the price. x 1. allowing him to purchase the spice Optional Rules for Handling Trade for 234 sp. selling. . the Player should make a Trading Static Maneuver Roll. and has a Market Price Influence group called Trading (RMSS users should use the modifier of 1. The Korburaq is intended as a general purpose ship. weapon. and soon makes contact with the the profits are very good in these towns. The result will identify what percentage of the Market Price is the result of the haggling. as they are in many of the 6 sp x 30 lbs.5 lists ship statistics for use with ICE's Sea Law optional Rule set. found in the market. Steering is accomplished using two steering oars. one on either side of the stern. is already promised to other merchants seek to purchase from the southern cities. merchants. He decides to purchase 2. should be developed like all other secondary skills. The total of his Skill and his Roll is 113. This skill pounds. If the Player fails.LIFE ON THE INLAND SEA:7. Table 7. Many of Rhûn's merchants sell their Through contacts in town. capacity each). the player and his trading partner must haggle over a final price. "Merchantman") The shipbuilding tradition of Mistrand represents the most primitive designs being sailed on the Inland Sea. surrounding markets. the merchants of much of the spice as possible. dependent only on the locale. customarily a healthy population of Gondorian merchants to deal with. Every item in the marketplace Price. The Captain is Donath. Livestock and its byArmenrik has a modifier of 1. As always. and wishes to buy as markets of their homeland. Being a Northman. The merchants guild. as well as grains. 8cp. Modifications to this roll depend only upon the cultures of the two traders. With a little luck. no further haggling may be done with this partner. these towns always offer good prices for fresh fruits Market Price Determination Table says that Spice in Burh and vegetables.2.3 lists modifiers due to the interaction between cultures.000 pounds of wheat for 90% of its Market being bought. or accessories table) by the factor handsome profit. The Player should then be given the choice of buying/selling. and these towns will normally have the goods that Rhûn's states that all but 30 lbs.1 is a table of Market Multipliers. and should can be used for all dealings within the markets of 50 cp x 20 units (each 100 lbs. along with their Commodity Classes and Base Prices. He now turns to the matter of hiring guards for top of the table. and he will return to Burh Armenrik with a equipment. whether buying. and has 25 gp to spend on goods. He rolls a 62. Being able to exchange goods in the cities surrounding the Turning now to a fellow member of the Ibnotithiuda food Inland Sea without losing one's shirt is a valuable skill. Table 7.000 Trading Skill within the Influence Skill Category). or bartering. Brean decides to fill out his wagons with MERP rules set provides a secondary skill within the wheat.3 = 234 sp.200 commodity that passes between the two regions may be lb. his trip will simply multiply the Base Price of the goods (found on any be uneventful. for spice just in from Dilgul. with primitive sails and at least the option for rowing. the player may choose to turn down the final price.2 = 1200 cp = 12 sp. He now has 1sp and 2 cp should fall under one of the Commodity Classes found at the remaining. so the total of his Skill and Roll is 95. Brean owns two wagons (1.) x 1. one must the long trip across the plains.4. Small platforms on the bow and stern allow archers a perch from which volleys may be launched at an enemy. The two prices may then be compared to come to some kind of equitable rate of exchange between the two commodities. obtained from Table 7. which is the Market Price. each commodity should undergo the above process to determine a final buying/selling price. and a crew of 25 to 60 galley slaves to man the single bank of oars. Rhûn. 7. Korburaq (Ga. and the results of any previous rolls. Consulting the Base Price Surrounded by the plains of Rhovanion and the Talath Table. These ships range from small 40' vessels.2 SHIPS OF THE INLAND SEA Once a Market Price is obtained. If he refuses. which is 10 sp. so there is no Racial Interaction determination of a Market Price which is independent of the Modifier. The result of the roll should be looked up on Table 7. who make their living transporting goods to the Brean has a Trading skill bonus of +52. rather than making the trip into Gondor itself. Table 7. Wheat sells at 50 cp/100 lbs. which is the Market Price. between the oarsmen's benches. The ship is propelled by a single square sail at midships. involving first the Both parties are Northmen.1. or along the centerline. there is no Racial Interaction Modifier. and is primarily used by the city's merchants to carry trade goods to other ports along the southern coast.
At around 60' in length. the greater Tenchara is faster by virtue of a larger sail and three times the number of oarsmen. leaving the crew in desperate straits. Unlike its Gathmarig rival. Rarely exceeding 90. Like the Tenchara. LIFE ON THE INLAND SEA:SHIPS OF THE INLAND SEA from Gondor to hunt a sea drake that was attacking Folyavulda fishing villages along the coast. These ships will typically carry the full compliment of marines.A. 1640 can be divided into two classes. Unless the ship is intended to be used on the river. and also the advantage in marines and archers that the Tenchara enjoys over the ships of Mistrand. the oarsmen of the Voshnarok are better protected and trained in ramming maneuvers. almost to the exclusion of all others. and capable of racing over jagged shoals that will rip the bottom out of most pursuers. where it is used as a fast scout. requiring a minimal sized crew. "Ship of War") The Voshnaroks of Mistrand form the backbone of the Gathmarig navy. a greater and a lesser version. Ships rigged for warfare will frequently have a mounted ram. when the Folyavulda navy broke Mistrand's blockade of that outpost. and just as fast. "Sea-wolf") The Sea-wolf has been the staple ship of the Folyavulda navy since the thirteenth century of the Third Age. The Shoalsprinter is a flexible design. Little about the basic design of the ship has changed in its four hundred years of service. personal skiffs and barges. it employs the lateen sail that makes the Arka-Vadasz design so successful. Though it is even less agile than the primitive Voshnarok of Mistrand. fast. It is more agile than the Tenchara.' the lesser Tenchar is often called a Tenchal (Fo. It lacks the ballistae. Unlike its peers. The Tenchara also has a larger compliment of marines than does the Voshnarok. Otherwise. blocking attackers from the exposed sides of the Tenchara so that the larger ships are not vulnerable to ramming attacks. "Swift Tempest") The Swift Tempest design represents the union of Gondorian technologies with the specific needs of pirates and merchants on the Inland Sea. Crews are typically small. Indeed the merchants of the Folyavulda Gyogarasag (Fo. which combined with its speed and maneuverability make it deadly even from a distance. Many of Mistrand's greatest ships were destroyed in the waters surrounding Kelepar during the War of Clay Jars (T. Though it only has room for a single mast. a wood of unparalleled strength. Typically larger and with a higher freeboard that the Korburaq. but are quickly outmatched by Folyavulda designs when venturing into deeper waters. The basic design dates back to the first Folyavulda experiments with the traditional river galley model. the greater Tenchara has a full deck. Tenchara (Fo. it engaged and sank two Folyavulda warships on the Bay of Mistrand. One rumor popular with the sailors who served during the War of Clay Jars claims that the ship's hull actually turned away the spur of a Gathmarig Voshnarok that caught the ship directly broadside as it was extricating its own ram from the shattered hull of a second Gathmarig ship that was sinking. If caught in a storm on the open sea. and can concentrate on bringing their own formidable rams to bear against the enemy. this ship has nevertheless proved itself vastly superior to all other ships of war on the Inland Sea. "Shoal-sprinter") The Havorsaga is the smallest ship to appear in the Folyavulda navy. it is typically only slightly larger than the Havorsaga. Mistrand's greatest surviving ship is the Marda-Kerkassk (Ga "The Breath of Kerkassk") which was instrumental in preventing the Folyavulda navy from assaulting the city. The ship is small. making it ideal for river or coastal travel. The sail is square and the ship sports one great mast. spanning some 125' in length. The Fokrana (Fo. The pirates of Lest are by far the most numerous users of the Havorsaga design. Slightly smaller than the Tenchara. or is designed as a warship. Its hull is made from the rare renor tree. these being staffed permanently on board. In one particularly glorious day of battle. The original Arka-Vadasz was built with the aid of ship-wrights . Some few wealthy captains have even mounted a ballista on the rear fighting deck to punch holes in the sails of their quarry and slow them down. The Shoal-sprinter has an extremely shallow draft. these vessels function well in the shallow waters of the Bay of Mistrand and the southern coast of the sea. the Arka-Vadasz (Fo. and reconditioned ships can normally be found for reasonable prices. the Arka-Vadasz has two masts and lateen rigged sails for improved tacking into the wind. The Tenchal is used tactically as a shield. Havorsaga (Fo. only exceeding 50' in the rarest of cases. "Serpent hunter") This is a relatively new design for the Inland Sea. a large Arka-Vadasz class warship is the most feared vessel on the Inland Sea. "Black Wind"). "Sea-pup"). The greater Tenchara is the largest warship on the Inland Sea. These are typically small ships. and may also be fitted with small fore and aft fighting decks. it can support one and sometimes two ballistae. An Aravihar will outmaneuver and out-race all other ships on the Inland Sea. Another advantage of the Tenchara over the Gathmarig Voshnarok is that the oarsmen provide a large defensive force to repel an opponent's boarding attempts. approaching the 50 person limit only when a great deal of rowing is expected. Aravihar (Fo. "Society of Healers"). and in the mid-Third Age most of the river traffic consists of Havorsagas or smaller. slightly forward of midships. the Havorsaga is quick to swamp. The Tenchara ships in service in T.A. with a raised archery platform at the fore which will typically support two or three medium ballistae capable of punching a hole in the side of ships made of inferior timber (a technological advance borrowed from Gondor). 1635). The most prominent merchants and pirates use this design. while a Gathmarig oar-crew is typically a bound group of slaves who will seek only to flee if given the chance. It is the perfect ship for a party of adventurers expecting an eventful voyage.52 Voshnarok (Ga. Ranging in size from 50' scout ships to the massive 100' Gathmarig capital ships. It is equally impressive when mated to the Aravihar hull. oar crews usually number around 24. the Ship of War is much like the Korburaq design. however. however.
restricting its ability to maneuver. The Tenchara also supports the largest contingent of marines of the Inland Sea ships. an extra-large hold for bulk cargo. however. The principle tactics are the ramming maneuver.3 NAVAL TACTICS 7. Knowledge of this code is valuable to anyone sailing the sea. The Tenchara will then make its entry into the combat at the most critical time. 53 archers and mounted ballistae. Actual fleets on the Inland Sea are rare. the Aravihar is a very flexible design. and a determined.3. to grabbing an oar and rowing to escape the pursuit of pirates. Thanks to their long exposure to Gondor and its rich maritime traditions. and carry between 20 and 80 tons of cargo in their holds and tied down on their decks. or an extremely light configuration for making fast runs across the Sea. More agile ships such as the Tenchal and rare Arka-Vadasz are used to guard the flanks of the Tenchara. This is what pirates depend on. on occasion. Eventually. The Voshnaroks are the main ships of the fleet. or a military organization. both of which will customarily leave the two involved ships bound together. and potentially bringing the ship near a dangerous shore that is unfamiliar to the merchant captain. and are used to rush straight into a melee and ram whatever ship presents itself as the best target. be they merchants. pirates.2 PIRATE TACTICS Most of the ships used to carry trade between the ports of the Inland Sea were constructed to serve exclusively as merchant or fishing vessels. or battle an uncooperative wind. the Folyavulda navy is much more diverse. Since the typical ship captain is not a rich man. The raiding ships are fast and agile. fleet tactics are crude. keeping its distance from the enemy and punching holes in its hull and rigging with great ballista bolts. will pay high prices to protect their investment. orders are given to outlying ships by running distinctly patterned flags up the stays of the flagship. Though equipped with a ram. Pirate captains are well versed in the art of boarding.LIFE ON THE INLAND SEA:SHIPS OF THE INLAND SEA richest guild in the entire region. The fighting crews of naval vessels are some of the best trained and most skilled warriors in the region. in particular. laden with defensive warriors as they make their journeys to distant ports to acquire rare medicinal herbs. If Korburaq's are present. for it has been found to be just as fast as most of the smaller Havorsaga and Aravihar scouts. and can easily overwhelm the crews of most other ships. these will typically enter the battle behind the Voshnaroks. letting the smaller and more agile ships of the squadron engage the enemy. When the attack comes. for the Arka-Vadasz is not a adept at running in the shallows. They can range anywhere from 40' to 150' in length. The objective of an attack very often focuses as much on the rival ship as it does the cargo it carries.3. This class describes the vast majority of ships. and have weapons to slow down their enemy. featuring a number of different classes that are intended to fill distinct roles. all pirate confrontations come down to a boarding maneuver. Like the Havorsaga. and the boarding maneuver. and are usually very careful in selecting their targets. Kereskep (Fo. the captain of the Tenchara (who is usually also the commander of the entire squadron) will normally lurk outside a melee. skirting the sides of the enemy ships that have been rammed and raining arrows onto their decks. a massive ship that bristles with 7. The pirate will focus his attacks on the rigging of the enemy. and only a wealthy party of adventurers could afford to purchase one. will sail nothing but Aravihar. and ships are expensive. and it is critical that the captain have remaining to him enough men to sail both ships to his home . attempting to slow it down so that a boarding attempt can be made. for the Aravihar and Havorsaga designs used most often by pirates stand up very poorly against a ship with many defenders. and showering its decks with arrows and javelins. The Arka-Vadasz has also been used as the center of a scout squadron. These are expensive ships. mounted a single medium ballista on the aft deck for crippling enemy ships. and the inability of the participants to disengage in most situations. is an excellent platform for outmaneuvering enemy Voshnaroks and breaking their backs with a well-placed ram. Several Kereskep of various sizes and states of repair may be found at any of the sea's ports. The heart of any Folyavulda squadron is the Tenchara.1 FLEET TACTICS Engagements between naval vessels on the Inland Sea are typically very bloody affairs with high rates of casualties. In Mistrand. crews often have to be very flexible. for mortality rates in these attacks are often high. In both the Gathmarig and Folyavulda fleets. Only Folyavuld and Mistrand have the ships to fill out large formations. for the enemy crew now faces two missile barrages from opposite directions. as an escaping scout is often forced to do. numerous and well-armed defensive crew will often turn back a pirate's boarding attempt. An attacking captain must focus his attention on crew numbers. and are not equipped to defend themselves against a military platform. This comes from the limited fighting space. and owners. going from working and repairing rigging and sails. This is very often a deadly attack. counting the defenders and sizing up their abilities before a strike is launched. for ships are valuable commodities on the Inland Sea. Larger versions of these ships are sometimes used as the flag for smaller squadrons. Expensive Gondorian telescopes allow pirate captains to shadow their quarry. 7. however. a pirate captain will normally attempt to force his target toward shore. The Arka-Vadasz. Cargo holds on the Havorsaga and Aravihar raiders are small. but particularly to those who would face the fleets of the sea as an adversary. "Merchantman") The name Kereskep is a catch-all word used to label the many other vessels on the sea that don't neatly fit into one of the above classes. and also to engage and ram enemy ships. Pirates have. and can be rigged to accommodate an augmented crew of 40 warriors. for little distinction can be drawn between the ships that make up a squadron. This is only done in relatively open waters.
While the young Lord may be the puppet of Kerkassk. Diomav took advantage and made his own play for the seat of ultimate power in Mistrand. and a rival will often jump at the chance to seize the prize and eliminate his peer. both at home and abroad. and current task. As the Oracle of Kerkassk and the osvoda (Ga. Signaling (Secondary Skills). and limp back to port with a full cargo hold. He has a great store of personal patience for one of his years. Climbing (General Skills). Diomav has many qualities that make him an effective tool in the hands of Kerkassk. however.Endurance). Many powerful merchants have grown tired of the pirate's lack of respect. and so he has encouraged this union.Siege Weapons). His eyes are a striking shade of gray. of course. The attacking pirate soon learns his mistake.Lore). Diomav was a zealous adherent of Kerkassk's cult. In his youth. Grief and mourning for the deceased osvoda were replaced by an overwhelming sense of responsibility to lead his people to the glory foretold in the prophecies of Kerkassk. 1636 by the assassins of the Rachorod (see section 13. and have hired pirate-hunters to bring the bandits to justice. Weather-Watching (Outdoor .4 USEFUL SKILLS The following is a listing of the MERP. and understands that the longer tack is often the winning strategy.54 port. and is careful not to take actions to adversely affect this phenomenon. Rope Mastery (Crafts). One particularly effective tactic of the pirate hunters is to sail in a merchant ship with no obvious defenses. and is unable to cut his grappling lines before his own deck is inundated with hostile warriors. Slowly but surely his faith and devotion to Mistrand's religion lead him to greater and greater callings of authority within the plains god's kingdoms. Diomav Feluv is one of the most powerful mortals in all of Rhûn. Ballista (Weapons . who briefly considered using him as a host but reconsidered when he realized the strength of will that Diomav posessed. while the actual pirate-hunter works among the crew or hides below decks. Grappling Hook (Weapons . thereby restoring the pride and honor of his people and excating revenge for the murder of the osvoda. "lord') of Mistrand he wields considerable power. RMSS and RM2 skills that should be used when sailing the Inland Sea: MERP: Acrobatics (Secondary Skill). Boat-Pilot (Technical/Trade Vocational). 7. bringing more of southern Rhun under the shadow. well-armed crew that is kept hidden below the deck.Environmental). for their sketches adorn the tavern walls of Lest. His first. Signaling (Communication). Many a captain has been forced to bury excess cargo on the nearest shore. which adds to the aura of power and intelligence that he projects. Nemol makes visitations upon his new head priest on occasion to give advice or council on matters important to Mordor. but with a large. Within time. Sky-Watching (Secondary Skills). Navigation (Technical/Trade . Diomav wears his brown-red hair long and partially braided in the back.Endurance). Trading (Secondary Skill – Influence) RMSS: Acrobatics (Athletic . but generally leaves the osvoda to run the city independently. This is most obvious in his somewhat stocky figure (he stands 5'10" and weighs 185 lbs) and attractive dark looks. Various other Crafts (Carpenter. these appear to be the best targets of all: lightly defended. Many a buried treasure has gone unclaimed. these men sometimes hire others to act as the apparent captain of the ship. Such a relationship suits the designs of the Disposessed perfectly. Shipwright) 8 FIGURES OF NOTE Diomav Feluv With little doubt. Some of the more notorious pirate-hunters can be recognized through the looking-glass.Vocational). Alternatively.Thrown). Rowing (Athletic . Climbing (Athletic . Though he is mostly of Donath and Ulgath descent. he still has come to a position of relative trust and therefore enjoys quite a bit of freedom. Mapping (Technical/Trade General). This is when the pirate is most vulnerable. LIFE ON THE INLAND SEA:NAVAL TACTICS caught the attention of Nemol himself. Swimming (General Skills). Boat Handling (Secondary Skill).Environmental). Diomav has taken interest in one of the more powerful Asdriag priestesses who advise him.0 for more information). Rope Mastery (Secondary Skill).Gymnastics).Gymnastics).A. and an ardent supporter of Mistrand's role as the capital of the surrounding lands. He is keenly aware that the power of Mistrand is on the rise in Rhun. The union between the Asdriags and Gathmarig people is likely to result in a solidifying of Mordor's control over the Asdriag tribes. for pirates are a cannibalistic lot. Cooper. Mapping (Secondary Skill . and a crew barely sufficient to pilot his own raider. When the osvoda Evik Polumas was brutally murdered and robbed of the Hitav Yurna (Ga. Sail Maker. Net-Maker. he even . Diomav does have a smattering of Variag blood in his veins. Star-Gazing (Outdoor . is to recover the Scepter of Spirits and return it to Mistrand. Swimming (Athletic . is not the only danger involved in piracy. From afar. Kerkassk was much impressed by the strength he observed in Diomav and chose him to be his new head-of-state in Mistrand. "Scepter of Spirits") in T. and heavy with cargo. as the only people who know of its whereabouts have died at the hands of rival pirates! This.
Em-98. By S. who ruled the eastern tribes of Dir. On his right hand is a plain and unadorned galvorn ring.FIGURES OF NOTE:FIGURES OF NOTE DIOMAV FELUV Level : 14 Hits: 67 AT: No/2 (20) Race: Gathmarig Profession: Mage/Sorcerer Home: Mistrand Aka: the Avenger. During the siege of Barad-Dur. "Thunder's Companion") — Special family sword of excellent make (+15) that has been in the Diomav's family for seven generations. In S. it served as the catalyst that allowed him to become one of the Dispossessed of Mordor.A. By S. Hoarmurath welcomed Nemol into the fold. When abroad. Appearance: 96 Skills: Climb 35.A. the Nazgul of Dir was summoned to Mordor. Nemol's host body was hopelessly trapped in the rubble of Dark Tower and the Disposessed passed out of knowledge for a millenium. Nemol went into hiding until the Dark Lord's triumphant return. Odhradja (rank 4). Odhradja (rank 4). Nemol uses sorcery to amplify and distort his image and presence. and he left Nemol to govern in his stead. Eleven years later Nemol formally enterred the service of Mordor and journeyed to Nurn to do the Dark Lord's work. had other plans and arranged for the death of all those with any claim to throne he believed to be his birthright.78. jumpingbodies often enough to remain young and strong. Story telling 88. Yitavak Yalbala (Ga. and Asdradja (rank 5). MERP Stats: St-97. For the rest of the Second Age Nemol assisted in the strengthening and ordering of Mordor. Nemol had pacified many of the unruly western tribes of Dir and established himself as a potential rival to the authority of . Public Speaking 76. Queen of a tribe of strictly matriarchal Dirians. has existed as a posessing spirit. he galvanized Easterling opposition against the influences of the West.A. open channeling. As a Dispossessed. Nemol reborn was commanded to go to Rhûn to begin ordering its peoples to help in the return of the Shadow to Middle Earth. something that exterior powers were never able to accomplish. In consequence of his gender. To increase the terror of his presence and achieve the illusion of being a deity. Pr-90. but Nemol has been wise and thoughtful in selecting his hosts and only two have ever given him serious challenge. the art of sorcery allows him to appear with superhuman proportions and a visible aura of power surrounding him. 55 Hoarmurath the Ringwraith. Nemol was on of the first of the Dark Lord's servants to return to power in the Third Age. Nemol. In the small and isolated region of northern Dir. Given the close proximity of his evil spirit to Sauron's fell capital. In S. moving from host to host as the mortal vessels wore out. He proved to be a strong monarch and leader of his people and won great concessions from his neighbors. three closed essence and two closed channeling to 10th level (RMSS). like all Dispossessed. when he appears to the Easterlings as Kerkassk. Qu-98. Donath Daen (rank 3). Languages (MERP): Gathmaradja (rank 5). Like many of Sauron's servants. plans were made to have one of his female cousins take the throne when his mother died. Nemol has no true visible form in Arda as his body ceased to exist long ago. SD. It-93. making him a trusted advisor. and the Champion of Kerkassk. Languages (RMSS): Gathmaradja (rank 7/7). the Ice Demon's Ring was given a new body and in T. Ag-87. Nemol became only the second king in all of his people's history after the death of his mother. Pr-90. as the only child of his mother. Ag-87.90. 2235 he had carried his aggressions as far south as the rugged hills of the Kykurian Kyn. For ten years. God of the Plains. There he resided until Sauron was taken to Numenor by Ar-Pharazon. Re-96. In-93. the just. Ig. conquering many of their number and increasing the holdings of his people. Though Nemol's alliance with Hoarmurath ultimately lead to the end of his empire. Ulgathig (rank 7/7).A. 2194 near the icy bay of Utumno. Nemol presented himself to Hoarmurath as a subject and placed western Dir at the feet of Mordor. however. Body painting 38. and open Essence lists to 10th level (MERP). Co-84. Under the mantle of Kerkassk. Swim 88. Indeed. Sky watching 87. Ulgathig (rank 5). RMSS Stats: St-97. 2228 Nemol launched a series of wars against neighboring Lossoth and Dirian neighbors. 2250. Me-80. Since then he. and Asdradja (rank 5).A. Unearthed by servants of the Dark Lord. Rather than lead his people into a war against the Ringwraith. 1050. one of the first five lesser rings created by Sauron. Diomav Feluv's Items Robes — Special robes of an imported dark blue fabric (symbolic of the sky over Kerkassk's plains) serve as a X2 Essence PP multiplier and also add +35 to Diomav's DB. With each transition comes the possibility that his will and essence will be overcome by the new bearer of the ring. 2258 the Ringwraith returned bearing a Lesser Ring of Power for his ally and student. Donath Daen (rank 3).A. Sailing 70. Intimidation 54. and all base Sorcerer to 14th level. In S. Hoarmurath returned infrequently to make sure everything was in order and to continue instructing Nemol in the Dark arts of sorcery. before he perfected his skill. Nemol The Dispossessed spirit that now inhabits a Ring of Binding was born in S. Diomav Feluv's Special Powers Spells: All base Mage. 2240.A. his hosts always wear black robes that leave only his head and hands exposed. Public Speaking 88. Nemol entered a life of prestige among his people. Co-84. the patient.
