THE REALM OF BELLAKAR 2 Based on J.R.R. Tolkien's MIDDLE-EARTHTM as detailed in THE HOBBITTM and THE LORD OF THE RINGSTM. Anarikê Set in Southern Middle-Earth40 Anarikê in Southern Middle-Earth Note The following file is the work of amateurs, intended to be an amusement for themselves, and hopefully, an aid to other roleplayers and gamemasters. It is conceived to be a non-official module for MERP/Rolemaster, set in Middle Earth. All the references to these roleplaying systems, and to Tolkienâs Middle Earth are copyright of Iron Crown Enterprises, Decipher, or Tolkien Enterprises. All the other stuff is invented by the authors, and therefore cannot be published or used for moneymaking without the authorsâ permission. This work is exclusively intended to be used as a play-aid for role-players in their games. The aim of this work is not to be a geographic module in itself, but only to provide a larger scope on an important part of Middle Earth, composed by different regions that had historical contacts and interdependencies. Hopefully, one day this work will give birth to many geographic modules, each set in a specific region: Thereâs a lot of work to do. I hope we shall be many, enough to keep alive old Middle Earth! Eric Dubourg (edubourg@club-internet-fr) Thanks to: Chris Seeman (
[email protected]), Stéphane Hoerle (
[email protected]), Gabriele Quaglia (
[email protected]), Daniel Grau (
[email protected]). 1 OVERVIEW 4 2 BACKGROUND 4 2.1 A brief History 4 2.2 Timeline 4 3 The Land 16 3.1 Olyas Kriis 16 3.2 Kythor 16 3.3 Acaana 17 4 Fauna and Flora 22 4.1 Flora 22 4.2 Fauna 23 5 Realms 26 5.1 Anarikê 26 5.2 Chyan empire 26 5.3 Codya 26 5.4 Lynerian League 26 5.5 Sakal an-Khâr 26 6 The People 27 6.1 Anarikanî 27 6.2 Elinse 28 6.3 Races Tables 29 7 Society and Institutions 31 7.1 The Economy 31 7.2 The Sons of Sethesch 31 8 Figures of Note 32 8.1 Hethlind 32 8.2 Mirg 32 8.3 Beregund 32 8.4 Indis 33 8.5 Ormon 33 9 The Cities 34 9.1 Abâr-narîk 34 9.2 Aelinost 39 9.3 Bêlzâyan 39 9.4 Dar Egleriador 39 9.5 Kylur Nîn 39 9.6 Pelmarië 39 9.7 Pelnatej 39 9.8 Inyalonî 39 9.9 Ishtya 39 9.10 Ãrezagan Kadar 39 9.11 Avarin cities 39 9.11.1 Lómeanor 39 9.11.2 Taurelilomea 39 9.12 Dwarves cities 39 9.12.1 Námagalûz 39 10 Places of Note 40 Chris Seeman, PO Box 1213, Novato, CA 94948, USA (
[email protected]) Eric Dubourg: 7 Domaine du Château, 91380 Chilly Mazarin, France (
[email protected]) Wesley J. Frank: 949 N Humphrey Ave, Oak Park, IL 60302-1417, USA (
[email protected]) Christian Haas: Am Hofacker 9a, 57258 Freudenberg, Germany (
[email protected]) Cory Rushton : 216-3220 Quadra Street Victoria, BC V8X 1G3, Canada (
[email protected]) OVERVIEW BACKGROUND A brief History Timeline Before the rise of the sun Dwarves and Elves migration First Age 1 Men awaken in Helkanen. The Womaw tribes gradually spread throughout the fertile lands between the Orocarni and the eastern ocean, but some go even further, eventually migrating as far as the southern archipelago that includes Vulm Shryac. c. 10 â 50 The Chailla move into and inhabit the fertile lands of Chy. c. 200 - 300 First wave of migration of mainly Swertings people, who will later been known as the Tarlai, the Monam, the Ahavan, the Sekâk, the Râkhe and the Sâre. The Urunin pastoralists settle in the coastal forests of Codya, while their long lost cousins Jôpi settle in Jojojopo. c. 400 and after Second and important wave of migration, mainly centered in Eastern Ormal Bay, with the Dilikhran tribes, the Senûr, the Verikis and the Zurghîr. Second Age 1 The arrival of Utomkudor, the Dragon Kod Ultor; she settles in the Naag Góak. The Awdu Awg accept her as a deity, and act as her priests; she considers them servants who minister to her needs. 1-10 â Pushed westward by the threat of movement of Men through the Ered Harmal, the Chaialla (S. âIauradanilâ) leave their traditional homeland of Chailûza (later Chy) and journey to Tulwang. 10 â 100 The Múranians and the Sîranians settled in Western Ormal Bay. The Elinse followed them about one half century after. 16 Utomkudorâs influence over the Womaw tribes is reluctantly accepted by their neighbors, the Elves of Helcaer Sael. She is especially fond of the Krawaan tribe, a sub-clan of the Góak. She advises and protects their leaders, while still acting as benefactor to all Womaw. She encourages anything that brings the Womaw closer to unification. 20 â Apysaïc-speaking people cross the Chy passes and settle in Southern Far Harad. Afraid, the Chaialla move southward and resettle in Norpuza (aka âAradenâ, later called Hyarn). 200 â 300 A small band of refugees, the Lynîr, fleeing the Shadow, managed by chance to travel through the Dilikhran lands, and settle in a land no one wanted to go, for fear of the demons of the south (the Pêdi). 210 Kodiis of the Krawaan is elected as Hionvar of all the Womaw peoples. She begins the construction of twin capitols: the political capital at Góak on the Lake (later Laeg Góak) and a spiritual center at Naag, near the dwelling of Utomkudor. 241 Acting under the advice of the Awdu Awg, Kodiis launches a series of invasions against Kael, Haen and the Uiven archipelago. The conquest of Kael brings the Red Pass under Womaw control. 252 Thuriac Codya surrenders to the mainland Womaw despite strong Surk resistance. 264 Kodiis dies, but not before securing the election of her son Kodúldis as Hionvar. He immediately begins a long war with Rolfandas, seeking to emulate his motherâs successes. 268 Foundation of Lyneria, the first city of the Lynîr. Seven other cities are built during the two next centuries. 282 Shon Dral, Hion of the Surk Vulmaw of Thuriac, attempts to form an alliance against the increasingly oppressive rule of the Diis Dynasty; rejected by the other chieftains, he leads his people into exile. 320 â 347 the Surk Vulmaw wars against the Wolîm and Shayan peoples for control of Lochas Drûs. The Vulmaw are described in a Wolîm poem composed about two hundred years later as giants or demigods. 347 Woma Dral, a Surk Vulmaw warlord, conquers Locha in the Cunaaci-aac-Aalkbrodaâ (L. âBattle of the Hillholdsâ). 350 Foundation of the Lynerian League, established as a Republic. 380 â 400 High Delegate Anorion is the first republican ruler well known by facts and not by legends. He initiates the first naval exploration of the Bay by the Lynîr. 412 â 528 Expansion period of the Lynerian League, with the establishment of the Protectorate (later conquest) of all the Verikis lands from the Treddas Mountains to the Pontym Mountains, despite the hostility of the Dilikhran tribes. c. 450 - 500 The now-settled peoples of Sîrayn and Murayn start to build cities in Chennacatt, Isra and Harshandatt. 525 One tribe of Bavorâs folk, who settled in the Uldona Spine (Inland Sea), is forced to leave his home as they are threatened by Orcs. Led by their king Relin, they migrate in Ormal Bay and reach Námagalûz, where they are welcomed by Dwarves of their kin. 585 â 875 The expansion period, during which Lochas Drus send ships for exploration. Vul Dral, a Surk Vulmaw warrior, conquers Sunum and Jojojopo, by offering presents and dresses to the Jôpi locals (SA 680). While Jojojopo is let a little aside by colonists, they settle for long in Sunum, where soon they discover on the mountains a silver mine. c. 600 Twenty independent self-governing cities are fully established along the Sîresha and the Nuar rivers and their tributaries. 625 Foundation of the Black Leopard Realm, with Naerphys as capital. 654 â 670 The Chyan invasion take by surprise the Múranian farmers. Only Harshandatt is able to manage a certain resistance. 665 â 675 Following several attempts of Harshandatt invasion by Chyan armies, the fortresses of Memphet, Ostkêr, Apisêr and Tuthys are built on a circular line between Galataj (built in 604) and the forest of Ammu Bâj. 670 â 848 Following the death of Haxâmanish, the Chyan unity desintegrate itself. The clanship links diminish, replaced by a city states regim. 695 Foundation in Sunum of Yulcaavi, the Jewel City, from which all western explorations will start. Soon the city became really influent for Vulmaw empire. 744 Tuthys and Memphet are captured by the Chyans during the Múranian civil war. As Tuthys is considered to be too near from Tenolkachyn, only Memphet is given back to the new dynasty of Harshandatt after the peace treaty concluded in SA 760. 848 First Aca Invasion. Mijore is taken by surprise in only one month. Dârayavahu, King of Chajapûn, is the first to react. The conflict resolution gives to Chajapûn the preeminence on the other cities, and enable Dârayavahu to initiate the First Chyan Empire, through the Dâruyavahan dynasty (which will last until SA 1365). 850 â 875 Conquest of Cevra, Arth, Vulm Shryac of the Southern Archipelago by Hion Jaariis. c. 875 and after â Beginning of the consolidation period. Several conflicts happens with Jôpi neighboors in Sunum ended with the burning of Vulmaw settlement and the people dead and enslaves. Important conflicts in Lochas Drûs with their primitive neighboors to the north. 901 Yulcaavi is rebuilt. 906 Xshayârshan (Dârayavahuâs son) conquest Harshandatt, taking advantadge of a religious and territorial conflict between the last Nhazadh of the Third Múrayn Dynasty and his subjects. c. 960 The Númenoreans arrive on the eastern coasts. 978 â 981 The primitive Zurghôr tribes, allied with the orcs, launch a deadly assault against the Lynerian League. c. 981 Vulmaw arrive in Ormal Bay, settling in Codya at Drej Uriac by invitation of the Lynerian League. They contribute to the final defeat of the Zurghîr. Drej Uriac (âWestern Cityâ) is built, and soon became an important center market between the Vulmaw of Lochas Drûs, the Chyan Empire (silk and paper) and the Lynerian League (fine fish, olives, wines and metals). 989-1287 The Wan-Dral Dynasty of Lochas Drus. 991 The Cooperation treaty is signed between the Vulmaw of Codya and the Lynerian League in Lyneria. The treaty guaranted peace and immediate support from Codya and Vulm Shryac warriors in case of a new aggression of Zurghîr people against the Lynerian League. 998 The Lynîr and the Dwarves of Khelek-zâram create the region of Lynahar, co-administered by the two peoples. Ephydis is the first city to be built, and others followed during the next centuriers. 1004 Númenorean exploration of Ormal Bay under Soronto. 1033 The Kibic, an alliance of Haruze lords manage to drive back the Variags into Khand. They gather the help of the Ehazt Dwarves and the Chyans of the Ered Harmal. The Kibic lords establish the new realm of Lurmsakun, designed after the beautiful city of 1050 Sturlurtsa (somewhat nicknamed the City of Terror by Haruze and Chyans), the chief Variag fortress city is built in a valley near the headwaters of the Noz Peka. This is from that fortress that the Variag start their deadly offensive against Lurmsakun and the Chyan Empire. 1145 Accession to power of the Great King Xshayârshan II in the Chyan Empire. 1145-1165 The Second Aca Invasion in the Chyan Empire. The Empire, following the death of the Great Kings Xshayârshan II and his son Kambûjiya II, is divided into six different realms (Chajapûn, Pelepelplû â secession in 1172, Tenolkachyn, Mijore, Cly and the League of Bulchyades). 1146 Akuta Wan-Dral of Lochas Drus designate Demik Vur as the new governor of Codya. Demik Vur is a general who had proved his loyalty in pitched battles against Kâpuri warriors in Hent and Tsâdan warships from VâShrang. 1156 Demik Vur tries to extend Vulmaw power, by assaulting Bulchyades, while the Lynerian League is preoccupied by a mysterious dark leader among the tribes of Zurghôr. Demik Vur is called back in Lochas Drus, following the reports in Lochas Drus of the angry emissaries of Bulchyades and the Lynerian League. Kapo Fé replace Demik Vur as Codyaâs governor. 1278 â 1284 The Variags of Lower Khand are united under the rule of Ogdaï, an ancestor of Ãvatha the Horseman. He led the first deadly offensive against Lurmsakun and Chy, which would justify for their ferocious and aggressive actions the Chyans attitude towards Variags. They took gold and slaves tributes in Lurmsakun and burnt the city of Mijore, before retiring themselves in Lower Khand. 1287 The last Wan-Dral Hionvar with only a daughter to succeed him; the Lochans send to Womawas Drus for a prince of the Mûl line to marry her. However, they will only accept a minor prince, not the Womaw Hionvar, and there is no unification of the two empires. Increased contact leads to a system of princely education in which members of the Lochan imperial house travel to Laeg Góak for training. 1382 Assassination of Dâtuvahya II, The last descendant of the Dâruyavahan family in Pelepelplû. He is replaced by his first councilor, Ganashôshyn. 1648 The Third Aca Invasion against the Chyan lands. Shôbûragan, the Gold Shining King of Pelepelplû, is the first to react, and he unifies his country. 1648 â 2013 The Shôbûrag dynasty (or the Second Chyan Empire). 1663 New Chyan conquest of Harshandatt. The three fortresses, along with Memphet rebuilt) are retaken by the Gold Shining King army, after a resistance of six months. 1712 High King Cishpi negotiate an alliance with the Aca warriors. This alliance will last until the end of the Shôbûrag dynasty. 1786 Following numerous conflicts between Lochaw and Numenoreans, the First Trade Agreement is signed. It has three objectives : control of the land resources, teaching of its people, dispatched between Lochans and Numenoreans. 1793-98 Womaw career of Prince Sorkûr Mûl of Lochas Drus, advisor to Tanul Mûl. 1823 Herundil (Akhôrahil), the second of the fallen Númenóreans (and the future Storm King) to become Nazgûl is born in Númenór. 1833 Demrêk Vu, governor of Codya is mysteriously assassinated. Sorkûl Mûl, a prince of the Lochan imperial line, offers his service to reestablish order. 1835 Sorkûr Mûl is named acting Governor of Codya. 1841 Sorkûr Mûl sends agents into the Zurghôr jungles and in the Southern Archipelago seeking alliances. 1849 The kingdom of Ciryatandor is founded. Herundil (Akhôrahil) becomes its Crown Prince. c. 1850 Under Tar-Ciryatan, Númenor starts to militarily exact concessions from the peoples of Endor. 1869 Sorkûr stages his own death and names his son Avahya as King of Codya. 1869 â 1875 The Great Naval War between Codya and the Lynerian League and their Chyan allies. The Vulmaw are forced to sign the Second Treaty Agreement, recognizing the Lynerian preeminence on the Bay. 1879 Foundation of Harfalas (later Sakal an-Khâr) colony, with Cirvegil as capital, which only less than a century would became the most important Númenórean settlement in Ormal Bay. Tar-Ciryatan awarded to Atanalcar (the third son of Tar-Minastir) and his descendants, the right to rule the colony in name of the King. 1904 Ciryamir, brother of King Tar-Ciryatan, is awarded the right to create a Numenorean Kingdom in Middle Earth. He founded the realm of Cyriatandor along the northern flank of the Ered Laranor (S. Yellow Mountains), and built the citadel of Barad Annûn. 1915 Nevazar, the future first Mouth of Sauron, is born in Samarth from the prince family of Samarth. 1918 Akhôrahil acts upon his desires. Signing a perverse pact with an aged Haradan priest, he exchanged his eyes for two great gems, the Eyes of the Well. These artefacts enable him to cast deadly spells, and allow him to become the most powerful sorcerer in the realm. He forces his father to commit suicide. He ascends the throne of Cyriatandor, and marries his sister Akhôraphil within a week. 1965 Vishtâspa, the last Chyan High King, access to power. One of his counselor is Nevazar, who secretly works the Shôbûrag dynastyâs fall. Vishtâspa is mysteriously assassinated in Samarth in 2013. 1890-1999 The armies of the Storm King of Ciryatandor conquer all lands along the northern edge of the Ered Laranor from the Belegaer to the Bay of Ormal. 1953 Lôkhuzor, the first son of Akhôrahil and the future architect of victory against his father realms, is born inside the walls of Barad Annûn. 1977 Foundation of the colony of Cyrialondë (later Balkulôni), despite the opposition of the Lynerian League. 1980 â 2013 The Long Stalemate, provoked by the arrival of the Numenorean governor of Cyrialondë. 2008 Ji Indûr captures the throne of Mûmakan. Conquest Gan, eastern Dushera, most of the great southern archipelago (E-Sorul Sare, Llikh, Amirakh, Cevra). 2013 â 2020 The first naval war for Cyrialondëâs control. The arrival of the Ãrakhani, a people related to the Womaw, enabled the Lynîr to won the war. 2039 â 2300 The Artaxshâsan dynasty of the Chyan Empire, directed on secret by Nevazar. 2039 The last supporters of High King Vishtâspa flee to Codya, where they are welcome by the Hionvul Vomik of Codya. 2045 Vomik reestablish the strong and peaceful links with the Lynerian League, broken long ago during the Great Naval War. 2082 Kambûjiya III negotiates the neutrality of Soronórë in prevision of a conflict against Codya, by granting a gold tribute over thirty years. Only the Numenoreans are consulted. 