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Ibav, the Land of Dark Tradition

Note
The following file is the work of an amatueur, intended to be an amusement for himself, and hopefully, an aid
to other roleplayers and gamemasters. It is conceived to be a non-official geographic module for
MERP/Rolemaster, set in Middle Earth. All the references to these roleplaying systems, and to Tolkien’s
Middle Earth are copyright of ICE, or whoever will get the copyright after the company’s bankrupt (a disaster
for roleplaying culture J the Valar bless P. Fenlon & Co.). All the other stuff is invented by the author, and
therefore cannot be published or used for moneymaking without the author’s permission.
This work is exclusively intended to be used as a play-aid for roleplayers in their games.

Gabriele Quaglia

1.0 Guidelines
1.1 Definitions and terms
1.11 Abbreviations
1.12 Definitions
Awartasi
Ibavin
Yarulma

1.2 Adapting the module to your campaign

1.3 Converting statistics

2.0 Background
Ibav is a land nearly isolated from the rest of the continent: located south of the Great Plains of central
Middle-Earth, it is protected on three sides by dense forests, and to the West by grassy and low populated
plains. It is a strange land, clad in mystery and hostility to everything that comes from outside. Ruled by a
powerful shaman class worshipping Darkness, the Ibavin people live following the hard laws and the ancient
tradition dating from the time when their forefathers conquered their land from the Forest Demons, the Elves.
For their part, the Awartasi (Aw. “Forsaken Ones”) hide and protect themselves in their woodland realm,
shunning contact with mortals, both the Ibavin and the Yarulma, the strange Stone-People that inhabit the
dangerous southern wetlands.

2.1 A brief history


The land of Ibav was colonized in very remote years, even before the discovery of the Valar, by a group of
Avar Elves. They had wandered away from Cuiviènen, but being a large group, they were not attacked by
Morgoth’s servants, who reported the news to their Dark Master. So the Vala conceived a fell plan in his evil
mind: He would not make Orcs of them, because they were many and powerful, but rather He would deceive
them, and make so that they would cause ruin to their kindred in a subtler and more evil way.
Morgoth showed up as a Deity to them, the Master of Arda, and such was the awe He inspired in the ingenuos
Elves, that they accepted to serve him to be free from the threat of the Dark Power. The Elves settled near
Utumno for many years, learning a great deal from their feared Master, who gave them evil traditions and lied
about the nature of the Valar.

Then came the time when the Valar decided to free Middle-Earth from the influence of Melkor, and sent a
powerful army to smite His forces. Morgoth, fearing defeat, sent the Elves away. They headed southwards,
believing to have been exiled for some sort of sin.
Eventually the Elves, who called themselves Awartasi (Aw. “Forsaken Ones”) reached a deep forested region,
inhabited by a branch of the Fuinar Elves that would colonize Southern Middle-Earth. The Fuinar welcomed
the Awartasi as long lost brothers, but insted the newcomers found a way to please their angered Master. The
warlike Awartasi attacked the peaceful Fuinar and make slaves of them, founding the kingdom of Imaldawath
(Aw.“Under the trees’ shade”). The Fuinar were converted to the worship of the Master of Arda, and ritual
sacrifices were made, even with the death of Elven slaves.
This dark age ended with the rising of the Sun and the Moon, and the coming of Men. The Ibaavi, a people of
herders, attacked the Elves and, in a few centuries, conquered the central plains establishing tribal kingdoms
and forcing the Awartasi to take haven in the deep forests.

The Ibaavi, settling on the ruins of Imaldawath, learned much from the Elves, first of all by trying to get equal
powers through their dark sacrifices. The stone temples were rebuilt and the priests gained power in the Ibavin
society.
It was in the early second age that one clan, the Ksian, prevailed over the others, taking on the religious
supremacy, and creating a sort of religious-feudal system to rule over Ibav.
In the rich and fertile land the Ibaavi prospered, and settlers colonized the lands of Gaathgykarkan to the west.
The end of this age of power came to end in the late Second Age, when the Karmavi, a confederation of Adek-
speaking tribes, united in the North and conquered the Thyrganay hills, making raids in the plains.
This age is referred to as “the Age of Internal Wars”. With thew weakerning of the Ksian power, every tribe
gained independence and fought both the norther invaders and the bordering tribes.

Soon afterwards, and then again at the beginning of the Third Age, new invasions of nomads, the Ahar-
speaking Gaagymavi, razed the western reaches of the Ibavin lands, cutting off its tribes from the rest of their
kin.
It was only at the end of the first half of the millennium that the Ibavin were able to repel definitively the
foreigners and rebuild their kingdom. The Ksian tribe was able to regain control of the religion and impose
their will on the other Ibaavi.
The situation lasts still today, and although nomad raids are all but rare, the Ibaavi are able to repel them and
mantain peace within their borders. Few contacts occur with foreign lands, as this is the will of the priests,
who teach their people to despise everything that comes from outside Ibav.

2.2 Timeline
Ages of the Stars
- The Eldar depart from Cuiviénen
- A group of Avari, led by Anwë, is drawn by Melkor to Utumno. Here they are taught to worship and obey
Ardutor.
- Another group of Avar Elves (perhaps a branch of the Pêdi) leaves Cuiviénen and settles in the Great
Forest east of Ibav.
- Destruction of Utumno and Captivity of Melkor. The Elves name themselves Awartasi and flee
southwards
- Canwë slays Anwë by sword, and becomes the Second King.
- The Awartasi reach the Great Forest, submit the local Elven people, and found the realm od Imaldawath.

First Age of the Sun


1 – Rising of the Sun; Malwë slays Canwë and becomes the Third King.
100 c. – The first Hildor arrive in the region, Chaialla peoples from the North; most of them proceed the
voayage, but a group stay and, avoiding Elves, settle in the southern swampy areas.
300 c. – Ibavin peoples arrive in the region, and start raiding Elf-lands.
500 c. – The mortal raids get more and more frequent, and the Ibaavi conquer mile after mile of forest, paying
it with the blood of their warriors.

Second Age
1-10 – The Sinking of Beleriand triggers cataclysms. Many hill fortresses of the Elves are damaged by
earthquakes and taken by the Ibaavi. In the southern swamps, near the sea, the Yarulma suffer for many
seasons of floods.
100 c. – The Ibaavi break the last forest defenses of Imaldawath and swarm through the central plain, which
they will call Ibav (Ib. “the Land”)
223 – The Ksian tribe settles in the area of the old royal palace and founds the city of Maalthawun
252 – The Ksian establish their rule over the other tribes, with a King (Ib. “Mawayu”) ruling in Maalthawun,
and a priest class watching over the subject Chiefs (Ib. “Maatha”). The First King is Mathabuluy the High.
266 – Sarthang slays Malwë and becomes the Fourth King of the Awartasi.
300 c. – The Ibaavi force some Yarulma to flee further south, in the thick forests, and complete the settlement
of the plains. Some of them settle the highland pastures to the West.
350-400 – Aharin-speaking tribes arrive from the north and settle in Gaathgykarkan. They submit the Ibavin
inhabitants of the foothills, and occasionally raid Ibavin western lands.
528 – The Lynerian League completes the conquest of Sheshnoria.
534 – Lynerian merchants reach Ibav through high Gaathgykarkan and start trading with the kingdom.
Commerce bring riches to both parts, but the Ibavin King imposes strict laws on trading for foreign
merchants.
600 c. – The kingdom of Ibav expands west, conquering and settling the plains of Gaathgykarkan. A
permanent trade route is established between Ibav in the East, and the Lynerian League and the Dwarves of
Khelek-zâram in the West.
900 c. – Aharin-speaking nomads start raiding the western provinces, and the route to Lynîr.
1800 – The Karmavi, a confederation of Adek-speaking tribes, starts launching raids on the northern Ibavin
borders.
2180 – Daerylor joins the Belaen-an-Voryl.
2230 – Karmavin Invasion. The Karmavi break the northern defenses and conquer the Thyrganay hills. In the
following three centuries, the Karmavi will launch raids against the Ibaavi.
2234 – Western provinces, threatened by nomads and forced to heavy tributes by the King, stop to send
resources and men to fight in the unseccesful war. Beggining of the Age of Internal War.
2248 – King Yanda I leads his army west, to submit the rebels, and is defeated and killed at the battle of
Lüngaath. The Wugara tribe of southeastern Ibav refuses to acknowledge the new King Yanda II and expels
loyalist priests. Rebel priests teach their secrets to members of other tribes.
2310 – Hünggo, a Karmavin leader, conquers the Buulmil (Ib. “Owl’s Eye”) tribe lands, and founds his own
kingdom.
2320 – Hünggo plunders Maalthawun, slaying the King. Following strife for power results in the
independence of each of the tribes. Berulbilar (Ib. “Hundred Spears”) territory conquered by Karmavi.
2482 – Uprising of the Berulbilar tribe. The hero Partan leads his people against the Karmavi, freeing their
province.
2510 – Chief Tantan of Berulbilar overthrows the Karmavi ruler of Bululmil. The two tribes acclaim him
King.
2516 – The Gurarbilar (Ib. “Long Spears”) tribe acknowledges the title of King Tantan.
2522 – Tantan leads a successful campaign that frees most of the northern hills from Karmavi power. He
reconstructs many fortesses.
2530 – Tantan dies during a campaign to conquer Maalthawun, defended by the Ksian and their allies, the
Waru (Ib. “Crows”) tribe. Tantan’s kingdom disintegrates, transforming into a loose alliance between three
tribes.
3080 – Daerylor’s first coming to Imaldawath. Sarthang refuses to join his forces with Sauron.
3100 – Gabathay of the Ksian becomes King of Pavan. He use his priesthood as messengers and envoys,
effectively enforcing peace between the tribes.
3120 – Gabathay, deeply loved by people all across Ibav, manages to obtain the acknowledgement of his
supremacy by all the southern tribes, and the title of High Priest of the Ibavin.
3138 – Death of Gabathay the Peaceful. His successors continue to support his policy of good relations,
gaining respect for all the Ksian priests.
3261 – Second appeal of Daerylor to Sarthang, and second refusal.
3425 – Third appeal of Daerylor, to fight against the Western Powers, falling on the deaf ears of King
Sarthang
3429 – Sauron attacks Gondor.
3441 – Final Defeat of Sauron. Daerylor ceases to visit Imaldawath.

Third Age
350 – Gaagymavin Invasion razes the western provinces. Many Ibaavi flee East or South, on the foothills.
400 – By this date, all towns in Gaathgykarkan have disappeared.
580 – Gabaganay of the Ksian is proclaimed King of all Ibav.
820 – Daerylor returns again to Imaldawath.
940 – Daerylor founds the Ardutorini.
1050 – Sauron’s Awakening
1080 – The Belaen-an-Voryl start preaching in Ibav
1326 – King Yunduganay I, displeased by the growing number of ‘heretics’, orders the persecution of the
Belaen. In the following ten years, more than 1000 cultists die by drowing.
1630 – Authoritarian Yunduganay II is assassined by a palace plot, supported by some Chiefs. Berarbilar tribe
rebels against the new King Garyanay III, and calls for the intervention of nomad allies. Garyanay lead his
armies to Berarbilar.
1631 – After a six-month brutal campaign, Garyanay puts an end to the rebellion in the Thyguwaybalun Thu
(Ib. “Battle of the Thousand Bloody Corpses). In the following year, many Chiefs and priests are exiled or
sentenced to death, for plotting against the King’s rule.
3.0 The Land
Ibav is a low, flat land, clad on three sides by dense woods and tall hills. Most of it is covered by a vast
hardwood forest, although its central-western part is a fertile plain. To the West lie the pastures of
Gaathgykarkan, to the North the hills and the arid plateau of Alduryaknar, to the East the plains of Shay and
Unvirnay, to the Southeast the Gulf of Ibav, and to the South thick jungles and tall mountains.
The climate is mostly continental, similar to that of the northern plains. Being in some sort of depression, Ibav
is protected by winds, and only in autumn dry air come from the steppes, and in winter the last blows of the
monsoon reach the region bringing rain and warm.
So, there are four seasons: in winter precipitations are common, and rarely during the day the temperature
falls below 0° C. Spring brings the plantation of cereals, and a slight rise in temperatures. Summer is dry and
hot. Late summer brings the cold steppe winds and the harvest, then leaving place for autumn, when the forest
trees lose their leaves, that are transported to the fields by carts to enrich the soil.

3.11 The Ibav Plains


The plains of Ibav are fertile lands, green and flat. Although few water courses exist in the region, the soil is
rich and many cereals can be cropped. Although most land is plowed, some areas, especially in the west, are
used as pastures for goats and horses.
The people live in small agricultural villages, and the cities are few, usually growing around the local Chief’s
palace. Only three settlements exceed a thousand inhabitants, those being Maalthawun, Ganaythawun, and
Mayirwalay.
The Ibaavi consider Ibav (Ib. “the Land”) as a sacred territory, given to them by the Master of Darkness, in
exchange of their worship.

3.12 The wetlands


The southern part of the Ibav plain is a collection of bogs, inhabited by many marsh birds and reptiles. This
area is poor, unhealthy due to marsh fevers, and dangerous because of the local predators, and is therefore
avoided by most people. Some people of the Thiwara (Ib. “Humming Bird”) and Wugara (Ib. “Wood-
crafters”) tribes live there, extracting pitch and herding small black pigs.