In-88. Lead87. at the young age of 88. Like most Dwarves. Thulor II is simply a manifestation of a wider change of attitude that has taken hold in the mansion of Nurunkizdin. Armor — +20 Chain mail. Urdax (rank 3). MERP Stats: St-86(102). Thulor II The Dwarf Lord Thulor II does not fit the mold of the sober. Pr-93. Acro10. Though there numbers are not . Co-84. Gathmarig (rank 5). S&H68. and still later the fortress of the Ilyamana. As a result. see section 9. later Dir. He rules his small domain with authority. Languages: Labba (rank 5). Appearance: 91. It-88. Sd-48. Boots of Silent Passing — Allows wearer to walk silently. Arch14. Cave18. Ag-101. And he also knows all of the RMSS Sorcerer lists to level 20. S&H10. THULOR II Level : 14 Hits: AT: Race: Dwarf Profession: Scout/Rogue Home: Nurunkizdin. Dipl31. Nav18. the Dwarven monarch has become interested in the Asdriag villages in the outer bounds of the Dwergabergos which are being destroyed by Thulor's Principal Items Ring of Mischief — +35 to Trap Building. Sed62. Westron (rank 2). S&W20. Aka: The King of Utumni. Co-84. Swim20. Pr-93. Because the Dwarves of the Pinnon Rhun were forced to renounce so much of their wealth in the mines of the Bilak-Khald. Fals38. Sd-80. he plays practical jokes and involves himself in foreign intrigues. AMov34. x3 PP (Sorcerer or Essence) multiplier (192 total). Appearance: 88. Qu-96. He is 4'4" tall and weighs 115 pounds. Qu-101. In reality. Re-97. he also knows two Open Channeling (MERP and RMSS) lists to 10th level also. Allows four spells of any level to be stored. the Ice Demon. Fals21. He has been known to call for large celebrations and holidays. RMSS Stats: St-94. Strangest of all. Asdradja (rank 5). Co-84. Ig-100. and selfish Dwarven leader. Ag-98(102). Ag-101. then Nurn. Thulor is just beginning to turn the keen mind of the Dwarf to questions normally beyond the pale of Dwarven thought. RMSS Stats: St-86 (102). Ig-94. other Dwarven monarchs mistake his openmindedness and cosmopolitan nature for dimwittedness and lack of practicality. Rune75. Act48. He has gone so far as to send representatives of his kingdom to the Asdriags to learn their tongue and culture. Pr-77. Languages: Khuzdul (rank 5).1 for more on the powers of the Rings of Binding. Perc62. sometimes for no better reason than the desire for good food and drink. TrapB88. Em-82. Directed Spells OB is 40. Smith64. and Morlam (rank 5). Rune14. Ride24. Staff—x3 PP (Sorcerer or Essence) multiplier. Em-82. Turns wearer into a Dispossessed. Umatasir-Umitic (rank 3). Folyavuldok (rank 3). He attires himself as he pleases. Re-98. Of late. Amb4. MAst15. Dsp40. Sindarin (rank 4). Aka: The Scourge. Pr-77. Plock68. MERP Stats: St-94. Logathig (rank 5). Skills: Climb22. Ag-98(102). Admin48. Odhradja (rank 5). the halls of Nurunkizdin are less austere and the doors of the kingdom more often stand open to travellers. Swim62. Lead68. slays Orcs.56 NEMOL Level : 24 Hits: AT: No/2 (20) Race: Dirian (and that of his host) Profession: Mage/Sorcerer (and that of his host) Home: Dir (the western shore of the Bay of Utumno). Nuradja (rank 3). Perc88. War Hammer ("Thralin's Delight") — +35 war hammer with mithril inlays. He has been known to take interest in the affairs of Men. Thulor II has a build which suggests strength and endurance. Thulor's favorite saying among friends is "A good prank should always scare a few years of life off of the receiver. Skills: Climb44. Base Spells Bonus is 18. Smith18. Trick84. Rather than concern himself with the expansion of his domain and the destruction of those who contest his people's hegemony over the highlands. possessive. Wea18. Appr18. Me-97. that helps in pranks and stunts. DTraps42. His hair and beard are a dark red. and Bergothiudan (rank 4) Nemol's Special Powers Spells: 64PP. by extension. FIGURES OF NOTE:FIGURES OF NOTE Gondorian soldiers. Thulor II is not particularly insular in thinking (as Dwarves go). half encumbrance. In addition he also knows Spirit Mastery and Gate Mastery to 5th level (both RMSS Closed Essence lists). presering this small foothold in the highlands of Rhun for the shadow. It-88. The orcs that serve him are committed to the service of Oraishapek the Disposessed and." Nemol's Principal Items Ring Of Frost — a Ring of Binding. but they must be cast in the same order as they were stored. Wood12. and his eyes are light blue. hard working. Dirian (rank 5). Co-84. they have achieved a degree of freedom from the materialistic fixations that normally consume others of their kind. Most Dwarves in other areas of Middle Earth would consider Thulor II to be a flighty and somewhat impractical chief of his people. Nemol knows six Open Essence (MERP and RMSS) lists to 10th level. In-88. Me-90. but always wears his magical ring. Gabmog the Dimwitted Gabmog is the Orcish lord of the tower at Gaurblog Lug and the halls that run beneath it. the Dark Lord.
and once recovered. and neither controls the body. and all his actions are penalized by a -50. Sauron tested many ways of Binding the immortal souls of Iluvatar's Children to the inanimate gold of lesser rings. His goblins descended on a rural manor only to discover that the Gondorian ambassador to Folyavuld was visiting the Folyavulda noble accompanied by a full retinue of Gondorian soldiers. Ag-97. MASt56. RMSS Stats: St-96. they became the primary tools that Sauron would use to enslave Man.FIGURES OF NOTE:FIGURES OF NOTE great. as well as his own inherent powers. Me-84. so that the host's spirit may bind itself to the ring. and he made war on Eregion to recover them so he could use them to another purpose. weighing 220 pounds. Ag-97. Lead68. the host becomes "possessed. Though Gabmog does not tolerate the "nickname" to be used in his presence. Pr-90. Pr-90. Co-98. Ig-84." in which case the bound spirit is free to act without penalty using the host's bodies and powers. Qu-96. When a host is first exposed to the bound spirit. the host moves back to the infested state. Once possessed. while the Rings of Binding were subject only to the allegiance of their bearers. the host's spirit moves into the "aggressive" state. 57 These items he named the Rings of Binding. Sauron mastered much of the art in Mordor before ever approaching Celebrimbor and his smiths. The Five States of Possession GABMOG Level : 11 Hits: AT: Race: Orc Profession: Warrior/Fighter Home: Garblog Lug in the central Pinnon Rhun. S&H70. Amb6. FAid12. If the attack succeeds.1 provides guidelines for resolving this roll. Sauron could defy the doom of Man. Helmet — +20. When given to mortals. the bound spirit will make a possession attack against the host the following midnight. If this possession attack succeeds. however. S&T12. and doubles all head criticals. The host then makes an immediate possession attack of his own. Re-86. the Rings of Power failed in their purpose to enslave the Elves. If the attempt fails. 9 ARTIFACTS OF POWER 9. capable of binding the souls of Man for eternity to the material world. and he almost immediately began searching for suitable candidates to wield them. negates 50% of head and neck criticals. and impart to his mortal servants some measure of the immortality he had so often promised them.1 The Rings of Binding Before Sauron and the Elves of Eregion crafted the Rings of Power. Em-34. Soon. and Morlam (rank 2). and allow them to attempt to possess the living bodies of subsequent wielders of the Ring so that they may continue to serve the Dark Lord in their original capacity. In these early experiments. Perc72. and must endure a possession attack the following midnight or he will lose control of his body to the bound spirit. Co-98. he knows for certain that it is used behind his back. Table 9. It-38. MERP Stats: St-96. In-38. They provide to the wielder's soul a shelter when their body fails them. the bound spirit in the ring begins attacking the will of the host. Gamb28. the host's body will remain in a comatose condition for 48 hours while the spirits strive against one another. and thereby snare the Elven-smiths. MASw32. Languages: Orkish (rank 5). The host is now said to be "infested. Sd-42. This process begins after the host resists the first midnight possession attack of the bound spirit. For this reason. and must abide by the guidelines associated with that state. Once in the aggressive state. and thus rob from Sauron's servant the immortality promised him. AthG22. . the Rings of Power made them exceedingly powerful and useful undead servants. the goblins of the Pinnon Rhun are fierce and ruthless warriors. In this way. They were bound to the One master Ring that he wore on his own finger. If this attack is successful. the host learns enough about the ring to make an attempt at forcing the bound spirit out of the ring entirely. he must struggle to act through it. Track28. making him a teacher among students rather than a smith among peers. Ride52. If a result of Absolute Success is obtained. Sauron spent many long hours in the bowels of Mount Doom developing the process of ring-making. The rings he crafted in Mordor were fantastic items. and constitute a definite threat to the security of the highlands. This is the very state that Lokuthor and Kasagul Gabmog's Principal Items Morning Star ("Head-smasher") — a +25 Orkish Randmaj (heavy-spike) that slays Humans. so that he could secretly craft this property into the later Rings of Power. Gabmog is a large Orc at 6'2" tall. while the Rings of Power were allocated in a way to best secure critical areas of Endor. the host is allowed a weekly possession attack to attempt to lessen the degree of his possession. the host is allowed to make his own possession attack to take control back from the bound spirit. The new host of the ring is said to be "exposed" to the bound spirit. Westron (rank 4). If the attempt succeeds. When the ring is placed on the finger of a viable host. the Rings of Binding were given to those who were sent to regions considered peripheral. and his sparse hair is black. AMov28. he becomes exposed again. he is allowed to make a Use Item (Attunement in RMSS) attempt in order to learn more about the Ring of Binding. his eyes yellow." Each noon after becoming infested. Appearance: 72 Skills: Climb50. and also the powers of the particular ring. When a bound spirit first gains control of a new host's body. His skin is dark gray and very coarse. The Rings of Binding function much differently than the Rings of Power. Gabmog earned his sobriquet during an unfortunately timed raid in the highlands of Folyavuld.
claiming it as the bloodprice of his dead sons.Second Age.A. Almost imperceptibly. 9.. 1636 the Hitav Yurna was stolen when the reigning osvoda. Evik Polumas. This is an affront to the pride of Mistrand and the worshippers of Kerkassk that cannot be tolerated. the host is allowed a single possession attack. why did I think they were just stories. Lokuthor made the mistake of forcing the Ring of Illusions onto Kasagul the Odhriag lord who was a man of great power and extraordinary will. The host is now said to be "dispossessed. Excited by their discovery. Each is briefly described below. After the death of the body of Lokor Szrel in the War of the Last Alliance. Nemol's Ring of Frost Made of a beautifully smooth piece of unadorned and unmarked Galvorn. looking for clues of Kosvar's whereabouts. His Ring was a very early essay in the craft. The entire process is summarized in Tables 9.1 Rhûn's Rings of Binding In addition to the rings' powers involving the binding of spirits.3 The Bilak-Khald "What have I done? My recklessness has not only caused my imminent doom. and the artifact now lies under a veritable mountain of collapsed earth and stone in the central Kuka Posladni. Oraishapek's Ring of Flame This ring has housed the spirit of Oraishapek the Dispossessed since the mid. Sauron destroyed Kasagul's body and buried the ring under several tons of ruined temple. 3394. Realizing that Lokuthor had lost control of the Ring. In T. At a full inch in diameter. and adds +20 to all Influence Skill rolls (any skill roll in the Influencing Skill Category in RMSS). At the end of the two days of inactivity. and is now houseless. Oraishapek and his ring lay in a tomb in the high passes of the Ash Mountains until recovered by Uvatha the Ringwraith in T. they also typically endow their bearers with some magical ability.2 The Hitav Yurna The Scepter of Spirits is an artifact of power closely tied to the people of Mistrand. Possession Attacks A possession attack consists of a Resistance Roll modified by the difference between the attacker and defender's Presence stat bonuses (use the Cleansing Trance skill bonuses in RMSS. It is a x2 spell point multiplier. and that he flaunts the Scepter in public. it is also has powers to augment the magical abilities of its wielder.3. but perhaps I have caused the deaths of many of my people or worse. Ice Law. it is possibly the largest ever found on the Inland Sea. it was also a x3 spell point multiplier. the Dwarves set . the Ring of Frost allows its bound spirit a +10 to possession rolls. All things come with a price however. and since the ring was specifically designed for use in colder regions. 1265. banished to the Halls of Mandos until history's end. Like the other Rings of Binding.A. Assassins and spies have flooded the cities of the Inland Sea. In two very small veins a precious green gem was found.58 were in when Sauron found them at the end of Second Age (see section 3. Success means that the bound spirit of Sauron's servant is forced out of the Ring of Binding.1. as Excerpted from the Dwarven Annals of Nurunkizdin In S. it glowed with its own light and had a very bizarre luster. while delving deep beneath the Hathur-nabundurok for some of its less than plentiful gold deposits. The Ring of Frost is also a x3 Essence PP multiplier and allows its wearer to cast an additional 30 points of spells daily from the Illusions. Using it. the end of our proud line? Why was I so foolish in not heeding the annals of our Fathers. 9. 9. Beyond the item's religious implications. it's wielder's body is at a -25 to all heat based attacks. Given to the osvoda of the city as a symbol of his right to rule in Kerkassk's absence. It is widely known that the infamous Folyavulda pirate Yanos Kosvar was behind the murder. whose deaths he blames on the people of Mistrand. was assassinated by infidels in the streets of Mistrand. and allows the wielder to cast 50 spell points worth of spells from the Light Law or Fire Law spell lists per day.2 and 9. and serves as not only the emblem of their worship and affection for Kerkassk. Sauron destroyed the Dispossessed rather than let a powerful enemy gain control of the ring.?" — Last words of Thralin IV. but also as his sanction for their place of dominance among his followers. Three different Rings of Binding have been wielded against the peoples of Rhûn. the Dispossessed was able to seize the Szreldorn throne and control that dark culture for centuries until their downfall. Lokuthor was a master of illusions.5. the host moves back to the exposed state and must begin anew. and Spirit Mastery lists. The Ring of Flame is a x3 spell point multiplier. or simply SD stat bonuses if the involved parties have no Cleansing Trance bonus).1). It is 4' long and made of alabaster adorned with a giant black pearl at its head. which helps explain why Nemol has maintained his identity for so long. the scepter is identified across Gathod as one of the most sacred artifacts in all the land.A. a find of miraculous proportions was unearthed." and his spirit is bound to the Ring of Binding until he finds a host that is able to accomplish the same feat against him. Unlike the other Rings of Binding. ARTIFACTS OF POWER:The Rings of Binding Lokuthor's Ring of Illusions Lokuthor was one of the first Dispossessed to be created. the Ring of Frost was one of the last of the Rings of Binding to be made and given out by Sauron. If the attack fails. and its powers lay in a more subtle magic than the elemental rings of Oraishapek and Nemol. and his Ring allowed him to cast 70 points worth of spells from the Illusions and Sound Control spell lists (any of the Illusionist Base spell lists in RMSS).
In T. those that died seemed better than those of us who remained" — Excerpts from the Annals of Nurunkizdin. that they had to reopen the condemned mines. could they not be present somewhere else beneath the deep roots of the Hathur-na-bundurok? Yet no one dared to look. When all was said and done. T. was it really some strange Morgothic manifestation. from whence they had originated. this foul sickness seemed to rob us. Meanwhile. open sores. but with gruesome scars and marks to serve as a testament to their horrible ordeal. While the originals gave off a constant amount of light. the effects of this blight were much greater than the momentary lack of a King. Undaunted. Unfortunately though. the Dwarves delved deeper and deeper into the dark depths beneath their home. the last of the Bilak-khald from the two original small veins had long since been refined and crafted for a little longer than one hundred years. in a variety of sizes and hues. and some mining began to actually transpire in the ancient mines. 1423. In horror. Later. plans were made to remove and return all of the poisonous stones back in the mines far below and out of reach of the Dwarves. Then. just before the death of the King. gold was discovered. and can still be found in pairs within most of the larger caverns and halls of Nurunkizdin. Then they proceeded to seal the entrances to the mines. Laboriously and unaided. If they had been found once. nearly two thirds of Thralin's Folk had anxiously seen the strange gems before any sickness was noted. The "true" greenstones were those originally found by Thelor's Folk. several of the miners who had been far below in the mines suddenly took ill. excited and frantic calls came from deep below. it was to no avail. one of the chroniclers wrote: "It came upon us so quickly. Symptoms were identical to those experienced when Thelor's Folk were contaminated.. the true greenstones have no adverse effects at all. an unexpected collapse occurred. tragedy struck. strangely. more of the Bilakkhald had been found! While attempting to clear a small passage around the Gold vein. In T. Powers of the bilak-khald True bilak-khald. Though briefly left leaderless. they rapidly gathered all of the gems in a small cart and pushed it into the deepest reaches of the mines. and murderous fevers as described by Thelor's Folk in the Annals.A. these small treasures gave off enough light to give many a cavern and hall a soft and dull green glow. as the "Green" mines had been closed because of the strange curse that had taken the lives of its miners so long ago. For many centuries the mines containing this hideous scourge were left alone until Thralin's Folk tired of merely contenting themselves with the crafting of metals and Gems. Instead. But for the most part. It struck at anyone. many of those who had been working with the Gems became ill. their minds turned to the Bilak-khald. it was obvious that only those who had had any contact or exposure to the light of these fearful stones were effected with the same blotches. or was it merely a freak Phenomenon? It begged to be answered. Near the end of the year. Gone was the right of peacefully coming into Mahal's arms after living a venerable and well accomplished life.A. Yet. we were completely caught at unawares. Concerned with his people's well being Thelor XIV ordered the mines deep below the Hathur-na-bundurok fearing some dark legacy of Morgoth. and the majority of the sickness gone. With time. lay a small number of the raw green gems their forefathers had sought. Though none of the nearby miners were hurt. the bilak-khald operate as if a perpetual (as in never run out) MERP Light Law Light I were in effect upon them casting a soft light with a slight greenish tint 20' around it. Gnawingly. Ever hoping to find more of these precious and pleasant light sources. Then. A few of those who were afflicted did survive. Slowly the vein was worked and the precious metal was gradually extracted.ARTIFACTS OF POWER:The Bilak-Khald about polishing and fashioning the glassy green gems until jewels of unparalleled caliber were created. the prospect of finding more of the magnificent gems tugged so heavily on the hearts of the Dwarves and their energetic King.A. Five able bodied and heroic warriors volunteered to return the ghastly materials to their ancient abode and seal the deep mines behind them. all efforts were being made to try and overcome the foul power of the light of the stones had on all who beheld them. these seemed to fluctuate in the amount of illumination they were willing to give. "It seemed so unfair. these new sources of excitement seemed somewhat different that those already refined and in use by the Dwarves. despite the best of attempts. over half of Thralin's folk had died. all were shocked. and seemed to be of a slightly different hue. including the King and both of his sons. Though Death is part of life. they returned without incident. . Thralin IV. Time after time. Quick exploration revealed another small vein of the strange green crystals. a year later. 1423. small expeditions entered the mines where their predecessors had encountered the Blight. their families watched helplessly as they passed into unconsciousness and finally into the arms of their maker as death took them. Gold was not as common in Nurunkizdin as they would have desired. But. Before their eyes. and two of them sealed themselves far below with their foul cargo near the original vein while their companions in death closed and destroyed the access to the entire complex just before expiring. two years after reopening the mines. 59 Then. One of their number had already succumbed to the blight and had collapsed en route. as no Dwarf or Dwarven family had gone untouched by the devastating effects of this gruesome blight. Strangely though. Gradually fears were abated. Unlike those found later. Quickly. nearly two-thirds of the Folk of Nurunkizdin were taken with the merciless illness. Taken from its victims was any sense of purpose taken from its victims was any chance at glorious death in battle. Consequently. Correctly worked and cut. almost instantly. Strange and hideous splotches covered their skins and open sores broke out that could not be healed. Thralin's Folk were genuinely excited. master craftsmen quickly began the arduous tasks of shaping and refining the precious gems that would serve as lamps in many of their corridors. Cautiously. 57.
A...A. Wearer subject to increasing desire to create and posses artifacts. For many centuries the Ring had only subtle effects upon its wielders until it almost caused the downfall of Thelor's line... it was in fact based on his wicked desire to lay claim to the Ring himself. while innate in most Naugrim. 2797 the Ring's strong powers worked their ways of greed into the heart of Thelor IX.. No one.... Thelor VII felt it to be a treasure suited for his people and their love of well crafted treasures. 10 GAZETTEER FOLA SALENIN (S.. Though there existed little love between this somber Dwarf and the fell power to the south. A Channeling spell that starts at 5th level and increases by 1 level each year.. As this continues. RR.. his ideas and wishes became actions.. Additionally..) that has itself been in contact with these cursed stones must make a RR vs a 5th level poison every hour they are in contact. were exacerbated far beyond normal limits by all of the Kings of Thelor's Line.62 DOR RHÛNEN (S.. while many of their cousins remained behind under the Naugrim lord Threlin to continue their search for Thelor's Ring...." treat wearer as merely "stunned. it didn't take long for it to begin working its own evil and mischief among the Khazad of Thelor's line..... LotRIII 445-47. blind cave drake that inhabits • • • • • Read LotRI 82.63 .. in his mind. and the greedy Dwarf secretly murdered his brother and then seized the Ring for his own prize." x7 PP multiplier (any profession) +77 DB. could have refused such an object of beauty.. If failed. appropriation. Wearer may use at will RMSS Detecting Ways and Delving Ways to 50th level or MERP Detection Mastery and Essence's Ways to 10th level..4 Thelor's Ring of Power In S... 1423 (see section 12. • • • if wearer is "stunned and unable to parry.. dirt. Though it failed in its purpose of binding the Dwarven King and his kin to the Lord of Baraddur. emissaries of the Dark Lord met with Thelor VII in his gloomy halls in the Grey Mountains.. Though each wearer enjoyed slightly different benefits. causing him to uproot his people from the Grey Mountains and move to what he anticipated would be a better home in the abandoned halls of Falek-dim in the Zinaramahal.A.. "High Citadel").... In S.. All lodes of precious metal ores and all volcanic pipes of minerals and gemstones within 7777' of wearer can be detected and can also be analyzed by bearer if he is familiar with the substance..A.. The Ring's Powers: As with all of the Dwarven Rings created by Sauron. etc.. Shortly thereafter the treacherous Dwarf was pushed into a deep crevice by his brother's eldest daughter where-upon Thulin's body and the Ring were devoured by agreat.) instead of every hour. he will uproot the people under his sovereignty in search of a grander and more commodious living quarters with access to richer minerals and resources... if he fails the RR by 50 or more. ARTIFACTS OF POWER:The Bilak-Khald sections of the Underdeeps below Nurunkizdin. Wearer subject to increasing wanderlust over time for as long as he owns his ring.62 DRADORNY-ARNAS (Ar.... Little did he know of the troubles it would cost him or his folk. In T.. he took the gift offered him by his visitors.... "East Land")...... A predisposition towards the discovery.. open sores... Continuous RMSS Mind Mastery Unpresence and Hiding Nondetect or MERP Nature's Guises Blank thoughts and Illusions Unseen.... and adorned with a strange and solitary brilliant blue Gem bound to the Ring with intricately fashioned Mithril. blotches. hemorrhaging and other cruel symptoms will appear... Unlike their fairer "cousins" these gems burn as if the same spell were cast upon them but with a deeper green color and a noticeable flicker. a bitter dispute over the mysterious Bilak-khald erupted between Thelor XIV and his over-zealous brother Thulin... 57.. 330.. water. boxes. each year he must make a RR vs. and three years later the majority of these stout children of Mahal left for the Heb Aran.. and admiring preservation of treasures and artifacts was demonstrated by all of the bearers of Thelor's Ring... 9.. those exposed to the eerie light loose 7 points of Constitution in addition to 5 hit points.. or suffer the same effects as someone carrying the gems in a box or other container... anyone coming into contact with anything (sacks... but these qualities. the move and the run-in with the Urukmarzguram was less than pleasant for him and his people. Though this proved to be the end of the ring's influence on Thelor's folk.. all enjoyed those that follow below. In addition their light causes all that are exposed to it to make an hourly RR vs. a +25 essence spell that starts at level 7 and increases by two levels per hour. Though this was not disastrous..6 #xxx for more details)... Wearer may use at will RMSS/MERP Lore and Item Lore to 50th/10th level. the bearers of the rings determine the extent and focus of the ring's true power.. Wearer may cast spells from all six RMSS alchemist base lists to his own level using his own PPs. Wearer and all within 7 miles of him are inspired with extreme loyalty to members of their own respective race. 2004... While Thulin claimed that the dispute was largely about his brother's decisions. organ pain. Only by encasing the foul gems in a tight stone or hard-wood box can the effects be decreased which amounts only to nothing more than having to make a RR every 2-4 hours (depending upon the strength of the box/case/etc. though the most promising place to find them would be in the collapsed cavern that housed those returned by Thralin's folk in T.. and maneuver bonus Continuous RMSS/MERP Protections Prayer 70'R affecting all allies within the radius of the spell or within sight of the wearer. With time and persistence of thought. Sil 357-58.. he will create at least one Item of Power every seven years and will become more possessive of these treasures over time.... These monstrosities can be found in several veins running far below the halls of Nurunkizdin.....60 Untrue bilak-khald.. 375... they still faced bitter challenges. vomiting. "Fola Salenin")... Crafted of elegantly worked black gold overlaid over a core of Galvorn (a magical precious metal)... nausea... 351.
...75 LEST (Do.. "Land of the Logath").............. The Dradorny-Arnas does indeed exist.. and clear the way for goods to flow again between Burh Armenrik and Thorondir.. Easterling tribes such as the Asdriags have again returned to the lands of southern Rhovanion to raid the caravans of those few merchants who still dare to chance a crossing of the wild plains... The Northmen too have been decimated by the Plague.71 ULDONAVAN (Fo........... "Place of Mists")..... present day governor of Dor Rhûnen has lashed out against the Asdriags.....65 FOLA Salenin (Fo..70 TUNDERA VAR (Fo.......66 RIAVOD (Fo.71 VOL KUG (Ul. Eldacar's return to the throne in T.. DOR RHÛNEN (S. "Dark Road").. "Eagle's Watch")....... the Northmen of Burh Armenrik. A contingent of Dunedain even garrisoned a fort in the town of Burh Armenrik for a time. these lands were virtually empty................. "Eastern Forest")....... more than any other realm in Middle-earth felt the full ravages of the Plague.......A............A.. and the towns of the frontier are left mostly vacant.... Since that day..... "East Shore").......69 TAJ-URES (Fo........ Dor Rhûnen's development was spurred by the rise of trade across Rhovanion between Folyavuld................. Vagaig..... A choice few......... a military governor had been appointed to organize the developing territory and a new capital was made at Thorondir (S............. the garrisons again have become dependent on tenuous lines of supply..........66 SADVAR (Lo... "Black Stand")........ Rhûnost...................74 KILLINDROW (Fo................. and the cities of Gondor's southern provinces.......65 FOLA ULDONA (Fo....... Dor Rhûnen was dealt a felling blow by the Great Plague..... Dor Rhûnen's power and influence crested in T........ the Anduin valley north of Ithilien.... Those few townsfolk who escaped the black death have returned to their families in Gondor.. Gondor......... It was Turambar who commissioned the first forts to be built on the Dagorlad and beyond to keep a vigil on the plains of southern Rhovanion and give warning of any new Easterling threats.... "The great-realm-of-tall-standing silver-spires")............72 ? (S...... "East Land") Dor Rhûnen is a royal territory of Gondor encompassing a vast area including the Dagorlad.................. Garrisons have been reduced by half.... After Sauron's fall at the end of the Second Age..... the sustainability of Dor Rhûnen's capital.............. "Fola Salenin") See entry for FOLA SALENIN.. "Uldona's Town")....................... 1248..... Sensing the lowering of Gondor's guard.............66 PARTA ROKANTHA (Fo..........67 SZREL-KAIN (Fo... Thousands of slaves spent their adult lives moving great marble blocks ...... "Skeleton Coast").. "The Empty Lands")......................... and the Dunedain in that day having no use for lands so far removed from the kingdom proper..... 541.......... "The glade-of-death's-sorrow...............72 ILANIN (Lo...............65 NARSA-TRADOR (Ar............ "Town of Rhin"). and the frontier was pushed further east so that new forts had to be built farther afield.A........ The forts established in those days grew into towns. Without the support of the towns around the forts of Dor Rhûnen.......... leaving no one to keep watch over the plains of Rhovanion.. and towns such as Thorondir. The garrisons of the border forts grew as Gondor realized new interest in the markets of Rhûn.................67 SCARAKIKOT (Fo......... The fortress-temple was constructed on the northern fringe of the central massif of the Uldona Spine in the mid-Second Age.......... and the many of the frontier soldiers whose presence made Dor Rhûnen safe returned home to take part in the struggle........... FOLA SALENIN (S....... and thus of the territory itself is in question....74 KELEPAR (Fo. Legends attribute these lights to the ghosts of the sorcerers who once dwelt within the High Citadel................................GAZETTEER:GAZETTEER ELGAER (S............ and Gobel Gwindor on the Dagorlad became important hubs on the most popular routes of trade...76 61 to rid the land of Easterlings........ In their place... "War Trophy")....... however........... "Fairy-wood Keep").. "River of Mists"). but sailors along the Parta Rokantha will occasionally report strange lights shining from high atop the sea-side cliffs..... the Easterlings being unwilling to venture too close to the borders of Gondor.. "River of Silt"). "High Citadel") The Dradorny-Arnas is a mythic citadel in the Uldona Spine that was said to be the center of evil sorcery in the days of the Szreldorn kingdom.......... and much of the Talath Harroch and southern Rhovanion.........64 AGASHA DAG (S. when Minalcar the Regent of Gondor and his Northman ally Vidugavia campaigned across Rhovanion and deep into Rhûn DRADORNY-ARNAS (Ar.... and trade routes connecting these widely separated markets became established...71 ? (S... By the 580's of the Third Age. Gondor's Kin-strife turned the Dunedain upon one another.75 KUGAVOD (Ul.................A. Dor Rhûnen has been on a steady decline because of a number of factors..... 1636.................. committing what little strength remains to him in a campaign to sweep the Asdriag camps from the Talath Harroch........................")........... "River-fork").. and most of the people of Folyavuld put no faith in them....... "Szrel-Conquered")................ Such stories are told to scare young children by the fireside... In the mid-Third Age........ "River-mouth")............ and have withdrawn within their homesteads and settlements........ Then in T......64 FOKERDO (Ul. Trade flourished as never before..... "Sea-jewel"). still igniting their incendiary magics on the darkest of nights. "Freeport")................... 1447 employed a great portion of the strength of Vidugavia's realm.........65 LOGATHAVULD (Fo........... The Ehwathrumi Northman tribes hired on to guard trade caravans from predatory bands of Easterlings who again made their presence felt in Rhovanion.. marking the farthest east Dor Rhûnen's authority was ever extended. At a time when Gondor is in no position to send a relief column to the aid of Vagaig... know the truth behind the tales.. "River of She-who-plants").................. The garrison of Thorondir is in danger of having its lines of supply cut by the immigrating Asdriag tribes. No one actually claims to have seen the Dradorny-Arnas... "High hold")........ The settlement of Dor Rhûnen took off after King Turambar's victory over the Easterlings in T....... Easterlings again found there way into Rhovanion. the emerging Northmen of northern Rhovanion.....
