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Based on J.R.R.

Tolkien's MIDDLE-EARTHTM as detailed in


THE HOBBITTM and THE LORD OF THE RINGSTM.

Anarik

Set in Southern MiddleEarthAnarik


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 Tolkiens Middle Earth are copyright of Iron
Crown Enterprises, Decipher, or Tolkien Enterprises. All the other stuff is invented by the authors, and therefore
cannot be published or used for moneymaking without the authors permission. This work is exclusively intended
to be used as a play-aid for role-players in their games. The aim of this work is not to be a geographic module in
itself, but only to provide a larger scope on an important part of Middle Earth, composed by different regions that
had historical contacts and interdependencies. Hopefully, one day this work will give birth to many geographic
modules, each set in a specific region:

Theres a lot of work to do. I hope we shall be many, enough to keep alive old Middle Earth!
Eric Dubourg (edubourg@club-internet-fr)
Thanks to: Chris Seeman (chris1224@aol.com), Stphane Hoerle (stephane.hoerle@free.fr), Gabriele Quaglia (evoe@libero.it), Daniel Grau (beleriand@inicia.es).

OVERVIEW......................................................................................................................................................................4

BACKGROUND...............................................................................................................................................................4
2.1
2.2

A BRIEF HISTORY.........................................................................................................................................................4
TIMELINE.....................................................................................................................................................................4

THE LAND......................................................................................................................................................................16
3.1
3.2
3.3

OLYAS KRIIS..............................................................................................................................................................16
KYTHOR.....................................................................................................................................................................16
ACAANA....................................................................................................................................................................17

FAUNA AND FLORA.....................................................................................................................................................22


4.1
4.2

FLORA........................................................................................................................................................................22
FAUNA.......................................................................................................................................................................23

REALMS..........................................................................................................................................................................26
5.1
5.2
5.3
5.4
5.5

ANARIK....................................................................................................................................................................26
CHYAN EMPIRE..........................................................................................................................................................26
CODYA.......................................................................................................................................................................26
LYNERIAN LEAGUE....................................................................................................................................................26
SAKAL AN-KHR.......................................................................................................................................................26

THE PEOPLE.................................................................................................................................................................27
6.1
6.2
6.3

ANARIKAN................................................................................................................................................................27
ELINSE.......................................................................................................................................................................28
RACES TABLES..........................................................................................................................................................29

SOCIETY AND INSTITUTIONS..................................................................................................................................31


7.1
7.2

THE ECONOMY..........................................................................................................................................................31
THE SONS OF SETHESCH............................................................................................................................................31

FIGURES OF NOTE......................................................................................................................................................32
8.1
8.2
8.3
8.4
8.5

HETHLIND..................................................................................................................................................................32
MIRG..........................................................................................................................................................................32
BEREGUND.................................................................................................................................................................32
INDIS..........................................................................................................................................................................33
ORMON......................................................................................................................................................................33

THE CITIES....................................................................................................................................................................34
9.1
ABR-NARK..............................................................................................................................................................34
9.2
AELINOST...................................................................................................................................................................39
9.3
BLZYAN.................................................................................................................................................................39
9.4
DAR EGLERIADOR.....................................................................................................................................................39
9.5
KYLUR NN................................................................................................................................................................39
9.6
PELMARI..................................................................................................................................................................39
9.7
PELNATEJ...................................................................................................................................................................39
9.8
INYALON...................................................................................................................................................................39
9.9
ISHTYA.......................................................................................................................................................................39
9.10 REZAGAN KADAR....................................................................................................................................................39
9.11 AVARIN CITIES...........................................................................................................................................................39
9.11.1
Lmeanor..........................................................................................................................................................39
9.11.2
Taurelilomea.....................................................................................................................................................39
9.12 DWARVES CITIES........................................................................................................................................................39
9.12.1
Nmagalz........................................................................................................................................................39

10

PLACES OF NOTE....................................................................................................................................................40

4
Chris Seeman, PO Box 1213, Novato, CA 94948, USA (CHRIS1224@aol.com)
Eric Dubourg: 7 Domaine du Chteau, 91380 Chilly Mazarin, France (edubourg@club-internet.fr)
Wesley J. Frank: 949 N Humphrey Ave, Oak Park, IL 60302-1417, USA (wesjfrank@home.com)
Christian Haas: Am Hofacker 9a, 57258 Freudenberg, Germany (Haas-Freudenberg@t-online.de)
Cory Rushton : 216-3220 Quadra Street Victoria, BC V8X 1G3, Canada (dinadan@rocketmail.com)

OVERVIEW
2 BACKGROUND
A brief History
2.1

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 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 Sekk, the Rkhe and the Sre. The Urunin pastoralists settle in the coastal forests of
Codya, while their long lost cousins Jpi settle in Jojojopo.
c. 400 and after Second and important wave of migration, mainly centered in Eastern Ormal Bay, with the
Dilikhran tribes, the Senr, the Verikis and the Zurghr.
Second Age
1 The arrival of Utomkudor, the Dragon Kod Ultor; she settles in the Naag Gak. The Awdu Awg accept her as a
deity, and act as her priests; she considers them servants who minister to her needs.
1-10 Pushed westward by the threat of movement of Men through the Ered Harmal, the Chaialla (S.
Iauradanil) leave their traditional homeland of Chailza (later Chy) and journey to Tulwang.
10 100 The Mranians and the Sranians settled in Western Ormal Bay. The Elinse followed them about one
half century after.
16 Utomkudors 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 Gak. 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 Apysac-speaking people cross the Chy passes and settle in Southern Far Harad. Afraid, the Chaialla move
southward and resettle in Norpuza (aka Araden, later called Hyarn).
200 300 A small band of refugees, the Lynr, 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 Pdi).
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 Gak on the Lake (later Laeg Gak) 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 Kodldis as Hionvar. He immediately begins a
long war with Rolfandas, seeking to emulate his mothers successes.
268 Foundation of Lyneria, the first city of the Lynr. 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.
320 347 the Surk Vulmaw wars against the Wolm and Shayan peoples for control of Lochas Drs. The
Vulmaw are described in a Wolm poem composed about two hundred years later as giants or demigods.
347 Woma Dral, a Surk Vulmaw warlord, conquers Locha in the Cunaaci-aac-Aalkbroda (L. Battle of the
Hillholds).