3.13 The western and northern forests


These are the northwestern frontiers of the kingdom of Ibav. The forests are composed of decidous trees, and
rarely get thick. Villages are built in the frequent glades, where people crop cereals and herd pigs.
Two Ibavin tribes inhabit the area: the Buulmil (Ib. “Owl’s Eyes”) reside to the West, while the warlike
Berulbilar (Ib. “Hundred Spikes”) defend the northern frontier.

3.14 The Thirganay hills


The Thyrganay (Ib. “Northern Metal”) hills are the northernmost region of Ibav, and are inhabited by few
people from the Berulbilar tribe. All settlements are protected by wooden palisades, and many of them are
protected by a stone fortr hosting a small garrison of warriors. The largest of these fortresses is Thyamar (Ib.
“Protective Hand”), which lie at the center of the region.
The hills are a critical region for Ibav, for two reasons: first, they are the defensive line that protects the whole
kingdom from the nomad invasions; second, they are the biggest source of metals for all Ibav. From the mines
in the area come copper, iron and tin, that flow to the capital in exchange for food and fresh troops.

3.15 The Waarwugan


The Waarwugan (Ib. “Southern Forest”, Aw. “Araldar”) comprises all the wooded area south of Ibav. These
flat lands gradually rise, as they near the Green Mountains. The thick vegetation and, especially in its eastern
part, the swampy environment prevented even the Elves to settle there, where only the Yarulma manage to
survive. Unlike the rest of the region, this forests are rich of water, both coming in small streams down the
mountains, or springing from the earth. The main pool is the Multana (Yar. “Moon Lake”), a large and
shallow lake, inhabited by many birds, and considered sacred by Yarulma, who celebrate ancient dancing
rituals during full moons.
Sometimes both Ibaavi and Awartasi venture into the area for its valuable woods. The Stone People prefer to
watch and warn the second, and attack the first.

3.16 The Gulf of Ibav


The gulf of Ibav is a dangerous and ominous place, feared and avoided by all mariners. Even the Lochans and
the Nùmenoreans seldom tried to sail its perilous waters, which are filled with sandbanks and reefs, and
inhabited by foul creatures.
The western part of the gulf is sandy and swampy, and salty wetlands reach many miles deep into the interior.
In spite of the abundance of both edible plants and game, the Yarulma rarely hunt here, for lack of water
sources and fear of the Berulthalag, the giant lizards.
The northern coast features long beaches, backed by the forest. The Elves don’t build villages here, because of
the crocodiles and the Cradin. Sometimes a group of Elves dare the waters in search of pearls, but it is a
dangerous practice.
The eastern coast is rocky and filled with reefs. Seldom Elves venture there, on their small boats, mainly to
search for corals and pearls.

3.17 The Great Forest and Imaldawath


The Elven Realm covers the eastern forests. These are composed of decidous trees in the northern part, and
hardwood more south. The borders of Imaldawath are forested hills, that face North and West; to the South
lies the Gulf of Ibav, while to the East, the river Nenyurrist (Aw. “Waters running in the cleft”), which flows
for most of its run in a steep canyon, 20-100 m deep, makes a perfect frontier with the Mannish lands of Shay
and Unvirnay.
Elven settlements can be found mainly in the central part of the forest, where the Palace of Dimwathbar (Aw.
“Silent shade dwelling”) is located. The Awartasi mantain a series of watchposts and tree fortresses along their
borders.

3.18 Upper Gaathgykarkan


Although the name Gaathgykarkan (Ib. “Field of Plunderer Horsemen”) applies to vast lands, the region is
essentially divided in two parts. Upper Gaathgykarkan rests on the hilly plateau West of Ibav; while most of it
is covered by woods, its norther reaches are grassy rich pastures, inhabited by the Nargaathi, a people of
herders whose language is a dialect of Ibavin. The Ngargaathi are divided in several clan groups, and they live
on their herds of pigs and goats, and by the trade along the West Road.

3.19 Lower Gaathgykarkan


Lower Gaathgykarkan stretches in the flat and arid grasslands that transform into steppe as a traveller goes
north. These poor lands are home to many Aharin-speking nomads, called Yilgaathi, who live on herding
goats and horses. They rarely trade with other peoples, and much oftener assault Nargaathi villages or
caravans.

4.0 Flora and Fauna


The plains and forests of Ibav, and their climate, consitute the habitat of peculiar species of animal and plants,
together with the common ones that can be found everywhere in Endor.

4.1 Flora
The forest of Ibav, which the Elves call Imaldawath, is one of the largest in Eastern Middle-Earth, and it
shleters a variety of plants, from huge trees to small flowers.

Sequoia -
Goldwood -
Ironwood – (Ib. “Ganaywug”, Aw. “Agorn”) This tall and dark-grey tree, with dark green leaves, provides the
hardest wood of Endor. The tree grows in rich and wet solis, but it deprives it of most of it nutricious
substance, so that often the surrounding plants die, or get dry and weak. Its wood is very prized, and the Elves
cultivate it, waiting the long years that take the tree to grow.
Mahogany -
Teak -
Rosewood -
Sycomore -
Rhododendron -
Dogfruit Tree – a rare low tree, with light and heart-shaped leaves, it gives purplish fruits with a bad taste,
from which the Ibaavi produce a vision enhancing drug (it gives +10 to visual Perception, +30 if dark); its
purplish wood is light, flexible but with a good resistance. It is used in the making of spears.
Bamboo – it grows alla around Ibav, especially in wet areas, forming thick forests of green columns. It is very
useful, both as an edible plant, that for its hardness, so that it cane be used in making weapons, tools, musical
instruments, and even for building.
Thuurmang – (Ib. “Deadly Embracer”, Aw. “Guthlam”) a climber plant with large dark green leaves. It creep
on trees and, in the long run, it can suffocate them to death. Its beautiful red flowers give a lvl5 poison, that
cause paralysis.

4.2 Fauna
Ibav is not particularly rich in animal species, these being for the most part small mammals (rats, rabbits),
although some small deers can be easily found. Reptiles, especially snakes, can be found in the wetlands of
the southern forests, while small birds like sparrows and swallows, abound everywhere.
Forest Leopard – (Ib. “Wugaburgan”, Aw. “Eringar”) This is the largest and deadliest predator of the region,
a feline that can reach the lenght of 1,50 m, plus a long 100 cm tail. Its hide is golden with large brown spots,
circled in white. The Forest Leopards usually feed on birds, small mammals, and sometimes deers, but rarely
attack people; they can run very fast through the woods, and can move as well on the tall branches of the
trees. Their hide is very prized, and can be worth as much as 4 GPs.
Warabungun – (Ib. “Coloured feathers”, Aw. “Celaewa”) A large pheasant with a coloured plumage, very
prized by hunters. Its meat is not particularly tasty, but the feathers highly decorative: Ibavin priests use to
ornate their mantles with the wing dark metallic green feathers.
Yarulbigun – (Ib. “Stone Pig”, Aw. “Aduras”) a strange beast, similar to a rhinoceros, but with some hair, and
a single y-shaped horn above the wide nostrils. Its three fingers have 10 cm long, pointed hooves. The
Manmuku is a grass and fruit eater, but it easily get frenzied if threatened, and no man nor animal one can
stop it. The Ibavin fear it, and when they can they hunt down any individuals, so that the few remaining live in
the southern glades of the forest, where the Mannuva revere it as a holy creature.
Earth Turtle – Big turtles, with a diameter of 50-100 cm, live throughout the region. The Ibavin like to have
one in their gardens, as they symbolize resistance and longevity.
Berulthalg – (Ib. “Giant Lizard”, Aw. “Belòga”) a saurian that lives in the wetlands, it can vary from 2 m to 4
m in lenght, of which half is the big tail. These lizards have green-tan skin, and mymetyze perfectly in the
bogs, where they wait small mammals and birds to pass by. Big individuals are known to attack men, and the
wetlanders have learned to bring spears or pointed oars to keep the beasts away from them.
Berulthiwa – (Ib. “Giant Bird”, Aw. “Belgaewa”), this 3 m tall earth bipede is extremely rare, and can be
found only in the Mannuva Lands or southern wetlands. The Damelu has small useless wings, and a brown
plumage that covers most of his body save the long strong legs. A large beaked head stands on a long neck.
This huge predator usually feeds on deers, large serpents, giant lizards, but can as well eat sheeps and
children. Damelu birds live in small groups of 2-6 individuals which hunt in common, whith deadly tactics.
Being large sources of food, both the Mannuva and the Ibavin hunt them, forming large hunting groups
whenever they spot a bird.
Dedeluga – (Man. “Giant Biters”, Aw. “Erlòga”), sea crocodiles that range from 4 to 10 m. lenght. They live
all across the Gulf of Ibav, posing a threat to small boats that dare the waters. A Mannuva legend tells about
Bedeluga, the Father Biter, a huge individual that lives in the deeps of the Gulf, that they fear like few other
things. Elven legends report of a Sea Dragon, also living in the Gulf: he is mostly asleep, but when he awakes,
he can destroy even large boats with his jaws.
Cradin - (Aw. “Red Sting”), a small, deep red crab, that lives in the Gulf of Ibav, especially near reeves. It
fears big creatures, but can easily sting those who come too near, even without seeing it. Its poison is very
dangerous, and can kill an Elf or Man in few hours, after intense pains.

5.0 Peoples & Cultures


5.1 The Ibaavi
The Ibaavi inhabit the central plains of Ibav, anf the surrounding forests. Some settlements remain on the
Thirganay hills, but these are mainly military outposts to watch over the barbarian nomads.

Racial Origins
The Ibaavi came out from Hildorien at the beginning of the First Age, heading southwest and entering the
lands of the Awartasi. Eventually they settled also Gaathgykarkan; but as these region was cut off from Ibav, it
came to be seen as ‘barbarized’.
The Ibaavi have a strong racial sense, and despise strangers who look different from them. Ibavin language is
different from any other language of Men and Elves. When they write, Ibaavi use their peculiar syllabic
alphabet, where consonants are traced in long and complex letters, while vowels are written with points or
short lines above the consonants. This way of writing developed in the Ksian tribe, in the early Second Age,
probably originating from the Awartasi alphabet.

Political Structure
The Ibaavi were originally composed by twelve tribes, of which only eight survive in 1640 T.A. Each of them
holds a region of the kingdom. Every tribe is ruled by a traditional Chief (Ib. “Maatha”), a warrior that leads
the people to war and in past times held nealry all the power. This title is hereditary and passes to the nearest
and eldest male heir.
Another important figure is the High Priest (Ib. “Yawayugal”), which is the oldest of the tribe’s priests (Ib.
“Wuyugal”). He holds religious power, which is central in Ibavin society.
Traditionally, it is the Chief who rules, following the counsel of the High Priest in times of need, although
there is common conflict between the two authorities.
All the Chiefs and the High Priests owe allegiance to the King (Ib. “Mawayu”), which is both Chief and High
Priest of the Ksian tribe, by right of birth.
The Ksian tribe occupies the central region of the plain, with the traditional capital and sacred city,
Maalthawun. Only the Ksian can become priests, and when they complete their apprenticeship, they are
directed by their masters to other tribes.

All land belongs to the tribes. It is the Chief that divides it into jong, that is squares divided in nine fields. The
eight outer fields are plowed by peasants, who pay a tribute for the land. The central field belongs to the
Chief, and is cropped in common by all the other peasants, as a form of service tax.
Everyone can have cattle.

Social Structure
The tribes are divided in large family groups, sometimes composed by more than 50 people. A family is
traditionally composed by all heirs of an old man, who rules over them as a patriarch. All the tribesmen are
believed to be direct descendants of the tribe founder, an exceptional hero honoured as a supernatural patron.
When a woman marries, she leaves her family and become a member of her husband’s one. A large and
influent family is desired by all, so female heirs are seen as misfortune, a punishment from the underworld.
When a woman marries, his husband will pay a ransom to her father.
Women in Ibavin society have little or no rights at all. They are considered inferior to man and usually they
are treated as objects. They have to obey their husband, and their task is to take care of the house and children.
Poligamy is permitted, but it is practiced only by rich priests, Chiefs, or the King, as ransoms tend to be quite
expensive.
Ibavin society is very conservative and xenophobe. All which constrasts with tradition and looks “different”
from the mass is seen as something undesirable.
Social hierarchy is rigid, with big differences between classes: at the top, just under the King, there are the
priests. Then come the Chiefs and the warriors. Plowmen, although very poor, stand on the third place.
Artisans and all other workers stay a level below, even when they are well paid. Merchants come just before
foreigners and slaves: they don’t make a “real” work, but simply make money moving goods. Moreover, they
travel outside Ibav, to lands that are, at best, considered “barbaric”.

The Ibaavi attain to a code of behavior founded on tradition, respect for the older, the chief and the
forefathers. Minor disputes are usually resolved inside the family.
Few laws discipline Ibavin life, and these are only made to punish criminal acts, such as murder or cattle-
theft. The judge, in this case, is the tribal Chief, and the penances are very high, from hand maim to drowning,
which is considered a most dishonorable death. For some terrible murders, the guilty are sacrificed to contain
divine anger.

Military Structure
The Ibavin army is not large, but well trained. The warriors constitute a sort of noble class, as they are usually
members of the family of the Chief. They don’t have to work, but serve their lord guarding the borders. They
are trained from childhood with many weapons, and are generally well equipped. Although this varies from
tribe to tribe, every warrior owns a full armor, made of reinforced leather or iron, a good sword, or axe, a
spear and a short bow. The best warriors are granted a horse.
When at war, the King calls the Chiefs to unite the army and raise a militia, composed mainly by plowmen.
These are poor fighters, armed only with leather jackets and wooden spears.
The Ibavin rely mainly on small and disciplined forces, that move in close ranks and contrast the enemy
cavalry with long spears in melee, or short bows at distance.
Ibavin weapon technology is quite poor: iron is the principal metal, although bronze daggers and helmets are
common. The secret of steel is unknown, and the few steel items come from outside (maily from the Dwarves
of Khelekh-zâram). Being poor in minerals, Ibav rely much more on wood for spears and bows, or leather for
protection.