2083 The first attempt of Chyan invasion against Codya in Naijin fail, thanks to the help of the Lynerian troops and to the Chyan exiles. 2104 â 2105 The second conflict against the Chyan empire, ended by the Chyan defeat, thanks to the union of Vulmaw, Lynerian and Soronorë forces (despite their neutrality agreement). Signature of the Shamed Treaty, which forces the Chyans to an heavy gold tribute, and the Chyan prince as an hostage in the Codyan court. 2129 â 2149 The Lynîr Numenorean confrontation for Cyrialondë control. Tar-Atanamir request military support from the Numenorean colonies against the Lynerian League. The colonists of Seven Lands and Harfalas gladly accept to support the case, Sóronorë refuse and are heavily taxed and considered as city states only during the following century as a punition. The Numenorean win, thanks to the reinforcements coming from Sakal an-Khâr and the Seven Lands. 2149 Eärmacil becomes the first Numenorean governor of Cyrialondë. He is succeeded on his death by Numendur, the Lord of Lond Hithir (Seven Lands). 2250 Ciryatandor becomes an official ally of Mordor. 2250 â 2287 The War of the Renegades. Tar-Ancalimon proceeds to plan the reconquest of the territory held in thrall by the Storm King. Tar-Ancalimon orders Umbar strengthened and expanded, making it the greatest citadel in the region. A Númenorean army lands in Tulwang, defeats the Ciryatandorian forces and causes the Storm King to flee his kingdom. This victory preserves the prospects for further Adan exploitation in Bellakar, Ciryatandor and Bozisha-Miraz. c. 2280-85 The last in a series of escalating conflicts between the Chyans, Anarikê (Soronorë) and Codya ends with a desperately weakened Anarikê and Codya suing for peace and giving up possession of So Fala. The High King Vâyaspâra orders a reparation war price of 100.000 gold pieces during thirty years, as well as Chyan consulates in every important Anarikê or Codyan cities. 2294 Lôkhuzor, Herundilâs son, set course to Anarikê, and he prepares Anarikê to a deadly confrontation with the Chyan Empire. He gathers help from Codya and the Lynerian League. 2294 â 2300 The War against the Artaxshâsan, concluded with the Artaxshâsan fall and the death of Nevazar. 2300 Vihnu (or Taronish, the âEnemy of all Evilâ), the Lord of Tenolkachyn, an ally of Lôkhuzor, is firmly established in Chajapûn as the new High King. 2544 â 2549 A rebellion erupts among the Lynîr citizens in all the cities of Balkulôni, and this quickly transform into a deadly conflict between Balkulôni, the Lynerian League, Sakal an-Khâr and even Zurghôr. Following the death of Balkulôniâs governor Abârzagar in Lothron 2549, Tar-Anducal impose the hostilities end, and a shift of power in favor of the Lynerians. 2580-2587 Sakal an-Khâr challenges Indurâs domination in the Southern Archipelago. Taking advantage of the the waves of migration, the Númenóreans take control of Vulm Shryac, Amirakh and Arth. 2821 Death of Governor Abârphazân, descendant of Lôkhuzor. King Ar-Adûnakhor choose prince Zimrukhôr of Sakal an-Khâr as the new governor, without taking account of Abârphazânâs son. 2821 â 2845 The new governor tries to limit the rights of the non Númenórean population, but immediately encounters the hostility of Chyans, Lynerians and Elinse. 2825 Creation of the Dark Ordainers, a special militia recruiting exclusively among the highest Númenórean families. 2845 Assassination of governor Zimrukhôr. Phursânuzîr, Abârphazânâs son, without consulting Númenor, takes his succession. 2847 Anarikê Agreement. Phursânuzîr, recognizing the supremacy of Númenor, is recognized as the official governor of Anarikê, despite the fierce opposition of Sakal an-Khâr. 2847 â 3022 Dâiruzôr transforms the Dark Ordainers into a secret organization, capable one day of taking control of all Ormal Bay. 3001 Ar-Zimrathôn, in need of troops to send to Tantûrak, orders a heavy withdrawal of forces from the Faithful colonies of Illuin. 3004 Daîruzôr becomes the new Sakal an-Khâr governor, after three years of political instabilities. 3008 - 3016 Serious conflict between Harshandatt and the Chyan Empire, which conclude to the submission of these two realms to Sakal an-Khâr, through agents of the Dark Ordainers. Baljana is destroyed in 3012 following a siege led by three different armies, coming from Pelepelplû, Mijore and Chajapûn. This was one of the most important battle of the Chyan realm, as even two millennia after that battle, the Chyans recall how destructive it was in human cost (similar to the Field of Black Death In Bellakar). The âFour Armies Black Fieldâ, between Chajapûn and Baljana, is now, for its greater part, a marsh (since the dark years of the Plague), where can be found bones, battle étendards déchirés, and broken or rouillés swords. This is a land where valuable tresors can be found, but at a very high cost, as the marshes creatures are far from being amical, but dangerous. This is why the Chyans avoid the marsh and the road connecting Chajapûn and Baljana (which travel near the marsh) on night. 3010 - 3017 Ar-Zimrathôn of Númenor fails to crush the rebellion in Tantûrak, so the sundering succeeds. 3028 Sakal an-Khâr declares his independance from Numenor. Dulguzagar, Dâiruzôrâs son, becomes the first emperor of Sakal an-Khâr. 3029 - 3035 The Union Alliance Treaty is signed between Anarikê, Codya, Balkulôni and the Lynerian League. War against Sakal an-Khâr. 3035 the chief assistant of Phursânuzir, Urushzagar, take by force power in Anarikê, in name of Sakal an-Khâr. 3037 Foundation of Amazôn, by the last Anarikê loyalists. 3043 Balkulôni rejoins the Lynerian League, and disappear as a distinct political entity. 3060 â 3068 The second conflict against Sakal an-Khâr. 3092 â 3102 The third conflict against Sakal an-Khâr, ending with a desperately weakened Lynerian League and Codya suing for peace. 3103 Codya and the Lynerian League are forced to become subjects of the Sakal an-Khâr empire. Dâirukhôr becomes the first golden emperor of Ormal Bay, denying any link with Numenor. The Golden Emperor nominates city advisers for all the lands, which later acts as effective rulers. 3103 â 3268 The first Golden Rule of Sakal an-Khâr on Ormal Bay. 3176 First report in Numenor of a secret organization called the Dark Ordainers, who could control a mighty empire in Middle Earth. The decision is taken to crush against Sakal an-Khâr, but awarted for several decades following the death of Ar-Sakalthor (3102 â 3177). 3262 Ar-Pharazôn the Golden's forces terminate Indûr's reign in Mûmakan and end the independence of Tantûrak. The Númenorean invasion of Endor brings all of Westernesse's former holdings in Middle-earth back into the Adan fold. Mûmakan and Koronandë become Númenorean subject states, their power shattered. Jà Indûr retreats to Mordor. All islands of the Southern Archipelago became Númenorean protectorates. 3265 Ar-Pharazôn exacts a heavy tribute from Koronandë and Mûmakan in order to offset the "cost of defending the allied states". 3268 Ar-Pharazônâs army liberate all the countries dominated by the Dark Ordainers of Sakal an-Khâr. Ormal Bay is divided into provinces, in order to safekeep Dunadan power in the Bay. While Anarikê controls the West, a governor in Sakal an-Khâr controls the East. Codya, Chy and the Lynerian League becomes subject states, bound by tributes. General Lo Fei, secretly a Sakal an-Khâr ally, initiate the Fei dynasty. 3270 Ar-Pharazôn exacts a heavy tribute from the Ormal states as well in order to offset the "cost of defending the allied states". Ar-Pharazôn choose Abarzagar the Virtuous from the most influent family of Anarikê as the new governor of Anarikê. Khâruphazgan of Zagar-Baluk is appointed as the new governor of Sakal an-Khâr. 3275 - 3280 The Chey warlords land an attack against Lynahar. The Lynerian League, Ãrakhan potentates come in help to Dwarves & Elves, and repel for centuries the Chey menace. The relationships with Námagalûz's Dwarves are definitively restablished. (an event for Third Age instead). 3295 Prince Adûnuzôr (Khâruphazgan's son) met in Ny Chennaccatt with Akhôrahil the Storm King, and one year later by Sauron himself in Armenelos. Discovering his incredible potential for military tactics and treacheries, Prince Adûnuzôr becomes the new and last Mouth of Sauron for the Age. Assisted by the Storm King, he begins the gathering of Sauron's forces in Mordor. This took one century to achieve. 3310 Emissaries of Ar-Pharazon visit the Numenorean colonies to request a participation in an upcoming glory war against the Undying Lands. The demand is rejected in Anarikê, but accepted with enthousiasm in Sakal an-Khâr. 3312 King Lui Fei, a descendant of Lo Fei, becomes the new Hionvul of Codya. 3312 Khâruphazgan, Sakal an-Khârâs governor, sends agents in Chyan Lands and in Codya seeking alliances. 3312 - 3319 a successful attempt of conquest led by Sakal an-Kâr against the Lynerian League, although with the help of the Ãrakhani people and the Dwarves of Bávor's folk. Ãrakhan remains an independant realm. Lynahar negotiates a special status inside the Sakal an-Khâr empire (about trade, worship, military garrisons and customs). The Dwarves secures their mountain cities, for fear of an invasion. Codya tries unsuccessfully to invade Anarikê, and as a result Western Codya is conquerred by Anarikê, while Fei authority is recognized in Eastern Codya. Ormal Bay at this time has only two major powers, Anarikê and Sakal an-Khâr. 3319 Downfall of corrupt Númenor by the hand of Eru. Ar-Pharazôn's sons Abârhin and Zirânhin escape to this fall through the treachery of Adûnuzôr of Sakal an-Khâr. 3322 Khâruphazgan proclaims himself Emperor of New Númenor, and invite Anarikê to rejoin them in glory. The Dark Ordainers takes again a great importance on the Realm, their members become closest councilors of the Emperor. 3324 Prince Zirânhin is welcomed in Anarikê. He begins to act as a councilor for Abarzagar the Virtuous, a mixed blood distant descendant of Lôkhûzor. 3325 Abarzagar the Virtuous proclaims himself King of Anarikê, after having consulted the leaders of the most influent noble families. 3331 Through the influence of Prince Zirânhin, Abarzagar signs a trade treaty with Bellakar. A Bellakarian embassy is for the first time built in Abâr-Nârik, and a few years later, through the invitation of Belzagar of Nîlûlôni, an Anarikê embassy is also built in the Bellakar capital. 3336 Prince Adûnuzôr officially announces his renonciation to become the next Emperor of Sakal an-Khâr. To the request of his father, he begins to act as an official ambassador to distant lands, such as Tanturâk or Anbalukkôr in the West, and the Womaw or the Lochaw Empire in the East. This helps greatly for his mission as Sauronâs Mouth. Prince Abârhin is officially considered as Sakal an-Khârâs heir. 3345 Chy and Harshandatt are divided into ten quarelling realms. Bulchyades becomes an Anarikê protectorate, and benefits for the first time since two hundred years of a continued peace. Bulchyades is sometimes referred as the âLeague of Bulchyadesâ (for its political system is very close to the Lynerian League), with as capital Kantilya. 3375 Prince Zirânhin is seriously murdered by a Sakal an-Khanîm, secretly armed by Prince Adûnuzôr. Being angered by this act, the King order the assassin to be tortured until death, in order to force him to reveal his allies. This starts the Spy Wars in Anarikê (3375 â 3378). Many Dark Ordainers spies are captured, as well as some innocent men. The organization is decapited for centuries. 3378 Narakhîn, Abarzagarâs son marries with Zabathahin, Prince Zirânhinâs daughter. This marriage officially ends the Spy War. 3380 â 3385 A civil war between the potentates of Tenolkachyn and Chajapûn in Chyan lands propagates fear in Sîrayn, Anarikê and in the Lynerian League, for that the three governments fear a Sakal an-Khâr subterranean intervention. The city of Samarth is entirely destroyed during the war, Kantilya and bands of refugees coming from Bulchyades fleeing the fierce war are seen penetrating in Anarikê. 3383 The Fei in Eastern Codya led a new assault against Anarikê, hoping to recover their lost territories. Despite outraged at the beginning, the army of Anarikê, led by his young King Narakhîn, push back the Codyan army, composed of Vulmaw and Jôpi, Idurâk and Phaxshâra mercenaries. Shi Fei, the Codyan King was killed near the city of Aelinost (need here an eastern city of Anarikê), and several important Codyan generals were captured, precipitating the flee of an already weakened host. May be the two great dissimilarities between mercenaries, attracted by promise of wealth and pilgrimage (pillage in french) of the Anarikê cities were a sign of failure in itself. This unsuccessful war disabled any Codyan war attempt for decades, as only 15 to 20 % survived, on a total of 100.000 men. The Codyan territory diminished in size, and another significant part of Codya was annexed to the Anarikê territory. As well, a tribute of 10.000 gold pieces war ordered, as a reparation for war during twenty years. 3385 The Oriental Fei takes power in Eastern Codya, after the assassination of the last Fei (also called â the Anterior Fei â) and the burning of his capital city (to define). 3389 â 3393 Ar-Abârhin takes power in Sakal an âKhâr (or sizes the Golden Throne). Many nobles revolt against this, claiming the rights of the little son of Khâruphazgan Sakulkhôr (Adûnuzôrâs son). This revolt ended quite quickly ("The Dupes War"), and the nobles are exiled from the realm. They rejoin the Codya state, and act as advisors of the Fei dynasty. 3391 â 3397 Indûr leads his army in a campaign to subjugate the whole area south of the Ered Laranor and thereby strengthening the position of his master. He is opposed by Koronandë and Hathor, allied with the weakened Tantûrak (out of necessity). Three years after, Indûr begins his campaign of conquest in areas east of Tanturâk and Koronandë, including all the islands of the Southern Archipelago, save Vulm Shryac, under control of Sakal an-Khâr. 3430 Last alliance of Men and Elves is formed against Sauron. Prince Zirânhin dies and is entumbered in Abar-Nârik. 3434 Battle of Dagorlad. Abarzagar of Anarikê sends a military force to Bellakar, to assist their friends in their upcoming battle against the minions of Sauron. 3441 Sauron overthrown by Elendil and Gil-galad, who also perish. Isildur takes the One Ring and the Nazgûl pass into the Shadows. Prince Adûnuzôr is killed by Zagarthôr of Nîlûlôni. End of the Second Age. Third Age 10 â 50 Revolt against Indurâs rule in the Southern Archipelago, organised in cover by Sakal an-Khâr. Creation of the Southern Archipelago Alliance. 62 The arrival of Thelór's dwarves precipitates a dissension with Bávor's folk for Námagalûz control. Bávor's folk migrate to Khelek-zâram and in the other cities in Lynahar. 100 all the islands (except Sâre, who remain the last resistance Island where an Indur cult survive) are under Sakal an-Khâr hegemony. Ambassadors proposed wealth and protection, in exchange of furnishing military units for Sakal an-Khâr. Treaties of alliance signed, rarely war used. c. 180 arrival of the Phaxsharâ (Hittite like) who establish themselves for centuries in Eastern Codya and a part of Balkulôni. 202 Ganagan becomes the new King of Chajapûn. He begins an unification war. Less than ten years after, he united his own land (except Pelepelplû), and claimed to be the new Chyan High King. The epic battle against the Dark Ordainers (still a powerful force in Chyan lands and mainly in Pelepelplû, and in Codya) took then an unexpected turn of events, with a negociation of alliance with the Phaxsharâ, a people related to the Chyans and recently arrived in Northern Balkulôni. The war against Codya started in TA 223, concluded by the conjoint victory of the Chyans, the Anarikanî and the Phaxsharâ. And a few months later, Ganagan became the High King of all the Chyan lands 225 The Fei dynasty is replaced by the Zhao dynasty, after a civil revolution (a cruel Fei leader). 363 After a long cult dissension, The new emperor of Sakal an-Khâr, Zimraphâzan, establishes a new religion, based more or less on his person, assimilating him as a demi god (assuming most of the Valar's attribute). He decreats the Sauron's religion as "blasphemous". In the following years, Sakal an-Khâr interdicts Sauron's cult. This position is altered by his successors, who diminish this rule, well counseled by a new adviser coming from Anarikê. 433 The priests attempt to take power in Sakal an-Khâr, trying to build a theocracy. They have the support of the Dark Ordainers, but not the support of Sakulzîr, the young prince and only inheritor to the Golden Throne. This degenerates itself into the Religion War (357 â 368), which is won by Sakulzîrâs party. Claiming to have a vision of his long ancestor Elros, Sakulzîr interdicts Sauronâs religion and the Dark Ordainers. All important members are condemned to death. The organization is believed to be dead. 455 Following several riots in western Codya, the Anarikê authorities establish a protectorate in Western Codya, inviting a local prince of Drej Uriac to take power. The prince chosen, educated in Abar-Narîk, Li Wei, was a distant descendant of To Fala (who assisted to the crowning of the First Sakal an-Khâr Emperor, back in SA 3103). A promise of help was given to Dynasty Wei when time would be appropriate (as Eastern Codya is still strong, and in control of Sakal an-Khâr), for the reconquest of Eastern Codya. 