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Based on J.R.R.

Tolkien's MIDDLE-EARTHTM as detailed in


THE HOBBITTM and THE LORD OF THE RINGSTM.

Codya

Set in Southern Middle-Earth


Codya
in Southern Middle-Earth

Note
The following file is the work of amateurs, intended to be an amusement for themselves, and hopefully, an aid to
other roleplayers and gamemasters. It is conceived to be a non-official module for MERP/Rolemaster, set in
Middle Earth. All the references to these roleplaying systems, and to Tolkien’s Middle Earth are copyright of ICE,
Decipher, or Tolkien Enterprises. All the other stuff is invented by the authors, and therefore cannot be published
or used for moneymaking without the authors’ permission.
This work is exclusively intended to be used as a play-aid for role-players in their games.

There’s a lot of work to do. I hope we shall be many, enough to keep alive old Middle Earth!

Eric Dubourg (edubourg@club-internet-fr)

Thanks to: Chris Seeman (chris1224@aol.com)

1 BACKGROUND...............................................................................................................................................................4
1.1 A BRIEF HISTORY........................................................................................................................................................4
1.2 TIMELINE.....................................................................................................................................................................4
2 GEOGRAPHY.................................................................................................................................................................15
2.1 THE ISLANDS..............................................................................................................................................................15
2.2 COAST LANDS............................................................................................................................................................15
2.3 STONE HILLS.............................................................................................................................................................15
2.4 DESERT......................................................................................................................................................................16
2.5 THE MOUNTAINS.......................................................................................................................................................16
3 THE CLIMATE..............................................................................................................................................................17

4 FAUNA AND FLORA....................................................................................................................................................18


4.1 THE ISLANDS.............................................................................................................................................................18
4.2 COASTLANDS.............................................................................................................................................................19
4.3 STONE HILLS.............................................................................................................................................................20
4.4 DESERT......................................................................................................................................................................22
4.5 MOUNTAINS...............................................................................................................................................................24
5 REALMS..........................................................................................................................................................................26
5.1 CODYA.......................................................................................................................................................................26
6 PEOPLE OF ORMAL BAY..........................................................................................................................................27
6.1 JÔPI............................................................................................................................................................................27
6.2 URUNIN......................................................................................................................................................................28
6.3 VULMAW...................................................................................................................................................................32
6.4 THE DESERT ORCS (FAUTHUM-HAI).........................................................................................................................37
6.5 RACES TABLES..........................................................................................................................................................38
7 SOCIETY AND INSTITUTIONS.................................................................................................................................41
7.1 THE ECONOMY..........................................................................................................................................................41
8 CITIES.............................................................................................................................................................................42
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8.1 CILYAR......................................................................................................................................................................42
8.2 DREJ URIAC...............................................................................................................................................................42
8.3 MYRN SHRYAC..........................................................................................................................................................42
8.4 NAIJIN........................................................................................................................................................................43
8.5 NOJEN........................................................................................................................................................................43
8.6 TOFEI.........................................................................................................................................................................43
8.7 SO FALA....................................................................................................................................................................43
9 Notes.................................................................................................................................................................................43

Chris Seeman, PO Box 1213, Novato, CA 94948, USA (CHRIS1224@aol.com)


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

1.1 A brief History

1.2 Timeline

Before the rise of the sun


Dwarves and Elves migration

First Age
1 Men awaken in Helkanen. The Womaw tribes gradually spread throughout the fertile lands between the
Orocarni and the eastern ocean, but some go even further, eventually migrating as far as the southern
archipelago that includes Vulm Shryac.
c. 10 – 50 The Chailla move into and inhabit the fertile lands of Chy.
c. 200 - 300 First wave of migration of mainly Swertings people, who will later been known as the Tarlai, the
Monam, the Ahavan, the Sekâk, the Râkhe and the Sâre. The Urunin pastoralists settle in the coastal forests of
Codya, while their long lost cousins Jôpi settle in Jojojopo.
c. 400 and after Second and important wave of migration, mainly centered in Eastern Ormal Bay, with the
Dilikhran tribes, the Senûr, the Verikis and the Zurghîr.