Currency
Barter is the general form of trade. The only existing mint is the King’s one in Maalthawun, that produces tin,
copper, bronze and silver pieces only once every ten years. Foreign coins are rare, but may be found in the
principal cities: these coins usually come from Gaathgykarkan, the Lynerian League, Ralian or the Awartasi.
Other forms of currency are jade pieces, whose value vary with their size, from few bronze pieces to many
silver ones.
Ibavin coins are round, with a circular hole in their center. Being rare outside cities, any coin will have its
value increased by 10-50%, depending on the region.

Appearance
The Ibavin are usually 1.60-1.70 m tall, of normal build. Their skin is yellowish, sometimes tending to white,
which they consider a handsome complexion. They have small noses, sometimes pointed downwards, and
almond eyes, always black. They usually live 50-60 years.
They have dark hair, which are kept long and gathered on their heads. Warriors like to show long braids on
their shoulders.
Men wear woolen pants and jackets, while women prefer long dresses that open like a jacket. The rich and the
priests wear woolen or cotton suits. Usually these clothes are white, and only the upper classes dye them of
yellow, red, or black. Only warriors and their families are allowed to wear jewels.

Housing
Most Ibaavi live in small wooden huts, which especially in the northern regions have a round base and a
pointed straw roof, with a hole for the fireplace. Chiefs live in palaces with more than one floor, made of
wood or stone.
Temples are always made of stone, with a square base and a flat roof: the only access in a small and narrow
opening. The interior is dark and contains just a fireplace and an altar for sacrifices. The roof has a square
opening at its center for the smoke. The altar and the pavement are often blood stained: the only washer of the
temple is the rain that enters from the hole in the ceiling. Prophanes are never allowed to watch at sacrifices.

Diet
The Ibaavi live mainly on cereals and soy, cropped in the plains, from which they make suppers and bread.
Meat is provided by goats and pigs, herded in the forests . Few fruits are grown, mainly in the city orchards:
apples, pears, apricots, figs, almonds and cherries. Milk, cheese and related products are very rare.
The forest supplies also mushrooms, abundant in autumn, honey, and game.

Worship
When the Ibaavi finally settled in this land, they freed many slaves of their people, and took many Elves as
their servants. Therefore, much of the early Ibavin culture have borrowed a great deal from the Awartasi,
though it adapted many principles to their mortal nature. It is also said that the Ibaavi have been influenced by
Sauron’s minions over the millennia. The centre of religion is the Master of Darkness, “He who existed before
and after the creation of the World”. He is considered the origin of all things, and the end of all.
The Ibaavi believe that, at death, the spirits of men return to the original darkness to be judged by the Master
of Darkness. If they have been respectful of tradition, they can survive as spirits in the afterworld, else they
are destroyed.
After death, powerful individuals can still communicate with the living, helping their descendants with
dreams and good fortune, or persecuting their murderers. Lower class spirits can communicate with this world
until the death of their children; warriors can do it as long as their nephews are alive. Priests lasts for three
generations, while Chiefs for five. The Kings and the twelve tribe founders are believed to retain this power
forever, and watch over their people. They are revered as minor deities, and it is easy to found stone statues of
them in the centre of villages, or at the borders of a region.

Sacrifices are thought to transfer the life of the victim to the spirit they are offered, so that he can increase and
extend his power in time. Only the priests can assist to these rites, as any breaking of the complex rituality
might offend the spirit and cause his anger.
Although sacrifices should be done only in times of need, for the entire kingdom’s safety, such as against the
threat of invasions or cataclysms, it is a common practice to pay the priests for an offering, so that the death of
the victim can send good to the offerer. Usually sacrifices involve goats or other animals, and only the King
can order, in times of need, human sacrifice (which involves slaves, criminals or foreigners).

In addition to the ability to sacrifice, another power believed to belong to priest is to speak directly with the
spirits of the dead, with the purpose of knowing the past, the present and the future: being the Ibaavi a very
superstitious people, the priests enjoy much respect and accountability, that is to say a concrete ability to
influence political decisions.

5.2 The Nargaathi


The Nargaathi (Ib. “People of the Upper Field”) inhabit the plateau of southern Gaathgykarkan. Although not
very different from the Ibaavi, they are considered barbarians.

Racial Origins
Nargaathi are descendants of the four Ibavin tribes that colonized this region after SA 600. As they were cut
from the kingdom by Ahar invasions, many times during their history, they intermarried with the newcomers
and formed a dinstinct group, especially after the Gaagymavin invasion of TA 400. The Nargaathi speak a
dialect of Ibavin, and they tend to pronounce “G” as “K”, and “K” as “KH’ ” (so, Gaathgykarkan become
Kaathkyk’ark’an). This pronounce is also frequent in Karkan lands. The Nargaathi use the Ibavin alphabet.
The Nargaathi feel a link with the Ibaavi, but fiercely hate the Ahar nomads who plunder their lands.
Political Structure
The tribal organization was destroyed by the first invasions, and after this the Nargaathi organized themselves
around military leaders who protected them. In 1640 TA., they are divided into five kingdoms, centered
around five citadels or fortresses ruled by a Chief (“Maatha”).
All land belongs to the Chief, who assigns it to villages, to use for pasture or cultivation. Everyone can own
cattle.

Social Structure
People gather around a village, inhabited by many families, who often own cattle in common, under the
direction of a village chief, chosen between the old men.
Nargaathi women are considered inferior to man but enjoy more rights than their Ibavin sisters. They have to
obey their father or husband, and their task is to take care of the house and children, but usually they are free
of chosing the partner, and they often have a voice in family matters.
Poligamy is practiced only by Chiefs or rich merchants, and rarely there are more than three wives in a house.
Social hierarchy is flat: most people are herders, plowmen or crafters. Warriors enjoy a high status but live a
hard life serving the Chief. Although respected, Priests are not very rich, and only merchants get some more
riches than the others, and they are not despised as in Ibav. Slavery is common, but not too hard.
Although usually a son follows his father’s profession, it is possible to change occupation, and thus progress
or regress in the social and economic hierarchy. Slaves can be freed after many years of good service; in times
of war, a slave can buy his freedom by fighting at the vanguard of the Chief’s forces.
The Nargaathi attain to a code of behavior founded on tradition, respect for the older, the chief and the
forefathers. Minor disputes are usually resolved by the village chief or the Priest.
Few laws are enforced by the Chiefs, and these are only made to punish criminal acts, such as murder or
cattle-theft. The judge, in this case, is the Chief himself, and the penances are very high.

Military Structure
Each Chief commands his personal army, composed of a small number of professional warriors; usually they
carry iron weapons and shields, and leather armor (some wear Dwarven chain mail); about half of them fight
on horseback, with a spear or, rarely, a short bow at the Ahar way.
When at war, the Chief raises a militia, composed by common people, armed only with leather jackets and
wooden spears, and usually a hand weapon (bronze or iron) that they already own.
Nargaathin tactics are simple; infantry is slow and serves to stop the enemy charge, while the fast cavalry
maneuvers to attack from advantage position.
Weapon technology is poor: iron is the principal metal, although bronze daggers and helmets are common.
The few steel items come from the Dwarves of Khelekh-zâram. Being poor in metals, and rich in forests and
cattle, Nargaathi rely much on wood for spears and bows, or leather for protection.

Currency
Barter is the general form of trade. In the principal towns one can found a few coins from Ibav, Khelekh-
zâram and the Lynerian League.

Appearance
Nargaathi are usually 1.65-1.75 m tall, of normal build. Their skin is brown-yellowish. They have small noses,
sometimes pointed downwards, and almond eyes, always black. They usually live 50-60 years.
They have dark hair, which grow long and untamed. Warriors like to show long braids on their shoulders.
Men wear woolen pants and jackets, while women prefer long dresses that open like a jacket.

Housing
Nargaathi live in small wooden huts with a round base and a straw roof, with a hole for the fireplace. Chiefs
live in fortified stone buildings with more than one floor. Some herders still live in yurtas, the leather tents of
the steppe.

Diet
Nargaathi live mainly on cattle, mainly black pigs and goats, and some horses and hens. A small amount of
cereals is plowed near watered areas. The forest supplies mushrooms, abundant in autumn, honey, and game.

Worship
Nargaathi retain the ancestor worship of the Ibaavi: however, having lost the tribal bounds, they revere only
personal spirits, which they believe to live for two generations. Human sacrifice is not practiced, but people
use to offer animals to the priest for sacrifice, when they need good fortune and help from the spirits. Priests
are independent, and there are usually one per village, or more for towns.
Nargaathi believe in the Master of Darkness, but they revere him as a King of Spirits, usually not interested in
mortal affairs, unless he is offended.
Nargaathi have small temples, built on hilltops of large square blocks of stone, and follow rules similar to the
Ibavin ones, although less strict in rituality.

5.3 The Yilgaathi


The Yilgaathi are Ahar nomads that live in Northern Gaathgykarkan. They are a warlike people, hated and
feared by all their neighbours for their cruel and merciless plundering of their lands.

Racial Origins
The Yilgaathi came out from Hildorien in the middle of the First Age, arriving in Gaathgykarkan at the end of
the first millennium of the Second Age. Being Ahar, they are akin to many peoples of the steppes of central
Endor. They speak Aharin related dialects, and don’t know the art of writing.

Political Structure
Yilgaathi are divided in six tribes, each of them composed of 3-6 clans or large family groups. They have no
ruler, and when they need one call for the old clan members. In times of war, the elders chose a man to lead
the warriors to battle.
Yilgathi believe that quarrels between clans of the same tribe make the spirits angry, so they always try to
reach a common point, and help one another in times of famine and war. Hawever, tribes frequently dispute
over the territory and other matters, and when they don’t reach an agreement, they can decide through duel or
war.
Once every 50-100 years, a charismatic leader supported by shamans can unite his tribe or more than one,
leading warriors to plunder the neighbours, being them Nargaathi, Ibaavi or Adek nomads.
Nargaathi don’t value the concept of property: they keep war trphies, but they are ready to share what they
don’t need with other members of the clan.

Social Structure
The Yilgaathi marry early, at 13-15, usually kidnapping the spouse from another clan. After the night, the
father of the girl gives his permission to the marriage; if he don’t want, he can challenge the youth, and if he
disarms him, he can keep his daughter. Yilgaathi are monogamous, and the girl becomes a member of the
husband’s clan.

Inter-clan disputes are resolved by the elders, although delicate matters may require a challenge or an ordail.
Crimes are punished with exile: in many cases, after a murderer is outcast from the tribe, he has one day and
one night to flee, before the relatives of the dead chase him to call for vengeance.

Military Structure
There is no professional army: at war, all male that can ride go to battle. Yilgaathi are good horsemen, and
they are skilled at firing arrows on horseback, with small bone short bows. They usually carry light leather
armor, wooden shield reinforced with leather, and bronze or iron curved swords.

Currency
Barter is the only form of trade.

Appearance
The Yilgaathi are usually 1.70-1.80 m tall, of slender build, with curved horsemen legs. Their skin is greyish,
the slant eyes black as the hair: these are kept long, and sometimes braided with a horse tail; some warriors
dye them of purple or tarry coulour. They are beardless.
Men wear woolen pants and jackets, while women prefer long dresses, white, black or grey-purplish. Both
wear jewels plundered from the enemy.

Housing
Yilgaathi live in leather yurtas, that they move as they change the pastures for their cattle. Their setllements
are often surrounded by an earthen wall or wooden palisade.

Diet
Yilgaathi feed mainly on milk products: milk, yoghurt, white and soft cheese. Meat comes rarely, usually from
goats or game.

Worship
They believe in animal spirits that protect each tribe. Shamans are the medium between the people and the
spirit, who can speak through them during rituals that involve entrancing herbs.
Each clan has a shaman, who predicts the future and understands the will of the spirit. He is ususally involved
in healing, but the shaman divinations has been often the key to power of many Yilgaathin leaders.
5.4 The Awartasi
The Awartasi are a branch of Avari, that live in the Great Forest of Eastern Ibav. Being touched by Morgoth’s
Evil at their origins, they have an hostile attitude towards every outsider, and isolate in their kingdom to avoid
being threatened by the outside world.

The Tale of Anwë’s Quest


The legend about the origins of the Forsaken Ones tells of Vanwë, a curious Elf, wandered away from
Cuiviènen to see the beautiful and strange lands beyond the hills, and never returned home. As months went
by, Anwë, brother of Vanwë, decided to search for his brother, together with a large group of friends and
relatives. The group left the Awakening Waters, and roamed the wastes under the stars for weeks, without
seeing any of their kin.
The Elves noticed to be stalked by dark creatures, who spied them but dared not to get near to the fires. Trying
to escape from this dangers, Anwë and his people eventually travelled North, until they found a large cut into
great mountains, that led them into a cold and harsh land, where they were able to leave the stalkers behind.
Then the Elves, hungered and tired by the northern environment, saw a huge and black fortress, lit by red
fires. At first they hid in fear, but in the end Anwë resolved that the only way to get warm, food, and maybe
found his lost brother, was to explore the awesome building. He travelled with two companions to the
apparently deserted place, and for a week the Elves waited for him.
When the three returned, they were clad in iron and black garments, and spoke of a power beyond
imagination, of strenght and destruction. Ardutor, the Master of the World, came out from his black palace,
and showed in all his tremenous power: such was the awe He inspired in the ingenuos Elves, that they
accepted to serve him to be free from the threat of the Dark Power.
Ardutor commanded the Elves to settle North of his fortress of Utum, and so they did for many years, living
in the shade of the northern Fortress and multiplying their numbers. The Master taught the Elves to fear his
power, and how to please him by adoration and animal sacrifice. He spoke of the Enemies in the West, of the
Hateful Light that could burn them all, like it happened to Vanwë. But they also learned the making of
weapons and armor, and how to fight and kill. And under the will of Ardutor, they turned one against the
other, the strongest commanding the weakest, and the male taking the woman by force.