455-945 The Wei rule in Western Codya. 470 The Lynerian League is awarded autonomy inside Sakal an-Khâr empire; following its support during the religious conflict. Some tells that Sakulzîr was counseled by Lynerian agents for his politic. 520 â 528 The Internal Civil War of Sakal an-Khâr. Following Kadurzîrâs death (the tenth ruler of the Golden throne), the two heirs of the dead emperor quarreled between themselves, which lead to a political and religious conflict. This enable the Lynerian League to proclaim a total independence, supported by Anarikê. 700 The decadent Zhao fear for an Anarikê intervention against their land, despite promises of peace from Anarikê ambassies. They call for help from a population near Lynahar, the Phrasharâ. The Phaxsharâ came in help, and send mercenary forces to protect the frontier. 785 The last Zhao ruler, Zhao Pi, is deposed by the general of the Codyan Phraxsharâ forces, Souppiloumia II. He establishes a Phraxsharâ realm in Eastern Codya and in Balkulôni, and shares strong peaceful links with the Lynerian League and the Chyan Empire. He is the first non-Vulmaw king of Codya. 785-1259 The Phaxsharâ dynasty in Eastern Codya and Balkulôni. 845 A peace treaty is for the first time signed between the Wei of Western Codya and the Hattousi of Eastern Codya. 850 The last emperor of Sakal an-Khâr Ar-Sakalthôr (from Elros line) dies with no inheritor in Sakal an-Khâr, after the mysterious disappearance of his young son Ãrêzîr. A regent council is established to safeguard the interests of Sakal an-Khâr all over Ormal Bay. Sakal an-Khâr becomes a regional power, but keeps control of the eastern islands of the Southern Archipelago. 851 â 873 The council interregnum in Sakal an-Khâr, ended with the election of Azrahîn. Azrahîn is the chief leader of Sakalîn family (Ad âprinces of the sea familyâ). This family was renewed in the past for occupying important political places into the regim (king councelors, governors, regents). 881 An usurper claims to be Ãrêzîr, and he gathers followers from the lands of Zurghôr and the coastal cities of Sakal an-Khâr (mainly Khârutârik and Zagar-baluk) against Azrahîn, accused of murder of the last inheritor from the Elros line. 881 â 890 The Usurper War. The usurper is unable to take power in Târik an-Ãrûwanâi, despite any of his six attempts (assassination, sharing hands with the survivors of the Dark Ordainers, siege of the most important cities of Sakal an-Khâr). The internal war had an heavy human cost on the realm, and weakens it for several centuries. Eastern Codya is able to take independence from Sakal an-Khâr. 895 â 900 The Coral Wars. Urêzir, supposed to be killed during the Târik an-Arûwanâi siege reappears in the islands near Vulm Shryac. Within a few years, he gathers sufficient troops and size Vulm Shryac and the surrounding islands (Arth and Amirakh). Thus begins the corsair period in Sakal an-Khâr. 928 Azrahîn is replaced by his son Sakalthôr, he negotiates a commercial treaty with the Lynerian League. 938 â 971 Reign of Mursili II, considered the height of the Phaxsharâ kingdom, for that he reunifies Codya for his own profit, sent embassies to lands as far as Ulshy and the Womaw empire. He signs with the Lynerian League an important trade treaty, and built the beautiful city of Alakhanâ, the Desert Jewel. (portrayed on Palmyre) 945 The last Wei ruler of Western Codya dies, the inheritor is Wei Yangnyi, a young girl that is wedded to the Hattousiâs inheritor, and Codya is fully reunified. 1033 A mercenary army coming from Khand invade Heb Aaraan and the surrounding lands, forcing the Chyan locals to find safety in the Chyan empire. Entoj Adun, an aggressive Haruze warlord, distant descendant of the sons of Adûnaphel, establish the realm of Alkyad (from the name of his capital city, built in 1038). His descendants will dominate the valleys of the Ered Harmal during six centuries. 1051-1250 Indur consolidates its strength on E-Sorul Sâre. 1103 Akhorahilâs forces are turned loose in Sirayn. The cities of Isra and Chenacatt are attacked. Narad-dûm closes its doors to the outside world. 1153 Accession of power to Apophet, also known as the Sanguinerous or the Dark Nhazadh. A mad prince who will go for love of his god to burn his capital Naerphys, writing a poem for that event. He made human sacrifices at Akoba Deep, but also terrorrizes the adjacent lands of Tenolkachyn and Pelepelplû. 1228 The Southern Archipelago islands are again controlled by Sakal an-Khâr, liberated from the tyranny of Urêzirâs successors. 1241-1250 The Codya internal conflict between two Phaxsharâ princes. An harsh conflict, which ends with the creation of two separate realms (Codya and Balkulôni). Codya is weakened by the conflict, which enables once again Sakal an-Khâr to increase his influence in Codya. 1242 The Lochan embassy. The emperor of Sakal an-Khâr receive an embassy from Lochas Drus, ruled again by the Dral family. 1249 â 1405 Reign of Kadurbâr the Golden in Sakal an-Khâr, who orders the destruction of the monument to the memory of Zimraphâzan, and the building of a new palace in Khârutârik. 1259 With the death of Hattousil IV, the last Phaxsharâ ruler, Codya fall into decadence. The eastern Phaxsharâ ruler attempts to lead an attack against Codya, but he is repelled by the Codyans, thanks to the advises of a young Sakal an-Khâr diplomat, who place a new Vulmaw king on the throne. 1259-1537 The Jin dynasty. Codya claims to be an independent realm, but in fact each ruler is chosen carefully by Sakal an-Khâr authorities. 1361 A human sorcerer called Daidalos settled in the Jagged Ridges (Northern Ãrakhan). He builds a fortress, Minas Nirnaith, and within several decades, subverts the Idurâk and Phaxshara local tribes of the region. He is recognized as the lord, and institutes a secret dark cult, the â Wasp cult â. This cult will later been known as dangerous as the Dark Ordainers or the Slayers (Shadow in the South) as they use strength and assassination. 1370â1436 Akhôrahil gains influence in Sîrayn by taking control of Clan Bulgan. 1373-1640 This period (in the Southern Archipelago) is marked by the spate of ritualistic nocturnal assassinations that give birth to Indûr's association with murder. Time after time, his enemies perish in their sleep, to be found at dawn - brutally executed. 1393 The raising in Codya of a new cult called the âDepriversâ. The members insist on the fact of life is suffering, and one has to practice ritual deaths to be freed. The situation is comical, and the members are very few, until that the Codyan prince came to be an adherent of the sect. This precipitates a grave crisis for Jin power (1398 â 1405), and an usurpation by Bao Wo, a Phaxsharâ relative. 1399 â 1410 The Zurghôr menace force the Lynerian League and Sakal an-Khâr to reduce the vicinities of Zurghôr for centuries. Kadurbâr the Golden dies in fight against the Zurghîr tribes in 1403, once again united by a charismatic leaders. Eight years will be needed for fighting and eliminating the ferocious tribe in the jungle. At the end, Ulbâthâ the Zurghîr leader is killed by Urushrabô of Sakal an-Khâr, but before dying Ulbâthâ reveals the first prophecy of doom, a dark future for Sakal an-Khâr, with one day, the inheritor of Kharuphazgan coming from the core Zurghôr and sizing power in Kharutarik. 1405 The ââDepriversââ are declared outlawed, Bao Wo is executed and the Jin takes back power. 1478 A local plague depopulates Codya. Following this event, the Jin became very decadent, by organizing receptions and religious ceremonies. The realm is now administered by governors directly appointed by Sakal an-Khâr (the Hën family). 1537 The last Jin king dies without heir. Jhi Hën, the favorite of the last Jin, takes the succession. He is assassinated four months later by Kho Vral, a monastic priest follower of No Shi, the Great Dragon. Shadow influence increase in Codya, through the reborn of the Deprivers sect. Kho Vral wanted to establish a theocracy, but failed. He is assassinated three months later. 1537 â 1544 The Jin heritage, a war between the No-jin, the later Phaxshâra, the Hën (interior Codya), the Shu (Dral lords) with the intervention of external powers, Anarikê and Sakal an-Khâr. Codya is divided at the end into ten quarelling kingdoms. Twenty years later, three of these realms remained : the Hën in central Codya, Western Codya (once again conquerred by Anarikê), the Shu (who absorbed the No-jin realm) in Eastern Codya. The Hën accesses to power, through the efforts of diplomacy made by Sakal an-Khâr. 1550 â 1570 Just after the death of King Abârpân (1492-1550), whose agents succeeded to place a Hën on Codyan throne, a renewal of active piracy around the islands of the Southern Archipelago forced Sakal an-Khâr to intervention, weakening for decades the realm. The Hën, just like the Jin before them, maintained however the link with Sakal an-Khâr for tradition : king choice (still nominally approved by the Emperor of Sakal an-Khâr), ceremonies and trade relationships. But they also revived the link with Lochas Drus, by sending diplomats and warriors to their once mother country. The Shu submitted to the Hën peacefully. 1604 Ukhân Hën choose Ishi Chensh as his first adviser, despite the strong opposition of King Zadunzôr (1597 â 1640). The wealthy and corrupted Ishi Chensh is part of a prominent Brôdi family, recently arrived in Codya. He became the acting governor of Myrn Shryac, while Ulkhân Hën remains the King of Codya. 1610 Khâruzir, son of King Vinyarion of Gondor, becomes the new King of a reunified Bellakar. 1617 The Dral hold in Lochas Drús wanes with the renewal of Wôlim power to the south. 1627 Ukhân Hënâs son confirms Jhi Chensh as the acting governor of Myrn Shryac, despite the strong opposition of Sakal an-Khâr ambassador, despite the proofs gathered by the ambassador on the corruption of Jhi Chensh and his secret projects of taking power in Codya, in place of the Hën King. The ambassador is revocated, and Jhi Chensh is awarded the right to give the title to his sons. 1633 An alliance of Haruze lords in Pezarsan enables the liberation of Lurmsakûn from Variag domination. The invading barbarians then returned to Khand, greatly weakened. Strong trade relations were reestablished between Bellakar, the Chyan Empire and Anarikê. 1634-39 Sêshnê Hën, Ukhân Hënâs son is mysteriously assassinated in Drej Uriac, which confirms the fears of Sakal an-Khâr ambassador. Jhi Chensh establish another son of Ukhân Hën as the new King of Codya, promising to him to search for those who murdered his brother. Jhi Chensh, the Codyan tyrant (who could be easily compared to Sorkul Mûl back in Second Age) openly ask the help of the Deprivers sect and the Zurghîr to begin a serious war against Sakal an-Khâr and Anarikê. The war ends with the death of the tyrant and with a tribute of 30.000 gold pieces each year for Sakal an-Khâr and Anarikê. 1635-1640 Plague left most of Balkulôni unpopulated for centuries. Important migration to the Lynerian League and Codya. c. 1640 The Ringwraiths return to Mordor for a few years to reorganize the Black Land for eventual reoccupation. Jà Indûr leaves behind a well organized realm with a powerful central government and a trained army ready for conquest. 1641 Together with Clan Bulgan Tartas Izain is expelled from Tûl Isra. Akhôrahil removes Tartas' head for losing his interests in Sîrayn. 1659 Fall of Oervik-dem Dral, against Dwar's allies Ka'ish, realizing the first prophecy of doom (on a total of seven) of Ulbâthâ the Zurghîr. 1680 The Hën rule is abolished in Codya, replaced by the Chensh rule. The Chensh regime became more and and more aggressive and paranoid, for that they fear aggression from Balkulôni and Sakal an-Khâr. 1710 A marriage alliance between Brôd and Tirabukhti falls apart, and led to a military conflict between the two countries. 1728 Sunum, the last refuge for the Dral family, is conquerred by the Dwarâs allies Kaâish. The last defenders of the Dral family flee in haste towards Codya. 1736 Wemba Chensh, King of Codya, is defeated by the rebellious Ãrakhani general Peyen Khi. Wemba Chensh mysteriously disappeared near So Fala (the second prophecy of Ulbâthâ comes true). The Khi rule from Myrn Shryac, and therefore the realm is called Meronshrya. His line will rule Codya for more than 500 years, first as independent monarchs, and after 2107, as client-kings of Dwar of Waw. 1770 The city of Charnesra, fall in ruines following the malevolent ruling of Tartas Izain, is rebuilt under impulsion of tarb Karun Tarbaiz II. 1888 Heruor the Pale dies of severe illness. The realm is divided into several petty realms, some of them controlled by the Chyan Empire. 2107 Meronshrya becomes a client-kingdom to Dwar. Seher Khi is forced to sign a commercial and military treaty with Brôd, ruled by the servants of Dwar of Waw 2171 By the death of Tahar Khi III, Meronshrya is given as a gift to Dwar (although the Codyan gift is not voluntary). A Wôlim governor is imposed upon the populace, who cared little as long as prosperity and mercantile success seemed poised to continue. The Khi line is allowed to stay (but nominally only) on power. 2182 The Army of Chennacatt defeat the Army of the Southern Dragon near the old city of Chennacatt. The Tarezan, following orders of Tarb Risil II of clan Másra, close forever the doors of the StormKing fortress (Ny-Chennacatt) 2187 Accession to power of Dâtuvahya V for the Chyan Empire. 2190 Aransiros the Glorious unifies Harshandatt, which was divided into severall petty realms, some of them controlled by the Chyan Empire. This is the case for Pyarador. Fall of the cities of Pyarador and Galataj by the armies of Aransiros. The Chyans must evacuate the city. 2255 Meroe Khi is deposed by the Wolim. Dwar was tired of the charade of Meronshryan independence, and took advantage of the accession of Meronshryaâs first and last queen, Meroë, to depose the Khi and set up a series of Wôlim governors. Codya was completely under Wôlim domination, and would remain so throughout the Third Age. 2470 Jà Indûr starts a campaign of reorganization and (re)conquest that brings all of southern Middle-earth east of Koronandë/Tantûrak and south of the Yellow Mountains under Mûmakan's firm control (including all of the great southern archipelago). 2472 Exhaustion of the gold mines at So Fala (Sophala). Codya is already an unimportant backwater. Lucrative trading routes had been replaced by sacrosanct tribute lines. The realm had been sucked dry by Dwarâs forces. 2680 Saeth III attempts to invade the Chyan Empire. This is unsuccessful. A few years after, Saeth III is assassinated by Muranians favourable to Chyans). 2772 A very grave crisis erupts in Sîrayn between followers of Másra and Bulgan families. The crisis soon transforms itself in an open war, soon after the assassination of the tarb of Tûl Isra. Violent battles erupt near Tûl Isra, Tartaust and Tûl Harar. The last battle happens in TA 2778 near Charnesra, and once again, the city is entirely destroyed, and not rebuilt after the war. 2779 A tarb from family Bulgan, Tartas Izain IV, is crowned. Sîrayn is divided in two countries, the west controlled by Tûl Isra (Chennacatt), the east by Tûl Harar (l Sára Bask, Tyarrett). Very often, violent assaults are exchanged between the two provincies, without any clear winner. 2838 Elenna Chy gives birth to Jenna, son of the Mûmakanril lord Apyssan. 2849 Unrest begins to stir in the whole Mûmakan empire against the Ringwraith's oppressive rule. Sare becomes the center of discontent. 2857 Jenna Chy leads a Sare army against the city of Tûl Harar, takes the great port, and announces his war on Isra (see ICE's Greater Harad) and Harshandat, conquering them within the year. 2859 Jenna Chy's Campaign of the Five Marches results in the conquest of Gan, Mûmakan, Tuktan, Dûshera, Hathor and Koronandë. Tantûrak sues for peace and becomes a subject state of E-Sorul Sare. Surprisingly, Mûmakan the prime target of the Sare, surrenders quickly. Jà Indûr remains hidden in Amaru and plans the fall of the Sare. By rallying all powers of the Free Peoples in the South for the Sare cause, the Ringwraith is able to estimate their strength and then eliminate them when they have wasted their resources in petty wars. 2865-75 The Island Wars result in the apogee of the E-Chy empire. Mûlambur, Likh, Amirakh, Kirakh, Cevra, and Arth all fall to marine forces of the Sare. 2879 Jenna Chy dies of Es-keppa, a water-born disease. Soon thereafter, lacking an adequate successor, his empire begins to fall apart as most of the conquered states free themselves from the foreign rule. 3007 Abarphazân, the King of Anarikê mysteriously disappear. He is replaced by a regent, Ãrêzîr, who in fact prepares an alliance with the evil realm of Sakal an-Khâr. 3014 Aransiros IV, the actual ruler of Harshandatt, while preparing an invasion of the Chyan Empire, is assassinated in the Nhazadh Royal Tombs Complex. Aransiros IV is unfortunately replaced by his son, Akhnameh II, who sends his forces against Tenolkachyn. 