who watch them constantly and contain their foraging parties from venturing too far into the sacred heart of the forest. and venture out under the canopy of Agasha Dag. and being an Easterling himself. Few Men have ever tread the paths that wind through the heart of the forest above the cataracts of the Vol Kug. Long ago. as well as the practices of Oraishapek's priesthood once existed in the library hall of the temple. the Men of Kugavod brave the threat of the Elves. In the days of the Szreldorn Kingdom. winding cavern paths. "The Shaded Road").62 from highland quarries to the construction site. Worst of all are the Festiqan (Ga. larger specimens have been known to attack Men. and merchants who anchor their galleys in Kug Bay will pay a handsome price for a pouch of dried herbs. the architecture is distinctly eastern. An historian with some knowledge of eastern history might reconstruct much of the First and Second Age history of the Szreldorn people just by spending time studying the doors. and narrow staircases leading from the Gweléth riverbed to the great staircase that winds up the outer edge of the sink. careful that the new host fits the profile of a desirable vessel for their spirit-lord. "great forest of tallstanding silver spires") is ancient by any standard. Besides the ever-vigilant Elves. In this way. damning themselves to starvation rather than submit to the new authority in Szrel-Kain. and the hunting parties that sometimes roam the forest hunt more for fur than for meat. Ancient Rhidon myths name the caves of the Gweleth gorge the Narsza Trador (Fo. and thousands more were sacrificed in the consecrating of the structure. and only then by the leave of the Elves. Many breeds of poisonous snakes swim the waters and live in the trees of the swamp. "Death claws"). and even the tribal shamans shun the cave that is the entrance to the vast underground complex. The citadel sits perched above a great sink-hole carved by runoff water. Among those species prized for their coats are flying foxes. walls and ceilings. The defense of the structure rests in its inaccessibility. The interior regions of the forest are truly the domain of the Elves. and though Kugath culture is centered on fishing. and the occasional fen boar or Giant hellbender (a large carnivorous aquatic lizard) add to the danger of leaving the canoe. but much of this collection has disintegrated over the years. are predominantly swamp. their passage into the Narsza-trador being masked by Orc raids into the highlands. he immediately returned to his ancient stronghold. and leads to the front gate of the citadel. Herbs found throughout the vast wilderness are prized in Folyavuld for their medicinal qualities. Within the high spire is a single windowed chamber where Oraishapek has worked some of his most potent spells. particularly those east of the mouth of the Vol Kug. For after Oraishapek's Ring was recovered and the bound spirit made active again. the remaining priests shut themselves within the citadel. or fierce storms called by the Dispossessed to smash the Rhidon coast. The swamps of Agasha Dag are home to all manner of water-fowl and fish. he raised the great beast Kraszapol from the depths of the Inland Sea. whom they believe to be demons. the practice of foraging and hunting have grown in importance in Kugavod. the Agasha Dag is home to a reclusive population of the Firstborn who guard the secrets of the forest's interior from the encroachment of Rhûn's more exploitative cultures. "Eastern Forest") The great forest of Agasha Dag (S.000 square miles of land northeast of the Inland Sea. After the fall of the Szrel-King in Mordor. ELGAER (S. after Oraishapek the Dispossessed began possessing the kings and effectively united that house with the priesthood of Rakana-Kiral. a series of bridges. The main portion of the citadel is roofed by a great dome surmounted by a spire which stabs into the highland sky. The citadel itself was constructed as a temple rather than a military fortress. The Orcs return occasionally from their raids with an unfortunate victim. and blue otters. stolen from his village and brought to the citadel to provide the Dispossessed GAZETTEER:GAZETTEER with a new host. with caves below that wind beneath the highland plateau. Here the cypress and scrub trees of the swamp give way to great moss-bearded oaks. Like many of the truly ancient forests in Endor. black minks. His Orc servants at Gaurblog Lug guard the temple and infest the caves of the Narsza-trador. more than it does a set of walls or garrison of warriors. It was here that. the Dradorny-Arnas served as a monastery for the training of the priesthood in the ways of sorcery and dark sacrifice. through great limestone chambers and over dark subterranean lakes. The pelt trade is another source of income for the Kugath. long crab-like creatures that lurk in the warm swamp waters. Still. The coastal regions of the forest. For the resources of the forest are abundant. these caverns were transformed by the hands of slaves into a road. Covering over 11. The walls of the temple are adorned with many friezes that depict various scenes from the history of the Baradhrim people. which the Elves name Mabelmaikli). Though they generally prey on fish and smaller mammals. this expanse of wilderness is one of the few remnants of the great forests that blanketed Middle-earth during the Age of Stars. "Sea-jewel") See entry for KELEPAR. and fewer still have returned to speak of it. The spirits of many of these sorcerers still haunt the fortress. The adherents of Viszaterdyzo (Fo. A more formal account of Szreldorn history. All manner of woodland creature roams the forest. from the common black bear to packs of the . which are 6 ft. AGASHA DAG (S. Only along the coasts has Man made permanent settlements on the forest's edge. and the myths surrounding the worship of RakanaKiral. Oraishapek remains in control of his spies in the cities. Oraishapek designed the citadel. The Dispossessed's spies normally handpick those that will be kidnapped. the swamps hold all kinds of dangers for prospective hunters. providing a macabre troop of companions for the citadel's newest inhabitants. effectively sealing the only approach to the structure. and Kugath hunting parties will often hunt from their canoes rather than venture by foot. "Cult of the Glorious Return") send messengers from the cities into the Rhidon countryside. fishing cats. in the guise of Lokor Szrel. and tall white cedars. intent on reclaiming the kingdom that was once his.
this is rarely difficult for a moderately sized party of travelers willing to pay. which has attracted a large population of hill trolls to the forest. Yet these trails are the roads which connect Elven campsites. At its . for they are careful to avoid the hills at night. the river's waters begin their great journey in the heartland of Urban Northman culture. "River of Silt") The Great River. On nights when the moon is bright over the forest. when the creatures are active. Below Ilanin. is the principle avenue of trade and communication linking northern Rhûn to the lands of Rhovanion. "Black Stand") The Kugath village of Fokerdo lies along the forested coast of the Inland Sea between the Folyavulda outpost of Tunderdu Var and Kugavod. and have been known to slay those who wandered too far out of ignorance. FOLA Salenin (Fo. The Kugath name the forested highlands Boldolon (Ul. Matters were recently complicated by the building of the new Kugath village of Fokerdo. which the Elves of Agasha Dag call ------------. and the Men of Fokerdo are accomplished fishermen.(S. Kugath bands still frequent the area in search of the valuable Renor tree. Fishing is the traditional pastime of the Kugath. supplying both Szrel-Kain and Riavod with the bulk of their daily fare. they could undoubtedly drive the beasts from the forest. For more information on the Kugath and their customs. however. "Haunted Hills"). Passage over the Fola Salenin has been complicated by the river's lack of fords. During warmer times of the year. and waterfowl. and only then at the wide shallows opposite Ilanin. the water becomes brackish and supports a thriving marine ecology of fish. and banks are relatively steep and lightly wooded. the forest cover increases steadily and the river grows wide and brown with silt. The Elves have placed a constant watch on the new village. or River Running. linking them to the far distant city of Szrel-Kain and the Inland Sea beyond. are easily reachable by the canoes of Kugavod. If the trolls recognize the presence of the Elves in the forest. for while it connects distant lands to the boat-faring Folyavuldok and Northmen. and great bands of the Firstborn use them in their cycle of migration through the wilderness. lest they be captured and devoured by the silent forest demons. Though somewhat sensational. they have never raided a single Elven camp. and the popularity of fishing the Fola Salenin. 63 Renor stand. The Elves seek to protect the Renor from further exploitation. a sound which is sure to chill the bones of even the stoutest explorer or traveler. and one that might well plunge the forest into open warfare. and many of these trails lead to nothing more than concealed pit and net traps to snare would be trespassers and assailants of their woodland realm. or find a local with a barge or boat for hire. Were the Uialrim to resolve themselves to do it. The Renor is prized for its use in ship-building. and many have faces of sheer rock. the river has made a great cut in the land. the Aizadraka. the trolls have been known to climb to the summit of their hills and bellow challenges back and forth at one another. a tall black-barked tree sought for the resilience of its wood. for the Elves take seriously the implicit ban on passing too deep into the forest. it has acted as a barrier to the many nomads of the region. Still. the ground becomes broken and gradually rises into a line of forested hills. The Kugath of Fokerdo instead make their living by foraging along paths that run through southwestern Agasha Dag. taking care to include a tribal shaman in their party to ward off the tall white "specters" who lurk in the shadows of the woodland. Foragers must venture out in armed bands. As it winds east across the plains of northern Rhovanion. travelers wishing to cross the river must either make use of the permanent ferries at Ilanin and Szrel-Kain. whose residents are interested only in penetrating deeper into the forest in search of their elusive prize.GAZETTEER:GAZETTEER exotic Merisc Tyka. Only during the cold winter months is the river's level low enough for fording. the Elves are a cunning lot. the Uldona. Caves abound throughout the range. On the west side of the river. and were that the only resource in the area. the river runs beside many of the most important settlements in the land. The shamans emphasize that members of the band must take care not to stray from the rest of the party. hunting deer and boar. and also where the majority of disappearances among Kugath foraging parties have occurred. Historically. the Fola Salenin's role has been somewhat of a paradox. By the time the waters reach Szrel-Kain. The domain of the Elves is criss-crossed by paths that most would not recognize as anything more than game trails. "Hills of Green Moss"). Where the Fola Salenin empties into the Inland Sea. see the entry for KUGAVOD. Given the clustering of settlements and homesteads along the banks of the river. "River of She-whoplants") The Uldona is most sacred to the people of Folyavuld. Nevertheless. for the Elven population of Agasha Dag frowns on any trespass into the interior of the forest. Adding their strengths to the river's volume are several important tributaries: the Redwater. this warning is not far from the truth. and the Ulumur to name but a few. or blatant disregard for local custom. and there are those among their ranks who advocate destroying the village entirely. Life for the Men of Fokerdo is dangerous. the current has slowed to an almost imperceptible pace. Fokerdo would not have lasted as long as it has. These hills. which western maps label as the Celduin. but they have never had problems with the trolls. This would be an unprecedented deed in the long-standing rivalry between the Kugath and the Elves. The waters around Fokerdo. and thus an uneasy peace exists between the two races. effectively barring easy passage from south to north. These misshapen hulks are the only representatives of Morgoth's creatures to call the Agasha Dag home. Locals exploit these resources. and teams of loggers from Tunderdu Var will pay handsomely to know the location of a FOLA ULDONA (Fo. shellfish. FOKERDO (Ul. Fed by the Long Lake. for it is here that much of the contact between Man and Elf has taken place. and several violent confrontations have already occurred over Kugath intrusions into the deep forest. have a jagged relief to them. and searching for stands of the valuable Renor tree. Between the Long Lake and Ilanin.
The relative absence of game. young Logath males follow the tribal herds through their annual grazing patterns. Individual clans have their own traditional campsites within the tribal range. Nisa and her brother were ambushed by the Utal warriors. the river has calmed and is navigable by small watercraft. Recently. Overlooking this confluence is the Broendon refuge of Killindrow. At the site where the last of the three tributaries joins. the waters of the Uldona emerge from three large springs. Beginning at the Gweléth gorge. The Seeds of Division. "The Place of Holy Visions") in the east. to sheltered wain-camp sites where the tribal matriarchs rule. enabling the waters of the river to imbibe a magical fertility to all the lands of the realm. provincial capital of the highland patriarchs. spending the warm months roaming the rocky hillsides. which also marks the highest point on the river that can be reached by the larger trade barges and Havorsaga galleys of the Fola Salenin (Celduin River). who would reward them with great gifts of wealth. recovering Nisa from the cave on their way north. providing homes for an extensive colony of sea gulls. In the Gazar Utal (Lo. and only someone familiar with a particular region of Logathavuld will be able to point out the subtle tribal markers to the untrained eye of the occasional traveler. The tribes are now torn between obeying the highest traditional authority in the land. servants of the earth-goddess Aldena. each spring is the site of a Gyogarasag citadel (Fo. The prophecy has rung a note of truth with most of the tribes that have heard it. and the Sagath are always looking to buy female slaves. Already. and heeding the urgings of their priestesses and of their own greed. The Utal matriarch has recently arranged the marriage of her most eligible son to an Ibar daughter who has just come of age. discord has grown between the tribe matriarchs and the religious leaders of the tribes. getting to know the clan of which she will soon be an important member. Because the four believe that their actions are religiously vindicated. The cliffs along the coast here sometimes rise to heights of several hundred feet.64 highland sources. where devoted healers tend the ill. they believe that the taboos have been suspended for their special purpose. and the most powerful Ibar. The Utal warriors are hoping to buy their way to Angmar with the young heiress! LOGATHAVULD (Fo. the three tributaries make wild and turbulent descents through the forested highlands and down to the valley floor. The cliffs are pitted along their entire length. Shortly after her departure from the Utal waincamp. Among the most influential of the tribes are the Narkad. to the wide plains in the east. however. "Ranges of the Utal"). The toll that the Huz Sagath tribe charges for using the road to Angmar is not cheap. "Society of Healers"). "Dark Road") See entry for DRADORNY-ARNAS. PARTA ROKANTHA (Fo. and care for the gardens that are said to control the health and agricultural bounty of Folyavuld. many of the northern and easternmost tribes have disregarded Ibar's mandate and have sent their sons to serve Angmar. The northernmost (and most well-known) of the river's three fords is located at Uldonavan. Each year. however. has for years denounced serving the Witch-king under the advice of her Folyavulda councilors. then descending to the shelter of lowland valleys when the fierce winter winds arrive. and Nisa's brother was killed. requiring at least two strong men to move. This traditional social organization has been practiced by the northern nomads since they settled these lands in the mid-Second Age. Their plan is to ride for Angmar in five days. but the tribes themselves cannot produce. most of which are seasonally occupied. Running north from Killindrow. where the plateau of the Uldona Spine's central massif rises from the surrounding highlands. Below the citadels. The four hid the brother's body in an abandoned troll hole and set the their two horses free in the surrounding woods. since serving the Witch-king of Angmar has long been a source of extra wealth for the tribes that could spare the labor of their able-bodied males. Only a few times a year do their wanderings bring them home. the tension may soon turn to war. Gord. The Ibar matriarch of Sadvar. accompanied by her older brother. Barak. Nisa Ibar. Throughout this region. the nomadic Logath tribes reign supreme. These insights were given to a priestess on the mountain by a horned figure that most believe to have been Vadan. the Parta Rokantha stretches over one hundred miles south. forming a dramatic and dangerous wall of solid rock. and is protected by a taboo forbidding entry into the cave on all but one day a year. GAZETTEER:GAZETTEER their sons to make war for the King of the North. In the midThird Age. The Utal priestess and four young warriors of the tribe have a different plan for the Ibar heiress. The cave is sealed by a giant stone. Utal. "Land of the Logath") From the Redwater in the west. the only animals that have been able to live along the coast. This tension is a result of new religious revelations that have spread across the land from Gazu Darshan-zar (Lo. and from the barren wastes in the north to the Inland Sea in the south. along with the complete lack of shelter from pounding waves leaves little hope to one unlucky enough to be . Logath god of the hunt. planted a sacred garden around each spring. Legends say that the Earth-maidens. The wide lands of Logathavuld are divided into a multitude of different tribal ranges. on the Ulumur. has spent the last month visiting with the Utal. the Uldona winds its way through the farmlands of the valley floor and is joined by several smaller rivers. It's a rare tribal elder that can recall the old stories that demonstrate that times have not always been this peaceful. the tribes purchase all those items that the market can provide. clan matriarchs evaluate the state of their herds and select a surplus group that will be driven to the market at Sadvar. With the wealth gained through the sale of their cattle. Vadan revealed to the gathered witnesses how the tribes might achieve their great destiny by sending NARSA-TRADOR (Ar. "Skeleton Coast") This stretch of severe cliffs and jagged shoals is the most feared coastline on the Inland Sea. They then stashed Nisa in the tribe's sacred cave.
Scout ships range miles out to sea each day. The naval garrison of Riavod is the largest and most welltrained fighting force on the Inland Sea. a fierce and untimely sea-squall flooded much of the town. He has the power to try. and military vessels make the harbor appear as a forest without leaves. Some say that wicked magical fires reach out and engulf ships that are foolish enough to stray too close to the coast. and the people consoled themselves by rebuilding their deluged city. "Town of Rhin") To the sailors who make their living on the Inland Sea. Sadvar is the effective capital of Logathavuld. and the Rhidon judges ruling that fair town are known for nothing. and only matters that span clan lines are outside his jurisdiction. and the Rhidon people were unequaled in their mastery of watercraft. if not for their love of swift justice. the great mouth of the Fola Salenin River stands as a gateway from the domain of wind and wave. however. people had need of boats to fish and move about on the realm's many rivers. the watchtowers of Riavod are an ominous sight. and as such. providing ample depth for ships sailing close to the cliffs. and many have true combat experience. for as the name suggests. Others tell of haunted ships with crews of ghosts that sail the Parta Rokantha at night. "River-fork") As the permanent camp of the Ibar Logath matriarch. fishermen. and the Rhidon people are widely believed to have the salt of the sea in their blood. The new town of SzrelKain was built within the shelter of the river valley. Politics and Power. They are considered the most elite warriors in the realm. however. Despite the similarities between Riavod and Szrel-Kain. To the pirate. offering sure protection from the pirates who prowl the sea. and sentence suspected pirates. marines and captains. In fact. Riavod. as he showed in T. Myths regarding the citadel of Dradorny-Arnas. Riavod is a truly ancient settlement. the earliest stories in the town's history recall the first meeting between the Gargath and the Donath. home port of the mighty Folyavulda navy. a place of dark sorcery have swirled around the region since the founding of Folyavuld. History. the Folyavulda navy is the premier ship-borne fighting force on the Inland Sea. and many of the more pragmatic merchants of the sea prefer its security to the night-life of Szrel-Kain. to the pleasant. and the port has never come under attack. including the Arka-Vadasz and Tenchar class great-ships. with its brooding watchtowers and tall masted vessels of war is a much more business-like place. "High-lord of Ships"). he can muster the influence to move the realm. but just far enough to stand on land ruled by the Edru matriarch. the two towns are actually quite different in character. fertile shelter of the Land of Rivers. and foreigners are drawn to that town like moths to a candle. In many ways. For even in those dark days. but no one disputes that the region is as inhospitable an area as exists on the Inland Sea. Yanos Kosvar. The entire western half of the town is dominated by docks and warehouses where Folyavulda . Riavod's brief bid to become the premier city of the realm passed. and yet has survived them all. the fishing village has endured many trials. within site of the village that then stoodon the site. where they can do the most damage to an unwary ship. having served against the Gathmarig in T. The ruler of Riavod. His control of Riavod is almost complete. Riavod is the very cradle of Folyavulda boat-craft. just as they have so SADVAR (Lo. for the penalty of piracy is death. Riavod is a place to run to. causing random gusts that are just as prone to push a ship to the base of the cliffs as they are to force them out to sea. The waters of the harbor are a dangerous knot of ships moving in every direction. The obvious physical danger of the coast is not the only reason that Men fear the Parta Rokantha.A. 65 many times since. sometimes ending just below the surface of the water. The Inhabitants. RIAVOD (Fo.A. when he brought the Folyavulda navy into the War of Clay Jars on behalf of his cousin. and whose son commands the Folyavulda navy as the Gazda-ard Hajo (Fo. All manner of ships are based permanently in Riavod. The town is filled with merchants. 1634. The steep cliffs redirect strong winds at wild angles. The town sits on the Ulumur. is the head of a trade empire which administers the haven at Scarakikot as well as countless family-owned vessels. He is a man of immense power. who enjoys the ear of the Realm-master. Though the sea-floor drops off quickly. is a power to be feared and respected. scarcely twenty miles north of the ancient Rhidon town. the patriarch of the Rhidon clan. Whether or not these tales are true is a matter of widely varying opinion. Though eclipsed by the maritime traditions of the Elves and the Dunedain who sail upon the great outer seas. many people believe the coast to be haunted. jagged crags rise up unpredictably from the bottom. Only slightly younger than Killindrow. scouring for pirates and scouting for vessels that might be considered dangerous to the realm. quelling that debate. For merchants. at the site where a gravel bottomed tributary adds its strength to the river. trading. Since that day. The masts of the many fishing. the two towns reflect two sides of the Folyavulda character: the bright and assuring countenance of SzrelKain concealing the business acumen and depth of strength in Riavod. The locals are expert boat-pilots. convict. The livelihood of every person in the town depends somehow on the Inland Sea and its resources. Szrel-Kain enjoys the reputation as a worldly city. which occurred just off shore. and strangers are invariably to blame for mishaps. When pressed. sailors.GAZETTEER:GAZETTEER shipwrecked here. and accidents are not uncommon. Any captain who sails the Inland Sea knows to stay away from the dangerous and rocky Parta Rokantha unless his destination is Scari. The force of marines in Riavod is one of the few standing units in Folyavuld. Standing like a sentinel overlooking that broad passage are the watchtowers of Riavod. Though the Rhidon argued at the founding of the new realm that the capital should be at Riavod. a task he enjoys immensely. including the harsh rule of the Szreldor. 1634.
he knew he had discovered the key to opening those markets. a Donath explorer and prominent member of the Rhidon ruling family. regardless of how it is obtained. carpenters. and the preferred trade of many of the town's most common visitors. to permanent versions of the traditional Logath nomad's home. low earthen mound called the Gazu Yad-shatan (Lo. he departed for Szrel-Kain to make a claim on the haven before the Realm-master and the Council of Clans. the city was never again truly friendly to merchants from the Land of Rivers. and ship-wrights lead profitable lives piecing back together ships that are beaten daily by wind. vegetables. leatherworking shops. and Scari suffered. The lands surrounding the north end of the town are intentionally left open. GAZETTEER:GAZETTEER Over the following decades. wave and warfare. After spending the better part of a month taking careful soundings of the harbor floor and mapping the alcove. . The permanent residents of Scarakikot are a diverse lot of merchants. and the sailors entertained. For though small. All claims of clan bias are heard by the Kikotezo and evaluated for validity. from the Folyavulda state-house. Their constant presence has made the tavern and the brothel the most popular businesses on the east side of the town. The responsibility of governing Scarakikot is shared between the Ugyin. in a Folyavulda style state-house. "Master of the Harbor") who answers only to the Realm-master of Folyavuld. When Berul first set foot on the rock-strewn shore at Scarakikot. filling the taverns daily with the rowdiest of patrons. 1856-99. The sick and the wounded must be treated. The Inhabitants. and the prosperity of Scari waxed and waned. His claim was honored by the council and Scarakikot was annexed by the Rhidon family. History. Scarcely fifty years after the discovery of Scari. everyone must eat and drink. the port popularly known as "Scari" provides the only safe-haven to ships along the western coast between Lest and Riavod. dried meats and (particularly) spirits are imported from Folyavuld itself. conditions in those distant markets changed through the Third Age. and both ports became havens for privateers and pirates. "Far-shore") provide Scari's daily fare. which sits on the tributary stream. Politics and Power. Scari enjoys a freedom from trade-duties (thus the town's name). so goods consumed within the town itself are completely free of taxation. and wain-wrights. Only in the extremely rare instance SCARAKIKOT (Fo. With a brief interruption during the Wainrider occupation of T.66 merchants store the goods they hope to sell to the constant flow of Logath customers that come to the town. representative of Rhidon clan authority. And. the Rhidon family invested a great deal of wealth in constructing and supplying the town to act as a base of support for expeditions along the southern coast of the sea. 1602. In the mid-Third Age. "Skeleton Coast") is a sheltered bay. the Rhidon Ugyin (Fo. the cliff-top beacons at the harbor entrance seen from afar holds the promise of a night's solace from the howling wind. but also bring captives and booty to the town for resale. "Place of Fallen Spears"). Of course fruit. tradesmen. Since the return to the realm of members of Montal Edru's ill-fated expedition. To sailors who frequent the west coast of the sea. "Administrator") of the settlement has offered licenses to hunt the pirates of Lest and other southern ports. The matriarch lives in relative splendor in this quarter of the town. The river itself is relatively shallow here. For beginning in T. Scari was transformed into an overnight success. blacksmiths. and a full tankard to quench the thirst. so most goods are carried by barge or skiff.A.A. Though the Variag occupation of Mistrand passed. Of course. "Freeport") Hidden along the rocky and dangerous Parta Rokantha (Fo. there are always ships that need repair. consists of the residences and gathering halls of the head clan of the Ibar tribe. widened by the outflow of a swift stream that drains the peaks of the Uldona Spine. Sail-makers. The fishing grounds around Scari are rich. Scari's sole reason of existence is the support and resupply of ships transiting between Folyavuld and the southern ports. and the coffers of the Rhidon clan swelled to capacity. The northern and eastern ends of the settlement are given almost entirely to pens and corrals where the tribesmen store the cattle that they drive to the local market. Many not only refit their ships here periodically. Between the frequently violent weather. a mass burial site that holds the bones of those who died at the beginning of the Third Age during the war that evicted the Szreldor from this land. trading those goods at the larger markets of Riavod and Szrel-Kain subjects the buyer and seller to the Realm-master's taxes. As a clan holding. "Pirate-hunters") are retired from the Folyavulda navy. At any given time. The fall of Mistrand to the armies of Khand temporarily closed that city to the realm's merchants. Scari is a town of men who hunt other men. the Ugyin has authority to rule on all matters except those transcending clan lines. so that migrant tribesmen have places to pitch wain-camps while they do business in town. and fishermen. news of the distant sea-side towns of Dilgul and Mistrand had pushed the merchants of Folyavuld to find a reliable route of trade to those exotic markets. Just prior to the great plague. as many as five piratehunter ships might be in port. and opened those markets. Of course. The harbor and the gravel-filled alcove in which the town is built was discovered in T. Most Kaloz-vadasz (Fo. and a population of fishermen living in a separate settlement called Meszepar (Fo. of course. 652 by Berul Rhidon. and a Kikotezo (Fo. must be purchased and shipped to Szrel-Kain or Riavod for resale. The entire Ibar quarter is dominated by a long.A. As the first "colony" of the realm. The southern end of town. competition between Scari and the nearby port of Lest for goods out of the east was at an all time high. there are slaughter-houses. and are well-known in the town of Scari. As the trade route that connected Folyavuld with the southern ports became more established and popular. In addition. The rest of the clan live in a motley collection of structures that vary widely in design. Nestled within the protective embrace of the surrounding mountains. explorers and merchants located Dilgul and Mistrand. the rivalry between Lest and Scari was constant throughout the remainder of the Third Age. Cargo.