Second Age
1 The arrival of Utomkudor, the Dragon Kod Ultor; she settles in the Naag Góak. The Awdu Awg accept her as a
deity, and act as her priests; she considers them servants who minister to her needs.
1-10 – Pushed westward by the threat of movement of Men through the Ered Harmal, the Chaialla (S.
“Iauradanil”) leave their traditional homeland of Chailûza (later Chy) and journey to Tulwang.
10 – 100 The Múranians and the Sîranians settled in Western Ormal Bay. The Elinse followed them about one
half century after.
16 Utomkudor’s influence over the Womaw tribes is reluctantly accepted by their neighbors, the Elves of Helcaer
Sael. She is especially fond of the Krawaan tribe, a sub-clan of the Góak. She advises and protects their
leaders, while still acting as benefactor to all Womaw. She encourages anything that brings the Womaw closer
to unification.
20 – Apysaïc-speaking people cross the Chy passes and settle in Southern Far Harad. Afraid, the Chaialla move
southward and resettle in Norpuza (aka “Araden”, later called Hyarn).
200 – 300 A small band of refugees, the Lynîr, fleeing the Shadow, managed by chance to travel through the
Dilikhran lands, and settle in a land no one wanted to go, for fear of the demons of the south (the Pêdi).
210 Kodiis of the Krawaan is elected as Hionvar of all the Womaw peoples. She begins the construction of twin
capitols: the political capital at Góak on the Lake (later Laeg Góak) and a spiritual center at Naag, near the
dwelling of Utomkudor.
241 Acting under the advice of the Awdu Awg, Kodiis launches a series of invasions against Kael, Haen and the
Uiven archipelago. The conquest of Kael brings the Red Pass under Womaw control.
252 Thuriac Codya surrenders to the mainland Womaw despite strong Surk resistance.
264 Kodiis dies, but not before securing the election of her son Kodúldis as Hionvar. He immediately begins a
long war with Rolfandas, seeking to emulate his mother’s successes.
268 Foundation of Lyneria, the first city of the Lynîr. Seven other cities are built during the two next centuries.
282 Shon Dral, Hion of the Surk Vulmaw of Thuriac, attempts to form an alliance against the increasingly
oppressive rule of the Diis Dynasty; rejected by the other chieftains, he leads his people into exile.
320 – 347 the Surk Vulmaw wars against the Wolîm and Shayan peoples for control of Lóchas Drûs. The
Vulmaw are described in a Wolîm poem composed about two hundred years later as giants or demigods.
347 Woma Dral, a Surk Vulmaw warlord, conquers Locha in the Cunaaci-aac-Aalkbroda’ (L. «Battle of the
Hillholds»).
350 Foundation of the Lynerian League, established as a Republic.
380 – 400 High Delegate Anorion is the first republican ruler well known by facts and not by legends. He initiates
the first naval exploration of the Bay by the Lynîr.
412 – 528 Expansion period of the Lynerian League, with the establishment of the Protectorate (later conquest)
of all the Verikis lands from the Treddas Mountains to the Pontym Mountains, despite the hostility of the Dilikhran
tribes.
c. 450 - 500 The now-settled peoples of Sîrayn and Murayn start to build cities in Chennacatt, Isra and
Harshandatt.
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525 One tribe of Bavor’s folk, who settled in the Uldona Spine (Inland Sea), is forced to leave his home as they
are threatened by Orcs. Led by their king Relin, they migrate in Ormal Bay and reach Námagalûz, where they
are welcomed by Dwarves of their kin.
585 – 875 The expansion period, during which Lóchas Drûs send ships for exploration. Vul Dral, a Surk Vulmaw
warrior, conquers Sunum and Jojojopo, by offering presents and dresses to the Jôpi locals (SA 680). While
Jojojopo is let a little aside by colonists, they settle for long in Sunum, where soon they discover on the
mountains a silver mine.
c. 600 Twenty independent self-governing cities are fully established along the Sîresha and the Nuar rivers and
their tributaries.
625 Foundation of the Black Leopard Realm, with Naerphys as capital.
654 – 670 The Chyan invasion take by surprise the Múranian farmers. Only Harshandatt is able to manage a
certain resistance.
665 – 675 Following several attempts of Harshandatt invasion by Chyan armies, the fortresses of Memphet,
Ostkêr, Apisêr and Tuthys are built on a circular line between Galataj (built in 604) and the forest of Ammu Bâj.