The Exile of the Forsaken Ones


Then came a time when Ardutor seemed to be displeased by the Elves’ behavior, by their weakness and lack
of courage. Thus, the Master of the World sent the Elves away from his presence, and they obeyed the
command, leaving the Northern lands, crossing the Iron Mountains and fleeing the destruction they saw in the
North, which they believed to be the anger of their Dark Master. Believing to have been punished with exile,
they called themselves Awartasi (Aw.“Forsaken Ones”).
Eventually a quarrel developed, as Canwë, one of the original companions that entered Utum, blamed Anwë
for the exile, and killed him with his sword. Many others acclaimed him to be their new King, and so Canwë
took the leadership, and led his people southwards.
Years passed under the stars, and then the Elves reached a deep forested region, inhabited by other Elves, who
hid in fear of iron weapons and of the name of the Master of the North. And Canwë saw the occasion to please
Ardutor by establishing his worship to the primitive forest-dwellers, and by brute force made slaves of them,
imposing the teachings of the Master. And so the kingdom of Imaldawath (Aw.“Under the trees’ shade”) was
established. Some of the forest-dwellers tried to resist, but Canwë’s answer was to sacrifice them on stone
altars, to call for Ardutor’s forgivance and blessing.
Canwë ruled with force on a large kingdom, whose peole built stone palaces and sometimes delved fortresses
into the hills. It was the second King who established the rules of society, and the hierarchy of roles. So it
passed the Ages of the Trees and those of the Stars, and the Awartasi grew rapidly in number. Canwë built a
great palace in the central plain, and from it he ruled with iron fist over his people.

The coming of the Moon and the Sun


The end of Canwë’s reign was announced by a terrible cataclysm: a white globe, the Moon, rose up in the sky,
to light the earth. Canwë, understanding the threat of the Western Light, tried to call for Ardutor’s help
ordering an holocaust of many slaves, but soon afterwards the sky was filled with the burning flame of the
Sun, as if laughing at the King’s attempts.
Panic filled the Awartasi’s hearts, and so came up Malwë, the third companion that entered Utum. He blamed
the King’s behavior to have displeased further Ardutor, so that He had abandoned his people. And again a
King was slain by a sword, and a third King led the Forsaken Ones.
Malwë proclamed the Master of Darkness was angered by the previous Kings’ acts, and so an era of plagues
was to come, to test the Awartasi’s will and strenght. He abolished the sacrifice of slaves, and moved his
palace under the tree’s shade, fleeing the light of the Sun. During his reign the Elves strenghtened their
defenses, building weapons and fortresses to resist the assault of the Western Flame.
Soon the danger got real, as strange, ugly peoples came near the borders of Imaldawath. The Gorodi
(Aw.“Mortals”), though weak and primitive, were fierce and their number increased much more quickly than
the Awartasi. Attracted by the riches and beauty of Imaldawath, the Gorodi attacked and, after centuries of
war, in the end the Elves were forced to leave the central plain and take refuge in the forests.
On the ashes of their palaces, the Gorodi founded cities and kingdoms, and the once glorious Imaldawath was
confined to a few hidden settlements.

The Age of Hiding


Despaired for their sad fate and the obvious abandon by Ardutor, the last Awartasi retired in isolation. Malwë,
blamed for the defeat, was finnaly killed by Sarthang, a young and charismatic warrior who took the power.
His reign has seen the final resignation to Ardutor’s abandon, and a tendence towards insight and tradition,
preferred to any activity.
Few changes have occurred in Awartasi’s civilization during the following millennia. Only one event is worth
to be mentioned: the coming of Daerylor, in the late Second Age. He was an Avar Elf, the head of the
Ardutorini (Aw. “Sons of Ardutor”), a Dark cult of Morgoth and Sauron. Daerylor brought news of the outside
world, and preached to the King to continue the fight against the Western Light, for the glory of Ardutor.
Although the King was not convinced by the words of the dark priest, who entertained contacts with the
Gorodi and showed little respect for the Awartasi tradition, Sarthang gave him the permission to move through
his realm.
From this time on, Avari priests of the Ardutorini have visited Imaldawath, talking to the people and
convincing many to help them against the Light. Though still most of the Awartasi don’t like the foreign dark
priests, a slight change has occurred in their culture, leading to some social mobility and a more active
approach to the world.

The Awartasi speak their own dialect, originating from ancient Elvish, but with some words that have
probably originated in Utum. During the First Age, they developed a form of writing similar to Fëanorian
letters.

Political Structure
The King hold all powers: he makes the laws, commands the warriors, judges the conflicts, and leads the
public rites. All Elves owe allegiance to him.

Social Structure
Awartasi society is rigid and divided in castes. The King is the head of all his people, the only leader who
retains all powers. Of the common people, the most honourable are those who study and have intellectual
activity, that is scholars, magicians, seers, and artists. Then the warriors, the few Elves that compose the
regular army and watch over the borders. The rest of common Elves are mere “workers”, without distinction.
The lowest class are the slaves, actually very few, who retain no rights and in theory can be disposed of by
their masters, as objects. The class is determined by birth: so, the son of a herder will be a herder.
The practice is quite different, and in the last centuries a little social mobility has developed, so that, for
example, a tall and strong son of a worker may become a warrior, or a talented child can be accepted to study
with a master, even if his father is a warrior. Moreover, slaves came to be treated better, and some may obtain
freedom by their masters after some centuries of service.
Female Elves are property of their fathers, and then of their husbands, who pay a ransom to her family for the
marriage. Only with the (exceedingly uncommon) death of father and husband can a woman become free.
Poligamy is quite common: slaves cannot marry, and warriors and intellectual may have more than one wife,
if they are able to pay a ransom for them.

Few laws exist in Imaldawath, mainly concerning penances for terrible crimes. Everyday disputes are
resolved by the intervention of a patron agreed by both parts, this usually being a scholar. Other crimes are
judged by the King, and punished with corporal penances, enslavement or humiliation.
In fact, there are always few occasions to apply these penances, due to the respect of tradition of the Awartasi.

Military Structure
Awartasi warriors are exceptionally fierce and skilled fighters. They don’t have to work, so that they can train
with every known weapon and armor. Although they live in forests, they respect the ancient tradition of heavy
weapons and armor. They despise the guerrilla tactics used by the other Wood Elves, preferring close combat:
when at war they wear bronze or iron scale mails, and full helms. Favoured weapons are: a long and broad
sabre that they call anbrathi, used with two hands; the partisan or the brathisphi, a sabre pointed halberd; and
the ancathi, a straight and narrow bladed two handed sword. At distance, they favour long bows of the best
quality.
In times of need, every Elf can take arms, and so the Awartasi can gather up forces that equal their enemies.
No one, though, dares to challenge these fierce warriors, and their borders remain secure.
Currency
Coins are rare in Imaldawath, and are considered a relatively new invention, introduced in the last millennia
by foreign Avari. Only the King have the right to mint, but he orders only few coins every sixty years. Every
coin is handmade, and bears resemblance of Sarthang’s profile on one face, and his device on the other. Coins
are made of copper, bronze, silver, gold and jade. Their valour is high, usually twice normal coins of the same
material, but they are priceless for a collectionist.
Awartasi, for everyday trade, use barter, and coins are used only for the occasional trade.

Appearance
Awartasi are, as Avari Elves, 1.70-1,80 tall and of slender built. They have fair skin, dark hair, and dark, blue
or green eyes. They are beautiful and graceful as any other Elves.
For clothing, they like cotton or silk robes, long and dyed with dark colors, usually red, blue or violet. For
more practical use, they use woolen tunics and, in winter, trousers. At their feet they wear leather shoes,
sandals in summer and boots in winter.
The Awartasi use to grow their hair long, and they like jewels, especially silver and dark gems.

Housing
The Elves build wooden huts, with round or square base and pointed roof. Stocks and other big buildings lie
at terrain level, while houses are built on trees, an habit taken by the Fuinar.
Stone palaces from past ages remain, usually at the centre of settlements, and they are occupied by rich
individuals from the higher classes. These palaces are usually square structures, with two or three floors, flat
roof, and a high wall that circles a private garden. In times of war, the villagers can be hosted here, and the
warriors will defend the small fortress.

Diet
Most Awartasi food comes from the forest: they gather honey, mushrooms and wild vegetables. Warriors love
hunting, thus contributing to the feeding of the kingdom, and a few villages even herd goats and pigs. A small
amount of fish is provided by the Nenyurrist (Aw. “Waters running in the cleft”) river, or the Bay of Ibav.
Some intellectuals mantain orchards, where they cultivate fruit and vegetables.
In the last centuries, visitors have also brought vines, which are grown in the southern hills. Awartasi wine is
red and dry, with a strong alcoholic grade. This is a precious beverage, abundant only for the rich, who love to
flavour it with spices from the forest.

Worship
The Awartasi believe that, for some unknown sin, maybe weakness, they have been abandoned by Ardutor, the
Master of the World, who had taught them all their knowledge. Having lost his favour, they also lost his
protection, and were defeated by the Gorodi.
They have nearly abandoned any manifest form of worship, falling in a state of contemplation of ancient glory
and traditional virtues of strenght, courage, and despise towards the weak.
A small part of them, though, is listening to the words of the Ardutorini, and some have even joined the priests
and left Imaldawath to fight the forces of Light.
Even so, tradition is still the most important thing for most Awartasi, as they believe it to be what distincts
them, the Chosen by Ardutor, by all other beings of Middle-Earth.

5.5 The Yarulma


Secluded and isolationist, the Yarulma (Ib.“Stone People”, Aw.“Gonnaith”) are a strange race that is avoided
by all their neighbours. Few know anything about them, as there never have been realtionships with any
stranger.

Racial Origins
The Yarulma are a Drùadan group, which entered Ibav in the early First Age. Fearing the powerful and cruel
Elves, they avoided their kingdom, finally settling in the southern forests and swamps near the sea. They
speak Chaialla dialects and don’t know the art of writing.

Political Structure
The Stone People have no common political organization. They are divided into four tribes, which usually
ignore one another, although seldom they can come to arms for territorial disputes.
A tribe is composed of some villages, each ruled by a shamaness: the confederation is ruled by an Old
Shamaness elected for life by the other ones.

Social Structure
Parentage is matrilineal, but the base social structure is the village. The Stone People practice poligamy and
poliandry, so that marriages form nets. It is usual for brothers to share the same wives, and these can share
their husbands. Children are raised in common by the wives of a house.
Military Structure
Defense is provided by all adult males, who employ hunter’s tools such as short bows and slings, and
occasionally blowpipes. The command is usually given by the shamaness to the best hunter of the village. The
Stone People don’t use open tactics, preferring to ambush the trespassers in their territory.

Currency
No currency does exist in southern Ibav. The Stone People are amused by shining things, but don’t give them
a high value. Barter is the only way of trading with them.

Appearance
Yarulma are 1,20-1,50 tall, of strong build, and ruddy complexion. They have flat noses and deeply inset
black eyes, few hair which they gather in thin braids. The males with the gift of a short beard like to braid and
dye it with coloured earth.
The Yarulma wear little clothing, but like body decorations: especially females like to tatoo or have ritual
scars on their limbs.

Housing
The Stone People live in large bamboo huts, shared with the wives and the husbands of the family, and their
children.

Diet
The Yarulma are mainly gatherers and hunters, and feed on the forest’s bounty. They don’t know anything of
agriculture or fishing.

Worship
The Stone People worship totemic spirits in the shape of animals, protectors of villages and tribes. They also
respect the spirits that they believe to live in every aspect of nature. During full moon nights they celebrate
rites to worship the Earth Mother (Yavanna), believed to be the origin of life.

6.0 Politics and Power


Ibav is home to many isolationist political entities, who try to mantain their tradition despite foreign influence.
A number of secret organizations works to erode the centralized power, to trigger an opening to other peoples
or simply to accumulate power for themselves.

6.1 The Maalthawun Court


From the imposing palace of Maalthawun, King Garyanay III rules upon the Ibaavi and directs the priests in
their activities. Having faced the threat of a civil war at his crowning, ten years ago, now Garyanay never
ignores any detail. Using his priests to watch over all the leaders and powerful individuals in the country, he
holds firm control of the country; should he ever suspect of a threat to his power, his reaction would be
extremely determined and violent, from the discrete hiring of assassins to an intervention of his army.
Garyanay have ruled for many years and knows very well the ways of politics, diplomacy and power. He is a
rational indiviadual who will do anything to preserve the order and the tradition in his kingdom. During his
reign, he made many laws to better rule his people.