making it the largest city in Rhovanion. for though the game of politics never ends in Szrel-Kain. This includes maintaining a policing unit to guard prisoners and keep the peace. the site of so much oppression in the darker days of the Second Age. Each of the realm's clans and every trade guild from every corner of the country is represented among the population of the city.000. for few captains can be convinced to linger for any significant amount of time along the shores of the Parta Rokantha. she founded Szrel-Kain and invested a great deal of the tribe's resources in its construction. Besides serving as the center stage of Folyavulda politics. the riverine city of Szrel-Kain is the cultural and commercial center of the Land of Rivers. Szrel-Kain represents both a literal and historical cross-roads to its citizenry. Calamity struck again when the city fell prey to a Sagath and Logath army of occupation in T. and Szrel-Kain stepped forward as the new center of the realm. "Szrel-Glorified"). 67 importance to the Logath. Indeed. shortly after the burning of Szrel-Arkasa which ended the reign of the Szreldor in Folyavuld. Szrel-Kain was founded in S. see section 11.A. and eventually it was decided that SzrelKain was a more defensible site than the sea-port of Riavod. The harbor mouth is too narrow. keeping the beacon towers in good repair. History. From its location. and the Wainrider occupation. Szrel-Kain stands as a reply to that older city. It is then the responsibility of the Ugyin to pay passage for both sides to Szrel-Kain where their case may be heard. In the mid and late Third Age Szrel-Kain continued to grow both in size and in beauty. there to lobby the Council of Clans and the Realm-master for the political and (invariably) commercial gain of their cause. defense of the haven has never been an issue. it can probably be made by the expert craftsmen of the SZREL-KAIN (Fo. (For a detailed layout of Scarakikot.GAZETTEER:GAZETTEER has the Kikotezo found fault with an Ugyin ruling. What might pose a more serious threat to the town would be a well organized blockade of the harbor. "Szrel-Conquered") Built beside the ruins of Szrel-Arkasa (Ar. All of this development was punctuated. The Inhabitants. and a testament to the resilience of the Folyavulda character. The only other duty of the Kikotezo in Scari is to maintain a supply of goods for the refitting of ships of the realm's navy that might seek shelter at the haven. The Skeleton coast has earned its name over the years. the local Edru matriarch realized that the destruction of Szrel-Arkasa left the Rhidon town of Riavod as the most important settlement in eastern Folyavuld. Faced with the unpleasant reality of having Uldonavan. the first Realm-master decided that the seat of Folyavulda authority should be moved further east. some twenty miles north of the mouth of the Fola Salenin. Rather than concede dominion of the area to the Rhidon tribal lord. The walled town of Ilanin was lost to Hos very early in the campaign. and rationing goods in times of crisis. Szrel-Kain and Riavod were the centers of the Plague's devastation in Folyavuld and much of both cities was deserted. the population is as ethnically diverse as the realm itself.A. however. early Szrel-Kain was a town of wooden buildings clustered around the Ferry District. Szrel-Kain continued to thrive as a center of trade and culture after the expulsion of the Wainriders and well into the Fourth Age. Indeed. and the local piers too full of seasoned warriors for the town to be seriously threatened by an outside power. Despite the long standing rivalry between Scari and Lest. The success that the realm's merchants achieved in foreign markets translated to the enrichment of the city. the citizenry also form a microcosm of the wider realm. Szrel-Kain is as cosmopolitan a city as one might find in Middle-earth. by two events of great magnitude in the mid Third Age: the Great Plague of T. New construction projects funded by the Realmmaster's coin began in the Nolk-siget District almost immediately. 3435. In the first decade of the Third Age. Szrel-Kain is also home to many of the realm's finest artisans. Szrel-Kain was exposed to the Plague long before much of the surrounding area. former seat of the Szrel-King. Though much of the wealth of the capital was stripped during the Wainrider conflict. and merchants and travelers from a myriad distant lands might be met in any one of its many taverns or markets. but even this strategy is unmanageable. the realm came under attack by the warriors of Yorga Hos. As Sadvar to the north increased in its . The dome and spires of the Realm-master's hall and the twenty-one graceful bridges that connect the city's islands are among the most splendid architecture to be found anywhere in the realm. With its graceful arched bridges and cosmopolitan air.A. If something cannot be found in the marketplace. so too did the fortunes of SzrelKain increase. 1635. When the traditional Gargath and Donath tribal authorities asserted their rights over the newly liberated lands. rationing has been necessary several times in the town's history to suppress hoarding and price-hiking. Because Scari is so isolated from the rest of Folyavuld. The powers of the city view this as a mixed blessing. Being a great trade center. 1899. The Ugyin sees to all other administrative duties in the town. for one need only travel a mile down-river to see what remains of the old Szreldorn capital.4). The Second Council of Clans debated for weeks on the site of the new capital. Though the surrounding countryside is part of the Edru matriarch's fold. and serve a litmus by which the reactions of the realm's populace to political decisions may be tested. in which case a trial before the Realm-master may be granted. and the western border was open to attacks by bands of raiding Sagath. a Szreldorn lord seeking to repossess his lands. the current capital of the realm. the Folyavulda capital dominates the two most important trade routes in northern Rhûn: the river passage that links Rhûn to the markets of Rhovanion. and the road that connects the fields of Folyavuld with the Logath town of Sadvar. pillaged by bandits. The permanent residents of Szrel-Kain number around 20. Boosted by the early boom in trade between the Folyavuldok and the Logath.
A small garrison of the Realm-master's men occupy the Torony Borton (Fo. the merchants of Dorwinion no longer possess the means to deliver their wares to market. Though the Council of Clans officially convenes only once a year. which looms over the city and holds convicted enemies of the state until their execution. Though each Donath and Gargath clan leader has his or her own lands and people to administer. Local fishermen sell the day's catch of sturgeon and shellfish harvested from the shallows of the river mouth. and the territory of Dor Rhûnen. guild lobbyists. What few Northmen remain in what once constituted the commercial heart of Vidugavia's realm must now focus on rebuilding their homes. a practice that ensures that their will always be ships and sailors looking for work in the taverns and along the piers of Szrel-Kain. most of the travel across the Taj-Ures has traditionally been in the form of trade caravans and groups of river-craft carrying goods between the trade centers of Folyavuld and the Northman settlements around the Long Lake and the East Bight. sculptors and architects keep the city in constant repair. the chambers of the council are filled each day with clan factors. Because the people of Folyavuld have so rarely needed to wage war to accomplish their goals. might just as easily be friend or enemy. The inhabitants are very aware of the city's persona. political power plays are everyday events in the Szrel-Kain. or even Northman descent. so that the vast majority of the policies and agreements that come out of the midwinter council meetings are actually predetermined. In the north. horses and wagons to the livestock market in the northwest corner of the city. These professionals and their purses work tirelessly behind the scenes. and go to great lengths to show that Szrel-Kain is indeed the center of Folyavulda culture. making travel across any part of the Taj Ures a dangerous business. Asdriag. The horrible effects of the Plague have lent an air of desperation to an already unsteady region. and the Talathrant vale. stifling all early attempts at reopening the once profitable trade channels between Dorwinion and the Northmen. Communication in the northern Taj-Ures has also been severed by the Sagath occupation of Ilanin. and many of the debates are over points already resolved. it is generally considered an obstacle between the Inland Sea and the vibrant markets of the west. "Prison Tower"). And. Even if there was a demand for Folyavulda trade goods. (For a detailed layout of Szrel-Kain see section 11. or in the immediate vicinity. In addition. the citizens of Burh Armenrik regard the windswept lands to their northwest with an eye of caution. Corruption is a major part of the game that is Folyavulda politics. Merchants from across the sea bring to market exotic goods from the distant lands of Harad. as people work to reclaim what were once elegant cities from the stinking nightmare of the past several years. Seeing to the security and outfitting of the local ships of war is the Gazda Menedek (Fo. The presence of so many trained guards has been a terrific deterrent to violent crime in the city. Szrel-Kain has no walls nor GAZETTEER:GAZETTEER physical obstructions to guard it save the wide river to its north and east. 1640. "Port-master"). and widely separated settlements make it a land that most Folyavulda merchants consider barren and largely without value. The naval garrison at Szrel-Kain is as potent a force as can be found on the Inland Sea. and yet the realm not only survives. depending on a delicate balance of power that few outsiders understand. Politics and Power.A. Just forty miles northwest of Ilanin is the largest settlement of the powerful Algifriyonds . the Council of Clans and the Realm-master's Hall have elite guardsmen that provide security to figures of importance. In T.) TAJ-URES (Fo. Likewise. Its vast rolling plains. solitary stands of trees. The few river vessels still capable of making the voyage are more commonly loaded with the bodies of Plague victims to be taken to mass burial sites outside Szrel-Kain and Riavod. Londaroth is a deserted ruin and Esgaroth is only just recovering from nearly sharing the same fate. and taken together with the fleet at Riavod is capable of projecting the will of the Realm-master onto distant shores. a major trade center in western Folyavuld that commands the confluence of the Donu and Fola Salenin rivers. however. But above all. second in command only to the Gazda-ard Hajo (Fo. wealthy locals typically hire personal guards to ensure their security when traveling through the wilder sections of the city.5. a fact that has greatly contributed to Szrel-Kain's reputation as a city of elegance. "Master of the Harbor") manages the administration of the merchant piers and the collection of duties. "High-lord of Ships") who oversees the fleet at Riavod. The actual administration and defense of the city rests with various agents of the Realm-master. defense in this part of the realm is an afterthought. whether of Sagath. and are more for the benefit of the record than for any hope of changing the outcome of a negotiation. but thrives. Mirkwood forest. Szrel-Kain is a commercial town and the many marketplaces within the city are a source of constant activity. In addition. vintners and farmers from across the realm bring agricultural goods to sell to merchants who can make a profit by moving them to distant markets. Merchants operating out of Sadvar bring cattle. A Kikotezo (Fo. a thriving population of masons. almost every family of note in the entire realm maintains a home either within the city. each maintains a constant presence in the capital city. The Tros Sagath warlord who now rules the town commands a hefty toll from anyone attempting to pass the outpost. Because of this lack of policing power. Khand. of course.68 Market District. History has taught both these peoples that the inhabitants of the wide plains. and the many leagues of friendly land that an enemy army must cross to approach the city. "The Empty Lands") The Taj-Ures is a huge region encompassing all the lands between the borders of Folyavuld. Some come to the city merely to make contracts for the movement of goods in another part of the realm. Indeed. To those of Rhûn's inhabitants who know the Taj-Ures. As the capital of Folyavuld. and agents of the Realm-master forming and dissolving political alliances to further their own goals and help shape the policies of the groups they represent.
Though it is located on the western edge of Folyavuld. The memory of Vidugavia's domain is no longer enough to hold the loyalties of the tattered remains of the Ehwathrumi tribes. affording additional protection to the Realm-Master's investment. merchants and minstrels are also common. caravan guards crowd the taverns. "Fairy-wood"). 1640 more resembles the chaos prior to T. Oarsmen. a nearby Kugath village. At any given time.A. Now the kingdoms of the Inland Sea will be forced to stand alone against the shadow. Logs are then floated down river or dragged by teams of oxen to the outpost where they are purchased by . and thus occupies a special place in the history of the realm. Unlike Killindrow. Uldonavan is in many ways the center of the realm. As the strength of Dor Rhûnen retreats behind the walls of its far flung citadels. Ships of war and trade are then constructed on the sandy banks of the river. 552 to purchase the rights to build on the site from the Ibar matriarch of Sadvar. It stands astride the last ford of the Uldona before its confluence with the Fola Salenin (the Celduin River). searching for stands of the Renor tree. the feud between them has recently rekindled and much of the land between the Donu and Aizadraka rivers is very dangerous for travelers. Uldonavan is a major trade hub. in the shadow of the fort. Uldona's Town was also the center of the rebellion that liberated Folyavuld from the Szreldor. and remains the second largest town.A. which western maps label as Agasha Dag. Nearly every trade-item moving between Folyavuld and the markets of central and southern Rhovanion passes through this town. which runs beside the town. the Plague has once again made it the domain of wandering folk. and marks the farthest upriver that a large river barge or Havorsaga galley can reach without seriously risking becoming grounded. providing a Northman minority. the garrison of the outpost consists of twenty-five professional soldiers. The choice location between forest. Since the recent loss of Ilanin. "Fairy-wood Keep") This Folyavulda outpost overlooks the mouth of the Agach and the western eaves of the Tunderdu (Fo. At the foot of the moat and within the palisade are more than thirty wooden buildings. Within the keep. Though the development of Dor Rhûnen and the construction of the trade roads connecting Rhûn with Gondor forced the nomads of the region to the corners of this land. Since the Kin-strife. Running south from Uldonavan are roads which connect it with Killindrow.A. and also continue through the highlands and into Dor Rhûnen. outfitters for the logging troupes that sometimes come through. "Administrator") rules the settlement and enforces the law of Szrel-Kain. on land otherwise claimed by the Ibar Logath tribe. with goods constantly moving from rivergalley to wagon and vice-versa. On larger construction projects. a Ugyin (Fo. Uldonavan is once again perched on the western border of the realm. Like Killindrow. sailors. the strength of Dor Rhûnen acted as a counterweight to the forces that threatened to plunge the Taj-Ures back into the turmoil of the pre-Vidugavia period. and though both peoples have been decimated by the Plague. which house the civilian and military population of the settlement. Uldonavan was the first capital of Folyavuld. and it was for this reason that Droza had the capital removed to Szrel-Kain. and sea prompted the Realm-Master in T. Indeed. the tribes of the southern Taj-Ures have returned to the pastoral ways of old. 69 local ship-wrights. Of old. Tundera Var is unique among Folyavulda forts in that it is fully 60 miles beyond the borders of the Realm proper. the Taj-Ures has again become a barrier between the peoples of Rhûn and the civilizing influence of Gondor that has for so many years kept the shadow at bay. In fact. river. came from this region.GAZETTEER:GAZETTEER tribe of the Ehwathrumi Northmen. politics on the plains of southern Rhovanion in T. "Uldona's Town") Taking its name from both the Uldona. for Tundera Var is the center of the Folyavulda logging and ship-building industries that support the maritime centers of Riavod and Szrel-Kain. For though Vidugavia and his successors were able to hold the diverse Northman cultures of Rhovanion together for many years. lending Uldonavan a cosmopolitan air exceeded in TUNDERA VAR (Fo. and merchants who deal with the canoe-borne traders of Fokerdo. In fact. or else fall under the influence of the Black Land. whose black wood is prized for its durability. the outpost has paid for itself many times over. People travel many miles to visit its market. Left to exist off the land. to purchase goods from Gondor before they move onto the seaside markets of Szrel-Kain and Riavod. a temporary wall of timber is sometimes raised to encompass the site. and also the modern pronunciation of the goddess Aldena. The Northmen again feud amongst themselves over territorial rights. however. Uldonavan remains a thriving town and marketplace. The Algifriyonds are sworn enemies of the Sagath. The most recent devastation that the Plague wreaked on the South Kingdom has left the governor of Dor Rhûnen impotent to hold together the alliances that made the trade roads secure (see also the entry for Dor Rhûnen). however. the power of Gondor has been on the wane. From the keep. but can swell to above fifty if circumstances warrant the conscription of the locals. and entire sections of the town have burned. bands of loggers venture up-river by canoe or along the westernmost forest trails by foot. leader of the rebellion and first Realm-master. The open lands southwest of the Dobok Bron (the highlands defining Folyavuld's western border) have been the domain of wandering bands of men since the War of the Last Alliance. Burh Mahrlinge. Since then. 1248 than it does anytime since. Droza Kadar. Some have even made alliances with nomad Easterlings to oppose their kin. Uldonavan has come under direct attack by Sagath and Szreldorn war-parties often in its history. The settlement itself consists of an earthen moat surrounded by a tall wooden palisade and surmounted by a two-story square stone keep. ULDONAVAN (Fo. Among the town's denizens can be found a wide variety of craftsmen. Despite the danger. geography offers little protection from invasion. the Kadar matriarch has ruled the KadarGargath clan from Uldonavan since the mid-Second Age. the death of commerce along the trade roads meant the end of caravan guarding as a profitable enterprise. and the Horsemen of Uldonavan come into frequent conflict with the scouts of Tros Hesnef.
Thus she moved on. The Elves know of this spirit. free to wander their cool forest realm. present from the earliest days of the earth. well known for their peaceful or emotive atmosphere. The trees separate here. and the memory of that day is still burnt into her dreams. She was resting by the Fola Salenin when a group of Szreldorn warriors appeared dragging behind them an unfortunate Gargath man. and only a few ancient score marks upon the trunk of the tree serve as clues to the ancient tragedy that is the source of so much grief. . making crossing the river a major hardship for all potential travelers save the Elves of the forest.") The Elves have a number of favored glades. an Entwife who fled the vales of the Anduin early in the Second Age in search of new lands to render into beautiful gardens. a feature that has earned it the name Thunderjaw by the Kugath. The Elves of Agasha Dag have a semi-ordered culture that dates far back into their early history. The Entwife could do nothing to intervene. History. the river's mouth. After dwelling for a time in the Land of Rivers. Small yellow flowers bloom all year round and dragonflies come to dance upon the water. Willowshanks was horrified by the cruelty she had witnessed and vowed to have nothing more to do with any race of man. and sighing when a breeze blows through its yellowing leaves. The tree casts an emotional discord that lends the glade its sorrowful air. and the people their names. "River of Mists") The Kug (S. the river runs a mile through the swampy coastal forest before emerging into the clearing made by the Kugath in which is built the walled town of Kugavod. and the shallow Kug Bay are often enshrouded by heavy banks of fog giving the river. They chose to dwell by the shores of the expanse of water naming it Uial. This region is almost impossible to traverse by boat as at times the river plunges below ground or is thrust almost vertical through narrow up-swells. Enamored by the reflecting light of the stars. "The glade-of-death's-sorrow. until reaching the Agasha Dag. Within the forest. Below the cataracts. Here the river's steep banks are overgrown with brambles and thickets of thorny bushes. He ruled the kindred in the days when they followed the Vala Orome out of the east reaches of the continent. for fear of the tall "demons" (the Elves) who haunt the wilds of the high forest. swift flowing gorges. spewing forth in a white torrent. "City-of-slender-spires-reaching-to-the-lightof-the-bright-stars"). The Kugath will not venture beyond the Thunderjaw. where a mound of flowers still lies. Both the swamp. even in numbers. the Silvan elves prefer contemplation in the quietudes of the deep forest over mingling with the mannish inhabitants of the coastal fringe and surrounding plains. the river snakes across the basin floor some 40 miles through Logath lands before entering the Agasha Dag at its north-easternmost tip. ? (S. a formidable opponent should the mortals wish to travel further. and a forest stream gurgles across this open lawn of grass. The Elves use the wide river as a great avenue through the forest. "Old-spirit-with-the-beard-ofthunder"). the bay. whether for quiet contemplation or to mourn the passing of dear friends or relatives.") begins its journey to the Inland Sea among the arid plateaus on the northeastern fringe of Rhûn. and have dug out many cleverly concealed tunnels that cut right through the steep river banks and avoid the thickets by going under them. It is at the base of the most treacherous and westerly gorge that the Kug swells deep and dark through a narrow defile. and name the great waterfall ------------. passed beneath its eaves and no more was seen in animation by any race of Men or Elves. This strange yet natural feature has the resemblance of a stone mouth held wide open with the river pouring out into a wider basin below. GAZETTEER:GAZETTEER This place might seem bright if it were not for an ancient willow tree bent far over the riverbank casting a forlorn and mournful shadow. Here the way is narrowed into a series of cataracts.(S.(S. "The great-sparkling-river-of-many-voices. As the river nears the end of its journey across the floor of the high forest and enters the swampy coastal zone it passes over an ancient shelf of slate. "The great-realm-of-tall-standing silverspires") The presence of the Silvan Avari beneath the ancient canopy of the Agasha Dag has leant the high forest with a secret and fairy nature. known by only one but guessed at by many. After its tumultuous descent out of these highlands. A secretive folk. gurgling as it is forced past jutting outcrops before plunging over a precipice and through a window of rock. VOL KUG (Ul. the Kug makes a deep cutting and is strengthened by many tributaries. called -------. The scars left by the rusting nails are still present on her sinuous trunk. Folwe's people faltered by the way and lost contact with their brethren on the march. Folwe was the first leader of the Uialrim.(S. Folwe's people formed four sub-kindreds or families that ? (S. whom they had captured and were abusing for sport. Many are the magical glades and enchanted pools and streams that wend their bubbling way towards the distant sea. " The glade-of-death's-sorrow"). Little do they know that deep within the dark waters behind the mouth lies hidden an elemental spirit of water. but was unable to remove the iron nails from her side. an ancient city at the foot of the hills in the Northeast corner of the forest. Many Elves journey to these sites. fearing the fire that they carried and so could only stand mute as they tormented the prisoner until his spirit fled from the torn remains of his body. With no fixed abodes apart from ------------. is the site of a sad tale.70 the realm only by that of Szrel-Kain. One such glade of mourning. the Twilit sea and took the name Uialrim for themselves to proclaim their great love for the land. These warriors proceeded to torture the man by crucifying him to the willow tree with hard iron nails. The tree is in fact the once graceful Willowshanks. deep-carved pools and tumbling cascades. the Elves live a seminomadic lifestyle. she passed east along the north coast of Inland Sea. She buried the body by the river. in the calm waters of the unmarred sea and the fresh wonders of the primeval forest.
dyed and appliqued. but still journey at a leisurely pace for most of the year through their forest territories. soft leggings and boots or sandals in forest hues made from plant-wool. Each Lord received a section or 'quarter' of the central palace. There he took boat with his close companion Melanfin and sailed out of the history of the Silvan Elves. the true skill of mimicking the light and dark of sunlit dappled leaves becomes apparent. and the animate Olvar that are scattered throughout. In addition. who dwell permanently in --------------. Due to their rural and ancient nature. They also employ woven hooded cloaks of dark hue when traveling. the great brooding forest of Rhûn was given a wide berth by mortal travelers. Folwe reigned loosely as King of the Uilarim for many centuries before being overborne by a strong wish to be joined with his brother-kindred once again. these dwellings are little more than a sturdy wood platform with partitions and perhaps a side wall to block the strong draughts of the winter months. The idea of a free and simple lifestyle is echoed in the Silvan elves choice of clothing. The result was the construction of a sprawling palace from the pure white quartz of the northeastern hills of the high forest. dark or 71 pale greens. These designs when viewed closely lose their overall aspect and meaning. They live in sparsely furnished dwellings inhabited on a seasonal basis in the lower branches of the older trees. the Elven lords coming together to discuss the harmonizing of the many sundered groups. Beiges and greys are also employed. as are stronger colors which are worn during the flowering season to celebrate the varied splendors of the Olvar that surround them. promising a terrible and unnatural death to anyone foolish enough to venture into that eerie twilight world of strange echoing cries and nightmare beasts. It was many years before Melanfin was seen again beneath the eaves of the forest. Stories of tall pallid specters regarding Man from the forest's edge were abundant. More resistant than mortals to extremes of weather. Family and community are held dear." with both genders slender of build. the architecture is designed to mimic the living shapes found in abundance in the forest. The result is a truly beautiful harmony between the inanimate stone of the buildings. and Elves will often share their dwelling with extended relatives or those who have lost their own to the changing environment. The Inhabitants. Over a thousand years would pass before the direst of emergencies would force Man to settle in close proximity to the forest realm. along the narrow strip of swampy land between the high forest and the coast of the Inland Sea. Politics and Power. With only two or three rooms at most. The Lords spend part of the year in celebrations and consultation with the Elders. he never spoke again of the lost King. Both the men and the women have long hair. complexions are always fair. When viewed from further away. the Elves of Agasha Dag appear clad much like the forest around them. and although questioned. The Silvan elves have little in the way of personal belongings and believe strongly in sharing with their brethren.GAZETTEER:GAZETTEER quickly grew apart from one another as they wandered in ever increasing circles into the deepest reaches of the great forest. Men average 6'1" in height and women 5'8. and has acted as the social focus for the Uialrim ever since. hearing the pleas and desires of their people and protecting the Agasha Dag from the encroaching cultures of the plains. knots or circlets of wood-fiber or leather. both embroidered. each constructed a separate summer abode located farther out into the forest. appearing striped or mottled with confusing lines and patterns.A. Some of this artistic skill has been employed to enhance their clothes with abstract designs of leaf and petal. The edges of the new city rapidly expanded as other minor lords took up the idea and built their own homes in the same style. men around 140 pounds and women. For many centuries the Elves of Agasha Dag have copied the visual forms they observe in the natural forest and have taken those designs to develop themselves. For many hundreds of years after the first passage of the Second-born into Rhûn. The necessities of a frontier life dictated the development of foresting skills which ultimately placed the Kugath settlers in direct confrontation with the Silvan Elves of the high forest. deerskin or plant fibers. like freshly opened leaves. The forest's dark impenetrable barrier stood as a menace. tunics. each relatively free to make its own laws and wander where it would. passing down through the valley of the Vol Kug. This magnificent structure was built to the recommended specifications of their Maia guardian. Favored colors of the Silvan Elves include browns. however. 140 that the only attempt at unification was made between the families. 120 pounds. All dwellings are commonly owned but families tend to return season after season to roughly the same area to renew the roofs and interiors of an abode they know well. . Eyes are usually blue or bluish green and generally pale. Quelberas. yellows and ochre-reds. tied back from their faces with braids. so it is no surprise that they leave very few belongings when moving on. It is no wonder therefore that these items prove invaluable aids in camouflaging and blending the wearer into the surrounding foliage and proving the Silvan Elves to be true masters of their realm. It was in the year S. The superstitious minds of Man populated the woodland realm with all manner of ghosts and fey creatures such that even the stoutest warriors would balk at the thought of venturing under its eaves for firewood or herbs. The Silvan women often decorate their hair by tying or braiding brightly colored feathers or unusual or perfumed leaves and flowers. groomed and shining with natural oils with both brown and blond coloration. the greatest achievement being the spear-like milk-white towers that were built in the image of the great cedars that surround the city. reached the Uial Sea. the Silvan elves employ simple and light clothing. Indeed. the Agasha Dag has been loosely ruled by the leaders of the four families. who have long regarded all of the forest as being part of the wild realm they protect. Since the time of King Folwe's departure. The Elves reckon on a date approximately 70 years after the first sunrise when Folwe took a few belongings and.