6
350 Foundation of the Lynerian League, established as a Republic.
380 400 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 Lynr.
412 528 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 Srayn and Murayn start to build cities in Chennacatt, Isra and
Harshandatt.
525 One tribe of Bavors 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 Nmagalz, where they
are welcomed by Dwarves of their kin.
585 875 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 Jpi 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 Sresha and the Nuar rivers and
their tributaries.
625 Foundation of the Black Leopard Realm, with Naerphys as capital.
654 670 The Chyan invasion take by surprise the Mranian farmers. Only Harshandatt is able to manage a
certain resistance.
665 675 Following several attempts of Harshandatt invasion by Chyan armies, the fortresses of Memphet,
Ostkr, Apisr and Tuthys are built on a circular line between Galataj (built in 604) and the forest of Ammu Bj.
670 848 Following the death of Haxmanish, 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 Mranian 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. Drayavahu, King of Chajapn, is the first
to react. The conflict resolution gives to Chajapn the preeminence on the other cities, and enable Drayavahu
to initiate the First Chyan Empire, through the Druyavahan dynasty (which will last until SA 1365).
850 875 Conquest of Cevra, Arth, Vulm Shryac of the Southern Archipelago by Hion Jaariis.
c. 875 and after Beginning of the consolidation period. Several conflicts happens with Jpi neighboors in
Sunum ended with the burning of Vulmaw settlement and the people dead and enslaves. Important conflicts in
Lochas Drs with their primitive neighboors to the north.
901 Yulcaavi is rebuilt.
906 Xshayrshan (Drayavahus son) conquest Harshandatt, taking advantadge of a religious and territorial
conflict between the last Nhazadh of the Third Mrayn Dynasty and his subjects.
c. 960 The Nmenoreans arrive on the eastern coasts.
978 981 The primitive Zurghr 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 Zurghr. Drej Uriac (Western City) is built, and soon became an important
center market between the Vulmaw of Lochas Drs, 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 Zurghr people against the Lynerian League.
998 The Lynr and the Dwarves of Khelek-zram 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 Nmenorean 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 Xshayrshan II in the Chyan Empire.

7
1145-1165 The Second Aca Invasion in the Chyan Empire. The Empire, following the death of the Great Kings
Xshayrshan II and his son Kambjiya II, is divided into six different realms (Chajapn, Pelepelpl 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 Kpuri warriors in Hent and Tsdan warships from
VShrang.
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 Zurghr. 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 F
replace Demik Vur as Codyas governor.
1278 1284 The Variags of Lower Khand are united under the rule of Ogda, an ancestor of vatha 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 Ml 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 Gak for training.
1382 Assassination of Dtuvahya II, The last descendant of the Druyavahan family in Pelepelpl. He is
replaced by his first councilor, Ganashshyn.
1648 The Third Aca Invasion against the Chyan lands. Shbragan, the Gold Shining King of Pelepelpl, is the
first to react, and he unifies his country.
1648 2013 The Shbrag 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
Shbrag 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 Sorkr Ml of Lochas Drus, advisor to Tanul Ml.
1823 Herundil (Akhrahil), the second of the fallen Nmenreans (and the future Storm King) to become Nazgl
is born in Nmenr.
1833 Demrk Vu, governor of Codya is mysteriously assassinated. Sorkl Ml, a prince of the Lochan imperial
line, offers his service to reestablish order.
1835 Sorkr Ml is named acting Governor of Codya.
1841 Sorkr Ml sends agents into the Zurghr jungles and in the Southern Archipelago seeking alliances.
1849 The kingdom of Ciryatandor is founded. Herundil (Akhrahil) becomes its Crown Prince.
c. 1850 Under Tar-Ciryatan, Nmenor starts to militarily exact concessions from the peoples of Endor.
1869 Sorkr stages his own death and names his son Avahya as King of Codya.
1869 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-Khr) colony, with Cirvegil as capital, which only less than a
century would became the most important Nmenrean 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 Annn.
1915 Nevazar, the future first Mouth of Sauron, is born in Samarth from the prince family of Samarth.
1918 Akhrahil 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 Akhraphil within a week.
1965 Vishtspa, the last Chyan High King, access to power. One of his counselor is Nevazar, who secretly works
the Shbrag dynastys fall. Vishtspa 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 Lkhuzor, the first son of Akhrahil and the future architect of victory against his father realms, is born
inside the walls of Barad Annn.

8
1977 Foundation of the colony of Cyrialond (later Balkulni), despite the opposition of the Lynerian League.
1980 2013 The Long Stalemate, provoked by the arrival of the Numenorean governor of Cyrialond.
2008 Ji Indr captures the throne of Mmakan. Conquest Gan, eastern Dushera, most of the great
southern archipelago (E-Sorul Sare, Llikh, Amirakh, Cevra).
2013 2020 The first naval war for Cyrialonds control. The arrival of the rakhani, a people related to the
Womaw, enabled the Lynr to won the war.
2039 2300 The Artaxshsan dynasty of the Chyan Empire, directed on secret by Nevazar.
2039 The last supporters of High King Vishtspa 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 Kambjiya III negotiates the neutrality of Soronr 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 2105 The second conflict against the Chyan empire, ended by the Chyan defeat, thanks to the union of
Vulmaw, Lynerian and Soronor 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 2149 The Lynr Numenorean confrontation for Cyrialond 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, Sronor 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-Khr
and the Seven Lands.
2149 Ermacil becomes the first Numenorean governor of Cyrialond. He is succeeded on his death by
Numendur, the Lord of Lond Hithir (Seven Lands).
2250 Ciryatandor becomes an official ally of Mordor.
2250 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 Nmenorean 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, Anarik (Soronor) and Codya ends
with a desperately weakened Anarik and Codya suing for peace and giving up possession of So Fala. The High
King Vyaspra orders a reparation war price of 100.000 gold pieces during thirty years, as well as Chyan
consulates in every important Anarik or Codyan cities.
2294 Lkhuzor, Herundils son, set course to Anarik, and he prepares Anarik to a deadly confrontation with the
Chyan Empire. He gathers help from Codya and the Lynerian League.
2294 2300 The War against the Artaxshsan, concluded with the Artaxshsan fall and the death of Nevazar.
2300 Vihnu (or Taronish, the Enemy of all Evil), the Lord of Tenolkachyn, an ally of Lkhuzor, is firmly
established in Chajapn as the new High King.
2544 2549 A rebellion erupts among the Lynr citizens in all the cities of Balkulni, and this quickly transform
into a deadly conflict between Balkulni, the Lynerian League, Sakal an-Khr and even Zurghr. Following the
death of Balkulnis governor Abrzagar in Lothron 2549, Tar-Anducal impose the hostilities end, and a shift of
power in favor of the Lynerians.
2580-2587 Sakal an-Khr challenges Indurs domination in the Southern Archipelago. Taking
advantage of the the waves of migration, the Nmenreans take control of Vulm Shryac, Amirakh
and Arth.
2821 Death of Governor Abrphazn, descendant of Lkhuzor. King Ar-Adnakhor choose prince Zimrukhr of
Sakal an-Khr as the new governor, without taking account of Abrphazns son.
2821 2845 The new governor tries to limit the rights of the non Nmenrean 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 Nmenrean
families.
2845 Assassination of governor Zimrukhr. Phursnuzr, Abrphazns son, without consulting Nmenor, takes
his succession.