670 – 848 Following the death of Haxâmanish, the Chyan unity desintegrate itself. The clanship links diminish,
replaced by a city states regim.
695 Foundation in Sunum of Yulcaavi, the Jewel City, from which all western explorations will start. Soon the city
became really influent for Vulmaw empire.
744 Tuthys and Memphet are captured by the Chyans during the Múranian civil war. As Tuthys is considered to
be too near from Tenolkachyn, only Memphet is given back to the new dynasty of Harshandatt after the peace
treaty concluded in SA 760.
848 First Aca Invasion. Mijore is taken by surprise in only one month. Dârayavahu, King of Chajapûn, is the first
to react. The conflict resolution gives to Chajapûn the preeminence on the other cities, and enable Dârayavahu
to initiate the First Chyan Empire, through the Dâruyavahan dynasty (which will last until SA 1365).
850 – 875 Conquest of Cevra, Arth, Vulm Shryac of the Southern Archipelago by Hion Jaariis.
c. 875 and after – Beginning of the consolidation period. Several conflicts happens with Jôpi neighboors in
Sunum ended with the burning of Vulmaw settlement and the people dead and enslaves. Important conflicts in
Lóchas Drûs with their primitive neighboors to the north.
901 Yulcaavi is rebuilt.
906 Xshayârshan (Dârayavahu’s son) conquest Harshandatt, taking advantage of a religious and territorial
conflict between the last Nhazadh of the Third Múrayn Dynasty and his subjects.
c. 960 The Númenoreans arrive on the eastern coasts.
978 – 981 The primitive Zurghôr tribes, allied with the orcs, launch a deadly assault against the Lynerian
League.
c. 981 Vulmaw arrive in Ormal Bay, settling in Codya at Drej Uriac by invitation of the Lynerian League. They
contribute to the final defeat of the Zurghîr. Drej Uriac (“Western City”) is built, and soon became an important
center market between the Vulmaw of Lóchas Drûs, the Chyan Empire (silk and paper) and the Lynerian League
(fine fish, olives, wines and metals).
989-1287 The Wan-Dral Dynasty of Lóchas Drûs.
991 The Cooperation treaty is signed between the Vulmaw of Codya and the Lynerian League in Lyneria. The
treaty guaranted peace and immediate support from Codya and Vulm Shryac warriors in case of a new
aggression of Zurghîr people against the Lynerian League.
998 The Lynîr and the Dwarves of Khelek-zâram create the region of Lynahar, co-administered by the two
peoples. Ephydis is the first city to be built, and others followed during the next centuries.
1004 Númenorean exploration of Ormal Bay under Soronto.
1145 Accession to power of the Great King Xshayârshan II in the Chyan Empire.
1145-1165 The Second Aca Invasion in the Chyan Empire. The Empire, following the death of the Great Kings
Xshayârshan II and his son Kambûjiya II, is divided into six different realms (Chajapûn, Pelepelplû – secession in
1172, Tenolkachyn, Mijore, Cly and the League of Bulchyades).
1146 Akuta Wan-Dral of Lóchas Drûs designate Demik Vur as the new governor of Codya. Demik Vur is a
general who had proved his loyalty in pitched battles against K’puri warriors in Hent and Ts’dan warships from
V’Shrang.
1156 Demik Vur tries to extend Vulmaw power, by assaulting Bulchyades, while the Lynerian League is
preoccupied by a mysterious dark leader among the tribes of Zurghôr. Demik Vur is called back in Lóchas Drûs,
following the reports in Lóchas Drûs of the angry emissaries of Bulchyades and the Lynerian League. Kapo Fé
replace Demik Vur as Codya’s governor.
1287 The last Wan-Dral Hionvar with only a daughter to succeed him; the Lochans send to Womawas Drus for a
prince of the Mûl line to marry her. However, they will only accept a minor prince, not the Womaw Hionvar, and
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there is no unification of the two empires. Increased contact leads to a system of princely education in which
members of the Lochan imperial house travel to Laeg Góak for training.
1382 Assassination of Dâtuvahya II, The last descendant of the Dâruyavahan family in Pelepelplû. He is
replaced by his first councilor, Ganashôshyn.
1648 The Third Aca Invasion against the Chyan lands. Shôbûragan, the Gold Shining King of Pelepelplû, is the
first to react, and he unifies his country.
1648 – 2013 The Shôbûrag dynasty (or the Second Chyan Empire).
1663 New Chyan conquest of Harshandatt. The three fortresses, along with Memphet rebuilt) are retaken by the