The priests obey the orders of the King respectfully, but they lack in ability. All the High Priests selected after
Garyanay’s crowning were chosen not for their skills, but for their loyalty to the monarch. They are used to
implement orders and laws, and lack independence and charisma to rule by themselves.
Yet, other priests selected for important offices before Garyanay’s reign still hold their powers. They are old
but wise and experienced. They respect the King’s authority, but they prefer the ancient way based on
tradition and the judgement of priests and family leaders, rather than the recent laws that involve the Chiefs
and frequent corporal punishments.
Head of this informal faction is Bawalam the Wise, High Priest of the Buulmil tribe in the northwest, and
brother of the former King Yunduganay II. Being very popular, Bawalam can speak directly to the King
without danger, and many priests see him as a real laeder to return to the good rule of past times.

The Chiefs tend to sympathize with the latter faction, as they dislike the King’s intrusion in their affairs, and
its acts of legislation that substitute their decisions. Some of them, especially in the border regions, don’t
apply strictly the laws, but don’t dare to challenge openly the King’s orders nor his priests.
The region of the Karkan (Ib. “Horsemen”) tribe, near the plains of Gaathgykarkan, is considered by many a
hot spot: the local Chief, K’ainu, is said to trade with barbarians and to mantain foreign bodyguards. He
openly shows friendship to the monarch, but his people are known to prefer their tribal ruler than the far King
in Maalthawun.
6.2 The Open Door Pact
The history of Ibav has often seen the existence of lobbies and secret societies, among the upper spheres,
which tried to influence politics. The Open Door Pact (Ib. “Wumangapo”) is the most influent of these
groups: founded shortly after the crowning of Garyanay, it is composed by priests and some warriors who
share the opinion that the only way to strenghten Ibav is to open the borders to foreign people, traders and
thinkers, and to give more freedom of action to the priests, abolishing the suffocating control of the King’s
men.
Many of the oldest and youngest priests sympathize for the group, although most fear to take parts in their
affairs, for any discovered member would be punished by drowning as a conspirator. At the moment, the
Wumangapo controls much riches and consensus, but lacks a good leader: many would be happy to have one
in Bawalam, but he always refused to join the society, preferring to keep a neutral position in every conflict,
acting as the “middle part”.

6.3 The Belaen-an-Voryl


The Belaen-an-Voryl (Av. “Sunsdeath from Hunger”), is an order of dark priests, founded in the Second Age
by Ulgarin the Half-elf, with the task of spreading the worship of Sauron throughout the East. Its members are
mainly travelling preachers who speak of Edainil (Av. “Friend of Men”), and try to manipulate powerful
individuals to achieve the goals of their Dark Master.
The Belaen entered the region only a few centuries ago, shortly after Sauron’s awakening. In spite of the
similarities between their principles and the Ibavin religion, they rarely found good disciples, being
considered barbarian troublemakers who sought to overthrow tradition. After the proscription of the cult, in
the 1300s, the Belaen have learned to work secretly, searching for local agents and not talking openly of their
doctrines.
They are currently planning to weaken the King’s power and foment uprisings, especially in the northern
regions, where they can receive help from fellow cultists from other lands, especially through money, Orc
troops, and agents.

6.4 The Awartasi


The Forsaken Ones are not interested in anything that lies outside their kingdom. King Sarthang lives in its
palace among refined pleasures, and cares for his subjects only when his judgement is necessary. Sarthang is
ancient and very subtle, and cares little about tradition or Ardutor’s principles, using them at his convenience.
He greatly underestimates the Ardutorini’s power, but should he suspect that the cult is trying to undermine
the King’s authority, his reaction would be radical. In the same way, he relies in the Elves’ power to keep
away all the enemies, but if the centuries-lasting peace should be broken, then he would be the first to face the
enemy on the battlefield.

6.5 The Ardutorini


The Belaen are not only interested in the Ibavin: if the Awartasi are awakened, they can be a terrible force in
the service of Sauron. Thus, a high member of the Belaen, the Elf Daerylor, has been appointed to found a
new order, and adapt Sauron’s principles to Awarta culture, to bring the Elves under the worship of the Dark
Lord.
The core belief of the Ardutorini is that Ardutor has left the world, angered by the scarce faith of its followers.
Shortly after, the Western Light tried to conquer the World, but the first disciple of Ardutor, Morothor (Aw.
“Black Warrior” i.e. Sauron) united the faithful peoples to defend Middle-Earth. Morothor is still fighting the
enemy, and in the last battle Ardutor will return, to help His followers, and rule again the World.
Daerylor and his disciples can speak freely in Imaldawath, and some Elves pay them attention, joining the
group with the hope of a redemption of their forsaken people.

6.6 The Nargaathi Chiefs


These five leaders are constantly trying to expand their territory against the others, only allying with them
under the threat of a Yilgaathin invasion.
Thulunkan the Smiling, of Kanwalay, is a good friend and ally of K’ainu, and he is ready to support him in
every decision the Karkan Chief make.
Yukalthalay the Singer, of Murthuyul, is a peace-lover, in bad terms with Thulukan and allied to Margii.
Margii Ravenhead, of Warthuyul, is a skilled and aggressive warrior; he would expand his chiefdom, but he
needs the help of Yukalthalay to keep Yurukha at bay.
Yurukha the Plunderer (Ib. “Gaagyma”), of Nibhikunth, is the most powerful and aggressive of the five. He
dreams of conquering his neighbours, but has still to face internal opposition and the nomad threat.
Marayin the Trader, of Wukabaky, rich and subtle, mantains good relation with all, supporting trade along the
West Road.
7.0 People of Note
Garyanay III

Firstborn of Yunduganay II, Garyanay was grown as a King, and taught how to be a Leader, a Warrior and a
Priest. The child was very intelligent and strong willed, but lacked in leadership, as he was used to be obeyed
in his orders without considering the thought of those who served.
An experience that changed his life occurred ten years ago, when Yunduganay II was assassined, and a
rebellion outburst in the northern province of Berulbilar, where the Chief had allied with the barbarian
nomads. Garyanay took the crown and immediatly left the capital with his army. The repression in Berulbilar
was extremely bloody, and shortly afterwards the King ordered all who were suspected to be involved in the
rebellion and the assassination of his father to be put to death. All the new officials and priests were chosen
for their loyalty, and an era of paranoid control over the Chiefs and the local leaders began.
Garyanay is frightened of betrayal, and trusts no one. He prefer to rely on simple people, who lack the ability
to cheat him and plot against the King’s power. He hates Bawalam, and he’s sure that the High Priest plots
against his rule, but understands that he cannot put him to death, because the old man is too popular among
the masses.
Garyanay III is a man in his middle-forties. He is a quite unimpressing person, with common traits; his
manners are, however, those of who is used to have his orders obeyed. He usually dresses in the formal royal
garments, white clothes with silken religious symbols in red and green, and the red mantle of the King. In
battle he wears a reinforced full-lenght leather coat, a round shield and a sword.
Not very loved by his people, he is nonetheless respected and feared by all of his subjects. Being very dutiful,
he will sacrifice anything to preserve the stability of the kingdom.

Profession: Cleric/Animist
Level: 16
Home: Maalthawun
Hits:85
Melee OB: +105bs
Missile OB: +75sb
AT (DB): 8 (40s)
MERP Stats: ST 70, AG 80, CO 80, IG 100, IT 65, PR 65
RM Stats: St 70, Qu 75, Em 54, In 71, Pr 63, Ag 73, Co 80, Me 98, SD 100, Re 96
Languages: Ibavin S9/W9, Awartin S6/W6, Aharin S5/W4, Adek S6/W4
Skills: Acting 40, Administration 70, Ambush 6, Appraisal 30, Attunement 50, Basic Math 30, Diplomacy 50,
Leadership 30, Martial Arts sweeps 50, Meditation 30, Military Organization 60, Observation 65, Public
Speaking 40, Region (Ibav) Lore 70, Religion Lore 70, Riding 50, Star Gazing 55, Swimming 40, Tactics, 50,
Weather Watching 40
Spells: 125 (375) PPs. All Evil Channeling to 16th level, all Closed Channeling to 15th level
Appearance: 52

Principal items:
Guwigwamba (Ib. “Bane of Betrayers”), +15 broadsword, of slaying betrayers (i.e. subjects who don’t obey
the King’s orders).
Guwiyamil (Ib.“Eyes of Fear”), a round metal shield, with three round yellow eyes, on a field of red. All
enemies suffer from Fear of a level half the wielder’level (eg for Gangoy: 8th level). +15 BD.
Burgangana (Ib. “Leopard’s Boots”), two boots made of leopard skin, they allow the wearer to cast Haste X
2x/day, with no expense of PPs.
Rulguway (Ib. “Blood-red”), a mantle said to be dyed in the blood of the third King of the Elves (which is
obviously false, as all Elves know). +30 to all authority-based skills, and PPx3 multiplier for Clerics.

Bawalam the Wise

Bawalam was born the fifth son of King Yunduganay I. He was destined, as most members of the royal
family, to the religious career, and after some years spent here and there in the country, he was appointed the
office of High Priest of the Buulmil tribe. Bawalam distinguished for his ability to deal with other leaders and
priests, and for his charisma that won him the sympathy of many people.
After Yunduganay II’s assassination, Bawalam convinced the tribal Chief, who wanted to join forces with the
rebel Berulbilar, to keep a neutral position, that let the new King crush the rebellion easily. Both Bawalam and
the Buulmil Chief survived the epuration of rebel-friendly leaders, but did not found a friend in Garyanay.
In the following years, Bawalam became the symbol of peace for the Buulmil people, and his fame reached
nearly all the country for his defense of tradition, and huge sacrifices followed by good years of harvest.
Bawalam don’t like the new King, and especially opposes his use of laws and corporal penances. However, he
knows that a rebellion against his power would only weaken the country and invite barbarian reaiders. Being
old and patient, he simply waits for better times, when maybe a new King will restore tradition.
Bawalam is an old man, curved under his many years’ weight, but still in good health for his venerable early
60s. He is of strong build, with swarthy complexion: his face is that of a man who has seen many difficult
winters, but his dark almond eyes are sometimes flashing with intelligence and wit, and his voice is still
strong and loud. He usually wears white robes and the green mantle of the High Priests.

Profession: Cleric/Animist
Level: 18
Home: Wugaweg, capital of Buulmil tribe
Hits:60
Melee OB: +30ss
Missile OB: +30sb
AT (DB): 1 (0)
MERP Stats: ST 60, AG 60, CO 65, IG 94, IT 94, PR 94
RM Stats: St 60, Qu 65, Em 88, In 94, Pr 94, Ag 50, Co 65, Me 80, SD 96, Re 94
Languages: Ibavin S10/W10, Awartin S6/W6, Aharin S6/W4, Adek S6/W4
Skills: Acting 50, Administration 70, Ambush 2, Appraisal 40, Attunement 70, Basic Math 35, Diplomacy 80,
Leadership 70, Martial Arts sweeps 20, Meditation 50, Military Organization 40, Observation 55, Public
Speaking 70, Read Runes 50, Religion Lore 100, Region (Ibav) Lore 80, Riding 40, Star Gazing 45,
Swimming 30, Tactics 40, Weather Watching 50
Spells: 135 (540) PPs. All Evil Channeling to 18 th level, all Closed Channeling to 15 th level, all Open
Channeling to 15th level
Appearance: 72

Principal items:
Yamawubundi (Ib. “Staff of the Ancient Tree”), a staff made of a legendary huge hardwood tree, it is a token
passed for generations between the Buulmil High Priests. PPx4 and grants knowledge of the RM Animist
Plant Mastery to 30th level.

K’ainu
K’ainu is the current Chief of the Karkan (Ib. “Horsemen”) tribe, living in the westernmost province of Ibav.
K’ainu succeded his father nine years ago, at 25, after he was put to death by Garyanay, for suspected support
to the rebel Berulbilar. He ruled obeying the King, but growing a deep hatred towards the tyrant. He shows
respect towards the central power, but he adopts personal policies, which often are the opposite of the King’s
desires. In the last years, though the King has raised tariffs to discourage foreign merchants from entering
Ibav, K’ainu has diminished the suveillance on traders, so that many of them simply avoid paying the tax.
This has created some tensions with the High Priest and the King, but K’ainu has the support of his people,
who consider him more a King than a Chief. However, K’ainu doesn’t dare to challenge Garyanay’s power,
but should the occasion for rebellion occur, surely he would catch it.
K’ainu mantains good relations with Gaathgykarkan chiefs, traders and barbarian leaders, so in case of war he
would have many allies.
K’ainu is 1,60 tall, of stocky build, with swarthy complexion, sharp eyes and long hair. He wears warrior
clothes: wool trousers, a simple red tunic, and a leather jerkin with the symbols of his tribe. In times of war,
he wears a full-lenght reinforced leather coat, a steel helmet, a sword and a short bow - being lame from
childhood, K’ainu cannot fight on his feet, so he learned to do it on horse, the way nomads do it.
The Karkan Chief mantains six bodyguards from the Gaathgykarkan nomads, men he is sure will never betray
him for the King’s promises.