9
2847 Anarik Agreement. Phursnuzr, recognizing the supremacy of Nmenor, is recognized as the official
governor of Anarik, despite the fierce opposition of Sakal an-Khr.
2847 3022 Diruzr transforms the Dark Ordainers into a secret organization, capable one day of taking
control of all Ormal Bay.
3001 Ar-Zimrathn, in need of troops to send to Tantrak, orders a heavy withdrawal of forces from the Faithful
colonies of Illuin.
3004 Daruzr becomes the new Sakal an-Khr 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-Khr, through agents of the Dark Ordainers. Baljana is destroyed in 3012 following
a siege led by three different armies, coming from Pelepelpl, Mijore and Chajapn. 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 Four Armies Black Field, between Chajapn and Baljana, is now, for its greater part, a marsh (since the
dark years of the Plague), where can be found bones, battle tendards dchirs, and broken or rouills 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 Chajapn
and Baljana (which travel near the marsh) on night.
3010 - 3017 Ar-Zimrathn of Nmenor fails to crush the rebellion in Tantrak, so the sundering succeeds.
3028 Sakal an-Khr declares his independance from Numenor. Dulguzagar, Diruzrs son, becomes the first
emperor of Sakal an-Khr.
3029 - 3035 The Union Alliance Treaty is signed between Anarik, Codya, Balkulni and the Lynerian League.
War against Sakal an-Khr.
3035 the chief assistant of Phursnuzir, Urushzagar, take by force power in Anarik, in name of Sakal an-Khr.
3037 Foundation of Amazn, by the last Anarik loyalists.
3043 Balkulni rejoins the Lynerian League, and disappear as a distinct political entity.
3060 3068 The second conflict against Sakal an-Khr.
3092 3102 The third conflict against Sakal an-Khr, 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-Khr empire. Dirukhr
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 3268 The first Golden Rule of Sakal an-Khr 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-Khr, but awarted for several decades
following the death of Ar-Sakalthor (3102 3177).
3262 Ar-Pharazn the Golden's forces terminate Indr's reign in Mmakan and end the independence of
Tantrak. The Nmenorean invasion of Endor brings all of Westernesse's former holdings in Middle-earth back
into the Adan fold. Mmakan and Koronand become Nmenorean subject states, their power shattered. J
Indr retreats to Mordor. All islands of the Southern Archipelago became Nmenorean protectorates.
3265 Ar-Pharazn exacts a heavy tribute from Koronand and Mmakan in order to offset the "cost of defending
the allied states".
3268 Ar-Pharazns army liberate all the countries dominated by the Dark Ordainers of Sakal an-Khr. Ormal
Bay is divided into provinces, in order to safekeep Dunadan power in the Bay. While Anarik controls the West, a
governor in Sakal an-Khr controls the East. Codya, Chy and the Lynerian League becomes subject states,
bound by tributes. General Lo Fei, secretly a Sakal an-Khr ally, initiate the Fei dynasty.
3270 Ar-Pharazn exacts a heavy tribute from the Ormal states as well in order to offset the "cost of defending
the allied states". Ar-Pharazn choose Abarzagar the Virtuous from the most influent family of Anarik as the
new governor of Anarik. Khruphazgan of Zagar-Baluk is appointed as the new governor of Sakal an-Khr.
3275 - 3280 The Chey warlords land an attack against Lynahar. The Lynerian League, rakhan potentates come
in help to Dwarves & Elves, and repel for centuries the Chey menace. The relationships with Nmagalz's
Dwarves are definitively restablished. (an event for Third Age instead).
3295 Prince Adnuzr (Khruphazgan's son) met in Ny Chennaccatt with Akhrahil the Storm King, and one
year later by Sauron himself in Armenelos. Discovering his incredible potential for military tactics and
treacheries, Prince Adnuzr 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 Anarik, but accepted with enthousiasm in Sakal anKhr.

10
3312 King Lui Fei, a descendant of Lo Fei, becomes the new Hionvul of Codya.
3312 Khruphazgan, Sakal an-Khrs governor, sends agents in Chyan Lands and in Codya seeking alliances.
3312 - 3319 a successful attempt of conquest led by Sakal an-Kr against the Lynerian League, although with
the help of the rakhani people and the Dwarves of Bvor's folk. rakhan remains an independant realm.
Lynahar negotiates a special status inside the Sakal an-Khr empire (about trade, worship, military garrisons
and customs). The Dwarves secures their mountain cities, for fear of an invasion. Codya tries unsuccessfully to
invade Anarik, and as a result Western Codya is conquerred by Anarik, while Fei authority is recognized in
Eastern Codya. Ormal Bay at this time has only two major powers, Anarik and Sakal an-Khr.
3319 Downfall of corrupt Nmenor by the hand of Eru. Ar-Pharazn's sons Abrhin and Zirnhin escape to this
fall through the treachery of Adnuzr of Sakal an-Khr.
3322 Khruphazgan proclaims himself Emperor of New Nmenor, and invite Anarik 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 Zirnhin is welcomed in Anarik. He begins to act as a councilor for Abarzagar the Virtuous, a mixed
blood distant descendant of Lkhzor.
3325 Abarzagar the Virtuous proclaims himself King of Anarik, after having consulted the leaders of the most
influent noble families.
3331 Through the influence of Prince Zirnhin, Abarzagar signs a trade treaty with Bellakar. A Bellakarian
embassy is for the first time built in Abr-Nrik, and a few years later, through the invitation of Belzagar of
Nllni, an Anarik embassy is also built in the Bellakar capital.
3336 Prince Adnuzr officially announces his renonciation to become the next Emperor of Sakal an-Khr. To
the request of his father, he begins to act as an official ambassador to distant lands, such as Tanturk or
Anbalukkr in the West, and the Womaw or the Lochaw Empire in the East. This helps greatly for his mission as
Saurons Mouth. Prince Abrhin is officially considered as Sakal an-Khrs heir.
3345 Chy and Harshandatt are divided into ten quarelling realms. Bulchyades becomes an Anarik protectorate,
and benefits for the first time since two hundred years of a continued peace. Bulchyades is sometimes referred
as the League of Bulchyades (for its political system is very close to the Lynerian League), with as capital
Kantilya.
3375 Prince Zirnhin is seriously murdered by a Sakal an-Khanm, secretly armed by Prince Adnuzr. 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 Anarik (3375 3378). Many Dark Ordainers spies are captured, as well as
some innocent men. The organization is decapited for centuries.
3378 Narakhn, Abarzagars son marries with Zabathahin, Prince Zirnhins daughter. This marriage officially
ends the Spy War.
3380 3385 A civil war between the potentates of Tenolkachyn and Chajapn in Chyan lands
propagates fear in Srayn, Anarik and in the Lynerian League, for that the three governments fear
a Sakal an-Khr 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 Anarik.
3383 The Fei in Eastern Codya led a new assault against Anarik, hoping to recover their lost territories. Despite
outraged at the beginning, the army of Anarik, led by his young King Narakhn, push back the Codyan army,
composed of Vulmaw and Jpi, Idurk and Phaxshra mercenaries. Shi Fei, the Codyan King was killed near the
city of Aelinost (need here an eastern city of Anarik), 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 Anarik 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
Anarik 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 the
Anterior Fei ) and the burning of his capital city (to define).
3389 3393 Ar-Abrhin takes power in Sakal an Khr (or sizes the Golden Throne). Many nobles revolt against
this, claiming the rights of the little son of Khruphazgan Sakulkhr (Adnuzrs 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.