(S. and the fortress again becomes the center of the town. prompting the Easterlings who took part in many of these battles to name the site Il-anina. "glades") of up to 30 warriors. so that Folyavulda ships could bring badly-needed supplies to the men of the west. but some well crafted examples have lasted for many years. "Sea-jewel") was constructed. In the Second Age. New canoes are made seasonally. but consists of a small collection of stone houses surrounded by an ever-shifting sea of nomad tents and corrals. and migration into the west has reached new heights. The Tros house is a long-time rival of the Hos house (which is now called Huz). Companies are ordered into loosely formed ----------. Throughout the history of the region. The Silvan Elves employ carved wood canoes. The preferred weapons are shortbows. and has many warriors to spare. that no concerted effort has ever been launched to conquer the forest in all the millennia of Middle-earth history. the lands around the confluence of the Donu and Fola Salenin constituted a great Szreldorn estate ruled by the Hos house. Elgaer survived as a trade outpost until T. Before Minalcar and Vidugavia's great campaign into the east. The Silvan folk would have to retreat from a direct and sustained conflict with an organized military. In T. and has moved into lands formerly controlled by Hos. Between the contiguous lands of the Tros and Huz houses. an ancient stone fortress that has served many of the lords of Ilanin. Ilanin is a crucial link in this route. Quick to ambush and stealthily attack. GAZETTEER:GAZETTEER the town has invariably retained that name. which has also been known as Elgaer. It is lucky. returning that house to its former place as a tribute tribe under the Huz banner. These factors conspire against the present lord of Ilanin. "East Shore") Kelepar. they do not have the gear nor training to accomplish much beyond the defense of their forest realm. The folk of the Agasha Dag are strong fighters but share a mutual fear of outsiders. the Sagath warlord Tros Hesnef. granting them the right to occupy Ilanin and charge a toll for passage over the river from Easterling warriors migrating to Angmar. before merchants from Folyavuld returned to ILANIN (Lo. The Huz warlord has bitterly protested this move to the lord of Carn Dum." Whichever side controlled . who has taken advantage of the latter's deal to guard Angmar's trade route in the north.A. Navigating the river is achieved by using strong woven ropes of wood fiber that are suspended from the largest trees on either side of the channel. thereby reopening the great river to trade with Folyavuld. If their forest home did come under a concerted attack from without. the lands surrounding Kelepar belonged to the Urgath tribes. the town was taken and briefly became the seat of power of the Londu matriarch. The Elves use them for transport as well as for hunting and fishing in the many parallel channels of the river. There the supply depot of Elgaer (S. an artifact from an age when Folyavuld enjoyed considerably more influence on the Inland Sea. Angmar's migration route is presently threatened from all sides. The Elves also employ wooden rafts when immediate transport across the great river is necessary and no canoes are to be had. spears and fine daggers. Each time the walls are repaired. the Realm-master would jump at the opportunity to retake the town. levying their toll on all who would pass through the lands of their lord. a safe route now exists from Rhûn to Angmar. Folyavuld and the descendants of the Hos house have fought bitterly over the land.A. but has had no success in having his rival evicted. is presently controlled by a new lord. Elgaer lay in ruins for two hundred years. In combat. The deeds of Minalcar's armies sowed the seeds of discord among the Easterlings. a summons could quickly be spread to all the sundered family groups using the many intermingled waterways of the river's upper reaches. And of course. The Huz warlord now plots to evict Tros. "The Rock"). as the name has now become. and has been taken by force many times. the Hos warlord returned with a host of disaffected Sagath warriors and retook his lands. is a deserted and haunted ruin. The Algifryond Ehwathrumi tribe of Burh Mahrlinge would also like to see the Tros warlord destroyed. "War Trophy") The town of Ilanin rests upon perhaps the most fought over area of land in all of Rhûn and Rhovanion. the Silvan Elves use the weapons of the hunt to good effect. KELEPAR (Fo. though the elite might also wear leg and arm greaves in personal melee. The warriors of Tros Hesnef man the walls and scout the countryside. They do not usually fish in the faster flowing main channel of the Vol Kug. Shortly after the War of the Last Alliance. They wear leather or woven bark hides as basic armor. which are sometimes made from stone when metal is unavailable. threatening to once again turn the town and its fortress into the trophy of another war. the armies of the west drove the Urgath far into the trackless Empty Plains before stopping their advance on the eaves of the Agasha Dag. An elite body of 200 'marchwardens' organizes itself into smaller teams of four hunters and trackers who constantly patrol the perimeter of the forest. The Huz house is powerful. which makes possible their rapid movement along the forest's watercourses. The town itself has taken many forms over the years. The Elves possess extraordinary skill at boating and boatwrighting. it is not walled. 1331. therefore. Presently. Ilanin. Angmar has actually made a deal with the Tros house. 1248. The permanent structures of the town stand in the shadows of the Crim (Lo. as well as the many branched walkways built high in the forest canopy. waterproofed by the natural resin of the tree fused by long immersion in the hot ash of special fires.72 Warcraft. Ilanin has been destroyed and rebuilt many times. a new gate is made. "War Trophy. as a way of mocking the defeat of its rival. turrets are rebuilt. predisposing them to the influence of Sauron in later years. When Folyavuld rebelled against the Szreldor. Almost all adult Elves have fighting skills and can be called upon to defend their homes. Since then. although the usual number for any normal skirmish is approximately 15-20. when a host of nomads under the direction of Nemol the Dispossessed destroyed it.
however.A. and pouches of dried and fresh forest herbs that healers back in Folyavuld will make into powerful medicines. olives. The wine is then aged in specially sealed and guarded vaults within the sacred caves above town. their lands given away to tribes who fought for the glory of Kerkassk. and every tavern is filled in the evening. the town of Kugavod has been a major partner in the trade network that spans the Inland Sea. Killindrow is much like any other town in Folyavuld. During the long Szreldorn occupation of the lowlands. Another factor which serves to safeguard Killindrow from assault is the presence of so many sell-swords in town. and town levies are well-trained in the hit-and-run tactics that have turned away so many enemies. and winemaking in the highland town. for every tribe associated with the outpost's defense has since been enslaved by the religious leaders in Mistrand. 73 penetrate the borders of Folyavuld has either avoided the highland region because of its inaccessibility. The war on land. many local tribes made alliances with the merchants of Kelepar. 1633. putting an end to the fighting. however. In T. Killindrow now serves as the provincial capital of the highlands. and was renamed Kelepar. and other fruits and caches of iron tools and weapons drop their anchors offshore and await the inevitable approach of the Kugath trade canoes. the town functioned as the capital of the highland resistance. "High hold") The highland settlement at Killindrow dates to the earliest habitation of Man in the Land of Rivers. 1635. Though some of the estates have their own facilities for making and storing wine. the outpost was deserted when the Great Plague descended on the land. seeking the missing Scepter of Mistrand. very few are brave enough to venture into the heart of the ruin. and interred their dead in its deepest chambers. Despite the semi-permanent appearance of the predominantly wooden town. Only the spies of Kerkassk have spent any significant time searching through the rubble. and the navy of Mistrand was forced to protect its own harbor from attack.A. Though there is undoubtedly some material wealth to be found amid the ruins of the once-wealthy outpost. much of it is made in the vintners up and down-river from Killindrow. 1695. quickly turned to favor Mistrand and its allied nomad tribes. sealed barrels of grain. and caravans stop in the town constantly. heavy with goods from the barter. History. and the seat of the Broendon representatives to the Council of Clans in Szrel-Kain. The town has no protective wall. Thus does Kugavod participate in the endless exchange of goods between lands separated by the many leagues of the Inland Sea. every would-be assailant that has ever made an attempt to .GAZETTEER:GAZETTEER the area. Merchantmen bearing casks of wine and beer. Kugavod is a truly ancient habitation site. with familial ties to one of the many estates that dot the Uldona river valley. Swords for hire are always present in the local taverns. KUGAVOD (Ul. the trade canoes are headed back for the protection of Kugavod's tall palisade. again reducing the Folyavulda outpost to rubble. Drink is shared and the negotiations last until dusk. or has seen their offensive die attempting to cross through the western highlands (known as the Dobok Broen). The second outpost was built on the ruins of the first. Artisans and merchants crowd the marketplace. looking for a caravan in need of guards. The next year. The main industry of Killindrow is wine production. Eventually. Nearly every other person within the town is of Donath descent. The Highland Rangers maintain a constant vigil on the realm's western borders. "Place of Mists") Since the year 562 of the Third Age. nor are their towers or forts to safeguard it from attackers. laborers work at the river-docks. a band of Brygath warriors put the mostly wooden outpost to the torch. The merchants of Kelepar accepted the great risks of re-establishing the Folyavulda presence on the eastern shore for one purpose. when the first Folyavulda ship of exploration parted the mists of Kug Bay and spied the mouth of the river that bears the same name. The fact is. Entering the highland caves without license is punishable by death. The Broendon patriarchs have ruled the collective Donath tribes for thousands of years. and eventually the Szreldor were overthrown. Killindrow has remained the center of their authority. Ropes are lowered and the Kugath traders are invited aboard. to find their own trade routes into the east and cut Mistrand out of the exchange. Bypassing Mistrand caused the War of Clay Jars in T. Wagons and barges come into town laden with grapes from the surrounding estates. Men first cut back the forest and raised homes at the river's mouth after the War of the North in S. and was raided by Szreldorn war-parties several times. hopeful that his passage is not marked by pirates. At dawn the captain of the merchantman will hoist his sails and make for home at Dilgul or Szrel-Kain. before any goodwill between the merchants and the locals was engendered. and it is from this town that most of the coveted Broendon Red comes. fine items of carved wood and bone. against the religious authority of Mistrand. connecting Kelepar with the far-distant land of Relermindu. The Urgath locals consider the place cursed. The naval battles were won decisively by Folyavuld.A. It took many years of paying large tributes to the local Urgath matriarchs. which was fought both on land and sea by Folyavuld and the Gathmarig of Mistrand. for it is believed that the spirits of those killed by the Great Plague still haunt the site. Many of these are Northmen. By nightfall. and that culture makes up the only significant minority in town. The Donath tribes who first entered the land adopted the complex of caves in the hills surrounding the town as a holy place. The founding peoples represented a mix of Rhovanic Northman and Gargath cultures. who became allies many years before the war. however. The people always returned. The main road through Killindrow is one of the only roads connecting Folyavuld with Dor Rhûnen. Excepting the great antiquity of many of the town's structures. and throughout that time. A new route was developed. and raised fishing villages from the mouth of the Fola Salenin to the western KILLINDROW (Fo. The canoes are laden with expensive pelts. Few structures now stand in Kelepar. The sanctity of these caves speaks to the role of wine.
though members of the tribe have been put to death for serious crimes such as murder. The profits from . the Elves will remove the talisman after capturing its bearer. economic and cultural ties bound them very closely together. the privateers who operate from nearby Scarakikot and call themselves "pirate-hunters" are regarded locally as the worst kind of vermin: bounty-hunters with no sense of honor. Foraging and hunting in the forest is perhaps the most dangerous occupation in Kugavod. criminals. The Kugath. A death sentence usually involves ostracism. then carry the meat into town on poles. however. and place it on the border of the taboo area. LEST (Do. Men have disappeared without a trace. Each must be torn down and rebuilt every generation or so. the river. Through long years of partnership. 1600s. Despite the fact that the town has never been attacked. the merchants of Burh Armenrik were being undercut in the Dor Rhûnen ceramic and spice markets. and pirates alike . rather than the Northman patriarchs who chose to stay and face the Baradhrim (and who were slaughtered). 865 a new town charter was written. The wooden lodges of Kugavod are of varying age. the traditional Donath authority retained three seats on a newly created council of five. for to reach one's port promises a wealthy return and a hero's welcome. In T. The Kugath represent an odd blend of nontraditional Easterling and old Northman culture. reclaiming trade that rightfully belongs to the people of the southern coast. however. The vast majority of the townsfolk make their living by fishing. This inevitably leads the shamans to the assumption that the person dropped the GAZETTEER:GAZETTEER talisman. The remaining two were powerful local merchants appointed by the Master at Burh Armenrik. brave renegades who defy the imperial policies of Folyavuld. and the inhabitants of the northern shore were forced to flee by canoe into the eastern waters of the sea. the Northman presence in the emerging town of Lest grew until in T. and her judgment is the final word in Kugath justice. legitimacy is a matter of perspective. but the punishment is rare enough that they have never been so angered as to take action. At the same time. but to be caught by the ships of Folyavuld is to meet one's fate at the end of a noose. Punishment for those who are judged guilty of breaking Kugath law is generally lenient. The town has been partially or wholly destroyed several times throughout its history by fire and violent sea storms. History. and villagers are expressly forbidden to pass the markers without the sanction of the shamans. They are a matriarchal people. straddling as it does the boundary between estuarine and marine ecologies. The outrigger canoes used to fish the bay are pulled onto sandy beaches south of the town and left in the shelter of the treeline overnight. the refugees of Kugavod were able to survive into the Third Age. for they are believed to have special powers that protect them from the demons. The matriarch's word is law. Between the resources of the bay. the original leader of the refugees having been a Gargath matriarch. The Baradhrim persecuted the peoples of the region mercilessly. In it. The shamans of the tribes often accompany the parties. are a resilient people. In addition to the fishermen. To the citizens of Lest. As animosity between the Ibnotithiuda and Folyavuld grew. who are content to let the Kugath roam the forest within their taboo markers unmolested.A.merchants.this is the great dichotomy that dominates their life. Fishermen clean their quarry on the beach. The mouth of the Warwater has sheltered a Donath fishing village for as long as Man has settled in Rhûn. The Elves are not happy about being made the unwitting executioners of Kugath law. and the individual is released in the forest. "River-mouth") On the Inland Sea. each new town has been surrounded by the wall of stout timber for which the settlement is best known. and cut-throats who deserve the gibbet. Though the town would remain ostensibly independent of the Ibnotithiuda capital. which was biting into the trade between Dilgul and Lest of smuggled goods out of Mistrand. The elders of the town say that it is because the wall stands. and in this craft at least. The mouth of the Kug was a natural choice for establishing a town. The Inhabitants. justifying by itself the placement of a village at the river's mouth. after having just strayed out of view from the rest of their foraging groups. so too did the people of Lest learn to view the sailors of Folyavuld as enemies rather than rivals. When individuals who are supposed to be protected wander too far into the forest. Politics and Power. and ventured beyond the taboo markers without its protection. master wood-workers and boatwrights practice their trades in Kugavod.A. 572 a merchant from Burh Armenrik named Freolof made contact with the Donath at the mouth of the river and an alliance of trade and mutual protection was made. the first privateers were given licenses by the council at Lest. and nowhere is this more evident than in the port town of Lest. The spring spawning run of the great sturgeon has long been recognized by Man as a valuable resource.A. Lest is a haven for pirates. A protected individual is given a feather amulet that is supposed to ward off the demons. outside the village taboo markers. In the early T. and the surrounding forest. for the coastal forest is periodically lashed by rainstorms. Authority within the Kugath tribe rests with the elder female of the ruling family. both women and men participate. when they were reunited with the other peoples of the Inland Sea. and have rebuilt their village each time such devastation occurs. Suddenly. What is not eaten immediately is salted and dried in a great communal smokehouse on the outskirts of town. To the merchant families of Folyavuld. To the sailors of Lest . and the structures have a tendency to grow dilapidated. the captains of the ships that harbor there are heroes. privateers. These were issued in response to the Folyavulda development of Kelepar. The shamans have filled the forest around Kugavod with taboo markers. This situation works well for the Elves. for the forest "demons" (actually the Uialrim Elven population) have been known to seize villagers without provocation.74 edge of Agasha Dag. that the demons of the forest have never attacked the village.
Kabrisulzinbur. The furs. and carvings of bird and beast grotesquely altered. rather than selling their goods on the piers of Lest. One arm of the much-diminished folk of Thelor now dwell under the mount they name Hathur na-bunderok (Kh. and the local farmers bring wagon-loads of grain and produce to the city each morning. Since then.1 NURUNKIZDIN Under the high central peaks of the Pinnon Rhun is the Dwarven kingdom of Nurunkizdin. Gaurblog Lug The northernmost of the Bundusulzinbar is controlled by the goblins and bears the name Gaurblog Lug (Or. and transporting goods from place to place on the sea. which sits on a rocky island in the highland lake south of the Hathur na-bunderok. who roam the pleasantly wooded southern ranges of the Uldona Spine. and power rests in the hands of those capable of the worst brutality and most sinister plots. The lake is fed by mountain streams running down off the central massif of the Pinnon Rhun and its waters are freezing cold. The Dwarven kingdom was founded at the beginning of the Second Age upon the ruins of an older Dwarven mansion which was ruined during the cataclysm resulting from the War of Wrath. as men who have made their fortunes preying on Folyavulda shipping are now buying into the caravaning business in Burh Armenrik. The most impressive of these is the Kabrisulzinbar (Kh. A graceful bridge spans the icy lake waters connecting the Kabrisulzinbur with the single road which connects Nurunkizdin with the outside world. "Orcs of the Crushed Skull"). The majority of Lest's inhabitants are of Donath descent. the halls under Gaurblog Lug are the realm of chaos. The goblins have marred the beauty of the northern portion of the kingdom by carving their own crude caverns to fit their large population. Nurunkizdin is small as Dwarven mansions go. who often times stays in Gaurblog Lug and guides the actions of the orcs directly. The town is supported by a countryside along the opposite bank of the Warwater that is covered by farms. Chambers are often multistoried with balconies at various heights that are accessed by hidden stairways behind doorways crafted to fit in with the theme of the chamber. The goblins have not had the audacity to try an assault on the tower. the most powerful pirates have taken an increasingly active role in Lest. 11 SITES OF INTEREST 11. "Blood-red Tower"). for it is well guarded by the Dwarves. The Inhabitants. The works of Dwarven artisans have been obscenely altered to reflect the violent and evil tendencies of the goblin character. Politics and Power. making and selling boats. Statues are beheaded and stained with blood. This has also tended to blur the line between privateer/pirate and fully legitimate merchant. the Bergothiuda buy tools and weapons of superior Ibnotithiuda iron. The tower stands on an rocky island in the midst of a lake of icy blue water. This allows the merchants to maximize profits. The kingdom itself is a marvel of Dwarven craftsmanship. The Donath region of Dacranamel (Do. but makes up in aesthetic beauty what it lacks in size. Keeping the road open and free of goblin intrusion is a constant chore for the Dwarves. The greatest tie between the markets of Burh Armenrik and Lest is the absence of a duty between the two towns. This tower serves as the main entrance in Nurunkizdin. These balconies can also serve as perches for archers to help defend the halls of the kingdom in case of attack. making the tower itself very defensible. "Cloudy horms"). and many of these visages are truly frightening to one not of their kind. The road leads to a magnificent gate which is carved to resemble a great horned Dwarven helm. then caravaned to Thorondir without ever actually changing hands. Violence is brutal and random among the goblins. The only thing that keeps the goblins from periodically destroying themselves is the influence of Oraishapek the Dispossessed. "Cloudy Head") and the mountains that surround it. The Dwarves share their kingdom with a strong band of goblins who call themselves the Uruk Marzguram (Or. "Greenlands") is one of the only truly fertile areas of Gathod. They make their living in the traditional way: fishing. In exchange.GAZETTEER:GAZETTEER these commodities drove the markets of Lest and Burh Armenrik. Other frequent visitors to the town include Bergothiuda hunters. A single bridge spans the distance between the island and the lake shore. Like other orc warrens in Middle earth. The goblins hold the northern third of the kingdom and war constantly with Thralin's folk for domination of the highlands. and gives a good view of the road as it comes over the shoulder of the Hathur na-bunderok. 75 The entrances to the kingdom take the form of graceful towers which the Dwarves call Bundusulzinbar (Kh. Guild policy is increasingly being decided at informal pirate meetings on the waterfront. "Lake horn"). and thus compete with Folyavulda merchants who enjoy so many other advantages. . The goblin realm is a horrible perversion of the Dwarven appreciation for art and natural beauty. Every hall and avenue is sculpted in scenes that take advantage of the natural striations in the surrounding earth to lend color and texture to the work. and privateering was seen as the last best chance for the Ibnotithiuda merchants to save their businesses. This encourages wealthy merchants to run operations in both places. It is only a matter of time before some influential pirate makes the transition from pirate-society leader to representative on the town council. The two southernmost towers are controlled by the Dwarves and lead by ramp and spiral staircase to the magnificent halls of Thralin's folk below. leather and meat that they bring to the town markets help to feed and clothe the town's people. The tower rises just over a hundred feet high. so that shipments off-loaded in Lest can be taken by barge or wagon to Burh Armenrik. The orcs have their own talents at stone-working. THE SURFACE 1.
Careless youths have sometimes been lost in this chamber. 4. These chambers have great staircases and ramps that lead up to the Bundusulzinbar. The lights of the houses mingle in the center with the pale green light of a huge Bilak-Khald stone (the nonlethal variety) which is suspended in the center of the cone by three great chains attached high on the walls. A cleverly concealed balcony overlooks the trade road as it climbs the slopes of Hathur na-bunderok. This is the northernmost of the three Bundusulzinbar which gives entrance to the halls of the Uruk Marzguram. They are massive. The Northernmost houses the clans of folk most closely related to the King. 7. Trade-Road Overlook. Forge Halls. The rooms of the Dispossessed are opulent. Gaurblog Lug. Each family complex has balconies which look out into the cone itself. but have diminished in importance since the last outbreak of the BilakKhald disease. while the other two are for the main population of the kingdom. 1423 and are only just being reoccupied as the Dwarven population recovers. for the water is cold and flows swiftly. bridges and patios around the channel of water as it flows through the chambers making this a place of great beauty and relaxation. and the main floor is soiled as one might expect of an Orc warren. The Flowing Stair. and the play of light and sound in these chambers can be mesmerizing. He is resident in the tower roughly one-third of the time. and its sally ports are very well concealed so that it appears that there is no entrance into the tower. "Hill of the Green Stone") by which it is sometimes known. The chamber is separated from the rest of the kingdom by a chasm which is crossed by several narrow bridges. The Sun Chambers have many balconies along their walls which again could serve as perches for archers to rain down projectiles on an enemy attempting to descend the stair and enter the kingdom by this route. The Sun Chambers. Many of . so that it sometimes appears from the outside to be active. 3. and are kept very clean. stair. What treasures may lie amidst the ruin of so ancient a Dwarven mansion the world may never know. The Dwarves have carved stairs. Two Dwarven scouts typically stand guard here to give the kingdom warning of those who approach by the road. In addition. The Southern Bundusulzinbur. Kablik-Madur. 4. none know where the last passage leads. 6. The Sun Chambers often serve as meeting places or places of recreation for the Dwarves of Nurunkizdin. this tower leads via spiral staircases and ramps to the Dwarven kingdom. The Dwarves have gone to great lengths to shape each waterfall. The entire central cone is bathed in the pale green light of the stone. 6. The Hall is many stories high and supoported by great columns carved in the likeness of past kings in the line of Thelor. however. See #7 below. 2.76 2. The Dispossessed maintains rooms in the top level of the tower for his stays among the goblins. and statue. These halls were once the great focus of existence for the Dwarves of Nurunkizdin. The upper levels. being filled with all manner of artifacts from Oraishapek's history. as well as the burial crypts of the clan. The once-concealed port into the tower has been replaced by the orcs with a proper gatehouse which is wellfortified if crudley built. This is the ruined entrance to the ancient Dwarven halls of Kablik-Madur which Runin's folk carved in the First Age. The Great Cone. winding passage leads to the overlook which allows the Dwarves to NURUNKIZDIN 1. Smoke from the Dwarven forges below is routed to the crater of the volcano. Water from the lake above has carved these chambers on its way down through the strata of the central highlands. Each also has halls branching from the chamber which lead to the forges of the kingdom. The Hall of the King. The colored light of flourescent gems shimmers across the water. It stands high on the shoulder of a mountain the Dwarves call Shazril (Kh. The families of Nurunkizdin use the chambers along the Great Cone for several purposes. and these halls are normally busy. Mining and forging are still important activities in the kingdom. A long. however. Each contains the family shrine to Aule. The Dwarves do not name this great peak the "Cloudy Head" simply because its peak is often obscurred by clouds. These three complexes contain the residences of the Dwarves. multi-storied chambers with great windows in their roof that allow long streaks of sunlight into the chambers. This tower gives access to the southernmost of the Dwarven population centers. 5. The Trade Road Overlook. There is no road leading to the tower. are staffed by mannish servants of Oraishapek. Population Centers. It is from the few visitors to the kingdom who have seen the Great Cone that Nurunkizdin has received the name Dol Calemir (Sn. The ancient Dwarven kingdom was destroyed by earthquakes at the end of the First Age and have laid unoccupied since those days. Though many have tried to find out. The King of Nurunkizdin presides over formal meetings and celebrations in this great chamber. This hall is the most magnificent site in the Dwarven Kingdom. "The Anvil") for it has a flattened profile. Like the others of its kind. A long staircase leads to a rock shelf at the bottom of the fall. SITES OF INTEREST:NURUNKIZDIN these halls have lain unoccupied since the tragedy of T. Long stairways wind through the rock along the outside of this chamber which lead to the entrances of the family palaces of the folk of Nurunkizdin. Each of these halls serves as a collection point for a complex of mining passages. 3.A. The tower has a dilapidated appearance from the outside. The last chamber is a great underground lake that is fed by a waterfall of many hundreds of feet. The mountain is actually a dormant volcano and has been known to vent gasses from time to time. It is the now extinct volcanic cone of Hathur na-bunderok. many have great rooms that are used for celebrations and sometimes as residences. Hathur na-bunderok. At the far west side of the chamber the water flows out of the chamber via an underwater passage and continues its way down. The entrance is concealed under many tons of mudslide and has not been discovered by Orcs or Dwarves. 5.
is the haven of Scarakikot. Two sentries stand watch over the road here. Kablik Madur. In each case. This assault passage has been prepared for the assault on the Dwarven Kingdom which Oraishapek has recetly ordered. with chambers above the passageways from which defenders can pour boiling oil upon an attacker. 12. in the shadows of the mountains of the Uldona Spine which rise directly out of the Sea. The chamber is now used by Oraishapek to minister to his goblin underlings. Orc Warrens. the haven's four beacon towers mark the channel plainly. 1423. The Mines of the Bilak-Khald. 9. Exploratory Caverns. A single turn is required when the ship comes directly between the easternmost clifftop tower. These are tunnels that the Orcs have dug in previous attempts to seize portions of the kingdom from the Dwarves. This small plaza takes it's name from . 13. and the single tower on the west side of the haven. 2. These tunnels were excavated by the Orcs to provide more room for their blooming population. They have been closed since the tragedy of T.0 for a discussion of the Bilak-Khald).0 for details. One simply stays directly between the tower at Gull Island and the westernmost of the two clifftop towers on the east side of the haven. provided the beacons have been lit. so that the Rhidon manor. They are constructed much like the gatehouse to a castle. 11. Orc Exits. Oraishapek's assault passage. 14. This cavern has been excavated by the Orcs to explore the northern reaches of the central highlands. Orc Warrens. The Rhidon lord administers the harbor from his residence. The warrens are organized around a large common room. See #5 above. From here. The Dispossessed presides over his foul brood from one of the majestic balconies once used for more pleasant purposes. The Orcs have taken these former residences of the Dwarves and turned them into places only Goblins would live. The guards that man these chambers are well trained and kept on constant alert for mischief from the Orcs. Fully half of the guards in town are permanently housed here. Oraishapek only rarely descends lower than the Sun Chamber. but also very narrow. 17. overcrowded holes of filth. The two southernmost large caverns are used for string iron ore and smithing weapons. See section 12. Entering the Harbor Berul Rhidon. 15. 10. Gabmog cows to Oraishapek when the Dispossessed is present. Guard Chambers. This is the largest and most impressive structure in town. but has been defiled by the goblins of Gaurblog Lug. 8. 77 and to move the population closer to a vein of iron that was discovered. See #4 above. These chambers are designed to be used to stop an enemy from passing from one set of avenues to another. The rest of the alcove rises sharply to meet the surrounding cliff walls. The most skilled of boat pilots can accomplish this task even in poor lighting. Tunnels to individual warrens branch off the central cavern. crudely shaped hall is the throne room of Gabmog the Dimwitted. 16. Hall of Gabmog. His plan is to reopen the passages of the Bilak-Khald and steal some of the foul stones. Rhidon House. Gabmog administers poorly over the Orcs. which are built high upon the cliff-tops overhead have a better view of the enclosure. The town is built within a natural alcove carved into the shoulders of the coastal mountains by the swift flowing Fehiz-kimos (Fo. This chamber was once one of the magnificent Sun Chambers. or along the harbor edge where the slope of the ground is least steep.A. Though they have no way of knowing it. which lies almost at the foot of the cliffs. For those who no how to use them. Assault passages. These tunnels have been excavated by the Orcs to allow exits from their area other than the main gate at Gaurblog Lug. Stairways along the walls lead up to the tower. and are forbidden by the King to be reopened. Hangman's Square. preferring to increase his own wealth at the expense of those who might usurp his throne. founder of the settlement at Scari often wondered at his luck in striking the channel on his first approach to the alcove. Still. looks down on the rest of the haven. Only the beacon towers. The lower halls are entirely under the thumb of Gabmog. Each of these chambers serves the dual functions of providing a place to rest for those travelling the sloped avenues which connect the corners of the kingdom. The residences are now dank. they are close to opening an entry onto the caverns of Kablik Madur. and also providing a watch over these remote passages. a crystal clear and shockingly cold stream which empties into the Sea. Gaurblog Lug. and all but the most experienced locals will hire one of the harbor guides who linger at the mouth of the haven to pilot their ship to the town's piers. The mines are tainted by the foul Bilak-Khald (see section 9. This large. hearing disputes and granting audiences in the large first floor hall. 18. The channel itself is actually very deep. The weapons smithed here provide weaponry for the entire population of Gaurblog Lug.SITES OF INTEREST:NURUNKIZDIN know ahead of time of visitors approaching by the road. It is very easy to wander out of the safety of the channel and feel the loving caresses of the jagged shoals that line the shallows. These ancient caverns are part of the old kingdom of Runin's folk. master of the Orcs of Gaurblog Lug. 11. "White-water wash"). LAYOUT 1.2 SCARAKIKOT Hidden among the rocky islands of the Parta Rokantha. the Dwarves stopped the attack and sealed off the passages that had been breached. Their are several porticulli in each room which can be lowered to trap attackers in an area so that they can be killed with oil or projectiles. These are the mines that have caused so much sorrow in the history of Nurunkizdin. The majority of Scari's structures lie either adjacent to the stream.