3021 Abarphazân is liberated, and Anarikê is liberated from the tyrannic rule of the regent, who based his power upon a Sakal an-Khâr militia. - perhaps conquerred, this realm is never to be counted as a Shadow ally (like the Lynerian League). At the end of Third Age, 3013 TA, the realm is currently ruled by a regent, who prepares to declare an alliance with the evil realm of Sakal an-Khâr. Such an alliance is not wanted by the population, but they needed first to liberate themselves from the tyrannic rule of the regent (helped by Sakal an-Khâr militia). The last king, Abarphazan, mysteriously disappeared, and the authorities are in search to find an alternative to Anarikê dark future. They find - by chance - somebody resembling to Abarphazan and they decide (the minority who is against Sakal an-Khâr) to present this "impostor" as the rightful king, as an expedient before the real king or another inheritor be found. They begin to act just like "Corsairs", but with a more virulent energy than in Umbar. A new emperor is elected on the following years, and he doesn't belong to the Elros line. * Eastern Codya Eastern Codya should be dominated by the Jopi around the time of the fall of the Lochans (1700-1800), but the Jopi are making great strides around the time you mention (700 TA). I prefer the keep this Jopi-Codya history until later in the Third Age, and then perhaps have a new people move in after Dwar's empire starts to fall apart (after his removal to Mordor in 1640). Thus: Any new peoples could be settled either in 2171 (but these are either native Wolim or a nomadic people in Dwar's service) or after 2472, when an independent nomadic people could take over grasslands abandoned in the aftermath of the gold running out. ANARIKE - important relationships through caravans with Bellakar, as Anarikê shares many with the Bellakarai. Some Bellakar kings even take spouses in Anarike, and Anarike does the same. - the main power of the bay during Third Age (as they control Western Codya). Kings of Anarike uses Vulmaw/Chyan guards (a new mixed race). CHY Nevazar's prophecy with the return of a Chyan inheritor of the Artaxshasan came to be true with Adunaphel's family : three daughter and one son. They begin to take control of Chyan realm. Before becoming a Nazgul, Adunaphel married with a Chey warlord (a descendant of the old Artaxshasan dynasty, Shosrô). OTHER * New arrival in Third Age : Ibaavi or the peoples of Gashgykaran. Both could be potential sources for new migrations, prompted by Chey aggression or Ahar displacement. (perhaps one leader claims to be the Chyan announced by the prophecy of Nevazar ?) * At some periods of Third Age, Chy, S a-K and Codya can be considered as evil. Return of the evil influence under S a-K around 2600 TA, when the Sauronic movements are again strong. * Anarikê during the Third Age : - important relationships through caravans with Bellakar, as Anarikê shares many with the Bellakarai. - the main power of the bay during Third Age (as they control Western Codya). Kings of Anarike uses Vulmaw/Chyan guards (a new mixed race) 3/ A secret organization, more or less linked with the Court of Ardor, using some lesser or major members of the Court. 4/ Adunaphel's family plot for Chyan control (with description of his son and her three daughters). * Southern Archipelago : not a collection of "realms" (except for Vulm Shryac), which explains that it is so easily conquerred by Tantûrak, Indur, and Sakal an-Khâr. Some important dates : ===> Very important influence of Mumakan on the Southern Archipelago, unchallenged in the Third Age by Sakal an-Khâr, not as powerful as during the Second Age. Only Anarikê/Chyan could battle against Mumakan, but it's too far away. Cory's comments : I think this can be muddied up significantly. There should be pockets of Indur-controlled villages and regions, pockets controlled by Hoarmurath (See LOME II, "Randae" or "Ringlin"; I've never been thrilled with this, but it needs addressing), pockets controlled by Vulmaw-descended peoples; pockets controlled by Númenóreans. I don't think there should be realms, as in the "realm of Cevra" etc. Middle-earth in the Second and especially the Third Age should have some wild lands, places not in any realm, places not even really claimed. Just because someone has a port, or a trading depot, doesn't make the whole island theirs. It doesn't even mean that they would necessarily try. At the end of Third Age, 3013 TA, the realm is currently ruled by a regent, who prepares to declare an alliance with the evil realm of Sakal an-Khâr. Such an alliance is not wanted by the population, but they needed first to liberate themselves from the tyrannic rule of the regent (helped by Sakal an-Khâr militia). The last king, Abarphazan, mysteriously disappeared, and the authorities are in search to find an alternative to Anarikê dark future. They find - by chance - somebody resembling to Abarphazan and they decide (the minority who is against Sakal an-Khâr) to present this "impostor" as the rightful king, as an expedient before the real king or another inheritor be found. The Land The land of Anarikê can be divided into three major areas : the coastal lands (as the prolongation of Bulchyades), the Ered Harmal mountains and the eastern lands, heavily forested. The river Kriis, also named Glórithilduin (Sindarin "Gold Shining River") is the clear frontier between the three different regions (from both geographic and historical reasons - with the successive migrations and invasion throughout the Second Age). The following sections detail the climate and the geological peculiarities of Anarikê. Acaana was during some parts of Third Age a vassal realm of Anarikê, and is also described here. Olyas Kriis Olyas Kriis is a semi-arid peninsula located west of the southern reaches of the Ered Harmal. It stretches south from the Endor mainland, about two hundred miles out into the Bay of Ormal. Dry hills dominate its central and southern quarters, while forests lie along its eastern border. From the western border (close to Bulchyades) between rivers Ishtô and Ushnâd, there are beaches along the coasts with similar landscapes and cultures to those ones found in Bulchyades. These two rivers carry few water during the dry season and get easily overflown during the rain season. Because of this feature, this zone is fertile too, and propitious for crops (with olive trees next to the coast, vines in the hills, and fruit trees, vegetables and tubers everywhere). Moreover, another source of wealth is the many mines, with iron, tin, brass, copper and silver and gold in the hills, which is one reason why Pelnatej is so prosperous. The Elinse upon their arrival during the first century of Second Age and the Numenoreans first settled in the Olyas Kriis peninsula with Aelinost foundation, and later roamed in the other parts of Anarikê land. This is why this region is densily populated, with many farmers and fishers villages along the coasts (and especially around Pelnatej). The southern cape of Olyas Kriis is a more rugged lands, as cliffs height up to 60 meters. Along this part of coastline there are many caves where smugglers and privateers hide their ships (this may be a good link between these lands and any plot developped in the Southern Archipelago). Some local tales about the southern forest immediately next to the hills reports that this was there that a Chailla tribe settled during First Age, and that this tribe let some testimonies of their presence (such as Chailla statues). For others, the Chailla lost tribe still live there (but no one has seen a Chailla however), and as a consequence, there is not so much Elinse villages near the forest. This part of land was settled only with Numenoreans arrival. Kythor Kythor (El. âRiver Coast Landâ) is located between rivers Kriis (Glórithilduin) and Alturaj, which also represents the frontier with the Vulmaw realm. In contrary with Olyas Kriis, Kythor is a less dry and more humid land, with a little more precipitations and storms than in Olyas Kriis. There are much more fortified cities and villages than in Olyas Kriis, probably for fear of pirats or Vulmaw. In the Kriis estuary, there are beaches of rolling stones. In the gulf one is able to walk out to sea far from the coastline without being covered by the water. This feature goes on to Inyalonî. On the other side, around Inyaloni the terrain is not very fertile close to the sea. But in the near mountains there are mines with silver, tin, copper and coal. In the Pelmarië/Kylur Nin peninsula, there are more cliffs but they are not so high as those of Southern Olyas Kriis, though they are very sharp and rugged. Also, in some points the forests arrive next to the cliff border, creating a violent yet gorgeous contrast in the landscape. The city of Kadar Abar-narîk (also called Ost Angthoronion, which is unusual for a Dark Numenorean realm), is situated into a formidable natural harbour with enough space for an entire fleet. But the sea currents near the river end (âthe Sea-storm Gulfâ) are very difficult to negotiate, so only expert captains are able to move here. Wrecks are a frequent incident here, so the main comercial routes to the main Anarikê city are by land (on the other side this is a sign of the strategic wisdom of Lokhuzor, the founder of the city). The sea captains avoid to take the sea on winter, for fear of the very active maritime currents and the sea storms. This situation is the same for Shalnarê (An âThe city behind the mountainsâ), at the mouth of river Ansici. It is counseled to take the sea instead at Ishtya, a less important sea port filled mainly with little fish-boats and not trade or war ships. Dar Egleriador is situated over an impressive cliff into a small fjord, so it's another fortress that's very difficult to conquer from the sea, which is another sign of the foresight of Lokhuzor. There are three important trade routes in Anarikê. The first one links Pelnatej, Aelinost and Abar-Narîk. This is of course the most ancient road, built in the Middle of Second Age. The second road links the capital with the mountain cities of the realm, like Ãrezagan-Kadar. This road is used by traders, but also by invaders. That is why Lokhuzor and his successors places near the road a line of seven fortresses to protect the core land, and seven signal towers on the mountains, in order to keep a look on the Rocky Pass (which connects with the Chyan Empire), and the Aca Gap (which connects with Acaana). The third road (the Sea Way) connects Abar-Narîk with Shalnarê, Inyalonî, Dar Egleriador and Ishtya. In the source of the Kriis the mines are very rich, basically gold ores (the most important in the bay), and in a nearby region iron ores too. The mineral is taken from the mines down the river by rafts driven by bargemen clans which are very reclusive but who in compensation are close friends with the few Kuorind elves that remain in the coastal temperate rain-forests. The bargemen ship the mineral (and also wood from the forest) to a city in the middle course of the river. From that point the Kriis is navigable. This zone is known as the "Land of the watermills" because of the great number of watermills found there (there are foundries and steelworks here, and the watermills feed the forge fires; but they are used too to mill the grain harvested in the crops all around). In the mountains close to Inyalonî, as noted above, there are lesser mines with silver, tin, copper and coal. In core Kytor the crops are basically corn, sugar beet, barley, tomatoes and bean. Near the sea there are vines and olives. Near Pelmarië, there are as well cotton fields. Acaana Acaana is a high, grassy plateau situated along the southeastern flank of the Ered Harmal (aka the Ered Ormal). The Acaana Rush - a broad, swift river -, which melt in Anarikê with river Kriis, forms its southern boundary. The Gaath Hills form the region's northern and eastern border. The Aca Gap is the only easy access from Acaana to Anarikê, and the Rocky Pass to the Chyan lands. If the Aca gap only suffers from thieves and robbers, the Rocky Pass is considered as highly dangerous by both the Chyans and the Anarikanî (they use instead the coastal road, more safe and more longer). Not only the Pass is infected by Orcs, but rocks fall very often on the passage (for natural reasons such as earthquakes and storms, or pushed by Orcs or their warg minions), which force the travellers to seek safety in the caves, where live the orcs, who shows no pity for humans, as many are put in slavery, if not immediate death (for Orcs pleasure). There is also a rumour about Nevazarâs tomb in the area, but nobody has claimed yet the tomb discovery. The rumour is true, as Nevazar chose three different inaccessible sites (beneath the pass, in the marshes near Chajapûn and in Samarth) in order to hidden his treasures and his secrets. One more danger is the city of Akalaî-Zaj (âThe Fallen City of the Sakal an-Khâr peopleâ), which is populated by fierce warriors, probably the descendants of the Aca tribes and the Sakal an-Khanîm who were rejected from Anarikê. These warriors keep in check the Rocky Pass, and on some times lauch raids on the Aca lands, and more rarely in Anarikê. On several occasions during history, this nefastuous city had been dismantled by the Anarikê kings, and rebuilt centuries later by the inhabitantsâ descendants, who take refuge in the nearby mountains. The Aca folk, fierce and independent Ibavin-speaking clansmen herd their goats and horses throughout Acaana. Most Aca live a semi-nomadic life, although about a third live in the villages along the Acaana Rush on a year-round basis. They make very often raids in Anarikê, and in the Chyan lands, when Vaag is in their control, through the Chy Gap. -Important: What's your idea about Anarike general flavour? I mean: mediterranean-like country, asian-like, etc... Perhaps this will give me the needed 'inspiration' to be able to develop the climate and remaining geography. -A little idea is to include some rice crops near the end of some rivers. But not only in Anarike, but in all of the Bay. When I think about it, consider that rice is one of the most important crops in our world, and the base food for many people in the Earth. So, don't you lack more rice crops all around M-E? -Another question, as I'm short on time to read all the texts by now: which pantheons or religions have you described at this moment (ie harshandatt, chyan, etc) and which models do they follow? > - The land around Chajapun is marshy. It is there that I originally placed the tomb of Nevazar (the Chyan counselor who became back in the Second Age one of the first Sauron's Mouth). The tomb should be placed in the most inaccessible area, whether it is a swamp or a mountain. Hi Eric, Thanks for your quick answer, I'll try to find new ideas. About the first point, so the forest is a mediterranean-like one? Or the greek-chyprian-turkish flavour is limited to the shoreline? (this would not be a bad idea so it would establish a clear difference between the 'civilized' area in the shores and the 'wilder' and more 'ancient'-like in the interior). In relation to the deities, I've thinking about it after reading the 'flame' ;) in the list according to the so-called Moon Goddess. I must read a little about ancient mythologies and religions and then perhaps I'll ask your opinion about some points I'm developing into my head. Daniel -- Mensaje Original -- >Hi Daniel, > > >>In the last days no new ideas have arisen for the Anarike description. Only >mediterranean->like country, asian-like, etc... Perhaps this will give me >the needed 'inspiration' >>to be able to develop the climate and remaining geography. >I think it would be similar to greece, turkia and chypre. > >>-A little idea is to include some rice crops near the end of some rivers. >>But not only in Anarike, but in all of the Bay. When I think about it, >consider >>that rice is one of the most important crops in our world, and the base >>food for many people in the Earth. So, don't you lack more rice crops all >>around M-E? >This would be a good idea > >>-Another question, as I'm short on time to read all the texts by now: which >>pantheons or religions have you described at this moment (ie harshandatt, >>chyan, etc) and which models do they follow? > >There are not really for now a religion chapter for these people. However, >there is some important guidelines in the people section. We have >harshandatt deities (much like Egyptian gods), Chyan deities (similar to >Persian philosophy), Anarike (which follow Numenorean faith and Elinse >faith - a part of Chypre, Turkia and Greece - the model for Anarike would >be >Byzance), Codya (Indonesian), Sakal an-Khar (Etruscan model) > >Hope it helps, > >Eric > > Hello Eric & all (after a long time without being able to post in this group): When I tried to do the geography section of Anarike I had some ideas but I was not able to develop them. Now I have an internet connection at home I must re-read the texts in the files section (mainly the races section, as I have forgotten many things about it). But in advance, what do you think about the following idea? I thought in river Kriis as a main communicatin channel from the mines to the cities, with a bargemen people (similar to the ones found in Baranduin and Gwathlo rivers) which could be the last remnants of the ancient races that lived in the land (as the bargemen where remnants of the ancient eriadorans in the north). These bargemen could be close friends with the elves that could remain in the forests of Anarike, if any. In terms of geography this implies that stretchs of the river Kriis will be difficult to navigate, except for those used to the region. What do you think about this? I'll look for the other ideas I had about the land and post them here. Hi all, > > These bargemen could be close friends with the elves that could > remain in the forests of Anarike, if any. > > And why not be the elves themselves? > By the way, who are working in the mines? Dwarves? > It could make an interesting and fragile inter-dependence equilibrium > between these 3 peoples. > Broken by the arrival of the Numenoreans? Who decided to built a land > road (with lot of bridges, tunnels...) to reach directly the mines > and increase the supply (easy prey for thieves or rebels). Good... I believe that Elves don't want to meddle in mortal affairs too much; so, if someone quarrels or worse, battle for their alliance, with the purpose of gaining power, I think that they would quit their relations with Men. If this happens, I guess that great problems of supply would arise in Anarikê. BTW, if this doesn't occur by the greed of local people, the Shadow can always try to push events in the right direction... a plot to divide the peoples and break the system of interdependence, by spreading lies and rumours about one of the sides gathering military power against the others. Gabriele Hi, > These bargemen could be close friends with the elves that could remain in the forests of Anarike, if any. And why not be the elves themselves? By the way, who are working in the mines? Dwarves? It could make an interesting and fragile inter-dependence equilibrium between these 3 peoples. Broken by the arrival of the Numenoreans? Who decided to built a land road (with lot of bridges, tunnels...) to reach directly the mines and increase the supply (easy prey for thieves or rebels). Stephane Hi all, > > These bargemen could be close friends with the elves that could > remain in the forests of Anarike, if any. > > And why not be the elves themselves? > By the way, who are working in the mines? Dwarves? > It could make an interesting and fragile inter-dependence equilibrium > between these 3 peoples. > Broken by the arrival of the Numenoreans? Who decided to built a land > road (with lot of bridges, tunnels...) to reach directly the mines > and increase the supply (easy prey for thieves or rebels). Good... I believe that Elves don't want to meddle in mortal affairs too much; so, if someone quarrels or worse, battle for their alliance, with the purpose of gaining power, I think that they would quit their relations with Men. If this happens, I guess that great problems of supply would arise in Anarikê. BTW, if this doesn't occur by the greed of local people, the Shadow can always try to push events in the right direction... a plot to divide the peoples and break the system of interdependence, by spreading lies and rumours about one of the sides gathering military power against the others. Gabriele -- Mensaje Original -- >Hi Daniel and all, > >>When I tried to do the geography section of Anarike I had some ideas but >>I was not able to develop them. > >>But in advance, what do you think about the following idea? I thought in >>river Kriis as a main communicatin channel from the mines to the cities, >>with a bargemen people (similar to the ones found in Baranduin and Gwathlo >>rivers) which could be the last remnants of the ancient races that lived >>in the land (as the bargemen where remnants of the ancient eriadorans in >>the north). >>These bargemen could be close friends with the elves that could remain in >>the forests of Anarike, if any. > >>In terms of geography this implies that stretchs of the river Kriis will >>be difficult to navigate, except for those used to the region. > >That would be a good idea. > Fauna and Flora Ormal Bay is an area which holds a great variety of environments within a very extended area : treeless plains, sandy coasts and subtropic islands, humid jungles and hilly vales. As is typical for all regions, myriads of plant and animal species make their home here. Life, as everywhere else, depends on natural parameters like relief type, climate and water. In order to simplify this section, the animals and plants are presented by countries. This is a difficult task, as many animals or plants can be placed in other countries. These lands incorporate five distinct ecosystems : savanna (in Chy), coniferous forest, mixed forest, mountain, hills (along the coasts, Bulchyades). Humid, warm and often steaming, this hilly region is noted for its thick grasslands, rich tropical forests, and its numerous pastures. The following are the most notable plants and animals found in these lands. Chyan land is sometimes nicknamed the âfruits landâ, for its impressive fruit culture and exportation in all Ormal Bay. Anarikê is mainly a forest land. Flora Numerous streams and small rivers, fed by the rainfall on the peaks of the Ered Harmal, water the Chyan region. Figs, olives, cork, date palms are among the most important trees of Bulchyades or Anarikê, while Chyâs and Lódenûlyâs trees are the ekcha (bearing an orange fruit with a taste of cherries), the marauba (bearing a fruit similar to a cross between a coconut and a pineapple), and the ketartas. The plants thriving on the Lódenûly forests, or to the step of the Ered Harmal mountains, attract equal attention. Their pollens and spores are collected by Chyan herbalists for use as medecines, combat enhancers and antidotes to poisons, and sent in the markets of Bulchyades or Anarikê. For every beneficial herb, there are dozens of dangerous varieties. A few plants with more unusual properties are listed below. Akmal : growing in Anarikê in mountains, mainly in inaccessible locations, Akmal is a little shrub giving delicious fruits similar to bilberries. Unfortunately, the plant as many thorns. Picking Akmal fruits is a rather difficult experience, which explains its rarety and its expensive price in Anarikê markets. Anraak : this beautiful yellow flower grows only on coastal areas, in humid forests. The flower, when applied to a wound, stop every haemorrhage and heal 1-10 hit points. The root is a powerful hallucinatory medicine, which heals lost memories and mind illness (level 4), but it is also an addictive drug if too much used (danger of losing memories or mind illness again). Black Uljun : Up to 200â in height, this huge and largest evergreen tree produce some of the finest ship-building lumber in Ormal Bay. The wood is very hard to work, but anything fashioned from it will be exceptionally strong (the equivalent of â5 iron). This tree is highly prized by Chyan mariners and traders, and more than jade or gold. Emear : A coastal pine of Anarikê and Codya, the Emear is a tree who can grow up to 150â to 200â. It gathers every spring lovely flowers similar to a rose, but with yellow, purple or red tons. The wood can be easily worked, and is used for masts, spars, and hulls of ships. Falt : a brittle, aromatic, yellow-green fruit collected from Bilkk (a tree similar to weeping willow) in Anarikê. The fruit is similar to a fig. If the fruit has not a very good taste, the parfumed Falt liquor made from these fruits are highly prized by travellers. The slogan used by Falt traders is : âafter you have drunk Falt liquor, you wonât never want to make again war, but peace with Falt liquor everytimeâ. Gont : this very rare plant is a grey-green lichen only present in mountain areas (such as Lurmsakun, Siakan or Anarikê), which allows if eaten to see in night like elves during one hour (infravision AF3). Ketartas : a strong shrub of Lódenûly, bearing a fruit similar to a golden pear. A persistant legend tells that these savourous fruits give a long life to those who eat them. True or false, these fruits are eaten by many, for a very expensive price, to the pleasure of Chyan farmers. Laeven : a showy, lovely orchid-like flower with black or brown petals, growing in the warm climate of Anarikê or Siakan, and mainly in forest. One who breathes its pollen is subject to many hallucinations and is euphoric during two hours or more (substract 90 from Perception, 60 from maneuver and melee). Sometimes, it is also a trance in which one has prophetic vision. Nalfas : Nalfas is a relatively rare grey mushroom, which grows only in Bulchyades forests after a heavy rain during the autumn months (Ivanneth or Narbeleth). The mushrooms are very nutritive, as they restore full health even after a brief sleep (about three hours). Taken very often, it becomes very addictive (Level 6), and there is a death danger if those addictives stop to eat mushrooms. Olpan : The Olpan brown moss is found only in the the valleys of the Ered Harmal, there it can be encountered in great numbers. When properly brewed it makes an excellent healing potion that heals 30 hits over the course of 10 minutes (AF 7). Rumath : this smallshrub is cultivated mainly at first in Bulchyades for its savourous and sugared root (called liquorice), and exported later in other countries like the Lynerian League or in Sîrayn. The shrubâs blue fruits, similar in form with blackcurrants, are collected too. A sugared juice is extracted from these fruits. This juice has soothing effects on the spirit. Tumumuti : a tall, tropical hardwood. The Tumumuti is known for its resinous, yellow-red wood. It grows to height of 80-100â and is present throughout all Ormal Bay, but especially in Anarikê and in Lynerian League. The brittle resin is highly valued by woodworkers who use it to make high quality varnishes. The small and yellow leaves are ingested as an herb. Called Usmiti, they double rate of healing fractures (AF 1). Torbachenna : Growing mainly in Bulchyades coasts (not far away from the sea), these little trees bear fruits similar to an olive, but larger, with a yellow or green coloring. Xana : a delicate fruit tree which gives a small red fruit in shape of a rounded pear, Xana is spread out from Harshandatt to Anarikê. The Xanaâs sap has healing virtues, and goes into the composition of numerous medicinal potions, like the bark. Fauna Chy and Anarikê offer a comfortable habitat to a wide variety of animals. Blessed with many streams and rivers, the region is perfect for reptiles, amphibians, predators such like the Black Panther, Bears, Mountainous Cats, Cave or Grey Bears, as well as many birds and insects. Some brief notes follow concerning some of the more significant animals. Northern Chy is also the land of Merkampa (and his parents Miruvanaimo âJewel Monsterâ, and the black drake Naikamil âMother of Painâ), a light grey Cold-drake who is very often referred as âthe Southern Baneâ. Merkampa very often hunt in the Chy lands, making victims among tge Acaana, Chy, Clyan and Lódenûly peoples. Their lords very often offer reward for his head (see Creatures of Middle Earth). Many Vaag and Cheyans cults and clans revere him, which is unbereable for every Chyan. Alnak : these are fairy bluebirds, totally arboreal, spending their time high up in the branches of evergreen trees near running water. They live in small flocks and are often found in the company of hornbills, pigeons, and other eating birds all congregating in trees with the ripest figs and other soft fruits (mainly in Bulchyades, Anarikê or Codya coasts). They also feed on insects, although this is a small part of their diets. They catch them on the wing like flycatchers, flying out from a branch to grab the insect in their bills and then returning to their perch. A good example of sexual dimorphism, the male and female have totally different coloration. The male has dark, velvety-black underparts, that glint with purple and lilac iridescence and bright ultramarine upper parts and crown. With his bright red eye he is a very distinctive bird. The female is much more drab, basically a uniform dull greenish-blue with darker brown or black markings. She also has the distinctive red eye. Bear-Mole : known as the most stupid animal of Middle Earth, the Bear-Mole is also the biggest bear (about 7 to 8â feet). One finds him mainly in hills and valleys of Chy and Anarikê. They has enormous claws which allow them to dig tunnels in which their lair. Bear-Mole lives indeed in particularly vast subterranean galleries. This creature is not openly aggressive, but it tolerates nobody on its passage, and attacks everyone who can constitute an obstacle, even a human. Enormous, Bear-Mole is extremely difficult to kill, because of the thick fat couch which protects its vital organs. Actually, it seems that their skull must be extremely thick, or simply their brain is not situated at the the headâs level, as a stroke to the head rarely stagger a Bear-Mole. Always starved, Bear-mole eats all that can fall under its teeth, whether human, animal or vegetal. Black Panther : Also called Leopard, the panther is similar to an enormous speckled cat, with a round head, a short muzzle, big green or yellow eyes, and relatively short ears. His tail is long and thin, his foot are sturdy with retractible claws. As sturdy than a lion, the panther is able to run, jump, climb or swim, which explains that he is a very good hunter (against monkeys, birds or fishs, and on some rare occasions humans). The panther lives alone, and joins only with another male or female for reproduction only. Another panther race, the white panther live in the Niss valley. Black Rhinoceros : They have a massive body, a large head, three digits on both the front and hind feet, and thickly folded skin with very little hair. They are 10-12.5 feet long and weigh about 1 to 2 tons. The forward horn is the larger of the two and averages 20 inches long. The horns may be used as tools to remove bark, break off high branches and excavate soil at salt licks. The distinguishing characteristic of this species is the prehensile upper lip. It uses it to pluck leaves. They feed on a variety of shrubs and bushes. They are usually found in the transitional zone between grassland and forest in thick thorn bush or acacia scrub, but also inhabit more open country. They are more seen in Bulchyades and Balkulôni than in other Ormal regions. The only stable bond between individuals is that of a mother and her young. A single calf is born after a 14-16 month gestation. This species relies upon its sense of smell to detect danger. They are most active early and late in the day. They wallow during the hottest part of the day, smearing mud on both sides and sometimes rolling on their backs. Vocalizations include grunts and squeals when they're excited. Large predators prey on the young. They are easy to be domesticated, even if they little fear human presence. Elephant (Airavat) : the Chyan elephant is the cousin of the Zamamakil and the famous Mûmak. It rises to a height of about 8-10 feet (2,5-3m) at the shoulder and reaches a length of 15-20 feet (4,5-6m). Like all of its cousins, it has thick, pillarlike legs, a loose skin and flat, padded feet. Unlike the Andamunda, it has short ears, a concave forehead with two big bumps. The creature's most notable feature, however, is undoubtedely its trunk: an elongated nose and upper lip that serves as both a sensory organ and as a prehensile grasping tool. An Elephant use its trunk to smell, gather food, drink, and as a weapon in combat. They also have a pair of very short tusks. An elephant family is ruled by a matriarch (older female), and generally consist of her female offspring and their young. A basic family unit consists of six to twelve animals, but families of twelve to twenty elephants are quite common. Aside from one or two rest periods at night and a midday break, the great beast is always active, roaming about with a swinging gait in a constant search for security and food. This continual plodding, though, belies the Elephant's strength as a swift, agile runner. If aroused, it can run down or bash a relative quick foe. A typical Elephant eats about 300 pounds (150kg) of food each day, grasping with its trunk, and placing the food in its mouth. The alimentation is always vegetale (leaf, seed, root, herb, fruit). Just