Profession: Fighter/Warrior
Level: 12
Home: Mayirwalay
Hits:110
Melee OB: +100bs
Missile OB: +110sb
AT (DB): 8 (25 / 45s)
MERP Stats: ST 90, AG 80, CO 94, IG 90, IT 84, PR 90
RM Stats: St 90, Qu 93, Em 92, In 84, Pr 90, Ag 80, Co 94, Me 90, SD 96, Re 90
Languages: Ibavin S9/W9, Aharin S8/W6, Adek S6/W4
Skills: Acting 30, Administration 40, Ambush 10, Animal Handling 30, Appraisal 30, Attunement 20,
Diplomacy 50, Leadership 70, Military Organization 60, Observation 60, Public Speaking 60, Region (Ibav)
Lore 50, Region (Gaathgykarkan) Lore 40, Religion Lore 30, Riding 90, Signaling 40, Star Gazing 65,
Swimming 30, Tactics 60, Weather Watching 60
Appearance: 72

Principal items:
Leather Coat, made by the best nomad crafters, +15 DB
Saddle, a gift from a Gaathgykarkan nomad Chief, for his friendship, +10 Riding and related skills.

Sarthang

Sarthang (Aw. “Oppression’s Burial”) was the first child to be born after the Awartasi left the shade of Utum,
and he grew during the long and difficult travel under the light of the stars. He distiguished for his prowess in
battle, and was one of the bravest warriors in the war against the Fuinar. He served the Kings for many ages,
as the Chief of the palace guards, until he became sick of the traditions of Ardutor and the useless bloodshed it
brought. After the defeat by the Gorodi, Sarthang understood that the time of his people’s rule had passed, and
killed the third King stopping the useless war. His key objective being the survival of the Elves, he ordered
the retirement to the deep forest, where no one could dare to threaten them.
Sarthang had always been very sceptic towards traditions: very pragmatic, he understands that tradition is a
mere instrument to rule over his people, and thus he acts as the Elves expect him to do: as a cruel leader who
mantains order and stability through his authority and strenght.
He believes that the best for the Awartasi is to continue to exist in their silvan domain, enjoing their riches,
power, and knowledge. Contact with the outside world could only bring chaos and disorder. Clearly, Ardutor
will not return, and a new war to conquer the Gorodi would bring only other blood and deaths.
The King spends most of his time enjoing his condition, between the activities of hunting and weapon
mastering, and the refined pleasures of his palace: music by the Elven minstrels, spiced foods, strong wines,
sweet perfumes and incenses, and the love of his thirteen wives. His people love him as a peace-bringer, and
his few detractors are held fast by fear of punishment.
Sarthang is an imposing figure, who stands 1,90 m, of lean but strong build, with long brown hairs that flow
over his shoulders. His dark blue eyes and his confident smile can charm nearly anyone, as his quiet manners.
He likes to wear silken robes of deep dark colors, but when in battle he protects himself with a brazen banded
armor, a tall helm, and a two-handed anbrathi.
Sarthang is extremely intelligent and cunning, and in the ages of his life he became a master in fighting, lore,
and magic.

Profession: Fighter (Mentalist) /Warrior


Level: 50
Home: Dimwathbar
Hits:210
Melee OB: +280ab
Missile OB: +270lb
AT (DB): 20 (45, 80s)
MERP Stats: ST 90, AG 96, CO 92, IG 98, IT 94, PR 100
RM Stats: St 90, Qu 96, Em 92, In 90, Pr 100, Ag 94, Co 92, Me 94, SD 98, Re 100
Languages: Awartin S10/W10, Ibavin S8/W8, Avarin S6/W6, Adek S6/W4, Ralek S6/W4, Aharin S2/W0
Skills: Acting 90, Administration 80, Ambush 15, Art of Love 70, Attunement 90, Basic Math 40, Dancing 70,
Diplomacy 100, Hunting 70, Leadership 120, Martial Arts sweeps 60, Meditation 40, Military Organization
60, Observation 95, Play Sitar 70, Public Speaking 100, Swashbuckling 90, Read Runes 70, Riding 120, Star
Gazing 65, Swimming 60, Tactics 90, Tracking 110
Spells: 170 (680) PPs. All Base Mentalist to 20th level, all Open Mentalism to 30th level
Appearance: 99 (109)

Principal items:
Gothring (Aw. “Enemies’ Bane”), a two handed anbrathi, with a 110 cm broad curved steel edge, and a
bronze 70 cm hilt. It was forged in Utumno for Sarthang’s father, who died in a battle against a giant spider
during the years of roaming. It is +40 OB, of slaying servants of the Western Light (ie Valar, Maiar, and
Valinorean Elves”).
Armor, a banded armor made of bronzed steel, with matching greaves and helm; +15 DB, protects against all
weapon criticals with a roll 01-25.
Shield, an oval shield of bronzed steel, +15 DB, of slaying swords (RR against half the wielder’s level)
Gorodristi (Aw. “Mortals’ Cutter”), a brathisphi forged for the third King Malwë to fight the Ibavin. It has a
mahogany staff, 150 cm long, decorated with bronzed rings; a bronzed steel globe as counterweight, and a 60
cm long blade of steel; +20 OB, of slaying Men.
Long Bow, a 2 m long bow of the finest quality; +15 OB, can fire double the normal range with no penalties.
Undomiri (Aw. “Twilight Jewel”), a dark blue diamond set in silver, said to contain the darkness of the
ancient nights, when the Sun and the Moon had not risen yet; +10 Appearance, +10 on all Influence based
skills. PPx4. Allows to cast spells for 20 PPs/day from the RM Evil Mage Darkness list.

Daerylor
Daerylor is an Avar Elf from the realm of Helcarth. As soon as able, he became a spy of the King, a wanderer
who gathered information about foreign lands and potential threats to the Helcarim. It was during a trip to
Helcar Seal, in the late Second Age, that the Elf came in contact with the Belaen-an-Voryl. Daerylor entered
the order to study its organization, but eventually became involved in their rites and betrayed its own people.
He spent th rest of the Age training under the guide of Ulgarin, the order’s head. In the last centuries of the
Age, Daerylor was sent as a diplomat to the legendary kingdom of Imaldawath, but he was not able to enlist
their help in the wars of His Master; then, after the downfall of the Dark Lord, the Elf founded the Ardutorini,
trying to achieve its goal with time.
Daerylor is a handsome Elf with dark hair, light blue eyes, and a confident mood. He dress always dark
colors, being that ceremonilal robes or travel clothes. He stands 1,87 m, with an athletic body. When he has to
fight, he wears a black leather armor with the symbols of his order.

Profession: Mentalist
Level: 18
Home: Imaldawath, Helcar Sael, Ralian and other Eastern Lands
Hits:90
Melee OB: +105lky
Missile OB: +65lb
AT (DB): 10 (45, 70s)
MERP Stats: ST 90, AG 98, CO 94, IG 96, IT 90, PR 98
RM Stats: St 90, Qu 98, Em 86, In 88, Pr 98, Ag 96, Co 94, Me 88, SD 88, Re 96
Languages: Avarin S10/W10, Awartin S9/W9, Morbeth S8/W8, Womarin S8/W8, Ralek S6/W6, Ibavin
S6/W6, Adek S6/W2
Skills: Acting 80, Administration 40, Ambush 10, Art of Love 20, Attunement 90, Basic Math 50, Dancing 60,
Diplomacy 90, Martial Arts sweeps 40, Leadership 90, Meditation 50, Military Organization 30, Observation
100, Public Speaking 90 Read Runes 60, Riding 80, Star Gazing 65, Swimming 70, Tactics 30
Spells: 150 (600) PPs. All Base Mentalist to 18 th level, all Open Mentalism to 15 th level, all Evil Mentalist to
18th level, Evil Clerics Dark Lore to 15th level.
Appearance: 98

Principal items:
Long Kynac, +15 OB, each time it causes a critical strike, casts Sleep X on foe.
Leather Armor, +15 DB
Ring of Dark Lore, a black steel ring inlaid with a black diamond, PPx4, +20 to all Lore based skills. It gets
cold in the presence of any spell user opposed to Sauron.

Faeraewa
Faeraewa (Aw. “Free as a bird”), is surely the most famous woman in Imaldawath. She lost both her husband
and her father in the war against the Ibavin, but she did not mourn for long. Enjoying for the first time
freedom, she could behave the same as a man, without asking the permission of anyone. She soon discovered
the power that her beauty and intelligence could gave her, and employed it to get what she want.
Thus she began to be hated and desired by many Elves, whom she used for her convenience and pleasure. She
became an expert of seduction, mastering the traditional arts of female Awartasi: dancing, singing, playing
music, perfume making and the art of love.
Today Faeraewa knows all the powerful individuals of Imaldawath, first of all the King, and lives by their
protection and gifts. It is said that she can make any Elf to fall in love at her feet, with just a gaze of her eyes.
Faeraewa stands 1,77 m, with long dark hairs, and deep and charming black eyes. She likes to dress in long
robes of deep colors, to contrast with her fair complexion.

Profession: Mentalist
Level: 16
Home: Imaldawath
Hits:85
Melee OB: +75da
Missile OB: +40lb
AT (DB): 1 (20)
MERP Stats: ST 80, AG 96, CO 85, IG 96, IT 96, PR 98
RM Stats: St 80, Qu 98, Em 94, In 94, Pr 98, Ag 96, Co 85, Me 94, SD 94, Re 96
Languages: Awartin S9/W9, Ibavin S4/W4, Avarin S4/W0
Skills: Acting 80, Art of Love 120, Attunement 50, Contacting 80, Cooking 60, Dancing 80, Duping 50, Lie
Perception 60, Martial Arts sweeps 30, Meditation 30, Observation 85, Play Sitar 80, Public Speaking 30,
Seduction 120, Singing 80, Read Runes 30, Riding 50, Star Gazing 45, Sewing/Weaving 70, Swimming 60
Spells: 140 (280) PPs. All Base Mentalist to 16th level, all Open Mentalism to 10th level
Appearance: 99

Principal items:
Emerald earrings, set in silver, a gift from Sarthang. SpAd +1. They give +10 to hearing based skills.
Dark opal, a pendant set in gold, a gift from Daerylor. PPx2, and cast Guilt (RM Sorcerer Spirit Destruction
list) 1x/day. Unbeknownst to Faeraewa, every time this power is used, the wearer’s sensibility to guilt will
lower, so that, over time, the most cruel actions will seem acceptable. Faeraewa rarely make use of the jewel,
but in the last decades a slight change has occurred in her behaviour.

8.0 Townlife and Trade


8.1 Cities
Ibav has few cities: most of the population live in small agricultural villages, and the only large settlements
rise around political centers. In Gaathgykarkan towns rise around political and trade centers.

8.1.1 Maalthawun
The ancient capital, chief city of the Ksian tribe, lies on the top of a large hill. It has two 15 m high city walls,
the inner protecting the palace, the temple and the administrative buildings. Its four big squares host the most
important market of the region, held twice a month.
The 8'000 people that inhabit the city are burocratic and military officers, soldiers, shoppers, and artisans.
Some of them are also foreign traders.
The city has a circular shape, with radiant highways that converge towards the inner city. The main buildings
are the Royal Palace, whose foundations are said to have been laid by the Elves; the High Temple, a huge
building looking on the royal square, where ceremonies are held and the army is rallied before military
campaigns. In the back buildings of the temple, lies the priest city, where all the novices are trained to the
tradition of the Master of Darkness. Access to the Inner City is strictly forbidden to common people, save
during the days of celebrations.

8.1.2 Ganaythawun
It is the chief city of the Gurarbilar (Ib. “Long Spears”) tribe, and a major centre along the Metal Road. Here
the caravans coming from the northern mines sell their ores. Most of them are bought by the King’s Metal
Official, who sends it to the capital; however, another part is bought by the local Chief. Many smithies exist in
the city, which is the second producer of weapons and metal products of Ibav. In spite of the high taxes
imposed by the King, a good number of traders, mostly from the Gurarbilar tribe, thrives on the commerce of
raw or worked metals.
Ganaythawun is built around a hill, and it is well fortified, with 12 m high walls and a permanent garrison of
500 soldiers. Overall, the city counts 5'000 people.

8.1.3 Mayirwalay
The third city of Ibav, Mayirwalay (Ib. “Camp of the Wind”) owes its existence to foreign trade, and nearly all
of its 4'000 people deals with the exchange of goods, from the rich and powerful horse merchants to the
border guards that smuggle carpets and spices. Mayirwalay lies around a hill overlooking a poor flat plain,
more suited for pasture than agriculture. Its 10 m high walls are defended by a standing garrison of 400
soldiers, all Karkan people loyal to Chief K’ainu.
Mayirwalay is a market city, the only place in Ibav where the sight of strangers is common, and there is a
feeling of welcome for everyone. Many inns and taverns fill the city, and there is a happier attitude than in the
rest of Ibav, where there is a stronger faith in the Master of Darkness and in the priesthood.

8.1.4 Thyamar
The fortress-city of Thyamar (Ib. “Protective Hand”) is built on a high and steep hilltop, among the Thirganay
hills, on the northern frontier of the kingdom. It is guarded by a standing garrison of 500 soldiers, mainly from
the Berulbilar tribe, but it is ruled by a general appointed by the King. Around the fortress, a settlement of
1000 people has risen: these are mainly the families of the soldiers, and artisans that work for the army.
Thyamar is also a market for some ores brought by the mines nearby, sheeps and goats herded on the hills;
horses that come from the norther barbarians, and occasionally some exotic products come down the Ralian
road. However, though protected by any raid, the city applies strictly the rules and the taxes ordered by the
King, so that honest traders make low profits. However, there is a thriving activity in smuggling: most
smugglers are Berulbilar soldiers in license period, or people who has contacts with the guards, who often
forget to watch the borders for a part of the profit.
8.1.5 Kanwalay

8.1.6 Murthuyul

8.1.7 Warthuyul

8.1.8 Nibhikunth
The largest town of Gaathgykarkan, Nibhikunth (Ib. “Asp’s House”) was founded around T.A. 900 by
Nibhikylar, a Nargaathin hero that defeated Yilgaathi invaders and became a famous Chief. In TA 1640, the
town is inhabited by 1000 people, many of whom are traders. It lies on the top of a high hill, surrounded by a
palisade. Its main features are a stone statue of Nibhikylar, 4 m tall, crafted by an Ibavin artist in TA 1000, and
a fortified stone palace, built by a Lynerian engineer in TA 1400.
Nibhikunth is today ruled by Yurukha, a young yet skilled warrior, whose father was a Yilgaathi mercenary
who took the power by slaying the former Chief. Yurukha is the most powerful of the Nargaathi Chiefs, but
his people don’t love his cruelty and resent his Ahar origin; he rules with the support of his warriors, of which
many are Ahar mercenaries.