The Fishing District Fishing is one of the oldest trades among the people of Folyavuld and the residents of Szrel-Kain's Fishing District are some of the best in the land. By far the rowdiest tavern in town. Staffed permanently by five men-at-arms. Many of the people that come to Scari would sooner skip the dangerous water-front scene for which the town is best known. 4. The cliff-top towers are accessed by stairs which ascend the cliffs at two spots. with street cobbles. 11. of course. Tower a (the Gull Island Tower) and c form one sight line. Every morning a veritable fleet of fishing vessels leaves the docks in this southernmost of quarters. The islands themselves appear as works of sculpture. This is. All manner of business takes place in the private rooms that are offered. an illusion. . The Edru road is the only cobbled road in the area. soldiers. In the few cases where these docks aren't actually on the buyer's premises. 7. SITES OF INTEREST:SCARAKIKOT Travel in the City Because most structures on the riverside or in the Nolk-siget District have direct access to the town's many waterways. 8. handdrawn carts are used to transport the goods to their final destination. and the shallow draft fishing boats are pulled right onto shore. morning sunlight reflected off the dome of the Realm-master's Hall. horses and other livestock are forbidden in this part of the city. 9. the Ferry District is the oldest section of Szrel-Kain. The streets are cobbled. 10. and its residents cross the harbor only to sell the day's catch and purchase goods at the market of Scari. Yanos Kosvar's eyes and ears in the haven. The Beacon Towers. each headed for its own special spot. 6. that in the morning. and the many boats of the city filling canals spanned by arched bridges. Meszepar. Wealthy residents and visitors who do not know their way will typically pay a Evezamber (Fo. captains. b and d another. This is more convenient for all concerned. while the streets are very narrow. a small narrow boat that can either be rowed or poled along the city's canals. the people of Nolk-siget have more than river fog obscuring their vision. the people of the Nolk-siget District are fond of good food and wine. which regularly frequent the port. the streets of the Nolk-siget (Fo.3 SZREL-KAIN A morning's sail north of the fog enshrouded mouth of the Fola Salenin will bring one to Szrel-Kain. and some of the homes found on them are truly palatial.1. that first glimpse of the city leaves the most lasting impression. and performers. See section 13. capital of Folyavuld. For them. and most will look hard for a reason to return. This community located on the far side of the harbor houses the fishing community of Scari. the footing on some few choice streets is tenuous at best. "Boat-Man") to ferry them around town by Csonak (Fo. Travelers who arrive by land but who are staying in the riverside districts will find many stablehouses with ample room for storing their animals. By early afternoon many of the fishermen have already returned. Harbor Master's Hall. The beach here is sandy. with stone gutters to route runoff water to the canals and stone lantern posts to support oil lanterns that the Realm-master's men keep lit each evening. Much of the land surrounding the west side of the city is given to corrals and pastures for holding animals until they are sold. punishment is handed down swiftly. Though occasionally a pirate can be bought out of this fate. The Jail. The Ferry District Established at the beginning of the Third Age. Meszepar is nearly a town unto itself. and when a large herd is brought across the river. lantern posts and bridges all carved from the same stone. "Eight Islands") District are lit by a hundred lanterns. the Serpent is perpetually filled with sailors. including the meetings of an informal council of pirate-hunters. and many evenings are spent searching for the perfect goblet. suspected pirates are held here until an audience is granted before the Rhidon master. Most buildings in this district are at least two stories and are made almost entirely of stone. "Long Boat"). a restful night may be found at the Gull's Nook. and are experts at the harvesting of its resources. When the sun sets. building walls. 3. Like all Folyavuldok. On the western outskirts of the Ferry District is the livestock market. Once sentenced. Second largest structure in town.78 the most common punishment dealt to pirates unlucky enough to be brought before the master of Scari. which brings travelers from the surrounding countryside into the city twice a month. The Nolk-siget District The Eight Islands District is the area of Szrel-Kain for which the city is best known. These islands are home to all the city's wealthiest residents. The adjacent warehouses hold supplies for the realm's ships. This custom has greatly contributed to SzrelKain's reputation for being a clean city by limiting the amount of waste in the streets. Fehiz-kimos. the Harbor-master oversees the interest of the Realm-master and his navy from this building.1 for more details. the vast majority lose their lives at the gallows which stand in the center of the square. a quiet yet expensive inn. For many visitors. 5. The Folyavuldok have been fishing the river mouth for hundreds of years. Most travelers in northern Rhûn and Rhovanion will agree that few places can match the atmosphere of Szrel-Kain. The Gull's Nook. The Sated Serpent. and the wine flows in every inn and tavern. since the canals of the city are wide. It is often said in other parts of the city. The Residence of Djerul the Seer. Venders arrange to have their goods delivered by boat from warehouses in Market Town to the cargo docks nearest the buyer's home or place of business. but it speaks to the pride that residents take in the appearance of their capital.
To the north. This stately manor was built in the thirteenth century of the Third Age by Gondorian architects. Hall of Mertol Kosov. Indeed. The Weary Wanderer. Though the semi-circular chamber seats nearly fifty. Fifty of the Realm-master's finest patrol the city and watch over any enemies of the realm who might be held in the prison. The large pier east of the hall is restricted to the use of the Realm-master's men. The Edru Estate. All livestock comes from the Logath ranges to the north. The fare is 1 copper piece for a traveler and his steed. LAYOUT 1. Livestock Market. barracks for sailors and marines whose ships are in port. In fact much of what is sold in the Great Market is actually kept in the many warehouses along the waterfront. 18. His attire and weaponry are symbolic. "The cult of Glorious Return") in Szrel-Kain. 6. Prices are modest and quality is surprisingly high. Wine-merchant's Guild. Frequent patrols of the Prison Tower's garrison oversee the market and keep peace. oxen. The Fisher's Docks. Here some of the region's finest cattle. A tavern and inn frequented by local ship captains looking for work. for he wears the field garb of a Gargath slave. Grigor is also the leader of the Viszater-dyzo (Fo. The hall includes an audience chamber where he may preside over the trials of those accused of crimes against the realm. Hall of Words. and can be delivered to the buyer's residence or place of business for a small fee. The Great Market. though he may be forced to wait until a barge is at least half filled before it will leave. hoping to score a contract to move cargo in another part of the realm. The road leading from the opposite landing runs beside the Ulumur all the way to the Logath capital of Sadvar. and horses may be had for the right price. These halls are the focus of the political activity of the realm. 9. the Harbor-master surveys the riverside. 4. It's size and splendor is unrivaled outside Gondor itself as a personal residence. Naval Haven. the Dolon estate is magnificent. Like most noble houses in Eight Islands. most meals in Szrel-Kain come from the river. The haven includes the largest piers in town. From the top floor of this 11. or the mussel and clam soups for which the Folyavuldok are renowned. 3. 2. Another business that thrives in Market Town is ship hiring. If it is not at the Great Market. Possibly the rowdiest tavern in the city. the Great . 14. An inn catering to travelers along the Great Way. 79 three story stone tower. and wields a spear which is actually the broken shaft of a Szreldorn lance. This inn is most popular among merchants staying in the city temporarily. there is someone there who knows where to get it. and thus his asking price is high. Mertol is the most experienced. the Great Way connects Szrel-Kain with Riavod. A wine house known for its ridiculous prices and the back-room deals that drive the politics of the Council chambers. Seven permanent seats on a raised platform along the back chamber wall are reserved for the tribal authorities when they choose to attend. 20. River-View Inn. 10. "Healer") in the city. 7. Being in the Eight Islands District. and a two story tower that holds the administrative offices of the Gazda Menedek. One could pass an entire afternoon wandering from stall to stall in the Great Market.SITES OF INTEREST:SZREL-KAIN and are displaying their quarry along the Fisher's Docks. It is a diverse section of town. The marketplace here is one of the largest and most diverse east of Gondor. Prison Tower. 8. All manner of fish and shellfish from the river and estuary may be purchased fresh. The Silver Sturgeon. This twenty-five foot statue depicts Droza Kadar. then continues south through the Donath highlands and into the wide plains of eastern Rhovanion. Market Town Market Town is by far the largest of the city's districts. The Fola Salenin Ferry. either in the form of fish. The Realmmaster's Hall is the personal residence of the Realm-master when he resides in Szrel-Kain. The Great Way. Taverns and inns such as the Smiling Carp and the Aft-deck are well known for their seagoing patrons. Ream-Master's Hall & the Chambers of the Council. Residence of Grigor Dolon. and still not see all there is for sale. An open air theater. and many visitors frequently miss morning business. Ship captains and sailors alike pass their time in taverns near the waterfront. The garrison here is the sole policing force in the city. containing the bulk of the city's tradesmen and the largest open-air market in the realm. A prominent noble and member of the Wine-merchant's guild. 5. The ferry is actually a collection of river barges that are kept at the large docks here for the purpose of transporting travelers and livestock from Szrel-Kain to the landing on the opposite bank. The Plaza of Kadar. this place is always full of sailors for hire. 13. first Realm-master of Folyavuld leading an attack on the city of Szrel-Arkasa. carries the traditional oval war shield of the Donath. The most important road in Folyavuld. 16. 19. The hall has wide lawns on all sides and sculpted gardens on its west. Harbor-master's Tower. crowds often swell to standing room only. He is universally preferred by the wealthier locals. Though not the only gyogul (Fo. 15. The council chambers are open to anyone with enough money or influence to buy their way in. 17. and people from all corners of the realm come seeking anything from passage across the sea to the transportation of wine up the Fola Salenin. The Smiling Carp. All matters concerning the piers and trade tariff collection are directed here. The Aft-deck. the tap-room stays open extraordinarily late. 12.
80 Way runs parallel to the river through Sagath-controlled Ilanin and to the very gate of Burh Mahrlinge. 21. The Edru Road. This road leads into the Edru countryside, and is the route by which most Edru families bring their surplus to market. The road intersects the Great Way at the Plaza of Kadar, then continues north through forested parks before rejoining the city in the Ferry District.
12.1 Episode 1: The South Road
The Highlands of Folyavuld is a region of vineyards and palatial estates, where a single manor may administer the land for several miles surrounding. One such estate is Toltalvos Manor, located in the western foothills of the Uldona Spine. The Lord of Toltalvos Manor presides over a huge estate stretching for miles to the north of the house over vineyards, orchards, and wide fields of grain and cotton. Like many of the highland families, the Toltalvos house suffered under the caresses of the Plague, and both the family patriarch and his eldest son succumbed to the vile disease. The only remaining heir, Evin Toltalvos, is a capable but young aristocrat. Between administering the large estate, caring for his ill mother, and representing the family name at the social functions of Killindrow, Evin has had very little time for a personal life. Recently, however, a young woman of the neighboring Alila estate has caught his eye. Eager to impress, and wealthy beyond his years, Evin has decided to travel to the distant kingdom of Nurunkizdin to have that kingdom's master craftsmen fashion for him a necklace of unsurpassed beauty. Unfortunately, he could not have picked a worse time to associate himself with the Dwarven kingdom. With the recent changes in Rhovanion wrought by the Plague, security on the south road is not what it once was, and not even the young Lord Toltalvos is naive enough to ride to Nurunkizdin unaccompanied. Notices have been posted in the taverns and inns of Killindrow that the Lord of Toltalvos Manor is in need of armed escorts. The dearth of caravans headed south, accompanied by the hefty sum of 70 silver coins per head for escorts should be enough to entice even the proudest party of adventurers into the service of the young noble.
For several hundred years now, Oraishapek the Dispossessed has worked to diminish the power and influence that Folyavuld enjoys over the peoples of Rhûn. In recent years he began the subversion of Folyavuld's Logath allies, and worked with his southern cohort Nemol to bring down Folyavuld's bustling trade empire. Encouraged by his successes on these fronts, the Dispossessed is now planning a direct strike at the welfare of the Land of Rivers. Hidden in the rugged highlands of Folyavuld's back country, three sacred citadels stand watch over the health and bounty of the Land of Rivers. These are the sanctuaries of the Gyogarasag (Fo. "Society of Healing"), worshippers of Aldena-Earth mother, and caretakers of the legacy of the Entwives (for more information, see the Gazetteer entry for FOLA ULDONA). For hundreds of years, children's tales have credited these sanctuaries with providing fertility to the fields of the realm, but few recognize the truth of these ancient stories. The walls of each sanctuary enclose an ancient garden sowed by the Entwives. The magical fertility of the soil they worked infuses the pure waters of the sanctuary springs, disseminating the power through all the lands bordering the Uldona. Only in the last century, Oraishapek began recruiting disaffected people in the urban centers of the realm to his dark cause. These unfortunate souls invariably feel betrayed or forgotten by the wider realm, something that is all too frequent in the lowland cities. Rather than relegate themselves to the menial tasks available to them, they have turned to the shadow for salvation. Calling themselves the Viszater-dyzo (Fo. "Cult of the Glorious Return"), they work in the shadows of the cities, collecting information for their master and plotting their ascension to power. It is through these ears that Oraishapek has learned of the legendary power of the healing citadels. He has schemed for years to develop a devious plot aimed at defiling the waters of the sacred springs, and now moves to enact his evil plan. The Dispossessed's plan hinges on a myth he has heard regarding the Dwarven Kingdom of Uldona Spine, Nurunkizdin. The tale says that once the Dwarves were a greater people, who delved deep into the heart of the mountains to unlock the secrets of the earth. What they found there, was a source of great power that poisoned the very air of the kingdom and forced the Dwarves to shut their mines. Even now, this power is still said to dwell below the Dwarven kingdom, the perfect foul seed for a Dispossessed to plant among the gardens of Folyavuld.
12.1.1 The NPCs
The Stonebrow Brothers These five Dwarves from the Iron Hills Kingdom of Azanulinbar-dum have fallen prey to the greed that has sometimes led their kin to evil. Bitter that his family name should remain among the ranks of noble, but not royal names in Azan, the eldest brother has been tempted by the whispered lies of Oraishapek and has led his four brothers to a shameful end. For their part in the Dispossessed's foul plan, the brothers have been promised Thelor's Ring of Power, which is said to lie somewhere in the sunken Underdeep passages below the Uldona Spine. In exchange, the brothers have agreed to spy for the Dispossessed, seeking the exact nature and location of the ancient curse of Nurunkizdin, the foul Bilak-khald (see section 10.1 for more details). They believe that the Dispossessed intends to delve under the Dwarven kingdom with his Orc horde to unearth the stones, and also recover the Ring of Power which is to be their reward. They have traveled to Nurunkizdin as a trading expedition from Azan, and are held as honored guests by the Dwarves of Uldona Spine.
THE PERFECT SEED:Episode 1: The South Road
Evin Toltalvos
The young lord is amiable and outgoing for an aristocrat, and will engage the adventurers as a compatriot. As is the tradition in the highlands, young lord Toltalvos is no weakwristed sycophant to the Broendon patriarch, but a capable swordsman with a strong personality and some experience leading men. He will at once provide an extra sword in combat, and also compete with the adventurer's normal ways of dealing with threats by assuming the role of commander when conflict arises. In any event, Evin Toltalvos is in high spirits, for he believes that he will surely seal the affections of the young Alila woman with the fine necklace he brings home. He carries with him a small chest containing 350 gold coins, and has every intention of dividing the remainder among his escorts upon returning to Folyavuld.
81 will be at their mercy once beyond the borders of Folyavuld. Still, it should be made clear to the party that anyone betraying this young noble will live their lives as hunted men.
Interrupting the Rendezvous
The meeting between the Dwarves and the servants of Oraishapek is to take place just off the track, as dusk settles into early evening. The youngest Stonebrow brother, Orin, has drugged the Dwarven sentries that normally overlook the exit and the road beyond with fangorth mist, a liquid that if inhaled induces a deep sleep followed by mild amnesia. The scout will overlook the meeting from the sentry perch above the door, and may well be the one who spots the approach of the party. Glavin, his eldest brother will meet with Oraishapek's messengers outside the exit, revealing to them the location of the stones, and hearing the actual plan of the Dispossessed. Though displeased that he will now be party to a Orc attack against his Dwarven brethren, he will realize that he is now too far entangled in the plan to back out, and will agree to meet with the Dispossessed during the attack, and lead the way to the appropriate sealed mine passages. A party approaching along the road with stealth should be allowed to get close enough to observe the end of the meeting, though probably not close enough to hear what is being said. Once the party is aware of the strange meeting, either Orc scouts, or possibly Orin Stonebrow should spot the party and raise the alarm which ends the meeting. A well placed and unobtrusive scout moving ahead of the rest of the party might observe the retreat of Oraishapek's messengers, and even Glavin's entry into the Dwarven passage and the closing of the secret door. In any event, a short and fierce Orc attack should serve to cover the retreat of the conspirators, and hinder any pursuit. The Dwarven door cannot be opened from the outside, and is virtually undetectable when closed.
Oraishapek's Mannish Spies
These Men are thoroughly evil and devoted to the service of the Dispossessed. They have learned to work with their lord's Orcs, and know how to effectively command these foul henchmen. They have arranged to meet with the Stonebrow brothers outside a supposedly secret exit from Nurunkizdin to receive the information gathered by the Dwarven spies. Here they are to reveal to the Dwarves the actual plan of Oraishapek, which is to reopen the passages between the Orc and Dwarven kingdoms and launch a diversionary attack against the Dwarves so that the Dispossessed may recover the stones. They are prepared to kill the Dwarves if they react poorly to this change of plan, but are hopeful that they will conform.
12.1.2 The Setting
The road between Killindrow and Nurunkizdin is little more than a winding cart track through the barren foothills of the Uldona Spine. Little if any traffic will be encountered as the party wanders through the guarded passes of the Dobok Broen. Once in Rhovanion, the party's passage may be marked by Sagath or Asdriag raiders, in which case trouble is sure to follow. This is the very reason that Toltalvos has hired the party, and they should be prepared to deal with such an encounter. As they come nearer the Dwarven Kingdom, the chance of a meeting with the Bergothiuda, Northman tribes who frequent the hilly regions of the Uldona Spine will increase. Such an encounter is likely to be uneventful, though help from the Bergothiuda may serve to rescue the party from an overwhelming bandit attack.
12.1.4 Outcomes
The GM has significant freedom in this adventure to scale the combats to fit the level of the adventurers. The escorting Orc group might range anywhere from five to twenty-five, and may also be more or less willing to engage in a prolonged fight. Depending on the success of the adventurers in moving with stealth, the party may approach Nurunkizdin with varying amounts of knowledge. If they were clumsy, they might only have been exposed to the Orc attack, and know nothing of the meeting. In the other extreme, the party may have witnessed both the meeting and the flight of the Dwarves, making their outrageous claims more credible when they reach the Dwarven stronghold.
12.1.3 Encounters
Meeting Lord Toltalvos
The journey from Killindrow to the Toltalvos estate should be an easy one, as the Folyavulda countryside is a relatively guarded area. The party should be awed by the size and splendor of the highland manor. Though Toltalvos is eager to begin his journey, the party will still have to demonstrate that they are a group worthy of the lord's trust. He is, after all, carrying a great sum with him to the Dwarven Kingdom, and
12.2 Episode 2: A Violent Diversion
Upon reaching the gates of Nurunkizdin, the party will undoubtedly have a story to share with their Dwarven hosts. The Dwarves of the Uldona Spine are a friendly lot, and will be more than happy to begin immediate work on the noble's bauble. They are dubious, however, at the notion that any Dwarf would associate themselves with Orcs, particularly the reviled uruk-marzguram. They consider their guests from the
82 Iron Hills to be beyond reproach, and it will not even occur to them that they might be involved in such an unholy union. They will prefer to believe that the party made a mistaken identification in poor light. Two days pass with the party treated as honored guests in the halls of the Dwarves. Guests are few and far between in Nurunkizdin, and the Dwarves there are particularly hospitable to guests. Perhaps the closing of their mines so long ago, and the forced renouncing of much of the wealth and potential of their mansion in the Uldona Spine evoked this altered attitude toward outsiders. In any event, while the adventurers are not given complete freedom to go where they choose, they will after a few days, begin to question the old tales that describe Dwarves as secretive, introverted folk. The attitude of the Dwarves will change dramatically after Oraishapek sets his servants in motion.
THE PERFECT SEED:Episode 2: A Violent Diversion the passages between the Dwarven and Orc kingdoms. Once inside Nurunkizdin, he will seek out the Stonebrows and follow them into the mines, which he will also open with charges. He, of course, has no intention of honoring his agreement with the Dwarves of Azan, and once three of the Bilak-khald are in his possession, he will exit the Underdeeps, sealing the passage behind him. Once safely among his Orcs, Oraishapek will order a retreat from Nurunkizdin, content to let the Dwarves reseal the connecting passageways. Oraishapek understands the danger behind the stones, and has crafted a special case that restricts the heinous effects of the Bilak-khald to a ten-foot radius. So although his servants will not suffer from the blight that once smote the Dwarves of the Uldona Spine, his host bodies will be exposed to the danger, and he will be forced to jump bodies almost daily. For this reason, after the stones have been removed, Oraishapek will be slowed in his ability to transport them, as he will have to continually acclimate himself to new hosts as the adventures progress (see section 9.? and 10.1 for more information on Oraishapek and his Ring of Binding).
12.2.1 The NPCs
The King of Nurunkizdin
The Dwarven King is a young, and somewhat outrageous character as Dwarves go. Unlike his sometimes-grim kin, Thulor II is extraordinarily fond of laughter and joking. Nevertheless, he will take the party's story seriously, and will remain open to their desires to further investigate, should they pursue that avenue. Though some of the elder Dwarves in the mansion shake their heads at the King's love of antics, they are all unquestionably loyal, and will without reservation die to save their King when the Dispossessed's attack commences. Should serious evidence be found to implicate the Dwarves of Azan before the attack is unleashed, the King will act decisively. Regardless, the attack will proceed two days after the arrival of the adventurers.
12.2.2 The Setting
This entire adventure will Nurunkizdin and potentially below. Please refer to NURUNKIZDIN and THE section 12.? for more details. take place in the Halls of in the Underdeep passages the gazetteer entries for UNDERDEEPS, as well as
12.2.3 Encounters
Investigating the Dwarves
For a group of adventurers who didn't see much in Episode 1, any investigation of the Stonebrow brothers will be necessarily short and inconclusive. A party with a moderate amount of knowledge may drop enough hints to merit a search of the secret exit. The guards who were drugged will remember nothing, and will be less than forthcoming about the fact that they fell asleep at their post. Fangorth leaves no evidence either on its victims, or in the area it was used. A casual search outside will reveal no obvious signs of battle, because the Orcs have since returned to the area to remove bodies and conceal evidence. A careful search will reveal blood-stained rocks that have been purposely turned over and removed from the immediate area of the fight. This, in itself, should be enough to alert the Dwarves that something other than a routine Orc raid occurred. Aside from a visual identification of Orin or Glavin, the party has virtually no way of identifying the Dwarves. If a visual identification is possible, proof of the Stonebrows' guilt may be found in traces of Fangorth among Orin's belongings. Shadowing the Dwarves will lead the adventurers to a position from which they might witness Oraishapek's subsequent burglary of the stones. This will be a serious aid to the adventurers at the end of the campaign, when they must attempt to piece things together to find out what was really going on. The party has virtually no chance of stopping Oraishapek from leaving Nurunkizdin with the Bilak-khald.
The Stonebrow Brothers
After their meeting with Oraishapek's messengers, the Stonebrows will keep a low profile in the mansion. If they hear of the party's story, they may well act against the adventurers, particularly if the party decides to investigate and seem to be getting close to exposing the Dwarves. In the unlikely event that they are exposed as traitors, they will attempt to reach the mines and holdout until the attack begins. Once Oraishapek's attack in launched, the Stonebrows will seek to avoid contact. They are not proud of the role they have played in the shedding of Dwarven blood, and will certainly not raise arms against their brethren. Instead they will identify themselves to the attacking Orcs and seek out Oraishapek. They will then accompany the Dispossessed into the under-passages in search of Thelor's Ring. They will not find the Ring, and will die of exposure to the Bilak-khald, their bodies sealed up when the passages are again closed.