11
3391 3397 Indr 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 Koronand and Hathor, allied with the
weakened Tantrak (out of necessity). Three years after, Indr begins his campaign of conquest in areas east of
Tanturk and Koronand, including all the islands of the Southern Archipelago, save Vulm Shryac, under control
of Sakal an-Khr.
3430 Last alliance of Men and Elves is formed against Sauron. Prince Zirnhin dies and is entumbered in AbarNrik.
3434 Battle of Dagorlad. Abarzagar of Anarik 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 Nazgl
pass into the Shadows. Prince Adnuzr is killed by Zagarthr of Nllni. End of the Second Age.
Third Age
10 50 Revolt against Indurs rule in the Southern Archipelago, organised in cover by Sakal an-Khr. Creation of
the Southern Archipelago Alliance.
62 The arrival of Thelr's dwarves precipitates a dissension with Bvor's folk for Nmagalz control. Bvor's folk
migrate to Khelek-zram and in the other cities in Lynahar.
100 all the islands (except Sre, who remain the last resistance Island where an Indur cult survive) are under
Sakal an-Khr hegemony. Ambassadors proposed wealth and protection, in exchange of furnishing military units
for Sakal an-Khr. Treaties of alliance signed, rarely war used.
c. 180 arrival of the Phaxshar (Hittite like) who establish themselves for centuries in Eastern Codya
and a part of Balkulni.
202 Ganagan becomes the new King of Chajapn. He begins an unification war. Less than ten years after, he
united his own land (except Pelepelpl), 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 Pelepelpl, and in Codya) took then an
unexpected turn of events, with a negociation of alliance with the Phaxshar, a people related to the Chyans and
recently arrived in Northern Balkulni. The war against Codya started in TA 223, concluded by the conjoint
victory of the Chyans, the Anarikan and the Phaxshar. 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-Khr, Zimraphzan, 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-Khr interdicts Sauron's cult.
This position is altered by his successors, who diminish this rule, well counseled by a new adviser coming from
Anarik.
433 The priests attempt to take power in Sakal an-Khr, trying to build a theocracy. They have the support of the
Dark Ordainers, but not the support of Sakulzr, the young prince and only inheritor to the Golden Throne. This
degenerates itself into the Religion War (357 368), which is won by Sakulzrs party. Claiming to have a vision
of his long ancestor Elros, Sakulzr interdicts Saurons 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 Anarik authorities establish a protectorate in Western Codya,
inviting a local prince of Drej Uriac to take power. The prince chosen, educated in Abar-Nark, Li Wei, was a
distant descendant of To Fala (who assisted to the crowning of the First Sakal an-Khr 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-Khr), for the reconquest of Eastern Codya.
455-945 The Wei rule in Western Codya.
470 The Lynerian League is awarded autonomy inside Sakal an-Khr empire; following its support during the
religious conflict. Some tells that Sakulzr was counseled by Lynerian agents for his politic.
520 528 The Internal Civil War of Sakal an-Khr. Following Kadurzrs 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 Anarik.
700 The decadent Zhao fear for an Anarik intervention against their land, despite promises of peace from
Anarik ambassies. They call for help from a population near Lynahar, the Phrashar. The Phaxshar 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 Phraxshar forces, Souppiloumia II.
He establishes a Phraxshar realm in Eastern Codya and in Balkulni, 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 Phaxshar dynasty in Eastern Codya and Balkulni.

12
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-Khr Ar-Sakalthr (from Elros line) dies with no inheritor in Sakal an-Khr,
after the mysterious disappearance of his young son rzr. A regent council is established to safeguard the
interests of Sakal an-Khr all over Ormal Bay. Sakal an-Khr becomes a regional power, but keeps control of the
eastern islands of the Southern Archipelago.
851 873 The council interregnum in Sakal an-Khr, ended with the election of Azrahn. Azrahn is the chief
leader of Sakaln family (Ad princes of the sea family). 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 rzr, and he gathers followers from the lands of Zurghr and the coastal cities of
Sakal an-Khr (mainly Khrutrik and Zagar-baluk) against Azrahn, accused of murder of the last inheritor from
the Elros line.
881 890 The Usurper War. The usurper is unable to take power in Trik an-rwani, 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-Khr). 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-Khr.
895 900 The Coral Wars. Urzir, supposed to be killed during the Trik an-Arwani 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-Khr.
928 Azrahn is replaced by his son Sakalthr, he negotiates a commercial treaty with the Lynerian League.
938 971 Reign of Mursili II, considered the height of the Phaxshar 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 Alakhan, 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
Hattousis 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 Adnaphel, 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 Sre.
1103 Akhorahils forces are turned loose in Sirayn. The cities of Isra and Chenacatt are attacked. Narad-dm
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 Pelepelpl.
1228 The Southern Archipelago islands are again controlled by Sakal an-Khr, liberated from the tyranny of
Urzirs successors.
1241-1250 The Codya internal conflict between two Phaxshar princes. An harsh conflict, which ends with the
creation of two separate realms (Codya and Balkulni). Codya is weakened by the conflict, which enables once
again Sakal an-Khr to increase his influence in Codya.
1242 The Lochan embassy. The emperor of Sakal an-Khr receive an embassy from Lochas Drus, ruled again
by the Dral family.
1249 1405 Reign of Kadurbr the Golden in Sakal an-Khr, who orders the destruction of the monument to the
memory of Zimraphzan, and the building of a new palace in Khrutrik.
1259 With the death of Hattousil IV, the last Phaxshar ruler, Codya fall into decadence. The eastern Phaxshar
ruler attempts to lead an attack against Codya, but he is repelled by the Codyans, thanks to the advises of a
young Sakal an-Khr 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-Khr authorities.
1361 A human sorcerer called Daidalos settled in the Jagged Ridges (Northern rakhan). He builds a fortress,
Minas Nirnaith, and within several decades, subverts the Idurk and Phaxshara local tribes of the region. He is
recognized as the lord, and institutes a secret dark cult, the Wasp cult . 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.
13701436 Akhrahil gains influence in Srayn by taking control of Clan Bulgan.

13
1373-1640 This period (in the Southern Archipelago) is marked by the spate of ritualistic nocturnal
assassinations that give birth to Indr'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 Deprivers. 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
1405), and an usurpation by Bao Wo, a Phaxshar relative.
1399 1410 The Zurghr menace force the Lynerian League and Sakal an-Khr to reduce the vicinities of
Zurghr for centuries. Kadurbr the Golden dies in fight against the Zurghr 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, Ulbth the Zurghr leader is killed by Urushrab of Sakal an-Khr, but before dying Ulbth reveals the
first prophecy of doom, a dark future for Sakal an-Khr, with one day, the inheritor of Kharuphazgan coming from
the core Zurghr and sizing power in Kharutarik.
1405 The Deprivers 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-Khr (the Hn family).
1537 The last Jin king dies without heir. Jhi Hn, 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 1544 The Jin heritage, a war between the No-jin, the later Phaxshra, the Hn (interior Codya), the Shu
(Dral lords) with the intervention of external powers, Anarik and Sakal an-Khr. Codya is divided at the end into
ten quarelling kingdoms. Twenty years later, three of these realms remained : the Hn in central Codya, Western
Codya (once again conquerred by Anarik), the Shu (who absorbed the No-jin realm) in Eastern Codya. The
Hn accesses to power, through the efforts of diplomacy made by Sakal an-Khr.
1550 1570 Just after the death of King Abrpn (1492-1550), whose agents succeeded to place a Hn on
Codyan throne, a renewal of active piracy around the islands of the Southern Archipelago forced Sakal an-Khr
to intervention, weakening for decades the realm. The Hn, just like the Jin before them, maintained however the
link with Sakal an-Khr for tradition : king choice (still nominally approved by the Emperor of Sakal an-Khr),
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 Hn peacefully.
1604 Ukhn Hn choose Ishi Chensh as his first adviser, despite the strong opposition of King Zadunzr (1597
1640). The wealthy and corrupted Ishi Chensh is part of a prominent Brdi family, recently arrived in Codya. He
became the acting governor of Myrn Shryac, while Ulkhn Hn remains the King of Codya.
1610 Khruzir, son of King Vinyarion of Gondor, becomes the new King of a reunified Bellakar.
1617 The Dral hold in Lochas Drs wanes with the renewal of Wlim power to the south.
1627 Ukhn Hns son confirms Jhi Chensh as the acting governor of Myrn Shryac, despite the strong
opposition of Sakal an-Khr 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 Hn 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 Lurmsakn from Variag domination. The
invading barbarians then returned to Khand, greatly weakened. Strong trade relations were reestablished
between Bellakar, the Chyan Empire and Anarik.
1634-39 Sshn Hn, Ukhn Hns son is mysteriously assassinated in Drej Uriac, which confirms the fears of
Sakal an-Khr ambassador. Jhi Chensh establish another son of Ukhn Hn 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 Ml back in Second Age) openly ask the help of the Deprivers sect and the Zurghr to
begin a serious war against Sakal an-Khr and Anarik. The war ends with the death of the tyrant and with a
tribute of 30.000 gold pieces each year for Sakal an-Khr and Anarik.
1635-1640 Plague left most of Balkulni 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. J Indr leaves behind a well organized realm with a powerful central government and a trained
army ready for conquest.