all other elephants, the Airavat have been tamed and used for heavy work and war, just as the Mûmakil and the Zamamakil, but they cannot compare with the majesty and power of their greater brethren. Gazelle : The bush gazelle is the most common antelope in Chyan lands, found in herds of twenty to a hundred in Chyan savanna or in Dhaht steppe. The bush gazelle has two short, straight horns and a white double stripe on its forehead, praised for its ability to find food on barren bursk and steppe and to run for an hour or more at twice the speed of a horse. Grey Bear : they are huge beasts mostly living in mountains that weigh up to 700 kg. They have rough, black or brown fur. Fortunately, they are nocturnal hunters who feed on insects, fish, mammals or fruits. They have a remarkable sense of smell, but their hearing and eyesight are merely average. They are mainly solitary animals, who pass long winter in hibernation. They can be however with great difficulty be domesticated. Grey Gepards : The Gepards are large predatorous Cats of the savanna, steppes and semideserts of Harad and Southeastern Endor (in Chyan lands, but also in Balkulôni). It hunts primarily in the day and is very territorial. The Grey Gepard is feared by most travellers because of its size and ferocity. They usually live in group (five to twenty males and females), with the young (until they come in age). Grey Wolves : The Grey Wolf is a powerful, muscular Dog with a thick coat of black or brown hair and a bushy tail. Grey Wolves are exceptionally social animals who live in family groups or packs that roam and hunt together. These packs cooperate to run down their favorite prey: generally Deer, sheep and gazelles. While typically interested only in larger herd animals, they also feed on rodents, fish, and crustaceans and, in rare cases (e.g. during famines), they may attack lone travellers, trappers, or hunters. The wolfpack's hierarchy is organized and regulated in accord with the Wolves' ritualized postures, gestures, and combat. Grey Wolves, however, do not fight over mates except in extraordinary circumstances. Pairs normally remain together for life. Iarnu : an antelope, sure-footed and swift, found mainly in the mountain pastures (Anarikê or Siakan). It is a very dangerous prey, using two long horns to spear opponents. Only the Grey Gepard, the Trîl or the Black Panther hunt such a very dangerous antelope. The red-brown fur is highly valued by Anarikê traders for its warmth and its softness, but hunting the animal is very difficult. Kûla : a brightly colored song bird living mostly in the mountains of Anarikê. Merchants would pay more than 200 silvers for a living bird. The plumage gleams like gold and silver and is used for decorations and adornment. They are kept alive for show and for their beautiful voices. Lion : Lions are characterized by their broad heads, large mane, and strong, thick legs. Surprisingly, most of their time is spent resting. They live in groups, called prides, which are commonly made up of 3 adult males and as many as 15 females and young. The lioness do most of the hunting, preying on antelopes, zebras and gazelles. Their hunting pattern consists of a period of stalking, followed by a quick chase and pounce. They kill by biting the neck. Mulnû : Mulnû is an ibis, with long legs, long necks, long beaks, partially webbed toes, and long downward-curved bills.It is one the most beautiful birds encountered in Chy. Its plumage is bright scarlet red with black primary feathers. It is a gregarious species that lives in groups often numbering in the thousands, especially during the breeding season. These breeding colonies are often shared with families of egrets, herons, and cormorants. The ibis feeds by using its beak to probe through soft mud. in shallow holes, and under plants and roots for crawfish, snails, worms, small crustaceans, or whatever else it feels as it probes along. They were in the past very common in Harshandatt, but now they are more seen in Chy and Anarikê. Ninfin : a magnificent horse, whose grace is well considered beyond the Chyan frontiers, Ninfin is raised in Savanna by Chyan people. The red or chestnut dress is particularly appreciated by the Anarikê nobles. One also finds Ninfin to the wild state on the fringes of desert, but these animals are extremely fearful, and die in captivity. Ninfin is a very intelligent animal, which is used mainly for parade. Excessively quick (one did not nickname it the flashing horse), Ninfin gets very fast tired and risks at any time to break itself a paw by stumbling over a cliff. Some breeders tried to strengthen the race by crossing it with Sulan, but this more resistant, hybrid animal, has not the same grace than Ninfin. Sulfin is sold by Chyan breeders to Chy or Anarikê, to equip the cavalry. Snatchers : Snatchers are huge two footed Reptiles with tremendous jaws and brown scale-skin that use to hunt on bigger animals especially Antelopes but also attack humans. Smaller Snatchers are up to 1,50 meters but the large ones can be up to 3 meters tall. they also have two arms with sharp claws but they are less powerful than their jaws and can easily be seized by a human. Snatchers prefer sites which formerly were occupied by Men, such as Ruins or Ghost-towns but also live in Caves. Trîl : Trîl are huge predatory cats with black and Yellow pigmentation and light green Eyes. They are predators but some Humans are successful in taming them and using them as beasts of Burden. They always appear in packs led by an old female. Zurku : related to the Gorbet of northwestern Endor (well known in Dunland), Zurku is a trail lizard, with a dull yellow color with black and red stripes on its head and neck. It has a bright orange, arrow-shaped patch on its back. The Zurku has no real enemies, as it secretes a terrible mild toxin from its skin. This toxin paralyzes its victim for a period of 10-20 minutes. It is believed that this relatively harmless lizard is a pathfinder. If some lost follow a Zurku, it will lead them to a trail or road. Realms Ormal Bay is an intensive center for political and economic trade, lying southeast from the Haradwaith and eastward from the Mûmakan over the Yellow Mountains. Population melted here and many realms had tried during Third Ages of history to become the major power of the region. Tensions and rivalries are an inherent way of all the region. Anarikê Anarikê is one of the various Ãrûwanâi realms in the South. The capital city is Abar-Narîk (Ad âCitadel of Iron Eaglesâ), which lies on the mouth of river Kriis. They consider themselves as a major power of the Bay, but they are not as haughty and arrogant versus all other races. Their traditional enemy is the Númenóreans of Sakal an-Khâr, while their favored allies are the realms of Bellakar and Lynerian League. Anarikê is ruled by a king, a hereditary office held by the ruling elite of (now) partially Ãrûwanâi stock, like the kings of Bellakar. This realm takes its origin from the union of the son of Herundil the Storm King, Lôkhuzôr, and his supporters (whether Númenórean or native), against the evils propagated in Ormal Bay by the Storm Kingâs followers. Chyan empire - Chyan empire : except during some periods of history, Chyan had never been united. They represented a loose confederation of Chyan people, who settled in Clyan, Chy, Lódenûly and Bulchyades, benefiting from the earlier occupant (Múranian). United empire alternated with fighter realm. Codya the youngest and westernmost of the Womaw related domains, in a hilly and woody land. Lynerian League The Lynerian League is inhabited by a people which is relative to the ten cities ruled by a Council of Delegates. His people is relative to the three Houses of Edain that went to the West. They show friendship with the Avarin elves, and in a sense are also inheritor of Númenórean traditions, when Númenor are no long peaceful. They are the major power of the region. Sakal an-Khâr - HarshandattHHHans-Helmut Haas As I remember Harshandatt was a part of Greater Harad and therefore the northernmost part of Sîrayn. But this doesn´t contradict your ideas of the Múranians directly⦠However I´d just say that the Múranians were close relatives of the Sîranians , but less Dark and a bit smaller (the Sîranians ancestors were probably strongly intermixed with swertings) : like its neighbour of Sîrayn, the population is essentially Haradrim (with a strong Chyan influence), and they called themselves âMúraniansâ. In the early Second Age, they spread in all Ormal Bay (until the Lynîria cities place), before the great Chyan invasion (who pushed them back in Harshandatt or Sîrayn). They had soon a centralized government (because of the Chyan menace), and live in a semi arid desert (with only a few settlements along the Núar valley). - Anarikê : formerly Olyas Kriis, this region was lately settled by renegade Númenóreans HHHans-Helmut Haas renegade númenoreans sounds much like the Corsairs of Umbar. why not quit the Idea that these were still Númenoreans and create a new Culture which had Númenorean ancestors , similar as in Umbar.who refused to be under the kinship of Númenor. They are relatively peaceful with Vulmaw, hostile to Chyans. - Codya : - Balkulôni : a sister colony of TantûrakHHHans-Helmut Haas maybe rather a sister colony of Tantûrak , because Tantûrak at the beginning was a small Supply Haven and a Fortress against Mûmakanril Hordes. So The Colony itself wouldn´t have had enough populance to produce another colony itself., founded in SA 18?? Under the orders of King Tar-Cyriatan. They expropriates lands belonging to the Lynerian League, provoking a fierce opposition. - The Dwarven cities : along the Ered Harmal line, and some cities south of the Lynerian League. - Zurghôr : the dark realm. Little is known about this realm, composed of cannibals or perhaps barbarious like those of AttilaHHHans-Helmut Haas I created the character Kurba Shôn to serve as an Attila -personality. There are many destroyed cities, who could dissimulate some horrors created by Morgoth. Perhaps an Orkish center of power. This realm is the principal source of danger for the Lynerian League. (not well defined for now). A persistent rumor is that the tribes of this realm are about to unite themselves, which would be the greatest danger that Ormal Bay had ever faced. The People Anarikanî History The general population of Anarikê is a product of the mixing between indigenous people (the Elinse) with the Númenórean and Lynîr settlers arriving since mid-Second Age. The Lynîr were the first to arrive, to the surprise of all in the Bay, followed by the Númenóreans (and later their merge with Lynîr as only one people). They built cities, and soon arrived to communicate their hate of Shadows to other colonists. This fact explains the Númenórean non involvement during upcoming conflicts against Lynîr, and their hate for Sakal an-Khâr, Anbalukkhôr and the Storm King. The traditional date reckoned for the foundation of Anarikê is Lothron 2284 by Lôkhuzor (Herundilâs son, the previous lord of Cyriatanórë), after the War of the Renegades and a few Months before the beginning of the campaign against the Storm King allies. Anarikê is during all the history the realm in which the Storm King is badly considered and hated, as a Shadow servant. Appearance They are taller and slimmer than the rest of Ormal Bay inhabitants. The Anarikanê usually present an angular feature, have a fair light skin tanned by the sun, with black or brown hair, blue grey or brown bright eyes. Men weigh about 94 kg, and women around 70 kg. Men reach around 6â3ââ (1,90m), women around 5â9ââ (1,75m). They have a very strong and graceful constitution. They have a rather long life expectancy, around 130 to 170 years (Second Age), and a little less during Third Age (around 120 years) and for those who intermixed with Lynîr and/or Elinse. Society and culture Clothes : they usually wear whenever possible short tunics with a variety of colors, especially blue, white or red. Their clothes are sophisticated, decorated and very luxuous in nature, with many incrustation of gold or silver in their clothes. In day to day life however, this is replaced with short tunics of similar coloring. Fears and inabilities : their first fear is to be conquerred by the evil realm of Sakal an-Khâr, or to be subverted by the Storm King minions. Darkness (a Lynîr inheritage) and death fear are also present in the populace, even if the Anarikanî are the most gifted people of Ormal Bay. They do not fear particularly the elves, and on occasion trade with them. Special capacities : They are skilled craftsmen and seafarers. Bonus of +10 for two of these four skills : Navigation, Leadership, Sailing and Trading. Marriage Pattern: They are monogamous. The line is traced through the male. Lifestyle : Like all the free people, the Anarikanî despise the Shadows. They are ruled by a King (hereditary), who is assisted by a Delegate Council, like in the Lynerian League. They very often trade with their neighbours, especially the Chyan empire or the Vulmaw realm, and negociated alliances and trade exchanges with distant realms of Bellakar and the Lynerian League. Religion : The old Númenórean traditions are still alive in Anarikê, through the cult of Eru Iluvatar, but the religion significatively evolved since the Númenórean days (when Anarikê was still a colony), through the pression of a strong Lynîr community inside Anarikê. The King is always the main link between Eru and his people, through a great ceremony in Mount _______ near Abâr-narîk during the Summer Equinox (associated with the Wild Hunter Ilmôr and the Masters of the Sea Armú, in order to satisfy the Lynîr or half Númenórean citizens. The people is invited to venerate Eru and the Valar, especially during sacred days established in the Númenór old days (Erukyermë, Erulaitalë, Eruhantalë), as well as after the submersion (the Ancestor day, dedicated mainly to the great heros of the past, the Hunter Day â Ilmôr, during which the resistance against Shadow is glorified, the Maritime Festival days). Restriction on Professions : None, though animists, rangers and warriors are very prised. Language : They speak Lynerian and Adûnaic (5), their mother tongues. Many also speak Avarin tongues (Pêdu, Tawaren, Kuorith 3), and trading languages of the bay (Ahavan, Chyan, Sekarê, Múranian, Vulmaw, Tazinain). Warfare The Anarikanê are capable warriors (especially in infantry). They consider themselves as the most important realm of the bay. They entitled themselves as âProtector of Freedomâ. They also excel in naval warfare. Their army is constantly highly trained and disciplined, to confront the threats of Chyan lands or Codya. In terms of equipement, they usually wear light armor. The preferred weapons include scimitar, spear, battle axe and crossbow. Elinse History The Elinse are a pastoral Apysaic people, and the last of the Haradrim people (except the Chyan and Chey) to arrive in the West, after a very long migration started in Hildorien, in Eastern Middle Earth. Confronted with the danger of the long migration, they suppressed very early the clan structure, unlike the other Haradrim people. They settled in the mountain region of Olyas Kriis and they took early contacts with the Kuorind. They learnt the forest love, the agricultural technics and the sense of unity. When the Chyans invaded their homeland, they successfully resisted to the Chyans, and tried to help their Múranian brothers. This task only succeeded in Harshandatt, but nevertheless Olyas Kriis remained free. Appearance They are of medium height, and are generally thin, and smooth-skinned. They have a muscular constitution, with a colored fair skin, flat faces and very long hair (usually brown or black). Their life is average, around 50 to 70 years. Men reach around 5â7ââ (1,70m), women around 4â11ââ (1,50m). Men weigh about 70 kg, women about 62 kg. Society and culture Clothes : a colorful assortement of embroidered cloth (silk or linen, usually green or brown), with use of jewelry for clothes. They usually attach their hair with a brown or black ribbon. Fears and inhabilities : Storms and inondation. They fear to be punished by their gods for their actions. They take as strange the customs of their Múranians cousins. Special capacities : They usually wear tunics for war (as the use of leather is first unknown, and then despised). A bonus of +10 for their shadowing/dissimulation skill or their preferred weapon. Marriage pattern : They are monogamous, following the ways of their ancestors. The line is trace through the male. The society is patriarchal. Lifestyle : a very religious people, who takes great deal of religious matter. But this is far aniway from their Múranian cousins. They live in small forest villages, to the contact of Elves, and later in cities with the Lynîr and Númenóreans of Anarikê. They can be defined as hunters and farmers. All villages, located in the deep forest, are ruled conjointly by a Chief and a Priest (who has in charge the religious aspect of the