Gold Shining King army, after a resistance of six months.
1712 High King Cishpi negotiate an alliance with the Aca warriors. This alliance will last until the end of the
Shôbûrag dynasty.
1786 Following numerous conflicts between Lochaw and Numenoreans, the First Trade Agreement is signed. It
has three objectives : control of the land resources, teaching of its people, dispatched between Lochans and
Numenoreans.
1793-98 Womaw career of Prince Sorkûr Mûl of Lóchas Drûs, advisor to Tanul Mûl.
1823 Herundil (Akhôrahil), the second of the fallen Númenóreans (and the future Storm King) to become Nazgûl
is born in Númenór.
1833 Demrêk Vu, governor of Codya is mysteriously assassinated. Sorkûl Mûl, a prince of the Lochan imperial
line, offers his service to reestablish order.
1835 Sorkûr Mûl is named acting Governor of Codya.
1841 Sorkûr Mûl sends agents into the Zurghôr jungles and in the Southern Archipelago seeking alliances.
1849 The kingdom of Ciryatandor is founded. Herundil (Akhôrahil) becomes its Crown Prince.
c. 1850 Under Tar-Ciryatan, Númenor starts to militarily exact concessions from the peoples of Endor.
1869 Sorkûr stages his own death and names his son Avahya as King of Codya.
1869 – 1875 The Great Naval War between Codya and the Lynerian League and their Chyan allies. The Vulmaw
are forced to sign the Second Treaty Agreement, recognizing the Lynerian preeminence on the Bay.
1879 Foundation of Harfalas (later Sakal an-Khâr) colony, with Cirvegil as capital, which only less than a century
would became the most important Númenórean settlement in Ormal Bay. Tar-Ciryatan awarded to Atanalcar (the
third son of Tar-Minastir) and his descendants, the right to rule the colony in name of the King.
1915 Nevazar, the future first Mouth of Sauron, is born in Samarth from the prince family of Samarth.
1965 Vishtâspa, the last Chyan High King, access to power. One of his counselor is Nevazar, who secretly
works the Shôbûrag dynasty’s fall. Vishtâspa is mysteriously assassinated in Samarth in 2013.
1890-1999 The armies of the Storm King of Ciryatandor conquer all lands along the northern edge of the Ered
Laranor from the Belegaer to the Bay of Ormal.
1977 Foundation of the colony of Cyrialondë (later Balkulôni), despite the opposition of the Lynerian League.
1980 – 2013 The Long Stalemate, provoked by the arrival of the Numenorean governor of Cyrialondë.
2008 Ji Indûr captures the throne of Mûmakan. Conquest Gan, eastern Dushera, most of the great southern archipelago (E-
Sorul Sare, Llikh, Amirakh, Cevra).
2013 – 2020 The first naval war for Cyrialondë’s control. The arrival of the Ûrakhani, a people related to the
Womaw, enabled the Lynîr to won the war.
2039 – 2300 The Artaxshâsan dynasty of the Chyan Empire, directed on secret by Nevazar.
2039 The last supporters of High King Vishtâspa flee to Codya, where they are welcome by the Hionvul Vomik of
Codya.
2045 Vomik reestablish the strong and peaceful links with the Lynerian League, broken long ago during the
Great Naval War.
2082 Kambûjiya III negotiates the neutrality of Soronórë in prevision of a conflict against Codya, by granting a
gold tribute over thirty years. Only the Numenoreans are consulted.
2083 The first attempt of Chyan invasion against Codya in Naijin fail, thanks to the help of the Lynerian troops
and to the Chyan exiles.
2104 – 2105 The second conflict against the Chyan empire, ended by the Chyan defeat, thanks to the union of
Vulmaw, Lynerian and Soronorë forces (despite their neutrality agreement). Signature of the Shamed Treaty,
which forces the Chyans to an heavy gold tribute, and the Chyan prince as an hostage in the Codyan court.
2129 – 2149 The Lynîr Numenorean confrontation for Cyrialondë control. Tar-Atanamir request military support
from the Numenorean colonies against the Lynerian League. The colonists of Seven Lands and Harfalas gladly
accept to support the case, Sóronorë refuse and are heavily taxed and considered as city states only during the
following century as a punition. The Numenorean win, thanks to the reinforcements coming from Sakal an-Khâr
and the Seven Lands.
2149 Eärmacil becomes the first Numenorean governor of Cyrialondë. He is succeeded on his death by
Numendur, the Lord of Lond Hithir (Seven Lands).
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2250 Ciryatandor becomes an official ally of Mordor.