14
1641 Together with Clan Bulgan Tartas Izain is expelled from Tl Isra. Akhrahil removes Tartas' head for losing
his interests in Srayn.
1659 Fall of Oervik-dem Dral, against Dwar's allies Ka'ish, realizing the first prophecy of doom (on a total of
seven) of Ulbth the Zurghr.
1680 The Hn 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 Balkulni and Sakal an-Khr.
1710 A marriage alliance between Brd 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 Dwars allies Kaish. The last defenders of
the Dral family flee in haste towards Codya.
1736 Wemba Chensh, King of Codya, is defeated by the rebellious rakhani general Peyen Khi. Wemba
Chensh mysteriously disappeared near So Fala (the second prophecy of Ulbth 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 Brd, 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 Wlim 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 Msra, close forever the doors of the StormKing fortress (NyChennacatt)
2187 Accession to power of Dtuvahya 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 Meronshryas first and last queen, Mero, to depose the Khi and set up a
series of Wlim governors. Codya was completely under Wlim domination, and would remain so throughout
the Third Age.
2470 J Indr starts a campaign of reorganization and (re)conquest that brings all of southern Middle-earth east
of Koronand/Tantrak and south of the Yellow Mountains under Mmakan'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 Dwars 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 Srayn between followers of Msra and Bulgan families. The crisis soon
transforms itself in an open war, soon after the assassination of the tarb of Tl Isra. Violent battles erupt near Tl
Isra, Tartaust and Tl 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. Srayn is divided in two countries, the west controlled
by Tl Isra (Chennacatt), the east by Tl Harar (l Sra 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 Mmakanril lord Apyssan.
2849 Unrest begins to stir in the whole Mmakan empire against the Ringwraith's oppressive rule. Sare
becomes the center of discontent.
2857 Jenna Chy leads a Sare army against the city of Tl 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, Mmakan, Tuktan, Dshera,
Hathor and Koronand. Tantrak sues for peace and becomes a subject state of E-Sorul Sare. Surprisingly,
Mmakan the prime target of the Sare, surrenders quickly. J Indr 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.

15
2865-75 The Island Wars result in the apogee of the E-Chy empire. Mlambur, 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 Abarphazn, the King of Anarik mysteriously disappear. He is replaced by a regent, rzr, who in fact
prepares an alliance with the evil realm of Sakal an-Khr.
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 Abarphazn is liberated, and Anarik is liberated from the tyrannic rule of the regent, who based his
power upon a Sakal an-Khr 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-Khr. 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-Khr militia). The last king,
Abarphazan, mysteriously disappeared, and the authorities are in search to find an alternative to Anarik dark
future.
They find - by chance - somebody resembling to Abarphazan and they decide (the minority who is against Sakal
an-Khr) 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 (17001800), 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 Anarik 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, Shosr).
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.
* Anarik during the Third Age : - important relationships through caravans with Bellakar, as
Anarik
shares many with the Bellakarai.

16
- 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 Tantrak, Indur, and Sakal an-Khr. Some important dates :
===> Very important influence of Mumakan on the Southern Archipelago, unchallenged in the
Third Age by Sakal an-Khr, not as powerful as during the Second Age. Only Anarik/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 Indurcontrolled 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 Nmenreans. 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-Khr. 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-Khr militia). The last king,
Abarphazan, mysteriously disappeared, and the authorities are in search to find an alternative to Anarik dark
future.
They find - by chance - somebody resembling to Abarphazan and they decide (the minority who is against Sakal
an-Khr) to present this "impostor" as the rightful king, as an expedient before the real king or another inheritor
be found.

17

The Land
The land of Anarik 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
Glrithilduin (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 Anarik. Acaana was during some
parts of Third Age a vassal realm of Anarik, 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 Isht and Ushnd, 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 Anarik 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. River Coast Land) is located between rivers Kriis (Glrithilduin) 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 Inyalon. 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 Pelmari/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-nark (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 (the Sea-storm Gulf) 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 Anarik 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 Shalnar (An The city behind the mountains), 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.

18
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 Anarik. The first one links Pelnatej, Aelinost and Abar-Nark. 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
rezagan-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-Nark with Shalnar, Inyalon, 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 Inyalon,
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 Pelmari, 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 Anarik 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 Anarik, 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 Anarikan (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 Nevazars 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 Chajapn and in Samarth) in order to hidden his treasures and his secrets.
One more danger is the city of Akala-Zaj (The Fallen City of the Sakal an-Khr people), which is populated
by fierce warriors, probably the descendants of the Aca tribes and the Sakal an-Khanm who were rejected from
Anarik. These warriors keep in check the Rocky Pass, and on some times lauch raids on the Aca lands, and
more rarely in Anarik. On several occasions during history, this nefastuous city had been dismantled by the
Anarik kings, and rebuilt centuries later by the inhabitants 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 Anarik, 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

19
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
><few points with a poor relation with it, as I've been reading the
>merp-modules
>>list. For instance:
>
>>-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.
>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:

20
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

21
> 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 Anarik.
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 Anarik.
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

22
-- 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.
>

23

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 fruits land, for its impressive fruit culture
and exportation in all Ormal Bay. Anarik 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 Anarik, while Chys
and Ldenlys 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 Ldenly 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 Anarik. For every beneficial herb, there are
dozens of dangerous varieties. A few plants with more unusual properties are listed below.
Akmal : growing in Anarik 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 Anarik 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 200 in height, this huge and largest evergreen tree produce some of the finest shipbuilding lumber in Ormal Bay. The wood is very hard to work, but anything fashioned from it will be exceptionally
strong (the equivalent of 5 iron). This tree is highly prized by Chyan mariners and traders, and more than jade
or gold.
Emear : A coastal pine of Anarik and Codya, the Emear is a tree who can grow up to 150 to 200. 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 Anarik.
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 : after you have drunk Falt liquor, you wont
never want to make again war, but peace with Falt liquor everytime.
Gont : this very rare plant is a grey-green lichen only present in mountain areas (such as Lurmsakun, Siakan
or Anarik), which allows if eaten to see in night like elves during one hour (infravision AF3).
Ketartas : a strong shrub of Ldenly, 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 Anarik
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.