8.1.9 Wukabaky
Second trade center of the region, Wukabaky (Ib. “Forest Creek”) rests on the eaves of the forest, at the point
where the West Road begin to climb the at the feet of the Bleak Mountains, towards the Bleak Pass. The town
lies on a small hill near a creek; it is protected by a palisade and a small stone keep. Its 800 people deal in
trade, guiding caravans through the mountains, and wodcutting, although hardwood are rarer here than in the
East.
Wukabaky is ruled by Marayin, an old but cunning warrior bow devoted to trade. He is hostile to Yurukha, but
doesn’t want any war to break up, so he mantains normal relations with him.

8.1.10 Kanwalay
The easternmost town of Gaathgykarkan, Kanwalay (Ib. “Horse’s Camp”) is the home of Chief Thulunkan,
the first ally of K’ainu of the Karkan tribe. K’ainu and Thulukan, a winded warrior that has fought many
battles, have been friend since early age, and have made a blood pact of brotherhhod.
Kanwalay is protected by a wooden palisade above an earthen wall. Its 600 inhabitans are mostly warriors,
tradesmen and crafters.

8.1.11 Gabiruru
A small fortified town lying on the woody foothills of the Bleak Mountains, Gabiruru (Ib. “Mountain Haven”)
was founded in TA 389, by refugees fleeing the Gaagymavi invasion. It quicly became a small but important
station along the trade route to Lynir. In TA 1640, its 450 inhabitants are ruled by an hereditary Chief, member
of a family of merchants. In Gabiruru may be foudnd animals, rations and guides to cross the Bleak Pass. A
small part of the population is compsed by Lynir.

8.2 Commerce
Few trade occurs in Ibav, and any tribe is independent for its needs. This also means that most people are
quite poor. Local traders travel from one village to another with their small carts, selling metal goods such as
pans, knives or tools, or medical cures: they are not treated well, and have to pay high taxes on their small
revenues. The King considers trade to be a vector of free thought, and tends to monopolyze it, and discourage
all other competitors.

8.21 Chain of Trade


Apart from local traders, some medium range trade is practiced by the King and tribal religious and military
leaders. There are two main internal routes: metal comes from the northern hills in carts, and is traded in
Ganaythawun; from here, most part of it is sent to Maalthawun where the largest forges and smithies of the
country lie. The other routes comes from West: Gaathgykarkan and Lyinir merchants bring exotic goods and
cattle, trading in Mayirwalay. From here a part of the goods is redirected to the capital.
Apart from this, some other goods circulate: pitch from the wetlands, hardwood from the forest border, and
occasionally some Esatern products from Ralian, through Thyamar, all are sent to Maalthawun, the centre of
the kingdom. From here, the King controls all the economy, and decides where to allocate goods: as most of
these decision are political, all Chiefs are interested in preserving a good image to the central power.

8.22 Roads
Ibavin roads are of poor quality, to say the least. Most of them are simply tracks that transform in muddy bogs
whenever a rain lasts more than one day. The care of the streets is one of the few things that the Chiefs are
appointed to look upon. Only three roads are worth to be considered:
The Metal Road – running from Thyamar in the North, through the forest of the Berulbilar tribe, which are
often bandit-infested, it reaches Ganaythawun. Again, from here it runs on the plains to the Ksian territory to
Maalthawun. In its last kilometers in the royal territory, it is well marked and protected by cavalry guards.
The Barbarian Road – it runs southwest from Maalthawun, to the Karkan province and its capital,
Mayirwalay. From this city it proceeds west, along the border of the forest, through Gaathgykarkan, into the
Bleak Mountains: this track is badly marked, and often caravans are attacked by nomads. Through the Bleak
Pass, the Road leads to the southrn Dhath steppes, and the Pontym Mountains, then entering Sheshnoria and
ending in Lynahar.
The Ralian Road – it runs among the Thyrganay hills, that protect it from most nomad assaults, and reaches
Ralian in the East. Few caravans use this road, as the high taxes of Ibav invite few traders to its borders.

9.0 Sites of Note


Dimwathbar
The Second Royal Palace was ordered by Malwë, the Third King, soon after his murder of Canwë, at the
begginning of the First Age. Malwë feared the Sun, as the symbol of the Burning Western Flame, and ordered
a new palace to be built in the thick of the forest, where the sunbeams did not reach. This proved to be a
fortunate choice, for when the Gorodi break the defenses, they easily overcame the defenders of the First
Palace, at the center of the plains.
Dimwathbar was at first built on the ground, with giant sequoias as columns, to shield from the sun with their
branches. It was partially built underground, like Menegroth or, more properly, Utumno. Then some windows
were opened on the hillside, to make the place more aired and dry.
With the accession of Sarthang to the throne, in 266 S.A., the Palace was improved: The Elvenking ordered to
build flets above the palace, to host balls and banquets, and soon the giant sequoias were full of wooden
platform, gazebos, and even large flets with roof and glass windows, decorated with beautiful lacquerings.
Here the Elves love to spend nights and days, especially in summer, when they sing under the stars or talk
under the pleasant sun, shielded only by the tallest branches.
Dimwathbar is inhabited by the King, his thirteen wives, the court (about 21 Elves, mostly royal heirs, artists
and scholars), 21 servants and 21 guards.

The Perfumed Rose’ House


This beautiful Elven building, made of lacquered wood and coloured glass windows, lies on the top of a
goldwood tree in the Eastern hills (not far from the Royal Palace), overlooking the foaming Nenyurrist at the
bottom of his ravine, and the western eaves of Ralian beyond it. Surrounded by a beautiful garden, where
humming birds sing along with graceful Elven maids, the Perfumed Rose is the most famous brothel of
Imaldawath.
The House is run by Sidriel, a stunningly beautiful and seducing mistress, who hosts 12 prostitutes, all of
them free women (with no father nor husband) or slaves. They are respected and appreciated by all
gentlemens, and it is said that Sidriel enjoys the friendship of even the Elvenking.
The maid enjoy a pleasant life, surrounded by beauty and pleasure, and even among the free ones few chose
to leave and to marry.
The fee for a day (12 hours) of company depends on the maid chosen, but it is around 1 SP.

The Eratanth
The Eratanth (Aw. “Lonely Bridge”), is an amazing view, a wonder of Eastern Middle Earth. This wooden
bridge, made of the finest hardwoods of the Great Forest, and lacquered with bright purples, azures and
yellows among the black, brown and rose of the different woods, is the only way that connects the realm of
Imaldawath with the lands to the East. Built around S.A. 3000, with the help of Lochan engineers, by the
Awartasi, the bridge is 100 m. long, and hangs over a 200 m deep ravine, at whose bottom the river Nenyurrist
loudly flows. In this point of the river, the sides of the canyon are nearly vertical.
For many a year did the Lochas try to establish a contact with the mysterious Elves of the Great Forest. All the
expeditions, both land and naval, never returned home.
Eventually, it was Daerylor, under pressure of the Belaen (who hoped to lure the Elves with foreign goods,
and make them more open to the outside world), that convinced a group of influent Elves. They spoke to the
King, talking about the death of the Shadow Flame of the Orosùli, and end of danger; and of the marvellous
Lochans products, and Dwarven crafts. In the end, the Elvenking accepted to open the way to a small amount
of trade with the Men of the East, and ordered the construction of a bridge over the waters.
Since that time, the Eratanth has been the place of meeting, only once in a year, on the spring equinoce, of the
Awartasi and the peoples of Unvirnay. Here they trade the products of the forest (honey, wine, hardwoods,
spices, elven-crafted items) with the Eastern goods (metals, rare wines, tea, silk, spices, and Dwarven crafts
from Ruurik)).
All the other days, the bridge is closed by a wooden gate, in the form of twisted roots and branches. It is
guarded night and day by sentinels hidden in the trees ( at least 6). Not far from the bridge (300 m), on a
hilltop aside the path, lies an elven fort with 20 Awartasi guardians and 10 warriors.
No one ever dared to attack the Elven-realm, knowing that it would mean certain death by the hand of the
merciless Elven guardians. The trade always continued, even during civil wars and plagues, for the Elven
products were to prized. However, Sarthang never allowed the trade to grow, fearing potential threats to the
Elven way of life.

10.0 Appendix
10.1 New abilties

Mellida, the Art of Love


Being traditionally considered mere instruments of pleasure for males, Awartasi women are usually trained in
some of the traditional Lidar, the Arts. These include dancing, singing, playing music, poetry, massaging, and
even crafts, such as weaving, cooking or perfume making. Among these Arts, one peculiar to this culture is
the Art of Love, Mellida, that is the knowledge of Elf body and its perceptions. An Elf, female or, sometimes,
male, skilled in this Art is able, through words, gaze and touch, to give pleasure and enhance the emotions of a
partner. Through millennia, this techinque has developed into a form of meditation, as the practitioner may be
able to foster in the partner, or reach by herself, altered states of conscience.
Mellida is always practiced in intimity, as physical contact between the sexes in public is considered very
unpolite. However, the Art of Love doesn’t necessarily involve sex, but many simple techniques can be
applied through massage or kiss.

Mellida is treated as a normal skill, under the Self Control Category. Besides its pleasure giving effects, it can
be used as a light form of Meditation, whose effects can be applied by the character to other unskilled.

Note: some techniques of Mellida have been passed to the Ibaavi, through slaves captured in the ancient wars.
However, though effective, these are lesser techniques. For game purposes, treat them as normal Art of Love,
but no Man or Woman in whole Ibav has more than five ranks.

10.2 Ibavin/English dictionary

Yarul = Stone
Mav, mavi = People
Maal = Principal, first in importance
Thawun = City
Buluy = Black
Bala = White
Maatha = Chief
Wayugal = Priest
Mawayu = King
Gaagy = Plunder
Lün = Green
Gaath = Field
Yan = High
Mav, Da = Man
Boday = Shield
Thugykan = Fighter
Waru = Crow
Gaba = Virtue
Thaya = Wise man
Ganay = Metal
Yundu = Axe
Garar = Grass
Yanay = Walker
Thigara = Bird
Bulul = Owl
Mil = Eye
Burur = Hundred
Bilar = Spear
Thy = Thousand
Guway = Blood
Balun = Corpse, dead
Thu = Battle, fighting
Thyama = Protect
Mara = Hand
Wugan = Forest
Burgan = Feline (Leopard)
Bungun = Feather
Wara = Colour
Bigun = Pig
Burul = Giant
Wu = Open
Manga = Door
Mang = Pact
Wandaba = Betray
Guwiya = Bane
Guwiya = Fear
Nangana = Boot
Rul = Red
Yama = old, ancient
Wug = Tree
Bundi = Staff
Gandji = Noble
Kar = Horse
Kan, kain = Rider

11.0 Adventures
11.1 The Cursed Fort
Setting: The ruined fort of Thiralug, in northeastern Berulbilar territory. TA 1640 or after.
Requirements: a low level party, adept in the ways of the forest and information gathering. Fighting prowess
will prove useful.
Aids: a rough old map of the area
Rewards: an amount of goods (weapons, hides, food, cattle) equivalent to 20 sp

The Tale
The fort of Thiralug was built around TA 1300, to protect the frontier from nomad assaults. When the
plunderers were pushed back from the Thirganay hills, and the border moved north, the fort was abandoned.
It was during the Berulbilar revolt in 1630 TA that the fort was reconstructed, but this time to counter the
King’s attacks. After the carnage of Thyguwaybalun Thu (Ib. “Battle of the Thousand Bloody Corpses), most
rebels surrendered to Garyanay’s forces. However, many leaders of the revolt, knowing that their doom was
already spelled, decided to flee in the deep forest, to continue the war with ambushes against royal troops
along the roads. The most famous of this rebels was Rùmang, the second son of the Berulbilar Chief, slain at
the Thyguwaybalun; he elected Thiralug as his secret headquarter, and for months plagued the roads of his
land, slaying a lot of royal troops.
However, as Garyanay’s troops punished the relatives of the rebels for their attacks, many of them renounced
the revolt, and the few remaining desperate warriors gathered around Rùmang, to oppose a last resistance.
Finally, in the winter of 1633 TA, one of Rùmang’s men betreayed him: some say that he was promised riches
by the royal general in the province, others that his family was held captive by the King’s troops. All agree
that his reward was a dagger in the back.
Once the royal troops discovered the site of Rùmang’s secret hold, they entered the forest with a force of 200
warriors, and laid siege to Thiralug. Rùmang’s men, only 30 tired and hungry bandits, resisted fiercely, but
could not resist for much time. It is said that for three weeks they were besieged, but they never surrendered:
in the end, as they ran out of food, they resolved to eat the dead, and then eat one another.
When the royal troops finally broke the doors of Thiralug they found only bones, and the corpse of Rùmag,
who had killed himself with his sword. Horrified, the soldiers left, not daring to touch anything in that evil
place.