community). Their houses are made of wood and stone. About 100 to 250 inhabitants per village. They have an aversion for all Easterling people, including chiefly the Aca and the Chey. They are friendly with the Múranians, the Lynîr and the Elves. They have an ambiguous opinion on Chyans and Vulmaw, which vary from hate, distrust to friendship during the ages. They care very little for other people on the Bay. They met first the Lynîr during the fourteen century of Second Age, and nearly considered them as âdemi godsâ (as the sons of Maltuzôr), as an echo to their legends of a long lost past. They learnt very much from Lynîr civilization, and merged by the seventeeth century into Lynîr civilization. Religion : The Elinse believe in a pantheon of gods, and mainly Sokhâr the Justice God, Telmûd the Hunter and Nature God, and Maltuzôr the Keeper God (in fact a Lynîr hero). The midsummer and midwinter days are dedicated to Maltuzôr and Sokhâr, as a remind of Elinseâs long and forgotten past. On that day, all are expected to assist to the priestsâ liturgy, about history and legends. The most important one, very often recalled (there is in fact a dozen of versions of that legend) is that during the migration, their ancestors were saved at the last moment by men of noble stature and with colored brown skin and average constitution, who sacrificied themselves to enable the Elinseâs flee (which reminds strangely the Lynîr). The Elinse venerate and respect their ancestors, and these two days are an occasion to share ancestors feelings. A typical custom is to offer to the God what you love most, like their ancestors who were forced to let some objects aside to enable the tribeâs survival. Other feast days are dedicated to the other gods (like the Autumn Equinox Day, to Telmûd). These events are prised by the population, and are followed by long sings and dancings. Restriction on Professions : none, though rangers and warriors are very common. Mages are very rare. Language : They speak their own language, Elinse (5). Many also know Lynerian (4), Chyan (3), Haruze (4), Aukuag (4), Nârn (3) and some notions of Adûnaic (2). Warfare As a forest people, Elinse are very secretive and peaceful, but prompt to friendship. They are also fierce warriors. In terms of equipement, they usually wear light armor. The preferred weapons include scimitar, spear, battle axe, crossbow, wielding bows, axes, blowpipes. Races Tables Adolescent table PÃDI KUORIND PÃI TAARUN BÃVOR (NIBIRUZ) THELÃR ACA AHAVA ANARIKANà CHYAN DILIKHRAN ELINSE IDURÃK JOPà LYNÃR MONAM Movement and Maneuver No Armor 1 1 1 1 1 1 Soft Leather 0 1 0 2 0 2 Rigid Leather 2 1 1 0 0 1 Chainmail 1 2 0 Weapon Skill 1-H Edged 0 1 2 2 1 2 2-H Concussion 2 4 0 2 1 0 2-Handed 0 0 0 0 0 0 Thrown 1 1 1 0 1 1 Missile 0 0 0 1 1 1 Pole-arms 0 0 0 0 0 0 General Skill Climb 1 0 0 1 1 0 Ride 0 0 2 8 2 1 Swim 0 0 1 0 1 3 Subterfuge skill Ambush 0 0 0 0 0 0 Stalk/Hide 1 1 0 0 2 0 Pick Locks 1 1 0 0 0 0 Disarm Traps 1 1 0 0 0 0 Magical skills Reading Runes 0 0 1 0 0 1 Use Items 0 0 0 0 0 0 Miscellaneous Body Development 1 1 1 3 2 2 Perception 3 3 2 1 1 2 % chance to get a spell 3 5 10 4 3 10 Additionnal rank languages 6 4 3 4 3 5 Background Points 4 4 5 5 5 4 Adolescent table MÃRANIAN RÃKHE SÃRE SAKAL AN KHANÃM SEKÃK SENÃR SIRANIAN TARLAI ÃRAKHAN URUNIN VERIKIS VULMAW ZURGHÃR FAUTHUM-HAI GUNDA-HAI ÃLUM-HAI Movement and Maneuver No Armor 1 1 1 1 Soft Leather 0 1 0 1 Rigid Leather 0 0 0 1 Chainmail 0 0 2 0 Weapon Skill 1-H Edged 1 0 2 2 2-H Concussion 1 1 0 0 2-Handed 0 0 0 1 Thrown 1 3 1 1 Missile 1 2 0 0 Pole-arms 0 2 2 1 General Skill Climb 1 2 0 0 Ride 2 0 6 0 Swim 1 5 0 5 Subterfuge skill Ambush 0 0 0 0 Stalk/Hide 2 4 0 2 Pick Locks 0 0 0 0 Disarm Traps 0 0 0 0 Magical skills Reading Runes 0 0 0 0 Use Items 0 0 0 0 Miscellaneous Body Development 2 1 1 1 Perception 1 2 2 2 % chance to get a spell 3 2 2 3 Additionnal rank languages 3 2 3 5 Background Points 5 5 5 5 Races Str Ag Co Ig It Pr Essence Channeling Poison Illness Sâre +5 0 0 0 0 -5 Chyan +5 Vulmaw +5 Thelor +5 -5 +15 0 -5 -5 +40 0 +10 +10 Lynîr Races Bonus : Strength +5, Constitution +5, Presence +5, Illness +10 Elinse Races Bonus : Strength +5 Dilikhran Races Bonus : Strength +5, Constitution +5, Presence -5 Múranian Races Bonus : Strength +5 Vulmaw Races Bonus : Strength +5 Society and Institutions The Economy With ten important and independant realms all carrying trade between each other, economics become rather complex, as all of them (except Lynahar and Balkulôni considered as Lynerian League) mint their own currency. The money conversions are bound to vary from country to country, and day to day; as will prices for goods and services. The trade in Ormal Bay is not a closed company, as several realms (especially Anarikê, the Lynerian League, Sakal an-Khâr) trade as far west as the Seven Lands and Mûmakan, and to the east as far as Lochas Drus. The most prevalent currencies used are tin, copper, bronze, silver, gold and mithril (though mithril is rarely used, except by large jewelers, moneylenders and forgers). Trade Goods chart Realms Import Export Sîrayn Harshandatt Bulchyades Lódenûly Chy Clyan Vaag Olyas Kriis (Anarikê) Codya Balkulôni Dhaht Ãrakhan Lynerian League Zurghôr Sakal an-Khâr The Sons of Sethesch A secret and evil society mainly localized in Harshandatt and Chyan lands. Figures of Note Hethlind Hethlind was born in the decades before Nirnaeth Arnoediad (the fifth battle against Morgoth) in Hildorien, where the fragile Lynîr community once lived, being oppressed either by evil men, either by orcs. One day, he saw in a vision the city of Gaven endangered by shadows, and he immediately knew that it was his task to go there, for him, but also for the future of his people. Unfortunately, the village was under an Ork attack, and every Lynîr had to involve to repell this attack. Nonetheless, he requested his chief to leave to follow his destiny, which was quickly accepted, as it would be unconceivable for a Lynîr to be attracted by Shadows. A long journey awaited him, with strong perils, like the mysterious encounter of a monk. This was probably a Court of Ardor agent, and may be Cambragol. This monk tried to convince Hethlind of the necessity to return to Hildorien, in order to save the Lynîr from a dangerous fate. Hethlind was not convinced by this monk, who in desperation attacked him. No winner, no loser, Hethlind continued his journey to Gaven. Nobody knew why Hethlind came from the East, but he was accepted by Gaven lords. On the night took place a dangerous attack led by the Court, led by the female Fëatur and the demon lord Morfuin. There the defenders were unable to prevent the assassination of the King of Geshaan. Hethlind and Heladil confronted with the female Fëatur. But the damage was already done, with a traitor inside the realm. This incident precipitated the attack plans of the Luingon alliance, and with the support of Maglor, the Luingon alliance obtained the help of the Thunder Giants. The attack against Ardor was a totale success, but at a very high price. Many elven lords died during the conflict, and the twelve more important lords were able to flee. Hethlind returned in his country, and became an important leader for his people. He conducted them in safety in Ormal Bay shores, despite the Orcs or Dilikhran attacks. - non loin dâHildorien, la fragile communauté des Lynîr est attaqué par des Orcs - la traversée périlleuse de la baie dâOrmal, avec la rencontre dâun vieux sage attaqué par des bandits (en gros la même scène que dans le premier scénario de la campagne) qui craint pour sa petite famille. Le lieu, la steppe Dhaht, avec les dangereux Dilikhran. - la rencontre dâun mystérieux moine en robe de bure (le même que celui de Vincent), en Gan, qui incite à lâabandon du voyage car la tribu Lynîr est en péril. Mort quelques jours plus tard de la mule. Heladil (Roland) [Noldo] (cousin de Laurrë Menelrana). - un long discours avec Chrys et Laurrë Menelrana, concernant les gemmes que la cour a patiemment collecté, et que celles ci ont été perverties par lâessence maléfique de lâalliée du Noir Ennemi, qui étaient à lâorigine de somptueuses gemmes créées par Feanor. Heladil est lâun des membres de la guilde des Elements, il sâest engagé à fond dans la lutte contre les Ténèbres au côté de Chrys et des 4 autres fondateurs. - une longue méditation qui sâen suit, portant sur la requête de Laurrë concernant la mission dâexploration en territoire Mûmakani. Le lendemain, nouvelle réunion avec Ormon (le prince héritier du Geshaan, et lâami fidèle) - chargé dâune mission dâinfiltration (sur la requête de Laurrë Menelrana) en territoire Mûmakani qui a mal tourné, à cause dâune embuscade. Les Mûmakani fêtent leur victoire en se soulant, laissant le camp de prisonnier peu gardé. - lâévasion en direction de Gaven. Mirg - dans la cité naine de Mablad-dûm un meurtre dans la famille de Mirg (son cousin, pour lequel Mirg nâentretenait pas trop de relations amicales) vient dâavoir lieu. Lâun des suspects nâest autre que Mirg qui doit tout faire pour se disculper et partir le plus tôt possible, ce qui veut dire demander une audience au roi des Mablad. - rencontre dâun mystérieux moine en robe de bure noire à la Croisée des Chemins, peu après avoir quitté les montagnes, qui essaye de le convaincre quâil faut retourner à Mablad-dûm, quâil est un envoyé du roi. Une impression de malaise indéfinissable, peut être un représentant de la Cour dâArdor. Le poney du nain tombe malade peu de temps après, et décède. Beregund [un étranger venu de la lointaine Ormal, de race Chaât-o] - un conflit vient dâéclater en territoire Zurghôr contre le futur Sakal an-Khâr. Les Gunda-Hai alliés avec les tribus Zurghôr envahissent le territoire des Tarlai et des Monam. Peu de bateaux sont disponibles dans les ports, et tous luttent contre lâennemi commun. - un voyage en mer pour le moins mouvementé, au cours duquel est vu une étrange créature noire volant dans la direction du Mûmakan (peut être un agent de la Cour dâArdor ?), suivi par un accostage difficile sur la côte Ahava. - la traversée dâun fleuve en furie, et sans pont Indis [Noldo] - en train de combattre les légions de Morgoth en Beleriand, la belle Indis a des visions dâune cité dans le lointain sud. - sur les routes, elle est rejointe par un messager du roi des Noldo Fingolfin (en réalité un membre de la cour dâArdor, proche de Gorthaur) qui prétend que le roi et Maedhros veut la voir, pour lui confier une mission de la plus haute importance pour la sécurité du Beleriand. Pourtant, Indis nâa jamais vu cet homme dans lâentourage du roi Fingolfin ni de Maedhros. En se rappelant un petit peu, Indis peu se souvenir quâil faisait partie des compagnons sélectionnés par Maedhros pour une fausse négociation (en réalité une attaque du repaire de Morgoth) avec Morgoth, qui sâest achevé dans la catastrophe, avec la perte de tous les compagnons. Seul Maedhros a survécu, les autres ont été donnés pour morts, et depuis on se méfie dâeux. - incident à Tartaust ou à la ville qui a précédé Tartaust. Un incendie, avec au fond des êtres sâenfuyant (la Cour) et Maglor, qui pleure la gloire perdue des Silmarils et des Trésors forgés par Feanor son père, qui ont été pervertis par Ungoliant. Maglor accompagne Indis (Dorlin) à Gaven, où il a ressenti le besoin dâaller. Ormon [prince héritier du Geshaan, et aussi ami fidèle dâHeladil] - une nuit de plaisir interrompue par une vision étrange : un poignard, du sang, un cri dans la nuit. Et de nombreuses flammes. Tu reconnais la forteresse de Gaven, bien que la scène soit bien floue. Câest apparemment de nuit dans une chambre. Le lieu, par contre, aucune idée. Puis la vision cesse, laissant son lot de questions. - chargé dâune mission dâinfiltration (sur la requête de Laurrë Menelrana) en territoire Mûmakani qui a mal tourné, à cause dâune embuscade, en compagnie dâHeladil. Les Mûmakani fêtent leur victoire en se soulant, laissant le camp de prisonnier peu gardé. - lâévasion en direction de Gaven. Ainsi que Horandir et Malnor The Cities Abâr-narîk Before Abâr-Narîk building in SA 2291, the Númenórean presence was very little in Olyas Kriis (only a few settlements, like Aelinost and Inyalonî). When Lôkhuzor arrived in Olyas Kriis, he immediately sized the occasion to cement the few Númenórean outposts with the Elinse cities, by promising an holy war against the evil Chyan empire. It is likely that such a foundation would not have worked with another ruler than Lôkhuzor (or Anshyar, in Chyan language âthe Prince who hated his Glory Fatherâ). However, This insult, used by the Artaxshâsan, was short lived, as the reference was erased in all official texts on direct order of Taronish, the new Chyan High King who defeated the Artaxshasân with the help of Anarikê. It is also certain that, without Lôkhuzôr, Anarikê would have undoubtedly remained a secondary power. The city is called in Sindarin Ost Angthoronion, and in Adûnaic Kadar Abâr-Narîk, which means the Citadel, or the Fortress of the Iron Eagles. Ost Angthoronion lies on the mouth of river Kriis, which was renamed by Lôkhuzor on his first arrival Glórithilduin (Sindarin âGold Shining Riverâ), despite the decree held by Ancalimon to abandon the Eldarin names in exchange for names of the Adûnaic tongue. Just like Nîlulondê in Bellakar, the city has three different names. The first one, most often seen on the maps and used by the nobility and the wealthier priests, Ost Angthoronion recalls the unended fight against Storm Kingâs minions. This is very unusual (from a Gondorian point of view) for a Black Númenórean realm to have a Sindarin name very oftenly used. The second name Abâr-Narîk is commonly used by the inhabitants, since the last centuries of Second Age. And last, Osthonion is the Elinse name. Whatever name is used, the city is an impressive fortress, with three concentric high walls. The building of this city immediately hurried the war against the evil Chyan empire, as the distrust was already high since Anbalukkhôrâs fall between the two powers. The conflict finished with the Anarikê siege in SA 2294, which could have signed Abâr-Narîkâs fall, without the suddenly arrival of the Lynîr powerful navy. This conflict enabled to Abâr-Narîk to become the first Anarikê city, in replacement of Aelinost and Pelmarië, a Númenórean outpost rased and burnt during the conflict. The King is assisted by a Council of twenty advisers. Fourteen of them are in charge of one quarter of the inside (four quarters) and the outside city (ten quarters), while the six others have a special status. Traditionnaly chosen among the most trusted members of the nobility or the kingâs family, these councilors are considered by all as the Kingâs Eyes and Ears. The first one is responsible of the Army (as his commanding general), the second of the Religious Celebrations (usually a High Priest of Iluvatar), the third of the realm economy, the fourth of the relationships with other realms, the fifth of culture affairs and the last is considered as the nineteen others superiors, and he can replace the King as a Regent in case of need. Though the King has the freedom to choose who he wants, The advisers (and for the other Anarikê cities the governors) are very often members of the aristocracy. The King does so in order to preserve peace and justice. Lôkhuzor and his four immediate successors tried not to give one family too much importance, which could endanger the realm. Of course, all the kings were not able to equilibrate power between families and skilled independants (from the merchant class or the minor nobles), favoring instead one or two families against the others. This situation endangered the realm many times during the ages : assassination, regent rules, revolts against some advisers. There are four important and six to twenty minor families which struggle for power in Abâr-Narîk and in all other Anarikê cities. The city in itself can be divided into three different sections : the citadel (the kingâs residence), the high city (sometimes nicknamed âthe city inside the wallsâ) and the port (or âthe outside cityâ not planned by Lôkhuzor). The citadel is of course the oldest part of the city, with its narrow streets, its panoramic places, its high towers, from which can be seen, at a maximum distance of 50 kilometers (on good weather) the invaders from Codya or the Chyan empire. There are three different gates like in Armenelos : to the east (towards Pelnatej) the Elven Gate with sculptures of golden elves visiting the royal city of the Numenoreans, to the west (towards Inyalonî); the Human Gate, symbolized by the union of three Edain tribes (Beör, Haladin, Marach) against Evil, and to the north the Lôkhuzôr gate. All of these three gates are a testimony of the fact that if evil spread upon the city, it is never for long, as there will always be a man inspired like Lôkhuzôr to destroy evil wherever it stands. The Citadel The citadel and the high city have an undoubtedly architecture reminiscent of Old Númenór (with buildings in marble, limestone, in grand scale, with columns