24
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 Srayn. The shrubs 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 80-100 and is present throughout all Ormal Bay, but especially in Anarik 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 Anarik. The Xanas sap has healing virtues, and goes into the composition of numerous
medicinal potions, like the bark.

Fauna
Chy and Anarik 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 Jewel Monster, and the black
drake Naikamil Mother of Pain), a light grey Cold-drake who is very often referred as the Southern Bane.
Merkampa very often hunt in the Chy lands, making victims among tge Acaana, Chy, Clyan and Ldenly
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, Anarik
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 8 feet). One finds him mainly in hills and valleys of Chy and Anarik. 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 heads 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.

25
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 Balkulni 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 Mmak. 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 Mmakil 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 Balkulni). 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

26
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 (Anarik or Siakan). It is a
very dangerous prey, using two long horns to spear opponents. Only the Grey Gepard, the Trl or the Black
Panther hunt such a very dangerous antelope. The red-brown fur is highly valued by Anarik traders for its
warmth and its softness, but hunting the animal is very difficult.
Kla : a brightly colored song bird living mostly in the mountains of Anarik. 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.
Muln : Muln is an ibis, with long legs, long necks, long beaks, partially webbed toes, and long downwardcurved 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 Anarik.
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 Anarik 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 Anarik, 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.
Trl : Trl 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.

27

Realms
Ormal Bay is an intensive center for political and economic trade, lying southeast from the Haradwaith and
eastward from the Mmakan 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.

Anarik
Anarik is one of the various rwani realms in the South. The capital city is Abar-Nark (Ad Citadel of Iron
Eagles), 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 Nmenreans of Sakal anKhr, while their favored allies are the realms of Bellakar and Lynerian League.
Anarik is ruled by a king, a hereditary office held by the ruling elite of (now) partially rwani stock, like the
kings of Bellakar. This realm takes its origin from the union of the son of Herundil the Storm King, Lkhuzr, and
his supporters (whether Nmenrean or native), against the evils propagated in Ormal Bay by the Storm Kings
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, Ldenly and Bulchyades, benefiting from the
earlier occupant (Mranian). 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 Nmenrean traditions, when Nmenor are no long
peaceful. They are the major power of the region.

Sakal an-Khr
- Harshandatt : like its neighbour of Srayn, the population is essentially Haradrim (with a strong Chyan
influence), and they called themselves Mranians. In the early Second Age, they spread in all Ormal Bay (until
the Lynria cities place), before the great Chyan invasion (who pushed them back in Harshandatt or Srayn).
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 Nar valley).
- Anarik : formerly Olyas Kriis, this region was lately settled by renegade Nmenreans who refused to be
under the kinship of Nmenor. They are relatively peaceful with Vulmaw, hostile to Chyans.
- Codya :
- Balkulni : a sister colony of Tantrak, 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.
- Zurghr : the dark realm. Little is known about this realm, composed of cannibals or perhaps barbarious
like those of Attila. 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.

28

29

The People
Anarikan
History
The general population of Anarik is a product of the mixing between indigenous people (the Elinse) with
the Nmenrean and Lynr settlers arriving since mid-Second Age. The Lynr were the first to arrive, to the
surprise of all in the Bay, followed by the Nmenreans (and later their merge with Lynr as only one people).
They built cities, and soon arrived to communicate their hate of Shadows to other colonists. This fact explains
the Nmenrean non involvement during upcoming conflicts against Lynr, and their hate for Sakal an-Khr,
Anbalukkhr and the Storm King.
The traditional date reckoned for the foundation of Anarik is Lothron 2284 by Lkhuzor (Herundils son, the
previous lord of Cyriatanr), after the War of the Renegades and a few Months before the beginning of the
campaign against the Storm King allies. Anarik 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 Anarikan 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 63 (1,90m), women around 59 (1,75m).
They have a very strong and graceful constitution. They have a rather long life expectancy, around 130 to 170
years (Second Age), and a little less during Third Age (around 120 years) and for those who intermixed with
Lynr 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-Khr, or to be
subverted by the Storm King minions. Darkness (a Lynr inheritage) and death fear are also present in the
populace, even if the Anarikan 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 Anarikan 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 Nmenrean traditions are still alive in Anarik, through the cult of Eru Iluvatar, but the
religion significatively evolved since the Nmenrean days (when Anarik was still a colony), through the
pression of a strong Lynr community inside Anarik. The King is always the main link between Eru and his
people, through a great ceremony in Mount _______ near Abr-nark during the Summer Equinox (associated
with the Wild Hunter Ilmr and the Masters of the Sea Arm, in order to satisfy the Lynr or half Nmenrean
citizens. The people is invited to venerate Eru and the Valar, especially during sacred days established in the
Nmenr old days (Erukyerm, Erulaital, Eruhantal), as well as after the submersion (the Ancestor day,
dedicated mainly to the great heros of the past, the Hunter Day Ilmr, 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 Adnaic (5), their mother tongues. Many also speak Avarin tongues
(Pdu, Tawaren, Kuorith 3), and trading languages of the bay (Ahavan, Chyan, Sekar, Mranian, Vulmaw,
Tazinain).
Warfare
The Anarikan are capable warriors (especially in infantry). They consider themselves as the most
important realm of the bay. They entitled themselves as Protector of Freedom. They also excel in naval

30
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 Mranian 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 57 (1,70m), women around 411 (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 Mranians 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
Mranian cousins. They live in small forest villages, to the contact of Elves, and later in cities with the Lynr and
Nmenreans of Anarik. 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 Mranians, the Lynr 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 Lynr during the fourteen century of Second Age, and nearly considered them as demi
gods (as the sons of Maltuzr), as an echo to their legends of a long lost past. They learnt very much from Lynr
civilization, and merged by the seventeeth century into Lynr civilization.
Religion : The Elinse believe in a pantheon of gods, and mainly Sokhr the Justice God, Telmd the Hunter
and Nature God, and Maltuzr the Keeper God (in fact a Lynr hero). The midsummer and midwinter days are
dedicated to Maltuzr and Sokhr, as a remind of Elinses long and forgotten past. On that day, all are expected
to assist to the priests 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 Elinses flee (which reminds strangely the Lynr).
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 tribes survival. Other feast days are dedicated to the other gods (like the
Autumn Equinox Day, to Telmd). 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), Nrn (3) and some notions of Adnaic (2).

31
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.