2250 – 2287 The War of the Renegades. Tar-Ancalimon proceeds to plan the reconquest of the territory held in
thrall by the Storm King. Tar-Ancalimon orders Umbar strengthened and expanded, making it the greatest citadel
in the region. A Númenorean army lands in Tulwang, defeats the Ciryatandorian forces and causes the Storm
King to flee his kingdom. This victory preserves the prospects for further Adan exploitation in Bellakar,
Ciryatandor and Bozisha-Miraz.
c. 2280-85 The last in a series of escalating conflicts between the Chyans, Anarikê (Soronorë) and Codya ends
with a desperately weakened Anarikê and Codya suing for peace and giving up possession of So Fala. The High
King Vâyaspâra orders a reparation war price of 100.000 gold pieces during thirty years, as well as Chyan
consulates in every important Anarikê or Codyan cities.
2294 Lôkhuzor, Herundil’s son, set course to Anarikê, and he prepares Anarikê to a deadly confrontation with
the Chyan Empire. He gathers help from Codya and the Lynerian League.
2294 – 2300 The War against the Artaxshâsan, concluded with the Artaxshâsan fall and the death of Nevazar.
2300 Vihnu (or Taronish, the “Enemy of all Evil”), the Lord of Tenolkachyn, an ally of Lôkhuzor, is firmly
established in Chajapûn as the new High King.
2544 – 2549 A rebellion erupts among the Lynîr citizens in all the cities of Balkulôni, and this quickly transform
into a deadly conflict between Balkulôni, the Lynerian League, Sakal an-Khâr and even Zurghôr. Following the
death of Balkulôni’s governor Abârzagar in Lothron 2549, Tar-Anducal impose the hostilities end, and a shift of
power in favor of the Lynerians.
2580-2587 Sakal an-Khâr challenges Indur”s domination in the Southern Archipelago. Taking advantage of the the waves
of migration, the Númenóreans take control of Vulm Shryac, Amirakh and Arth.
2821 Death of Governor Abârphazân, descendant of Lôkhuzor. King Ar-Adûnakhor choose prince Zimrukhôr of
Sakal an-Khâr as the new governor, without taking account of Abârphazân’s son.
2821 – 2845 The new governor tries to limit the rights of the non Númenórean population, but immediately
encounters the hostility of Chyans, Lynerians and Elinse.
2825 Creation of the Dark Ordainers, a special militia recruiting exclusively among the highest Númenórean
families.
2845 Assassination of governor Zimrukhôr. Phursânuzîr, Abârphazân’s son, without consulting Númenor, takes
his succession.
2847 Anarikê Agreement. Phursânuzîr, recognizing the supremacy of Númenor, is recognized as the official
governor of Anarikê, despite the fierce opposition of Sakal an-Khâr.
2847 – 3022 Dâiruzôr transforms the Dark Ordainers into a secret organization, capable one day of taking
control of all Ormal Bay.
3001 Ar-Zimrathôn, in need of troops to send to Tantûrak, orders a heavy withdrawal of forces from the Faithful
colonies of Illuin.
3004 Daîruzôr becomes the new Sakal an-Khâr governor, after three years of political instabilities.
3008 - 3016 Serious conflict between Harshandatt and the Chyan Empire, which conclude to the submission of
these two realms to Sakal an-Khâr, through agents of the Dark Ordainers. Baljana is destroyed in 3012 following
a siege led by three different armies, coming from Pelepelplû, Mijore and Chajapûn. This was one of the most
important battle of the Chyan realm, as even two millennia after that battle, the Chyans recall how destructive it
was in human cost (similar to the Field of Black Death In Bellakar).