Oraishapek the Dispossessed
The Dispossessed is a powerful sorcerer, and will begin the attack on Nurunkizdin by igniting magical charges to open
searching for the role that is his destiny.2. and it is unlikely that the characters will be able to make any further discoveries in whatever investigation they might be making. Several house servants are spared in the attack. The Gyogul-Arn believed that it was his responsibility to save the realm from the Plague. Rewards should be scaled to the taste of the GM (and. Once his servants are in place. being very precise about which passages must be seized in order to allow Oraishapek to proceed to the sealed Underdeep passages that contain the Bilak-khald. they will take control The Assassins The Dispossessed has sent two teams of four assassins to locate and kill the party. he is unable to protect himself from the power of the stones. of course. The GM might lure the adventurers to this route by timing an assassination attempt by the Stonebrows on the characters to the precise moment when the chaos begins. whose plans are even then coming together. In any event. "Master Healer") of Larisa-toron (Fo.THE PERFECT SEED:Episode 2: A Violent Diversion The Attack The detonation of the charges that open the passages of Nurunkizdin to the Orcs will shake the underground kingdom. 12. Since the Plague faded of its own accord last year. he suddenly fears that some wise person might guess his plans. however. however. the Dispossessed recognizes the value of having a base so close to the healing citadels. but his best efforts only served to mute the symptoms for a choice few. causing excruciating pain . seeking a remedy for various afflictions of the mind and spirit (these being easier to fake than afflictions of the body). to provide host bodies for the Dispossessed while he waits for his servants to infiltrate the citadels.4 Outcomes After the attack on the Dwarves has subsided and the passages have been resealed. the Dispossessed has a need for a steady stream of hosts. for despite his own power. the Dwarves will hurry to complete the noble's commissioned piece. and act to prevent him from carrying through the deed. and that a great danger may have been released. 12. He is willing to pay them 20 silver coins each if necessary for them to come. The Orcs will pour into the kingdom. he is the only person ever born who is immune to the power of the stones. Characters will undoubtedly play a role in the combat. The characters. the closest healing citadel to Killindrow has also heard rumor of the adventurers and desires to hear their tale. Though he does not yet know it. is that their story will spread all across the highland countryside. and plans to make his assault on the citadel in that form. and many calls will be made for retellings. Now an old man. After the initial penetration of Oraishapek's servants. Many a prospective listener will gladly buy drinks and even meals for the storytellers. The Gyogul-Arn bears a birthmark (a green circle in the center of his palm) which identifies him as the fulfiller of a prophecy foretold many centuries earlier to the priests of Aldena. Rather than simply having the noble killed. of course. 12. the situation in the Dwarven Kingdom will be utter chaos. as the travelers will undoubtedly be ready to leave the Dwarf Kingdom. What the party will not recognize. who have no idea they have been marked. The characters might then be drawn to the mines in their pursuit of their would-be assassins. "Sanctuary of the Root"). he has wondered if he missed his chance to fulfill the prophecy. it should be revealed to the party (if they were not there to witness it themselves) that the passages holding the Bilakkhald were opened during their brief loss to the Orcs. but might range from a small amount of coin. to fine Dwarf-made weapons and armor. He therefore sends assassins to seek out and kill the adventurers. he seeks out rumors such as those concerning the adventurers. are not the only known witnesses. a toxin extracted from a breed of clam which causes the blood to burn. 83 of the citadel and open the gates for Oraishapek to enter bearing his foul burden. Man). so no one notices the small invasion that takes place just days after Lord Toltalvos' return from the Dwarven Kingdom. and could possibly find their way into the mines to witness the Dispossessed's actions (though they will certainly not recognize him as anything more than an ordinary. and it is his fate to bear the stones back to their proper resting place under Nurunkizdin. The spies arrive as pilgrims to the citadels. In any case.3. The prophecy states that one bearing this mark will be the only one capable of saving the realm from a deadly blight that would strike during his day. The manor is isolated from the other homesteads of the countryside. drawing the attention of Oraishapek. The Gyogul-Arn (Fo. The Dispossessed plans to infiltrate the Gyogarasag citadels with spies posing as the ill. He is saving the young lord for last. the Dwarves will be grateful for whatever help the adventurers have lent in the battle. He is sending two of the citadel's adepts to find the characters and request them to tell their story at the highland citadel.1 The NPCs The Master of Larisa-toron Oraishapek is not the only one interested in the adventurers' story. This vague and disturbing revelation is all the information that the party will receive from the Dwarves. While he waits. which is all that is required to link them to the next adventure. the adventurers will leave Nurunkizdin with a story to tell. During a parting dinner held in the presence of the Dwarf King.3 Episode 3: Loose Lips Word of the strange events at Nurunkizdin will spread quickly through the highland town of Killindrow and from there out into the estates. The Folyavuldok are as fond of good stories as they are of good wine. the participation of the characters). and alleviate the worst pain for others. and decides to take the Toltalvos Manor by force. When he hears that witnesses are spreading warnings about the dangers that may have been released from Nurunkizdin. Each employs powerful doses of the poison known as jitsu. if important. The adventurers will undoubtedly find willing listeners at every inn and tavern in town. and Oraishapek turns his attention to the young Lord Toltalvos.
12. They are both capable healers and herbalists. and tending the garden. and they will continue to be hunted by assassins until after the Dispossessed has carried out his evil plan.3. 1. Larisa-toron. Borkep Var (Fo. perhaps directly outside the tavern in which the adventurers have been drinking.3. they should be attacked again by the assassins.4. the party should easily be able to reach the citadel without facing an attack.2 for a detailed description. "Wine-guard Keep"). By the evening the four members of Oraishapek's cult are located in the first and second floor infirmaries along with six other patients. 12. If the combat turns against the assassins. preparing the night's meal. bringing all manner of strange stories). If the party does travel to Larisa-toron. watching over the sick. the number of assassins in the attack could be changed. The party will know they have failed when the blight strikes Folyavuld's crops. and preparations are made for a feast in their honor. Aside from its own garrison. They are somewhat wary of charlatans spreading false rumors (many have already visited the Gyogul-Arn. If the characters are not aware that they are being stalked. Killindrow. 4. so they must eventually be persuaded. the attack will begin in a rain of poison tipped arrows. 2. they are marked men. The attempt will begin with a cross-fire of arrows poisoned with Jitsu. but a skilled ranger may well discover the party's pursuers and raise the alarm. poisoning the health and wealth of the realm. concealed among a troupe of the ill and infirm. If the ride to the citadel turns into a chase. and the hunters know where they are! The Healer's Road The journey into the foothills of the Uldona Spine will be a dangerous one. Toltalvos Manor. preferring to ride through the ambush and attempt to reach the citadel.2 The Setting: The Region around Killindrow The setting of this adventure is the Highland region of Folyavuld between Killindrow and the Gyogarasag citadel. the pilgrim spies come to the citadel. the GM might include other NPCs who are acquaintances of the party. Meeting the Servants of Aldena The Gyogarasag adepts will seek out the party the night after the first attack. The assassins are skilled at shadowing a target.4 Outcomes If the party chose not to follow the adepts to the citadel. 12. The party may well choose to fight the assassins in order to discover who is trying to have them killed. Nevertheless. The Adepts of the Gyogarasag The two robed healers from the citadel will arrive in town the night after the first attempt on the party's lives.3 Encounters The First Attempt The first team of assassins goes into Killindrow and makes their attack on the party one night after hours of drinking and story-telling at a local tavern. each assassin is prepared to ingest the poison if necessary to avoid capture. the assassins will loop ahead of the party and lay in wait for their approach. The adepts tend to the business of the citadel. the assassins will close to finish off the party with scimitars. or return to the Dispossessed to report failure. For more information. Should the party fail to accompany the adepts. If the attack needs to be scaled up or down to suit the power of the adventurers. this is also the permanent base of one company of the Highland Rangers. an action that will result in a swift and painful death. they will turn their blades on themselves rather than be captured. The attack should be well coordinated in some area of light. possibly even sell-sword types like themselves to help the party ward off the attack. and have their doubts about the truth of the party's tales. The citadel is a scant afternoon's ride east of Killindrow. As long as they remain in Killindrow. 12. While this poison is intended to disable and render unconscious their victims. Nevertheless. THE PERFECT SEED:Episode 3: Loose Lips will require a substantial amount of trust (and coaxing on the part of the NPCs) to get them to follow. then proceed to melee with scimitars as the situation merits. The assassins work well together as a silent team of killers by using hand signals which convey information in a tactical melee or stalking situation. they will be in position to participate in the culminating adventure in the campaign. The capital from which the Broendon patriarch rules the highland province. thanks to the second team of assassins stalking the party. 3. The adepts are inexperienced warriors and will contribute little to the effort. and try to persuade them to journey to Larisatoron. Alternatively.3. they will bear their message faithfully to the adventurers. this time increasing the strength of the attack and the position of the attackers. Again.4 Episode 4: End Game On the same day that the adventurers ride to Larisa-toron. The adventurers are given comfortable if somewhat austere quarantine rooms for their overnight stay at the citadel.84 and delivering a stunning blow to the nervous system. and carry with them small doses of general purpose herbs. the rest of the campaign requires the party to journey to the Gyogarasag citadel. The party will undoubtedly suspect the intentions of the adepts given the events of the previous evening. see the Gazetteer entry for KILLINDROW. and it . If given the chance. the campaign is over. See section 13.
He has no idea that the adventurers are present within the citadel. The floor is a mosaic of inlaid stone and shell depicting the Earth-mother Aldena bearing a sheaf of grain and a bunch of grapes. The waters of the spring exit the sanctuary by a shallow stream that runs through a low grate of steel bars in the sanctuary wall. mother-of-pearl. Each of these large halls are warmed by fireplaces. Lapis-lazuli.2 The Setting This adventure will take place at the Gyogarasag citadel of Larisa-toron. The Garden Sanctuary. Two staircases. he will request the presence of the Captain of the Highland Ranger company to confer with him on how best to proceed against a new and unknown threat that looms over the Folyavulda Highlands. 1. Despite his best laid plans. So while Oraishapek is a deadly foe. In addition. and he knows that the master of Larisa-toron is not one to be ignored. Each has windows looking out onto the garden and the lawn in front of the sanctuary. The door is locked and Very Hard (-20) to pick. effectively canceling at least part of the Orc assault and giving the adventurers a chance to stop Oraishapek from carrying out his plan. and is at an additional -25 to all maneuvers because of the foul sickness. and contain six beds for the guests of the citadel. Above all. Though the Gyogul-Arn has no official power to summon him to the citadel. located on both the first and second floors of the infirmary wing are spartanly furnished. he operates at a great disadvantage as he bears the stones to the citadel gates. Large tables and a great wood-burning stove dominate this room. and his words and requests carry much weight across the realm. the masterhealer will be convinced that this is the threat of which the prophecy spoke (partly because of the assassination attempts. He is depending on the superiority of his warriors and spies to gain him access to the sanctuary garden. 4. The second day of the adventurer's stay at the citadel. In the service of the Realm-master. 2. Additionally. as well as its transient population of sick. The Captain of the Rangers Larsa Broen is a young noble of the ruling family of the Broendon tribe. Pantry. grains and vegetables are kept here. General Infirmary Rooms. jade. and serves as the Captain of the Highland Ranger company that patrols the hills around Borkep Var. Opposite them are ornate doors inset with colored glass that lead out into the sacred garden. onyx. He will question the party at length about various parts of their story. The Garden paths wind through the sanctuary in a vaguely spiral pattern. 12. which clearly add weight to the characters' tale). He has instructed that the feast be held in honor of the telling of their tale.1 The NPCs The Gyogul-Arn The master of Larisa-toron is glad that the party has come to tell their story. They afford an excellent view of ceremonies taking place in the chamber below. one along either wall ascend to second floor balconies that overlook the main chamber. Oraishapek the Dispossessed The Dispossessed's moment has come. Storeroom. or that the Highland Rangers are riding for Larisa-toron. A dais in the center of the room is surmounted by a stone basin for holding water drawn the spring during special ceremonies. 6. however. The south balcony has ornate double doors of carved oak that lead to the Meeting Hall and the stairs that access the higher levels of the citadel (8a). All manner of cooking supplies. The Captain and his company of fifteen Rangers will arrive at the citadel shortly after the Dispossessed's attack begins. This room contains all robes and articles used in the ceremonies performed in the main chamber of the citadel. and insists that the party stay at the citadel overnight. Larsa has performed his duties to perfection and has learned valuable lessons in leadership and administration which should serve him in later years. 8. and of the hinted-at threat that may have been released when the Underdeeps were opened. Kitchen. One of the three holiest sites in Folyavuld (the other two citadel gardens being the others). 5. he suffers already from bearing the stones such a great distance. and give access to the citadels upper stories. his political and social influence is such that he could ruin the career of even a noble of the ruling family. After hearing the tale of the war in Nurunkizdin. These four chambers. the Lord of Toltalvos has resisted the Dispossessed's possession for an extra day. he will send the youngest of the adepts as a messenger to Borkep Var to request an armed escort for the party back to Killindrow. and he is ready to act. and the spring within. bloodstone and yellow chalcedony are all used in the image. Quarantine Rooms. Every herb known to the healers that can be grown in the highland climate is grown within the sanctuary walls. Main Ceremonial Chamber. he will bear the stones to Larisa-toron. The following morning. The key is kept by the senior adept of the citadel. and he has not yet mastered his new host's body (he is still in the Infested stage of possession. Steps to either side lead to a first floor kitchen and infirmary in the wings of the structure. The wall itself is 8 ft.4. Every adept has a key to these doors. Larsa knows the region and people surrounding the upper Uldona watershed. The doors are locked and Hard (-10) to pick. Second-floor Balconies. 7. The front doors of the citadel are of stout oak. 3.THE PERFECT SEED:Episode 4: End Game 85 12. each branch ending in a small statue of Aldena supporting a basket over her head that forms a bird-bath. reinforced by iron. The three least senior adepts prepare meals for the citadel's permanent staff. . The Gyogul-Arn is a powerful and influential man.4. These balconies are reached by spiral staircases winding about the interior walls of the main chamber. high and has two ironbar gates on either side providing access to exterior sheds which house garden tools. and suffers a -50 to all actions). The Highland Rangers will come. This two-storied chamber is supported by four columns carved to resemble great tree trunks. Common medicines are also kept here.
and might well change the course of history. Each is comfortably furnished. dressers. Within the vault is a collection of the most potent medicines and herbs in the realm. This end would be a disaster for the Land of Rivers. It will be up to any adventurers or NPCs on the ground floor to halt Oraishapek's advance. If the adventurers are High level. If the Gyogul-Arn survives to claim the stones. If the party is of relatively low level. the teachings of Aldena. and his approach to the citadel gate will be slow and unsteady. and the approach of the Dispossessed bearing his glowing green box of stones should be obvious to anyone watching. 10. most of which are irreplaceable. closets. One of the assassins will get out of their bed and walk over to the fireplace. 12. history. This will certainly earn them some notoriety in Folyavuld. Much of the instruction that goes into an adept's training takes place here. Subject matter includes linguistics. the balcony on the fourth floor might serve as the party's best way down. but the Gyogul-Arn is somehow slain in the fighting. three will attempt to seize and hold the main door to the citadel while the fourth will dash to the garden to open its gates. there will be no one left with the ability to return the stones to their rightful place. Most of the medicines in the sanctuary are kept here. and it is carried on his person at all times. this chamber is roomy and furnished with a large bed. The Rangers Arrive The GM should use the arrival of the Highland Rangers to balance out the fight. clues should be supplied to them through the master healer. 14. This chamber is filled with desks chairs and benches for simple compounding. 16. Library. THE PERFECT SEED:Episode 4: End Game on the upstairs floors while the Dispossessed moves into the garden. Folyavuld will be poisoned and much of the fertility of the land will fade. several chairs. and Oraishapek can claim some small victory. Though they are armed with nothing but small poisoned daggers. This is one-third of the Library known as The Gyogarasag Learnings. Nearly every room in the citadel has windows looking out. buying time for his troops to come to his aid. will pursue the enemy into the forest. The most complicated instruction and compounding is done here. Once the Dispossessed flees.4 Outcomes There are three potential outcomes. If the Dispossessed is successful in his cause. He will then throw a small handful of incendiary powder onto the fire which will send a gout of flame up the chimney to signal the Orcs outside to begin their assault. The loss of that holy site would be a profound spiritual blow to the realm. If Oraishapek is confronted in numbers. or very numerous. but the Dispossessed will not be found. Oraishapek is still a formidable sorcerer. Even in his weakened state.86 9. The assassins will then launch into action. Larisatoron will be forever tainted. The Gyogarasag of Larisa-toron meet in this hall to speak and dine with one another. a desk. If the Dispossessed is stopped. 15. The Dispossessed will abandon the stones and flee into the wilderness. All doors are locked and Very Hard (-20) to pick. Posh by most standards. and (of course) one of the most complete collections of books on herbalism and medicines in all of Endor. and the Gyogul-Arn has a master key. Adepts' Quarters. The lock mechanism on this door is of Dwarfmake.3 Encounters Assassins on the Inside The assault will begin just after dusk. Gyogul-Arn's Alchemy and Apothecary. 17. The door is locked and Very Hard (-20) to pick. the Orcs will begin streaming in the door attempting to trap as many as possible . Each adept has his own key. The Gyogul-Arn will undoubtedly notice the Dispossessed's approach. Staircase to top floor. the party will be forever stalked by assassins 12. The party should have at least two minutes to act before Oraishapek is within the garden. though the spring waters themselves will remain pure. The Gyogarasag is a wealthy organization. If it becomes obvious that he cannot prevail. 13. the citadel is saved and the party will be hailed as heroes of the realm. The Gyogul-Arn does all his administrative work in this chamber. and also serve to blind anyone in the room unprepared for the flash. Should the adventurers need help figuring out what is happening. quickly losing his pursuers despite his weakness. perhaps accompanied by the adventurers. and will suddenly understand his intentions. The door leading in is locked and Very Hard (-20) to pick.4. save the arrival of the Rangers until after the bulk of the fighting has taken place. he will drop the stones and attempt to hold his ground against his attackers. Double glasspaned doors with heavy green curtains open onto a balcony overlooking the sanctuary. and many shelves. The Rangers. Though this end is certainly the most favorable to all concerned. It is larger than the Adepts' Quarters. If no adventurers are on the ground floor. Meeting Hall. Gyogul-Arn's Chambers. 11. 12. his henchmen will take their best chance to flee. The Dispossessed now suffers from exposure to the stones. which again will mark them as recipients of the Dispossessed's scorn. Only the GyogulArn has a key to this room. he will not sacrifice himself to save this mission. Adept Study. allow the Rangers to arrive just as the attack commences. This part of the library contains over 5. Vault. and their doors are locked and Hard (-10) to pick. This rather ornate room is reserved for visiting members of the Gyogarasag. The master healer and the senior adept each have a key to this room. The sanctuary's seven adepts live in these chambers. Feasts for honored guests are served here. Guest Quarters.000 volumes. If the assassins are able to hold the door for ten rounds. and is Extremely Hard (-30) to pick. and the vault also contains five small chests of silver and gold coins (1400 gp worth).4.
until the spring of T. with connections to others who shared his hatred of the plains-god. 1640. The elder Kosvar was nearly ruined by the fall of Kelepar and the cruel deaths of his two sons. This practice had enriched Mistrand. the Rangers will begin the task of collecting the dead for burning. after the search for bodies is concluded. Only two of his rivals ever discovered his secret. After the pyre has been lit. Indeed. never realizing the nature of their real antagonist. Sailors on the Inland Sea have learned to avoid the island chain because of the razor sharp reefs that clutter many of the inter-island channels. From the smallest sea-side village to the sprawling ports of 13 SCAVENGERS OF THE SEA At the onset of the Great Plague. Kosvar's fortress was located among that chain of islands. carrying with him an undying hatred for the leaders of Mistrand who had caused so much of his misery. Kosvar thought it a natural setting for a hidden stronghold. Kosvar himself. Kosvar's pirates quickly grew into one of the most popular informal organization of bandits on the entire Sea. the assassins were able to carry through with the killing.A. the osvoda symbol of office (see section 10. Experienced as he was in tactics and administration. Though he had struck back against his foes. 12. The party will no doubt wonder at the young man's involvement in a plot to spoil his own fields. Though he now neared the age of 60. a wooden stockade located next to a fine natural harbor on one of the islands of the Mayzri. In fact. which at this point was legendary for its long life and burning intensity. Kosvar's men and ships were not to be found in any of these places. Yanos fled Kelepar for the Donath town of Dilgul. however. "The Hornet's Nest"). and helped them achieve a dominant position in the trade balance on the Inland Sea. and resolved to spend the rest of his days making the city of Kerkassk pay for the pain it had caused him. many of the products leaving Mistrand ended up in the cargo holds of Kosvar's hunter-ships. To these hard young men. Early in T. but spies from Mistrand penetrated that settlement in T. he still found himself consumed by his hatred of them. they brought with them the Scepter as proof of the deed. Yanos Kosvar's trade outpost at Kelepar was abandoned and the region of southeastern Rhûn again came under the complete domination of Kerkassk and his servants in Mistrand (see section 3. his pupils and throat the distinctive pale green of one who has died of exposure to the Bilak-khald. where he made contact with several brash members of Rachorod. however. Oraishapek the Dispossessed. the company will prepare to escort the Gyogul-Arn on his journey to deliver the stones to Nurunkizdin. Rivals usually steered clear of Kosvar's ships for fear of earning the hatred of the piratelord. Kosvar was still a hard and vigorous man. and kept the Scepter as a reminder of his sons. whose deaths he blamed on the leaders of Mistrand. Despite the fall of his outpost.3 for more details on the Hitav Yurna). Though Mistrand had largely closed its doors to trade with the west many years prior. "West-wind"). lived through the Plague. and though some of the goods stolen by Kosvar's men have been sold in that town. and also because of the popularity of the chain's warm waters among the Inland Sea's sea-serpent population. and the other under the tender caresses of the Plague. a constant reminder that they have made powerful enemies as well as friends. and both of those ships were driven onto the shoals near the mouth of his harbor by accurate catapult fire. for in those days the leaders of Mistrand were bold and unafraid of outsiders. a sometimes radical band of dissenters against the religion of Mistrand. Yanos was still an influential man in Gathod. leader of the religious hierarchy that ruled the city. and he soon found that the life of the pirate appealed to him. Kosvar began the construction of Karna-tapar (Fo. in recent years the city had gradually reopened its market to a choice few merchants. Kosvar promised the bulk of his remaining fortune as a price on the head of the osvoda of Mistrand. 1639. or possibly because of them. who were allowed to export a carefully regulated amount of goods. one at the hands of Brygath torturers. Though no one may recognize the meaning of the strange disappearance. The leaders of Mistrand launched several expeditions to punish Kosvar's pirates. The . The search for Kosvar's base began to focus on the confusing and dangerous Mayzri Archipelago as the last possible location.5 Epilogue: The Depth of the Conspiracy The morning after the attack. but were never able to pin down the location from which he operated. Indeed. Yanos was something of an adventurer. Despite their victory. and he took up the ways of the pirate in the pursuit of his revenge. He swore revenge on his antagonists. Now. the Rangers will discover that one of their own is missing. the corpse of Evin Toltalvos will be dragged out of the forest. When the assassins returned to Kosvar. they also have appeared on the markets of Lest and even Dilgul. however. the religiously driven host of Kerkassk was devastated by the Plague. Karnatapar served Kosvar for nearly three years as a perfect base of operations. and made good his escape. Despite these dangers. when tragedy struck the old man in a different form.THE PERFECT SEED:Episode 4: End Game working for the Dispossessed. Though many of them paid for the deed with their lives. 87 assassins cut down the osvoda in a side street and one managed to escape with the Hitav Yurna. the Dispossessed has again jumped bodies. the individual who found the body of Evin Toltalvos is nowhere to be found. 1637.10 for more information on the origin and events of the War of Clay Jars). After spending the rest of the day searching in vain for the lost Ranger. Sometime in the midmorning. Yanos paid them a small fortune for the killing.A. often walking unaccompanied through the crowded streets and plazas of the city. They long suspected that the Folyavulda haven at Scari was Kosvar's home port. it is most likely that the party will be left to wonder at the apparent pervasiveness of the cult that has attempted this attack. One such connection was with the group calling itself Rachorod (Dn.A.
1. he plans to strike at the hidden outpost. in preparation for scouting the exterior islands of the Mayzri. for Sakarod (Fo. They grow desperate to flee their respective towns by any means. would provide the perfect escorts to the band's island stronghold. Unfortunately for Kosvar and his Men. SCAVENGERS OF THE SEA:SCAVENGERS OF THE SEA pirates will finger them to the spies of the plains-god. Yanos Kosvar and his pirates. and maintains a tenuous contact with the Rachorod faction in Mistrand. a Kugath mystic woman provides information on the disposition of Folyavuld and the atmosphere of the pirate-hunter meetings at the Sated Serpent tavern. Every shadow holds a spy. If Kosvar seems weak. "Red Fin"). They now live as castaways on that same island. however. keeping their eyes on the horizon. In Dilgul. he has collected his three ships at whichever of the three ports is serving as the starting point of the campaign. Each of these representatives are feeling the pressure of their present circumstances. Her choice of a mate was a natural one. Recently. and that he has openly declared that he will never return the artifact to the servants of Kerkassk. He is currently pursuing a campaign that he considers subtle (others would certainly say rash). however. His plan is to draw out Kosvar's pirates and discover the reason behind his rival's conspicuous absence. The party will certainly be one of the groups that he will attempt to intimidate. and Kosvar's henchmen begin to grow worried. He lacks the savvy of the elder pirate. None of their former liaisons can be trusted. the nest they chose was Karna-tapar. old sailors of the sea swap tales of the legendary serpents that are said to hunt its waters. Though he is widely thought of as the second most powerful pirate on the sea. the stronghold of the pirates. and must frequently resort to violence to hold his motley band together. In Lest. The assault of the drakes was short and violent. 13. for no one passes into the Mayzri by chance. Each receive shipments of smuggled and stolen goods to be sold on the local market. A group of aspiring young sailors with a small ship. One small crew of men were able to escape to a ship and flee toward open waters. So many widely varying stories have circulated over the years.88 Mistrand and Lest. Only three of Kosvar's pirates live to warn people of the drakes and share the tale of their ferocious onslaught. Deoric the boat-wright arranges secret meetings between Donath smugglers and the captains of Kosvar's ships. his collection of three Aravihar (Fo. and they have begun to grow bold. Kosvar's contacts now worry that the emboldened rival Gregor the Butcher The Butcher is a brawny young peer of Kosvar who seeks to supplant him as the premier bandit on the Inland Sea. Kosvar and the great majority of his Men perished inside their stronghold. The drakes caught them just as they were passing the southernmost island in the chain and laid their ship to waste. of course. a Northman food merchant named Guntherof monitors the market and the local pirates who universally envy and resent the success of the Kosvar band. keeping tabs on the politics of the pirate world and passing along information about local markets. All they need is a ship to carry them to the Mayzri. the rituals surrounding a coupling can be violent and utterly unpredictable. His spies and assassins have permeated the seaside towns in search of clues to the Scepter's whereabouts. dooming them to a cruel death on the torture-racks of Ilyamana. The conspicuous absence of Kosvar's ships has been noticed by rival pirates. The other pirates of the sea regard him as an unpredictable and dangerous man who will commit any brutality to reach his aspirations. It has now been some months since any contact has been made with Karna-tapar. Among the many species of dragon. the drakes of the sea will occasionally wake to fulfill the needs shared by all living creatures. be they merchants or pirates. Complicating matters even further is Kosvar's dogged determination to retain the Hitav Yurna as payment for the deaths of his sons. In Scarakikot. They have begun to regret the secrecy of their base. 13. "Swift Tempest") raiding ships is vastly inferior to Kosvar's once-proud fleet of seven warships. Djerul the Seer. and each has among its permanent population a mole for the pirate ring to make contacts with prospective buyers and grease the wheels of local commerce. They spend most of their time inside their homes. he will attempt to stop them. These contacts have for years acted as the eyes and ears of Kosvar. and were consumed by the pair. will not make that mistake again. Many now speak in open opposition to Kosvar in the shanties where informal but ever-powerful pirate councils are held.1 Episode 1: Running Scared Kosvar's operation extends to all of the major ports around the Sea. If and when he finds that they are transporting a known spy of Kosvar to the Mayzri. and rarely even attempt to maintain the facade of their daily businesses. . It is time for them to make good their escape from the towns in which they live. Though prone to long periods of slumber in their sea-side caves. The loss of the Scepter is a blemish on the proud face of the plains-god. that most people completely dismiss the beasts as nothing more than creatures of legend. they are actually both satisfied with the pairing and quickly moved on to finding a suitable nest.1 The NPCs The Contacts Each town has its own member of Kosvar's band. greatest of the female drakes of the sea began her search for a mate. to win over some of the minor players of the sea-side ports to his cause. and the Dispossessed lord of Gathod has redoubled his efforts to reclaim it. Kraszapol (Fo. One of these needs is. It is common knowledge that the piratelord was behind the killing of the Osvoda of Mistrand. In the meantime. Though the two went through the obligatory bouts of violence. to mate and reproduce. "Death-Spout") is the greatest of the male drakes.