1
1
1
2

1
0
1
0

1
2
0

1
0
0

1
2
1

0
2
0
1
0
0

1
4
0
1
0
0

2
0
0
1
0
0

2
2
0
0
1
0

1
1
0
1
1
0

2
0
0
1
1
0

1
0
0

0
0
0

0
2
1

1
8
0

1
2
1

0
1
3

0
1
1
1

0
1
1
1

0
0
0
0

0
0
0
0

0
2
0
0

0
0
0
0

0
0

0
0

1
0

0
0

0
0

1
0

1
3
3

1
3
5

1
2
10

3
1
4

2
1
3

2
2
10

Chainmail
Weapon Skill
1-H Edged
2-H Concussion
2-Handed
Thrown
Missile
Pole-arms
General Skill
Climb
Ride
Swim
Subterfuge skill
Ambush
Stalk/Hide
Pick Locks
Disarm Traps
Magical skills
Reading Runes
Use Items
Miscellaneous
Body Development
Perception
% chance to get
a spell
Additionnal rank
languages
Background Points

MONAM

LYNR

JOP

IDURK

ELINSE

DILIKHRAN

CHYAN

ANARIKAN

AHAVA

ACA

THELR

TAARUN
1
0
2
1

(NIBIRUZ)BVOR

Movement and
Maneuver
No Armor
Soft Leather
Rigid Leather

PI

Adolescent table

KUORIND

Races Tables
PDI

6.1

1
0
0
0

1
1
0
0

1
1
0
1
1
0

1
0
0
2

1
1
1
0

0
1
0
3
2
2

2
0
0
1
0
2

2
0
1
1
0
1

1
2
1

2
0
5

0
6
0

0
0
5

0
2
0
0

0
4
0
0

0
0
0
0

0
2
0
0

0
0

0
0

0
0

0
0

2
1
3

1
2
2

1
2
2

1
2
3

Chainmail
Weapon Skill
1-H Edged
2-H Concussion
2-Handed
Thrown
Missile
Pole-arms
General Skill
Climb
Ride
Swim
Subterfuge skill
Ambush
Stalk/Hide
Pick Locks
Disarm Traps
Magical skills
Reading Runes
Use Items
Miscellaneous
Body Development
Perception
% chance to get
a spell
Additionnal rank
languages
Background Points
Races
Sre
Chyan
Vulmaw
Thelor

Str
+5
+5
+5
+5

Ag
0

Co
0

Ig
0

It
0

Pr
-5

Essence

Channeling Poison

Illness

-5

+15

-5

-5

+40

+10

+10

LUM-HAI

GUNDA-HAI

HAIFAUTHUM-

ZURGHR

VULMAW

VERIKIS

URUNIN

RAKHAN

TARLAI

SIRANIAN

SENR

SEKK

KHANMSAKAL AN

Movement and
Maneuver
No Armor
Soft Leather
Rigid Leather

SRE

Adolescent table

RKHE

MRANIAN

32

33

Lynr Races Bonus : Strength +5, Constitution +5, Presence +5, Illness +10
Elinse Races Bonus : Strength +5
Dilikhran Races Bonus : Strength +5, Constitution +5, Presence -5
Mranian Races Bonus : Strength +5
Vulmaw Races Bonus : Strength +5

34

Society and Institutions


7.1 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 Balkulni 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 Anarik, the Lynerian
League, Sakal an-Khr) trade as far west as the Seven Lands and Mmakan, 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
Srayn
Harshandatt
Bulchyades
Ldenly
Chy
Clyan
Vaag
Olyas Kriis (Anarik)
Codya
Balkulni
Dhaht
rakhan
Lynerian League
Zurghr
Sakal an-Khr

Import

Export

The Sons of Sethesch


A secret and evil society mainly localized in Harshandatt and Chyan lands.

35

Figures of Note
Hethlind
Hethlind was born in the decades before Nirnaeth Arnoediad (the fifth battle against Morgoth) in Hildorien,
where the fragile Lynr 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
Lynr 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 Lynr 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 Lynr 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 Fatur 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 Fatur. 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 dHildorien, la fragile communaut des Lynr est attaqu par des Orcs
- la traverse prilleuse de la baie dOrmal, avec la rencontre dun vieux sage attaqu par des bandits (en gros
la mme scne que dans le premier scnario de la campagne) qui craint pour sa petite famille. Le lieu, la steppe
Dhaht, avec les dangereux Dilikhran.
- la rencontre dun mystrieux moine en robe de bure (le mme que celui de Vincent), en Gan, qui incite
labandon du voyage car la tribu Lynr est en pril. Mort quelques jours plus tard de la mule.
Heladil (Roland) [Noldo] (cousin de Laurr Menelrana).
- un long discours avec Chrys et Laurr Menelrana, concernant les gemmes que la cour a patiemment collect,
et que celles ci ont t perverties par lessence malfique de lallie du Noir Ennemi, qui taient lorigine de
somptueuses gemmes cres par Feanor. Heladil est lun des membres de la guilde des Elements, il sest
engag fond dans la lutte contre les Tnbres au ct de Chrys et des 4 autres fondateurs.
- une longue mditation qui sen suit, portant sur la requte de Laurr concernant la mission dexploration en
territoire Mmakani. Le lendemain, nouvelle runion avec Ormon (le prince hritier du Geshaan, et lami fidle)
- charg dune mission dinfiltration (sur la requte de Laurr Menelrana) en territoire Mmakani qui a mal
tourn, cause dune embuscade. Les Mmakani ftent leur victoire en se soulant, laissant le camp de
prisonnier peu gard.
- lvasion en direction de Gaven.
Mirg
- dans la cit naine de Mablad-dm un meurtre dans la famille de Mirg (son cousin, pour lequel Mirg
nentretenait pas trop de relations amicales) vient davoir lieu. Lun des suspects nest autre que Mirg qui doit
tout faire pour se disculper et partir le plus tt possible, ce qui veut dire demander une audience au roi des
Mablad.
- rencontre dun mystrieux moine en robe de bure noire la Croise des Chemins, peu aprs avoir quitt les
montagnes, qui essaye de le convaincre quil faut retourner Mablad-dm, quil est un envoy du roi. Une
impression de malaise indfinissable, peut tre un reprsentant de la Cour dArdor. Le poney du nain tombe
malade peu de temps aprs, et dcde.

36

Beregund
[un tranger venu de la lointaine Ormal, de race Chat-o]
- un conflit vient dclater en territoire Zurghr contre le futur Sakal an-Khr. Les Gunda-Hai allis avec les tribus
Zurghr envahissent le territoire des Tarlai et des Monam. Peu de bateaux sont disponibles dans les ports, et
tous luttent contre lennemi commun.
- un voyage en mer pour le moins mouvement, au cours duquel est vu une trange crature noire volant dans
la direction du Mmakan (peut tre un agent de la Cour dArdor ?), suivi par un accostage difficile sur la cte
Ahava.
- la traverse dun fleuve en furie, et sans pont

Indis
[Noldo]
- en train de combattre les lgions de Morgoth en Beleriand, la belle Indis a des visions dune cit dans le
lointain sud.
- sur les routes, elle est rejointe par un messager du roi des Noldo Fingolfin (en ralit un membre de la cour
dArdor, proche de Gorthaur) qui prtend que le roi et Maedhros veut la voir, pour lui confier une mission de la
plus haute importance pour la scurit du Beleriand. Pourtant, Indis na jamais vu cet homme dans lentourage
du roi Fingolfin ni de Maedhros. En se rappelant un petit peu, Indis peu se souvenir quil faisait partie des
compagnons slectionns par Maedhros pour une fausse ngociation (en ralit une attaque du repaire de
Morgoth) avec Morgoth, qui sest achev dans la catastrophe, avec la perte de tous les compagnons. Seul
Maedhros a survcu, les autres ont t donns pour morts, et depuis on se mfie deux.
- incident Tartaust ou la ville qui a prcd Tartaust. Un incendie, avec au fond des tres senfuyant (la Cour)
et Maglor, qui pleure la gloire perdue des Silmarils et des Trsors forgs par Feanor son pre, qui ont t
pervertis par Ungoliant. Maglor accompagne Indis (Dorlin) Gaven, o il a ressenti le besoin daller.