and statues of the Valar and, with the statues of the High Kings of Númenór and Governors and later Kings of Anarikê). Of the high men mostly represented there are Lôkhuzôr, Phursânuzîr (who successfully revolted against Sakal an-Khâr domination on the Bay), Abarzagar the Virtuous (the founder of Anarikê realm), Soronto, Tar Aldarion and Tar Palantir, and in the early years of Fourth Age Abarphâzan. The citadel is usually secured by an elite guard. However, from time to time, these guards let some representants of the High and Port City to meet with the King, especially during religious event. A traveller who only heard tales of the lost cities of Númenór could believe that Ost Angthoronion is Armenelos, save for one detail : the city is not built on an island. The architects were talentuous enough to reproduce the most important buildings of Armenelos, and created the Architect Guild one century after Ost Angthoronionâs foundation. Some of their important works can be seen in Harshandatt, in Chyan lands (the Sight Towers of Tenolkachyn, the city of Pelepelplû) and of course in Anarikê. Some of the most important buildings of the citadel follows : The Royal Halls : tradionally reserved for the Prince (later King) of Anarikê. This is an old great house built with grey granite among green lawns, roofed by a large golden dome clad with grey marble. The dome glitters at night, giving an easy reference for mariners and men who look at the stars. The House is surrounded by a lovely garden, with raffineous fountains, statues of five Old Kings of Númenór (Elros Tar-Minyatur, Tar-Aldarion the founder of the Venturers, Tar Minastir, Tar Atanamir and Tar Palantir), as well as Soronto (from which the name of the colony is derivated) and Lôkhuzor (the founder of Anarikê as a major power on the Bay). The Halls consist on a dozen rooms (several of them portraying in statues or in paintings the past rulers or great men of the realm, the Anarikê wonderful landscapes), four great halls (the Halls of Reception, where are welcomed the ambassadors of other countries, the Council Hall, where the King meet his councilors, to decide for the realmâs future, by means of laws, alliances and taxes, the Religious Hall and the Guard Hall), seven dining rooms and two terraces, enabling a direct access to the gardens. The Halls are the residence of the King and his family. The guards affected to this House are personnaly chosen by the King or his most trusted lieutenant, and it is believed that they not only protect the King and His Family, but also a fantastic treasure. Some tells that could be a seing stone (similar in effect to the Palantir of Northwestern Middle Earth), others a gold treasure, others think that the treasure is a women harem. The truth is that the object is a seing stone (like the later seing stone of Tenolkachyn), taken by Lôkhuzor when he left Numenor. This artefact enabled him to confront and defeat the evil Chyan empire. Whatever it is, nobody is allowed to enter the Halls without an express authorization signed by a City Governor or a Councilor of Ost Angthoronion. The House of Knowledge : directly supervised by the Fifth Councilor (âSage Masterâ), this library is the finest available in all Anarikê, and possibly in all Ormal Bay. Four stories high, with largest rooms underground, the House stores manuscripts dealing with History, Geography, Litterature as well as Sciences, Arts and Legends. All that is known about Morenorë (some few and old books) can be found there. Only the most privileged have access to this House. Others need a written permission by a royal or noble patron. Embassy of Bellakar : this decorated residence, small but ostentatious, with beautiful draperies on the windows, statues of Zimrêbal Ironhand (the founder of Bellakar realm), Ãruzagar and Khâruzîr, and paintings of Bellakarian landscapes (including a splendid view on Nîlûlondê in the ambassador bedroom). The House was affected to the First Councelor during the Tedjin and Sorijan occupation of Bellakar. The High Terrace : this terrace offers a good sight on the port, as well as a fine but very expensive inn, the âOld Eagleâ, whose speciality is chase (wild boar, bear, deer) and birds (eagle, falcon, guinea-fowl). The food is excellent, the wine delicious, and the rooms luxuous (only private rooms and suits, no common rooms). The customers are nobles or rich merchants. The citadel is surrounded by a high wall (5 meters high, 2 meters large) which is always protected by a special regiment of guards, directly named by the King or the First Councilor. It is an honor to be named to protect the Citadel, and it usually conclude a life of service to the realm. There are four gates, heavily guarded. Only the nobles and those who have a special authorization signed by a Councilor can enter into the citadel. The others are rejected, whatever arguments they may give to sollicitate their entry into the citadel. The High City Within a few decades after the foundation, the city soon proved to be too little, with new buildings located outside the walls (as there were no more place in the citadel, except by destroying some of the best buildings or by removing the seven different gardens), with the migration of Númenórean people during Azrahînâs rule (SA 2399 â SA 2545) to Anarikê, attracted by the promise of wealth and power. In the mountains were discovered gold, copper and iron mines, and along the river, gold nuggets, which easily explain the name given by Lôkhuzôr to the river, because of some sun reflection effect. This was not discovered before, as Lôkhuzôrâs men had other things to do (war against Chyan Evil Empire) than trying to explain the sun reflection effect on the river. Just like the Citadel, the High City is divided into ten different sectors, each controlled by an Adviser (or a city Councilor). The Silver Oak : a fine establishment whose speciality is beer (blonde beer, brown beer, whisky-beer, and twenty different varieties of beer, including the special sake-beer) in an âmountain-likeâ setting (mountain landscapes paintings, deers, goats or antelopes sculptures or in stuffed. The innkeeper, Borlas Alonrow, member of the inn guild, was two years ago the Guildâs master, as he resigned of duty in favor of his son. He is an old Anarikanî man who in his youth was a soldier. He has always tales of his past to tell. The establishment is always frequented by merchants, mariners and local citizens, who want to drink excellent beer and hear excellent (if not true) stories. The Guild Hall : this magnifiscent building has ornate incrustations in gold and silver, on white stone and with many colonnades. This building was originally designed to welcome the embassy of Sakal an-Khâr. With the end of close relationships, the building was reaffected to the Guilds. Reunions are very common in this building, but the artists, crafters, herbalists, lampwright, leathersmith, innkeepers, shipwrights and swordmakers use very often the Hall. The Mill of Four Seasons : located on the border of river Kriis, this is certainly one of the most expensive but also the most lovely inn of the city. The customers are first welcomed in the garden before accessing to the inn buildings. The garden is used for receptions during spring, summer and autumn, usually on borders of river. Tables and chairs are very placed in the garden. When this is the case, bards always accompany the customer dinner. But the garden is not only devoted to meal, as one can play bowls (a local game of Abar-Narîk) or resting in such an agreable environment. The building is like the garden : luxurious with three floor, two towers, and old Mill (still in function, which is used to make local bread, served hot to the customers). There are about 100 private rooms (no common rooms), four dining rooms (with paintings, sculptures and boats recalling the landscape of Anarikê respectively in winter, spring, summer and autumn). The innkeeper Asthon (a mixed blood) has private appartment on the second tower, and this is there he lives with his family (his spouse and his three children). Along with the inn activity, Asthon offers to his customers rows on the river Kriis, and sometimes as far as the mountains. This is why the inn, despite being expensive, is always bounded with people (mainly merchants, nobles and recognized artisans). Asthon employs for this activity 20 young men, and for the inn about 100 people. He is very rich, and some in the city tells that he is very active in politic affairs, many thought that he is consulted by the King or one of his advisers very often. The High Tower of Victory : This tower, up to 100 meters, is dedicated to the greatness of the One. It was built, according to the legend by Lôkhuzôr himself (and only architect) as an acknowledgement for his victory against the Evil Chyan Empire. Whether this tale is true or not, the tower is still reserved for priests. Here are hold religious private councils, where are decided the actions to make against the evil sects (such as the Dark Ordainers) and the too influent nobles of the realm. Aytanâs Book store : this very old house, not far from the High Tower of Victory, located near the inner walls, is the home of Aytak the storyteller, for that he proposes to his customers valuable books, a good source of maps (including some very rare, such as the map of Ilcond, the capital city of a lost Numenorean realm in Morenore). The store is only open during the day, but special arrangements can be made by Aytan for private openings on night. He lives there with his young wife Malyi Hamlin (which was in the past a very talented rogue who has still contacts among the Thieves Guild of Abâr-Narîk), his young son Jersal and with his apprentice Camlin. Aytan knows perfectly the city, and can serve as a guide for adventurers, by indicating them the best inn, tavern, monument buildings of note, retailer, and so on. He can also show the secret entries connecting the citadel with the high city. Crystal Fountain : this is one of the most magnifiscent monument of Abâr-Narîk. A very fine diamond-like dust spews continually from the depths below, erupting high into the air, and then settling back down to the earth in a cascade of fantastic colors. All of the ground within ten meters of the fountain is covered with a crystalline substance, giving the whole area a shiny appearance. Four streams of water also bubble to the surface next to the main fountain, though with less strength. The pools are aligned at each of the four corners of the main fountain. A small crystal wall surrounds each pool of water, effectively keeping the waters of each stream separate from one another. This fountain was built in the time of King Abarzagar the Virtuous (SA 3322 â 3410). Many artists find inspiration for their poems while contemplating this fountain, which recalls the time of the King Abarzagar the Virtuous. We see him fighting against Kharuphazgan of Sakal an-Khâr, protected by the charms of Yavanna. The Duke House : located in the north, near the river Kriis, the Duke House is the home of Alcaryaknar family, one of the most important family of Abâr-Narîk. This is a lovely house, built of a variety of beautiful marbles and trimmed with gleaming alloy. It is considered rather avant-garde by most other families, and even ugly by others. Alcaryaknar family are skilled politicians, and among them the most known during history are ________, ____________ (the counselor of King ________) and finally the Regent. During the decades before the War of the Ring, the Duke House is considered by many as the government center. House Nîluizrêni : traditional rivals and enemies of the Alcaryaknar family, they have turned their house into an impressive fortress. The structure has a certain beauty, but it does not have the ornate home that most of the Highest families Houses have. The important families of Anarikê The ruling aristocracy of the Kingdom of Anarikê is dominated by seven great houses, each of which owns considerable property and leads men-at-arms independant of royal forces. The six houses are, by order of power : the Alcaryaknar (âThe Imperial Houseâ), the Arzunardûwi (âSoldados del marâ), the Nîluizrêni (âMoon Belovedâ), the Khibulabâri (âThe Strength Ones of the Wellâ), the Manôi-zadan (âHouse of Spiritsâ) and the _______. Each House has his own color banner and distinctive customs. Each Houseâs head are permanent members of the Council. The King is assisted by a Council of twenty advisers. Fourteen of them are in charge of one quarter of the inside (four quarters) and the outside city (ten quarters), while the six others have a special status. Traditionnaly chosen among the most trusted members of the nobility or the kingâs family, these councilors are considered by all as the Kingâs Eyes and Ears. The first one is responsible of the Army (as his commanding general), the second of the Religious Celebrations (usually a High Priest of Iluvatar), the third of the realm economy, the fourth of the relationships with other realms, the fifth of culture affairs and the last is considered as the nineteen others superiors, and he can replace the King as a Regent in case of need. Though the King has the freedom to choose who he wants, The advisers (and for the other Anarikê cities the governors) are very often members of the aristocracy. The King does so in order to preserve peace and justice. Lôkhuzor and his four immediate successors tried not to give one family too much importance, which could endanger the realm. Of course, all the kings were not able to equilibrate power between families and skilled independants (from the merchant class or the minor nobles), favoring instead one or two families against the others. This situation endangered the realm many times during the ages : assassination, regent rules, revolts against some advisers. There are four important and six to twenty minor families which struggle for power in Abâr-Narîk and in all other Anarikê cities. Certainly those who collected most the honors during the history by being trusted advisors of the kings, skilled generals and merchants, are the Alcaryaknar. At the end of Fourth Age, they are led by Ãruzîr Alcaryaknar, also known as the Regent, since the mysterious disappearance of the King Abarphazân in TA 3010. Abarphazân The Port Arzunardûwi "Soldados del mar" Manôi-zadan "House of Spirits" Khibulabâri "The Strength Ones Of the Well" Nîluizrêni "Moon Beloved" Eric, I would think that the architecture of Numenor would be similar to Roman or Greek architecture, with columns, statues of the Vala, and things of that nature. The building material would probably be marble in most cases. I would think things would be built on a very grand scale. One thing I think is interesting, although I don't know how relevant it is: we tend to think of Greek and Roman buildings as being white, but they have found examples from tombs and whatnot that seem to indicate that building were actually painted and very colourful. Just something to ponder. I don't know off the top of my head, but any module detailing the architecture in Arthedain would probably be a good start, as would Gondor, although to a lesser extent in my opinion, as I always had the feeling that Arthedain had more of a connection or faithfulness to Numenor, whereas Gondor was a little more 'progressive'. where can be seen , built on a hill at five kilometers from the sea The citadel, built atop a hill placed is the most highly protected by a sp Anarikê is one of the various Ãrûwanâi realms in the South. The capital city is Abar-Narîk (Ad âCitadel of Iron Eaglesâ), which lies on the mouth of river Kriis. They consider themselves as a major power of the Bay, but they are not as haughty and arrogant versus all other races. Their traditional enemy is the Númenóreans of Sakal an-Khâr, while their favored allies are the realms of Bellakar and Lynerian League. Anarikê is ruled by a king, a hereditary office held by the ruling elite of (now) partially Ãrûwanâi stock, like the kings of Bellakar. This realm takes its origin from the union of the son of Herundil the Storm King, Lôkhuzôr, and his supporters (whether Númenórean or native), against the evils propagated in Ormal Bay by the Storm Kingâs followers. Aelinost Aelinost "Lake City" (Sindarin) (Ailinolë -> Quenya) [there's no attested Adunaic form for "lake"; if this lake were fed by a spring we could use khibil Kadar Khibil] Bêlzâyan âThe gleam white cityâ (Q : Ilcanorë, A : Bêlthâni, Bêlzâyan) Dar Egleriador Dar Egleriador ("The Glorified City") Kylur Nîn Lynîr outpost Pelmarië Pelnatej Lynîr outpost Inyalonî Small Haven, also means Female in Quenya. this city is not in Anarikê properly, but in an island (Amazôn) near Ahavan & Sekâk lands Perhaps in the island ruled only by females. But I don't know for now if it will be a Numénoréan island. Let consider for now that yes. Perhaps an offshot of one of the Three numénoréans realm ? or a "grekish community" Ishtya Lynîr outpost Ãrezagan Kadar Avarin cities Lómeanor Taurelilomea Dwarves cities Námagalûz Places of Note