If the party is cautious and observant. 13. they should be in position to stop the abduction attempt that will occur at the contact's residence. who might not otherwise be heard. below an open window where the conversation inside can be clearly heard will be Kosvar's representative in town. and will be armed as such. the spies will undoubtedly believe that the adventurers are members of the pirate band. The servants of Kerkassk are posing as sailors on a Gathmarig merchant ship. This often leads to alliances between the bandits that may eventually grow to inclusion of the smaller within the ranks of the larger.4 Outcomes The only outcome possible for a smooth continuation of the campaign is that the party leaves for the Mayzri Archipelago with one of Kosvar's contacts on board their ship. Few are willing to acknowledge that the Kosvar band has fallen from power. Kosvar virtually pioneered this tactic in the early years of his operation. Without a senior captain of the Kosvar band to represent them. who obviously believes he will be the next lord of pirates. If the party is able to pick up on any of these hints. Even the party members should realize that this is an open invitation to tie themselves to Gregor. they will have to place themselves in the debt of one of the more powerful pirates in the room. and announce his intention to sail in the next Stopping an Abduction Spies from Mistrand will witness the meeting between the contact and the party. 89 two days. clients of the pirate-lord have no voice in the meeting. and offer the impressive sum of 100 pieces of gold for immediate passage to the Mayzri Archipelago. moving the tables of the room together to form one great conference table. a powerful individual will silence the room on behalf of a minor member. and many have tried to emulate his success. The party will undoubtedly be a witness to the power struggle occurring in the tavern.SCAVENGERS OF THE SEA:Episode 1: Running Scared The Servants of Kerkassk The spies of the plains-god have indeed identified Kosvar's servants and are keeping them under careful surveillance. and promise that an identical amount will be paid by the pirates when the contact is safely among them. As the party leaves the meeting (which will continue well into the night). or they are able to intercept the spy-ship on its way to Mistrand. and his entire crew is made up of assassins and spies. and Lest are where business contacts and hirings are made. everyone be given a chance to speak if they so desire. were the Kosvar band actually still alive. they must merely command enough respect in the room to silence enough of the crowd so that they may be heard. and that serious repercussions will not be forthcoming when the band's rivals begin trespassing on its waters. Talk in the particular tavern in which this campaign begins (the exact location being dependent on the port city chosen) will be centered on disputes between rivals who are fighting to move in on Kosvar's territory. the contact will want to return to his or her home to collect a few valuable items and also to retrieve the gold promised to the party. He will also make obvious attempts to indebt minor pirates within the room. though they will not be close enough to hear what is said over the din of the tavern. and a proposal will be made. they are only hesitating to close the vice on their prey because they believe contact will soon be made between Kosvar and his people.3 Encounters Tavern Talk The taverns of Scari. There will be some minor defections. If they are successful in their attempt to seize the contact.1. and will not turn down any offer of an escort through town.2 The Setting This adventure is designed so that the GM can launch it from any of the three ports mentioned above. He will insist that in the absence of Kosvar's representative. Very often. the party will have . they will attempt to abduct the contact for deep interrogation and begin shadowing the party. The subject matter is usually centered around the arbitration of disputes between two or more aggrieved parties. Anyone is allowed to speak. If the contact was lost to the spies of Mistrand. In this way. After identifying this new lead. Meeting Kosvar's Servant Sitting outside the tavern. and be on their guard.1. Posing as out of work sailors and foreign merchants. Each of these towns is detailed in sections 10 and/or 11 of the text. they will be approached by the frightened contact. the party will not be able to continue with the campaign. After the brief discussion. Gregor the Butcher will loudly make claims on Kosvar's waters. The contact believes he/she is being followed. but most will not dare until there is hard evidence that Kosvar is no longer a factor in pirate-politics. The contact will offer half of the sum up front. petty pirates often form patron-client relationships with the more powerful members. they may realize that they are being watched. a reward that would be of immeasurable worth. The captain of the ship is actually a member of the officer cadre in the Mistrand navy. and will get up as a group and leave the meeting in a silent protest of the subject-matter. The contact will insist that his or her presence among the party will protect them from any penalty the pirate-band might normally impose on trespassers to their refuge. Discussions are loud and very often escalate to violent confrontations. The pirate councils will often monopolize an establishment for an evening to conduct their meetings. When the contact approaches the party.1. 13. unless it occurs to them to travel to one of the other ports and seek a similar deal with that representative of the pirate-band. 13. The contact will tell the party as much as he or she knows about Kosvar's operation (which is not much). He will threaten everyone in the room with war if he catches them within his new territory. Dilgul. Additionally. the party could gain the gratitude of Kosvar himself for saving his representative. If the party wishes to add something to the discussion.
and that they haven't gone anywhere. Early in the afternoon. buried on the outpost island. Should the party stop to rescue the castaways. they will relate in lurid detail the tale of the demise of Karna-tapar. and decides to make a direct line through the Mayzri. gathering information on the layout of the dangerous Archipelago and looking for evidence of the hidden pirate refuge.1 The NPCs The Castaways These three are all that is left of Kosvar's once powerful band of pirates. while the other ships are wary of Kosvar's powerful fleet.2 The Setting This adventure will take place among the islands of the Mayzri Archipelago. and that the greater treasure is to be had in the ruined outpost. The hall is littered with the half eaten corpses of pirates. Sakarod is less powerful than his mate. he is tired of the cat-andmouse game. Faruq's superiors in Mistrand have no idea that they have a servant among Kosvar's band. and the adventurer's will be forced to use a ship's boat to reach the far strand. the penalty for trespassing on Kosvar territory is a swift death. the outpost island has a narrow strip of beach fronted by the steep slope of the . or even to the ruins of the outpost itself in exchange for their freedom. Though he is respected as a man of sound principles. By mid-day. Their fin-like legs are better designed to propel their massive lengths through the water than they are to support their weight on land. if possible dissuade the party from attempting to recover the secret treasure. He will not realize until too late. Faruq Akara was one such spy who actually managed to penetrate Kosvar's organization when he hired on with a pirate captain who subsequently tied himself to the band.2 Episode 2: Nest Robbers Transporting Kosvar's contact to Mayzri may entail an adventure in itself. On sighting the party's sail. Amazed at the sight. the fates of Gregor and his pirates are sealed. and once the two reach the harbor-edge. he only glimpsed the Scepter once. one of the castaways is a trained assassin working for Kerkassk.2. bearing the location of the secret treasure to his master. intent on learning whose navy wrought such destruction on the powerful Kosvar pirate-band. the two drakes will hurl themselves toward the harbor. and once her ire is stirred he will obediently join in the carnage rather than risk a confrontation. The Outpost Island Like the other islands of the chain. He will.90 to sail into the Archipelago blind. SCAVENGERS OF THE SEA:Episode 1: Running Scared opportunity to recover it and attempt an escape. If the party rescues him. The drakes will entertain themselves destroying the pirate ships for the better part of the afternoon. and where they might have gone. Gregor the Butcher Gregor will soon grow annoyed at the lack of response from Kosvar's scouts and will sail directly into the Archipelago.2. that Kosvar's enemies were not Men. should be first to reach the island chain. if that is still possible after the events of the first episode) plies the waters around Mayzri. since they believe they have nothing to fear. When Gregor's ships disturb their slumber. Dangerous shoals completely surround the island. The castaways are prepared to offer anything to the party in exchange for passage to any of the towns along the coast of the Sea. he will come across the hidden alcove of the outpost island that supports Kosvar's shattered harbor and behold the sight of the destroyed outpost and wrecked ships of Kosvar's fleet. however. The Spy Unbeknownst to all. The coffers of Karnatapar contained a fabulous wealth of treasure. Kraszapol is fiercely protective of the nest. Gregor's troika of ships is testing the waters around the island group. the Butcher will sail into the harbor for a closer inspection of the ruin. even though the other castaways will agree that it is the safest course. something that they probably would not do if they believed that Kosvar was still active. even though it does not yet contain an egg. See the Gazetteer entry for MAYZRI ARCHIPELAGO for a detailed description and map of the island chain. he will be content to leave the Archipelago. At the same time that the party's ship enters the Archipelago. but has never had a good 13. He is now convinced that the Scepter lies amid the secret treasure. They have not seen the drakes since the fateful day of the attack. Kraszapol and Sakarod The drake couple have turned Kosvar's main hall into a grizzly nest fit for a young hatchling. shortly after he joined the band. In all the time that he has been associated with the pirates. and have no idea that the ruined outpost now serves as a nest for the happy couple. he will argue that the dragons are probably gone. they will light a signal fire they have prepared. This should allow an excellent opportunity for a party approaching from the opposite shore of the island to conduct their business without having to face the terrible creatures. many of whom were never heard from again. 13. trying to provoke a response from Kosvar's ships. A scout ship from Mistrand (the same one that attempted to abduct Kosvar's contact. Faruq has worked with Kosvar's pirates for several months now. a testimony to the terrible killing power of the beasts when they are enraged. Mistrand flooded the ports of the sea with spies in their search for the Scepter. making a gruesome game out of watching the pitiful Men try to survive. and they will offer to lead the party to a secret trove. much less that he was lucky enough to survive the drake attack and is now stranded on the small southernmost island. If the party insists on traveling to the outpost island to recover the treasure. The party's ship. 13. and neither of his castaway compatriots suspects that he has any outside allegiances. These four are not the only ships afloat in the waters around the Archipelago today.
A twenty foot gap in the earth outer wall was once blocked by a great gate of reinforced timber. It is now filled with the half-eaten corpses and dug out earth. Lookout Path. fur rugs. and is extremely dark within. The broken masts of ruined ships stick out of the harbor here. The cave mouth is cluttered by overhanging brush. and expensive clothing may also be found in the room. High quality weapons adorn the walls. It is filled with Kosvar's private possessions: a great bed. This hall makes a steady descent down into the heart of the island. however. to the various lookout positions around the island. Storerooms. 4.2. in a specially crafted case. and approaching them will take the characters over a . leading to the upper chambers. Fine Talathrant vases. and contain 5. Gregor's Battleground.2 for details. The lock is trapped with a poisoned needle coated with Jitsu. which may be unlocked using a key around Kosvar's neck. The mauled corpses of three guards are buried in the rubble. The Site of the Secret Treasure 1. 5. 2. and expertly crafted sea charts lie on the desk. and also great gouges in the land where massive creatures have passed. They have never been inside. so quick was the dragon assault. at that is located directly in front of the outpost. but know that the cave was once guarded by the sentries of the nearest lookout. Attempts to scale the steep incline should receive a -10 due to sandy and unsure footing. The trap is Hard (-10) to detect. 2. some still clinging to wisps of their sails. Karna-tapar.2. The Ruin of Karna-tapar. Their crews never had a chance to reach them when the dragons struck. Just past the door. If a careful approach is made. but neither was ever fired. The remaining chests are empty. Once atop the sea-wall. 3. The catapults are both loaded and wound. is a Gondorian telescope. Entrance Chamber. 4. Catapult Moats.SCAVENGERS OF THE SEA:Episode 2: Nest Robbers island's natural sea-wall. Four ships lie shattered on the reefs. The entrance cave is rough walled and has a floor of sand. The chamber beyond remains as it was before the dragons attacked. 2.2. a table for dining and meeting with his captains. Both are on wheels so that they may be turned and aimed at approaching ships. Sentries camped near each of these lookouts. The Beach. Stairs in various places are cut into the earth wall. of pressure will trigger the doors. More than 20 lbs. Trails wind away from the outpost. The forest around the cave entrance will show signs of recent campfires. and old campfires may be found throughout the surrounding forest. these fortifications were useless.2. The hall is filled with a ruined treasure of broken statuary. the heart of an elder mountain chain now drowned and stripped of its cover by violent sea-storms. The Secret Treasure Cave.000 cp worth of copper ingots that will look like gold by firelight. The Ruined Harbor. 1.3. and cannot be disarmed. A single stairway ascends the back wall. 3. Also packed in the lowest drawer of the desk. The waters of the sea rush into this cave. dropping anyone standing on them ten feet to the slick lime chimney below. where a fence 91 of spiked timbers would provide them cover in case of an attack. The center of the floor is a hollowed out basin where Kraszapol intends to lay her egg. Bailey. and should be Very Hard (-20) to locate if the characters know his face. The wide lawn that was once the center of Kosvar's outpost is now littered with the remains of men who died trying to defend their lair. The peaks themselves are bare and weathered stone. allowing men to ascend to the top. Extremely Hard (-30) otherwise. 6. The top of a natural chimney of lime is covered by a trap door (2a) that is concealed under a layer of sand. however. shattered ceramics. The entire first floor was once a great hall. the passage floor is artificial. Six chests line the side and back walls of this wide. None of the ships will make it far beyond the boundaries of this area. There is room to either side. Trapped Hall. and no one was left to use them afterward. inverted with oars beneath them. Fake Treasure Chamber. Two ship's boats are still here. 6. The only way through the door is by destroying it. who both came through this way. and characters that have detected the trap can pass along the cavern walls. The first two chests contain raised bottoms so that they are artificially shallow. but each has been ruined. This is the last structure to remain intact in the entire outpost. see section 13. sand-floored chamber. The upper story is accessed by a locked door at the top of the stair. and will be barred from within. The door on the left is of reinforced oak. Piles of heavy stones lie to either side of the catapults. and a kitchen once stood along the earth walls of the bailey. It is a timber building with double doors torn off the hinges and the entranceway dug out so that the massive monsters can squeeze in. and blood-stained tapestries. Against the dragons. The gate was shattered by the drakes. the island is densely forested almost to the summit of the island peaks. Three small chests contain thousands of coins and many precious stones totaling around five hundred gold pieces. His corpse is one of many that is hidden among the rubble on the ground floor. For specific details of the cave's interior. which leads by a long drowned tunnel to the basement chamber of the Secret Treasure Cave. 3. all the evidence remaining of Kosvar's once powerful fleet. Waterline Cave. shelves and a desk. Only one stairway has been made ascending this slope. 5. The castaways will be able to lead the party directly to this cave. The Ruins of Karna-Tapar 1. These are platforms built into the tops of trees that give a long view across the water. The Gate. a forge. closets. This is the area where the battle between Gregor's three ships and the two rain drakes will begin. Lookouts. See section 13. These ten foot high earthen moats each have a catapult atop them. The gap that leads to the passages beyond should not be immediately apparent. the party may hear the sounds of the cave's guardians retreating within the cave as they approach. A winding buried-log staircase ascends the sea-wall to the shattered gate of Karna-tapar.
13. having already witnessed the lethal fury of the serpents. The adventurers will have time for one trip back to the beach before all sounds of Gregor's demise will fade into an ominous silence. Characters falling into this chute will slide down the incline. Faruq will no longer attempt to argue that the dragons have departed. attacking the characters as if they themselves were the dragons. Should the party return to the outpost. though once the group reaches a point on the island where they can witness Gregor's fate. If the castaways have been rescued. consists of bulky and fragile ceramics. Exploring the cave and locating the room containing the treasure will be up to the adventurers. and characters will be forced to swim with less than a foot of headspace through some of the tighter sections of the passage. This will be the party's only warning of the events that are to follow. they will then take short bows to the basement chamber and finish off the characters. The guardian chamber was never intended to house men so long. . and will soon master his emotions. the castaways will refuse to accompany them. grass mats. gems and jewelry. and are eaten with hunger and fear. 4. They have now been locked within the darkness of their chamber for two days. Stopping is a Sheer Folly (-50) maneuver. Looting the Nest Once inside the outpost. The only key to the locked door of this chamber is around the neck of Yanos Kosvar's corpse. the dragons have come up the hill and hunted them each night. It is nearly drowned in parts. Though the passage offers shelter from the arrows of the guardians. The lock is Very Hard (-20) to pick. Should the party pass the door and spring the traps beyond. Each character should make a resistance roll versus a 10th level fear attack or be unable to venture past the main hall. but will remain on the high ground until the party returns. Recovering the Secret Treasure The castaways know only of the location of the cave that contains the secret treasure. 6. The chamber beyond contains the treasure of Kosvar's pirate band. and is trapped with a needle poisoned with Jitsu. though the castaways will accompany them inside. 7. bolts of silk. Ten feet up the west wall is the end of the Lime Chimney (5). Talathrant ceramics. Once the combat between the pirate ships and the dragons has concluded. the party will have to be very quiet and stay well away from the ruin of Karna-tapar. Basement Chamber. Should the adventurers decide to heed his advice. The presence of the castaways will have no effect on their madness. which also lead to the lime chimney at 5.3 Encounters Approaching the Pirate's Outpost The sounds of the furious assault on Gregor's pirates should be enough to alert the adventurers that the dragons are indeed still active and in the immediate vicinity. 8. however. and the remains of several rodents that were caught and eaten. "Death Claws") which the pirates feed. Each character will take 3-30 concussion points due to burns. and it is filled with refuse. which can be complicated by other falling party members. Since the fall of Karna-tapar. provided the characters can get past the trapped lock on the door. Twenty feet up the east wall is a walkway that leads from the Guardian's Chamber.2. Already. the horror of the scene inside and the over-powering dragon-stench might well drive the adventurers to flee. Stopping within the chute results in an additional d10 concussion points every five rounds due to exposure to the lime. they will suggest a landing site on the side of the island opposite the wrecked outpost. and huge amounts of coin. or the dragons will detect them. They will give the adventurers explicit instructions on how to arrive at the treasure hold. lubricated by the caustic lime paste that coats the chimney's sides and floor. They will attempt to defend their cave against any intrusion. 5. Complicating the missile battle that will ensue is the presence of four large Festiqan (Ga. as if straining to control himself. as the cavern guardians will rush into the chamber bearing torches and bows. locating and looting the treasure hold should be a relatively straightforward exercise. If successful. In six chests there is 2. The animals haven't been fed now for several days. He will claim only to have been seized by fear of the dragons. he will become agitated. and will voraciously attack characters falling into the pit. scrapes and cuts. Waterline Passage. When Faruq sees that the party has recovered the Scepter of Mistrand. If they manage to pass the carnage.2. This wide chamber is filled by a pool of water ranging in depth from 1-4 feet.2. Guardian's Chamber. The party will have approximately three hours once the attack begins to move around the island and explore the caves. Three of the five lookouts that are supposed to guard the cave are still alive. Should the characters fall down the Lime Chimney. Much of the wealth in the chamber. which is among the rubble of Karna-tapar. and that the greater treasure lies there. Fine and potentially magical weapons. Failing to stop will lead a character to a ten foot drop into the shallow pool in the basement Chamber (6).000 gp worth of coin.1. in addition to whatever damage is taken due to falls. which enjoy a significant advantage over the party members in deeper water. As long as the party keeps their ship out of site. Treasure Chamber. and the prized SCAVENGERS OF THE SEA:Episode 2: Nest Robbers Hitav Yurna. flight in this direction will be closely pursued by the Festiqan. two of the guardians have been killed. they will probably face arrow attacks from the east walkway. turning the situation unpleasant quickly.92 second set of trap doors (3a) similar to 2a. This wide and low passage leads almost a mile to the waterline cave in 13. finely crafted personal items. they will be confronted by a most unhappy pair of Rain-drakes. and raises no obvious alarms. Lime Chimney. and the others have gone completely mad. they will charge out their door and attempt to force the remaining characters into the trap also. he will be quick to point out that the monsters are a considerable distance from the ruins of Karna-tapar. the drakes will be too engrossed in the slaughter to realize that their nest is being raided.
and the weapon type given to him.3 Encounters The Sabotage Attempt Shortly before the ships begin to separate. so he will not even turn to face his attackers when people try to stop what he's doing. The captain of the Gathmarig ship is determined to catch the party's vessel. watching his prey pull very slowly away from his vessel. She is a Gathmarig Korburaq. An audible groan goes up from the archers massed at the bow of the ship. and will fight to the death against the enemy. Faruq will suggest that the castaways be given arms in case a defense of the ship becomes necessary. possibly encountering Faruq and his cohorts from Mistrand attempting to recover the Scepter of Mistrand.3 Episode 3: The Saboteur As the party's ship clears the last of the shoals around the Mayzri Archipelago. possibly followed by a fierce fight aboard the party's ship. By the time the party's ship reaches top speed. If the party does not arm the castaways. In fact. If the party arms the Gathmarig spy. the castaways now on board the party's ship hold a deep seated hatred for the men of Mistrand. the party will return to their port of call fabulously rich. . and only one will lead directly to the last adventure in the campaign.1 The NPCs Faruq the Spy Since the party's recovery of the Scepter. they are professional warriors and should prove a valuable addition to the party's crew. the sweaty heads of the ship's slave-oarsmen can be clearly made out over her sides and the cracking whip of the overseer can be heard over the sounds of wind and crashing wave. he may cripple or at least slow the ship to the point that Mistrand's ship begins closing the gap. The danger of the jagged island reefs has passed and the crew leaps into action. The distance between the ships begins to increase just before arrow range is reached. The captain angrily orders the rowing to stop. He prepares himself to die. depending on the duration of his efforts. and make good their escape from the islands without drawing the attention of the dragons to themselves. 13. enabling them to fund themselves as real players in pirate politics. The bright red and yellow stripes of the sail declare it as a ship of Mistrand. Though weakened by prolonged hunger. The ship's seamen put down their weapons and tend the sail. If a boarding action seems imminent.3. He must choose the proper moment to make his move on the artifact. the dragons are quite capable of destroying it.2.2 The Setting This adventure will consist basically of a long pursuit. The chart below can be used to determine the amount of damage done to the ship. He will give his life to sabotage this ship! The Captain of Mistrand's Merchantman Anticipation for the fight suddenly turns to bitter cursing as Mistrand's naval captain feels the subtle shifting of the wind that will allow his quarry to escape. The telltale sparkle of whitewater churning at her sides tells the party that she is under full oar and her course is to intercept the party. he will look for his best chance to seize a weapon from one of the characters or crew members. In this case.3. for the Scepter of Mistrand is on board. he will take his best opportunity to begin hacking at the stays of the ship's mast. In the event that the party was able to recover the Scepter of Mistrand. and make the same attempt.3. 13. The cries of warning from above rouse him from his daze. 93 He ascends to the deck of the ship to find that the moment is upon him. If the party draws the attention of the dragons they will be hard-pressed to survive the adventure. they could decide to return for the rest of the treasure. They have spent the past three years shedding the blood of that city's sailors. Little does he know. they may well have been the ones sailing blindly into danger. and they will not hesitate to do it again. one of the ship's seamen spots a sail on the horizon.4 Outcomes The possible endings to this adventure are many and varied. as the Gathmarig ship is almost within arrow range. which he believes to be a scout or merchant of Kosvar's band. in which case Gregor the Butcher will be the one doing the treasure hunting after rescuing the castaways himself. His crew is ready for a fight. waiting for the first change in the situation that will give him the advantage. the very prize for which all his efforts have been spent is just out of his reach. 13. thanks to a shift in the wind that places the advantage with the party's ship. Yanos Kosvar. a ship from his home country is closing on the party's vessel. 13. and whispers a prayer to Kerkassk. He will simply do as much damage to the rigging of the character's ship as he can before he dies. they will call for any weapon available. A plan of the ship should be prepared before the adventure begins. Depending on how long he has to work at the lines. laying on full sails to outrun the pursuer. He will continue to watch. better to conserve the energy of his slaves in case the wind shifts again. if they did not choose to loot the secret treasure they will still miss the third adventure. The Castaway Pirates Much like their former patron.SCAVENGERS OF THE SEA:Episode 2: Nest Robbers 13. If the adventurers did not stop to rescue the castaways. play should move directly to the next adventure. Faruq has no illusions about his chances of defending himself from the crew of the adventurer's ship. with no ram or spur at the prow. though she appears to carry a capacity compliment of archers and marines. Faruq has been brooding in the bowels of the party's vessel. Scrambling feet on the deck tell him that something is amiss. Even if this is done after the group reaches their ship. The captain moves to the bow of the ship. Even if everything goes well for the party.
Unless the party is indiscreet with the artifact when they return to port. If the men of Mistrand succeed in taking the ship. the Gathmarig archers will concentrate on those crewmen attempting to repair the damaged rigging. they will return safely to port. they will be put to death.3. they will eventually find themselves hunted by the servants of Kerkassk until they can find a way to rid themselves of the Scepter. a fierce projectile battle will ensue with arrows and javelins raining onto the decks of both ships. In any case. the captain of the Gathmarig ship will call for the slaves to row at full battle pace. As the two ships near one another. The rival captain has no reason to believe that the Scepter is actually aboard the party's ship. but will also certainly try to double-cross the party and recollect the ransom price after the exchange is made. ending the campaign on a low note.94 SCAVENGERS OF THE SEA:Episode 3: The Saboteur Mistrand's Ship Attacks As soon as the party's ship begins to slow. If they manage to outrun the Gathmarig ship to the southern coast. When casualties reach a critical level (he only has ten seamen remaining). and allow the party to escape. the Gathmarig leader will agree. thus prolonging the party's trouble and increasing the chance that a boarding will take place. but will almost immediately find themselves pursued by the servants of Kerkassk. the party will most likely be put to death. Should the captain be given any reason to believe that the Scepter of Mistrand is on board the party's ship. or if they force the Gathmarig ship to withdraw. . and grappling attempts will be made. If the battle reaches this point. and to the campaign in general. 13. the separation between the ships will decrease at varying rates. the Gathmarig captain will begin an earnest attempt to board the party's ship. so he will not intentionally sacrifice his ship to capture what he believes to be a simple scout. the Men of Mistrand will in all probability have no way of knowing that the party has the Scepter in their possession until after the Gathmarig can send scouts into the Mayzri Archipelago to learn the real fate of Karna-tapar. once in range of their prey.4 Outcomes There are two potential outcomes to this adventure. In this case. the Gathmarig captain will call off the assault. the combat will continue until the last Gathmarig sailor and marine is slain. The easiest way for this to occur is for them to try to persuade the new osvoda of Mistrand to pay a ransom for the Scepter. The Gathmarig captain will attempt to bring his ship alongside that of the party. Depending on the amount of damage done to the party's ship. If the party is captured by the Men of Mistrand. Regardless of the ground being gained.
A Campaign Module for . Originally entitled "The Shrines of Rhûn". and warcraft found around the sea. DETAILED INFORMATION on the peoples. places and events that shaped the history of the region. politica. it was expanded to include the people.The Inland sea The Inland Sea includes: • An A3 FULL-COLOR MAP depicting the areas around the inland sea of Rhûn 2 FULL-COLOR CITY MAPS showing XXX and YYY 3 Exiting adventures in and around the sea. places. • • • The Inland Sea is a Campaign Module which appeared in the "other Hands" magazine by Chris Seeman. creaturs.