The NPCs
Lately, the High Priest of the Berulbilar had horrible dreams about that place, showing death and cries of
sorrow. Believing that something is going on, maybe another revolt is at hand, he sent a grup of scouts, led by
a priest: no one of them returned.
By the priest Bewar, this events reached the ear of Chief Brudy, nephew of the old rebel Chief and cousin of
Rùmang. He is not hostile to the King’s rule, for he doesn’t want further blodshed in among his people.
However, he does not like the controlling attitude of the priests, and prefers to know more about the situation.
Unbeknownst to Brudy, Bewar is not only his secret spy among the priests, but also a member of the Open
Door Pact.

The Task
One of the three paties involved will offer the PCs 20 sp and a rough map of the area, in exchange for
information about it. The High Priest will likely hire mercenaries, and send them in company of a priest;
Chief Brudy will give the task to people of his tribe; and Bewar is the most likely to ask to foreigner people.

The defenders of Thiralug


The will and hate of Rùmang’s men was so fierce and strong, that even after their horrible death, they keep
defending their fort. The dead survive as ghosts, that during the night stalk the ruins, unable to cross its
borders: thay ambush anyone that enters the runis, believing him to be a royal soldier.
Rùmang’s hate has turned him into a Wight, still leader of his warriors. It is his will that keep the others in
their undead condition, and should he die, all his men will disappear, finally leaving this world searching for
peace.
The ghosts have haunted the keep for many years, until the arrival of Klek Shart, a member of the Belaen-an-
Voryl. Hearing the story of the place, he visited it, and with his dark arts he submissed the undead to his will.
From that day, Shart made Thiralug his home, a secret haven from which direct his agents through Ibav. The
ghosts became his personal guards, though they hate him and would gladly take his life, if allowed.
At the time of the adventure, Shart is waiting for the arrival of a small force of Orcs from beyond the border.
They were sent from his fellow Belaen from Ralian, with the aim to plague the people of Berelbilar and make
them restless against their leaders. The Orcs will arrive only three days after the PCs arrival at Thiralug.

The fort of Thiralug


Thiralug is built on a hill top near the border of the forest with the hills of Thirganay. The hills is not steep,
but vegetation is quite thick. If the PCs make a successful Perception roll, they will find a hidden path leading
from the nearest fillage to the fort.
In its good days, the fort was a square stone building, composed of a three level round tower and a square
courtyard surrounded by 5 m walls. In the courtyard there were a well and a corner with a wooden staddle.

1 Doors: the reinforced wooden doors of the keep are closed; they are old and can be crushed easily, but this
will make noise.
2 Courtyard: it is covered by ruined stones and wooden pieces, especially the NE corner, where the staddle
use to lie. Among the rubbish the PCs can find Mannish bones and rusty pieces of equipment.
3 Well: at the center of the courtyard, this well provides water. Its tasty is bad, but it is still drinkable.
However, as the pit is cursed, at night the PCs who drank it must make a 5th lvl RR vs. Essence, or being
possessed by one of the ghosts.
4 Walls: no one stands guard here
5 Tower, first floor: this room is emty. Stairs lead up and down through ladders.
6 Tower, subterranean: this cold and wet room is used as a storeroom by Shart. It contains dryed meat and
bread, and two bottles of fermented beer.
7 Tower, second floor: this is the only tidy room, inhabited by Shart. The tiny windows verlook the doors. The
room contains a bed, a table, and papers: this documents are proofs of the connection between Shart, the
Belaen, and some priests in the northern prvinces of Ibav. Some letters suggest the near arrival of the Orcs
from Ralian. Shart is likely (90%) to be here when the PCs arrive. Else, he is talking with the crows (5%), or
making a walk on the walls (5%).
8 Tower, third floor: this room is ruined. The roof is full of holes, and crows made their nests here, dirtying
the floor with teir presence. They are the spies of Shart, and will inform him if someone is approaching the
tower, at least during the day.

If Shart has been warned of the PCs presence, he will hide or flee, wating for the night, to summon the spirits
against the intruders. If the PCs manage to leave the fort wuth the documents before the night, Shart will use
his power to ambush them on the path.

Aids
Along with a map, the PCs will be told the story of Rùmang’s resistance. Of course, Brudy will depict his
cousin as a her who went too far, pushed by hate, while the High Priest will describe the warriors as “brigands
and cut-throats”.

Name Lvl Hits AT DB Sh Gr Melee Missile/ Mov Notes


OB 2ndary OB M
Klek Shart 8 45 No/2 5 N N 50da 30da 10 Ralek Cleric/Animist. Belaen.
Knows all Evil Cleric lists to 8th lvl, all Open Channeling to 5th. Carries a PPx2 amulet. 32 PPs
Rùmang 10 120 No/1 30 N N 100bs - 0 Ibavin Ghost; drains 4 CO/rnd (3m)
Carries a +10 ghost broadsword.
Ghosts 5 90 No/1 30 N N 60bs - 0 Ibavin Ghosts (6); drain 3CO/rnd (3m)
Orcs 3 75 RL/9 30 Y N 75sc 40sb 15 Orc FightersWarriors (20)
Crows 1 20 No/1 55 N N 10SPi 40

11.2 The Lost Treasure


Setting: The Gulf of Ibav. Anytime after SA 1750.
Requirements: a group of adventurers skilled at sea and in water
Aids: all that Captain Dehra Wug and his crew can offer. Their ship, the “Sailing Turtle”
Rewards: a share of the Treasure of Thoronaer

The Tale
In SA 1750, Tar Minastir of Nùmenor ordered an expedition to sail to the far East Coast of Middle Earth.
Having learned about the fabled Eratanth, the wooden bridge through which the Elves of the Great Forest
traded with the Lochans, he grew interested in making contact with them, to trade with the exotic goods and
woods of Imaldawath.
Therefore, a small fleet of three ships sailed from Nùmenor, led by Captain Thoronaer, with the task of
making contact with the fabled realm of Imaldawath, and establishing trade with its people. The chief ship of
the fleet, the “Far Wood”, carried gifts for the Elvenking, mainly wines, rare textiles, gems: but the greatest of
the gifts was a beatiful chain mail, made with the fabled mithril, found only in Nùmenor and in Hadhodhrond,
home of Dùrin’s folk.
After the expedition entered the waters of the Gulf of Ibav, though, no news came ever after of them. Tales
said that they had crushed on the sandbanks or reefs, other that they had been attacked by a Sea Dragon, other
that the Stone People, or even the Elves, slaughtered the Dùnedain.

Lately, however, Captain Dehra Wug of Shay has come upon an ancient map, sold by an old mariner. It shows
the site of an ancient treasure, in the shallow waters near the Salty Westlands. He plans to search the area with
his ship, the Sailing Turtle, but needs more than his two fellow mariners. He’s therefore hiring the PCs to
accompany him and search for the sunk vessel.

The Obstacles
The vessel lies near the western coast of the Gulf, about 30 metres deep. The sea currents have moved it west
through the ages, so the PCs will have to search for days before they find the relict. It is inhabited by many
couloured fishes, murenas, cradin and other sealife. Fortunately, few seaweeds grow in the area.
The ship has crimbled to pieces, and only its shape remains on the sand. However, most of its cargo is still in
good conditions.
Iron and steel weapons are gone, as are tools, textiles and spices. Wines lie in amphorae, and maybe they are
still drinkable.
The remaining objects of value are:
- the Mithril coat: made for an Elf, crafted by the best smiths of Nùmenor, the coat is all made of mithril,
save for small diamonds that ornate the borders. It gives +30 DB, and wears as no armor (AT 1).
- A Nùmenorean Steel Bow: enchanted and quite preserved, it has an Ogamur string still in condition to
fire. +30 OB.
- Helecam (S. “Glass Hand”), a transparent laen shield; +25 DB, can reflect Lightning Bolts up to 3/day.
- 500 Nùmenorean Gold Pieces, with the image of Minastir
- 50 Nùmenorean Mithril Pieces, with the image of Telemmaitë
The obstacles the PCs will face (beside the problem of recovering things underwater), are the creatures of the
sea: barracudas, sharks, cradin. They will be involved in avoiding sandbanks, and if their ship wrecks, they
will be left alone on the Wetlands’ shore, one of the most dangerous places in Ibav!

11.3 Smuggling along the border


Setting: The Thirganay hills and northern Ibav. Anytime.
Requirements: a group of adventurers skilled at scouting and stealth. Combat skills and magic would prove
useful, too.
Aids: the knowledge of Vrulmay the Smuggler.
Rewards: entering Ibav without being stopped by guards and paying tariff duties; 20 Sp for the document.

The Tale
The PCs can have any reason to try entering Ibav. It is widely known that the border guards are never willing
to let strangers enter their land, unless they have higher protection or shining money to hand them.
The PCs have joined a caravan that, from Ralian travels to central Ibav. Shon Derg, the caravan master, has
his reasons to avoid guards, as he is carrying secret documents for the Open Door Pact. So he has hired a
Berulbilar guide, to lead the horses through the forest and bypass the frontier controls.
Smuggling is a risky business, and the PCs will discover it: the borderlands are dangerous, especially for
caravans: Ibavin guards, Adek raiders, Awartasi guardians, or ferocious beasts are only a few of the
encounters the smugglers can make. If this adventure is set after “the fort of Thiralug”, even Orc brigands
could attack the caravan. When the caravan is about to be attacked, Shon Derg will hand the sealed document
to the PCs, asking them to give it to Kaathgar of Ganaythawun, a warrior of the Gerarbilar tribe. He is a
member of the Pact (but the PCs will not be told about the nature of the message), and will pay up to 20 Sp
for receiving the document.

12.0 Tables
Master Beast Table
Type Lvl #/Enc Size Speed Hits AT DB Attacks Notes

Brown Bear 5 1-2 L MF/FF 170 SL/8 10 70LGr/60LCl/20MBi


Berulthalg 3 1-4 L MD/MD 80 SL/6 10 40MBi/40MBa
Berulthiwa 5 1-6 L VF/FA 80 No/3 40 80LPi/60LCl
Deer 2 2-20 M VF/FA 70 No/3 40 20MHo/20MTs
Goat 3 1-200 M FA/FA 70 No/1 20 50MHo/40MBa/30MTs Only males have horns
Hawk 2 1-2 S VF/BF 25 No/1 50 40MCl/25SPi
Horse, wild 4 1-20 L FA/FA 120 No/3 40 40MCr/30MTs/40SBi
Leopard, forest 5 1 M VF/FA 100 No/4 40 80LBi/70LCl
Yarulbigun 7 1 L MF/FF 250 RL/10 30 120HBa/100LHo/70LCl
Warabungun 1
Snake, 1 1-5 T SL/FA 10 No/1 30 50TSt/poison If obtains critical, lvl 4 poison
poisonous that brings death in 2-8 hours
Snake, 3 1 M SL/SL 50 RL/12 30 60MGr
constrictor
Turtle, Earth 2 1 L VS/SL 60 RL/10 0 30SBi Can retire into shell
Wolf 3 6-15 M FA/FA 110 No/3 30 65LBi

Master NPC Table


Name Lvl Hits AT DB Sh Gr Melee Missile/ Mov Notes
OB 2ndary OB M
IBAV
Garyanay III 16 85 RL/8 20 Y Y 105bs 75sb 10 Ibavin Cleric/Animist. King of Ibav
Knows all Evil Cleric lists to 16th lvl, all Open Channeling to 15th. Carries a +15 broadsword, of slaying betrayers, a +15 shield of Fear
(8th lvl), leopard boots (Haste X 2x/day), and mantle (+30 to all authority-based skills, and PPx3 multiplier for Clerics)
Bawalam 18 60 No/1 0 N N 30bs 30sb 0 Ibavin Cleric/Animist
Knows all Evil Cleric lists to 18th lvl, all Open and Closed Channeling to 15th lvl. Carries a PPx4 staff which grants knowledge of the
Animist Plant Mastery list to 30th level
K’ainu 12 110 RL/8 25 Y Y 100bs 110sb 0 Ibavin Fighter/Warrior
Wears +15 DB Leather Coat, rides a War Horse on a +10 Riding Saddle.
Thulunkan 10 100 RL/8 25 Y Y 100fch 90sb 15 Nargaath Fighter/Warrior
Carries +10 Berulbigun Shield, rides a War Horse

Yurukha 14 11 RL/8 25 Y Y 120fch 100sb 20 Nargaath/Yilgaath


0 Fighter/Warrior
Carries +10 steel falchion, +10 Helm, and rides a War Horse

Master Military Table


Master Encounter Table
MASTER ENCOUNTER TABLE
Encounter Ibav U. Gaathgyk. L. Gaathgyk. Thyrganay Waaragul Great Forest Gulf of Ibav
Chance (%)
Distance (km)
Time (h)
IBAV, THE LAND OF DARK TRADITION 1

Note 1

1.0 Guidelines 1
1.1 Definitions and terms 1
1.2 Adapting the module to your campaign 1
1.3 Converting statistics 1

2.0 Background 1
2.1 A brief history 2
2.2 Timeline 3

3.0 The Land 3

4.0 Flora and Fauna 4


4.1 Flora 4

5.0 Peoples & Cultures 4


5.1 The Ibavin 4
5.2 The Awartasi 7

6.0 Politics and Power 10

7.0 People of Note 11

8.0 Townlife and Trade 15

9.0 Sites of Note 17

10.0 Adventures 17

11.0 Tables 17

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