Ormon
[prince hritier du Geshaan, et aussi ami fidle dHeladil]
- une nuit de plaisir interrompue par une vision trange : un poignard, du sang, un cri dans la nuit. Et de
nombreuses flammes. Tu reconnais la forteresse de Gaven, bien que la scne soit bien floue. Cest
apparemment de nuit dans une chambre. Le lieu, par contre, aucune ide. Puis la vision cesse, laissant son lot
de questions.
- charg dune mission dinfiltration (sur la requte de Laurr Menelrana) en territoire Mmakani qui a mal
tourn, cause dune embuscade, en compagnie dHeladil. Les Mmakani ftent leur victoire en se soulant,
laissant le camp de prisonnier peu gard.
- lvasion en direction de Gaven.
Ainsi que Horandir et Malnor

37

The Cities
Abr-nark
Before Abr-Nark building in SA 2291, the Nmenrean presence was very little in Olyas Kriis (only a few
settlements, like Aelinost and Inyalon). When Lkhuzor arrived in Olyas Kriis, he immediately sized the occasion
to cement the few Nmenrean 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 Lkhuzor (or Anshyar, in
Chyan language the Prince who hated his Glory Father). However, This insult, used by the Artaxshsan, 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 Artaxshasn with the help of Anarik.
It is also certain that, without Lkhuzr, Anarik would have undoubtedly remained a secondary power. The
city is called in Sindarin Ost Angthoronion, and in Adnaic Kadar Abr-Nark, which means the Citadel, or the
Fortress of the Iron Eagles. Ost Angthoronion lies on the mouth of river Kriis, which was renamed by Lkhuzor
on his first arrival Glrithilduin (Sindarin Gold Shining River), despite the decree held by Ancalimon to abandon
the Eldarin names in exchange for names of the Adnaic tongue. Just like Nlulond 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 Kings minions. This is very unusual (from a
Gondorian point of view) for a Black Nmenrean realm to have a Sindarin name very oftenly used. The second
name Abr-Nark 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 Anbalukkhrs fall between the two powers. The conflict finished with the Anarik siege in SA 2294,
which could have signed Abr-Narks fall, without the suddenly arrival of the Lynr powerful navy. This conflict
enabled to Abr-Nark to become the first Anarik city, in replacement of Aelinost and Pelmari, a Nmenrean
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 kings family, these councilors are considered by
all as the Kings 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 Anarik cities the
governors) are very often members of the aristocracy. The King does so in order to preserve peace and justice.
Lkhuzor 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
Abr-Nark and in all other Anarik cities.
The city in itself can be divided into three different sections : the citadel (the kings residence), the high city
(sometimes nicknamed the city inside the walls) and the port (or the outside city not planned by Lkhuzor).
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 Inyalon); the Human Gate,
symbolized by the union of three Edain tribes (Ber, Haladin, Marach) against Evil, and to the north the Lkhuzr
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 Lkhuzr to destroy evil wherever it stands.

38
The Citadel
The citadel and the high city have an undoubtedly architecture reminiscent of Old Nmenr (with buildings in
marble, limestone, in grand scale, with columns and statues of the Valar and, with the statues of the High Kings
of Nmenr and Governors and later Kings of Anarik). Of the high men mostly represented there are Lkhuzr,
Phursnuzr (who successfully revolted against Sakal an-Khr domination on the Bay), Abarzagar the Virtuous
(the founder of Anarik realm), Soronto, Tar Aldarion and Tar Palantir, and in the early years of Fourth Age
Abarphzan. 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 Nmenr 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 Angthoronions
foundation. Some of their important works can be seen in Harshandatt, in Chyan lands (the Sight Towers of
Tenolkachyn, the city of Pelepelpl) and of course in Anarik. Some of the most important buildings of the citadel
follows :
The Royal Halls : tradionally reserved for the Prince (later King) of Anarik. 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 Nmenr (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 Lkhuzor (the founder of Anarik 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 Anarik 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 realms 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 Lkhuzor 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 (Sage Master), this library is the finest
available in all Anarik, 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 Morenor (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 Zimrbal Ironhand (the founder of Bellakar realm), ruzagar and Khruzr, and paintings of
Bellakarian landscapes (including a splendid view on Nllond 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
Old Eagle, 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.

39
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 Nmenrean people during Azrahns rule (SA
2399 SA 2545) to Anarik, 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 Lkhuzr
to the river, because of some sun reflection effect. This was not discovered before, as Lkhuzrs 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 mountain-like 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 Guilds master, as he resigned of duty in favor of his son. He is an old
Anarikan 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-Khr. 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-Nark) 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 Anarik 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 Lkhuzr 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.
Aytans 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 Abr-Nark), 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.

40
Crystal Fountain : this is one of the most magnifiscent monument of Abr-Nark. 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 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-Khr, 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 Abr-Nark. 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 Nluizrni : 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.

41

The important families of Anarik


The ruling aristocracy of the Kingdom of Anarik 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 (The Imperial House), the Arzunardwi (Soldados del mar), the Nluizrni (Moon Beloved),
the Khibulabri (The Strength Ones of the Well), the Mani-zadan (House of Spirits) and the _______. Each
House has his own color banner and distinctive customs. Each Houses 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 kings family, these councilors are considered by
all as the Kings 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 Anarik cities the
governors) are very often members of the aristocracy. The King does so in order to preserve peace and justice.
Lkhuzor 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
Abr-Nark and in all other Anarik 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 ruzr Alcaryaknar, also known as the Regent, since the mysterious
disappearance of the King Abarphazn in TA 3010.
Abarphazn
The Port
Arzunardwi "Soldados del mar"
Mani-zadan "House of Spirits"
Khibulabri "The Strength Ones Of the Well"
Nluizrni "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

42
, 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
Anarik is one of the various rwani realms in the South. The capital city is Abar-Nark (Ad Citadel of Iron
Eagles), 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 Nmenreans of Sakal anKhr, while their favored allies are the realms of Bellakar and Lynerian League.
Anarik is ruled by a king, a hereditary office held by the ruling elite of (now) partially rwani stock, like the
kings of Bellakar. This realm takes its origin from the union of the son of Herundil the Storm King, Lkhuzr, and
his supporters (whether Nmenrean or native), against the evils propagated in Ormal Bay by the Storm Kings
followers.
Aelinost
Aelinost "Lake City" (Sindarin) (Ailinol -> Quenya)
[there's no attested Adunaic form for "lake"; if this lake were fed by a spring we could use khibil Kadar Khibil]
Blzyan
The gleam white city (Q : Ilcanor, A : Blthni, Blzyan)
Dar Egleriador
Dar Egleriador ("The Glorified City")
Kylur Nn
Lynr outpost
Pelmari
Pelnatej
Lynr outpost
Inyalon
Small Haven, also means Female in Quenya. this city is not in Anarik properly, but in an island (Amazn)
near Ahavan & Sekk lands
Perhaps in the island ruled only by females. But I don't know for now if it
will be a Numnoran island. Let consider for now that yes. Perhaps an
offshot of one of the Three numnorans realm ? or a "grekish community"
Ishtya
Lynr outpost
rezagan Kadar
Avarin cities
Lmeanor
Taurelilomea
Dwarves cities
Nmagalz

10

43

Places of Note

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