The “Four Armies Black Field”, between Chajapûn and Baljana, is now, for its greater part, a marsh (since the
dark years of the Plague), where can be found bones, battle étendards déchirés, and broken or rouillés swords.
This is a land where valuable tresors can be found, but at a very high cost, as the marshes creatures are far
from being amical, but dangerous. This is why the Chyans avoid the marsh and the road connecting Chajapûn
and Baljana (which travel near the marsh) on night.
3010 - 3017 Ar-Zimrathôn of Númenor fails to crush the rebellion in Tantûrak, so the sundering succeeds.
3028 Sakal an-Khâr declares his independance from Numenor. Dulguzagar, Dâiruzôr’s son, becomes the first
emperor of Sakal an-Khâr.
3029 - 3035 The Union Alliance Treaty is signed between Anarikê, Codya, Balkulôni and the Lynerian League.
War against Sakal an-Khâr.
3035 the chief assistant of Phursânuzir, Urushzagar, take by force power in Anarikê, in name of Sakal an-Khâr.
3037 Foundation of Amazôn, by the last Anarikê loyalists.
3043 Balkulôni rejoins the Lynerian League, and disappear as a distinct political entity.
3060 – 3068 The second conflict against Sakal an-Khâr.
3092 – 3102 The third conflict against Sakal an-Khâr, ending with a desperately weakened Lynerian League and
Codya suing for peace.
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3103 Codya and the Lynerian League are forced to become subjects of the Sakal an-Khâr empire. Dâirukhôr
becomes the first golden emperor of Ormal Bay, denying any link with Numenor. The Golden Emperor
nominates city advisers for all the lands, which later acts as effective rulers.
3103 – 3268 The first Golden Rule of Sakal an-Khâr on Ormal Bay.
3176 First report in Numenor of a secret organization called the Dark Ordainers, who could control a mighty
empire in Middle Earth. The decision is taken to crush against Sakal an-Khâr, but awarted for several decades
following the death of Ar-Sakalthor (3102 – 3177).
3262 Ar-Pharazôn the Golden's forces terminate Indûr's reign in Mûmakan and end the independence of
Tantûrak. The Númenorean invasion of Endor brings all of Westernesse's former holdings in Middle-earth back
into the Adan fold. Mûmakan and Koronandë become Númenorean subject states, their power shattered. Jí
Indûr retreats to Mordor. All islands of the Southern Archipelago became Númenorean protectorates.
3265 Ar-Pharazôn exacts a heavy tribute from Koronandë and Mûmakan in order to offset the "cost of defending
the allied states".
3268 Ar-Pharazôn’s army liberate all the countries dominated by the Dark Ordainers of Sakal an-Khâr. Ormal
Bay is divided into provinces, in order to safekeep Dunadan power in the Bay. While Anarikê controls the West,
a governor in Sakal an-Khâr controls the East. Codya, Chy and the Lynerian League becomes subject states,
bound by tributes. General Lo Fei, secretly a Sakal an-Khâr ally, initiate the Fei dynasty.
3270 Ar-Pharazôn exacts a heavy tribute from the Ormal states as well in order to offset the "cost of defending
the allied states". Ar-Pharazôn choose Abarzagar the Virtuous from the most influent family of Anarikê as the
new governor of Anarikê.
3275 - 3280 The Chey warlords land an attack against Lynahar. The Lynerian League, Ûrakhan potentates
come in help to Dwarves & Elves, and repel for centuries the Chey menace. The relationships with Námagalûz's
Dwarves are definitively restablished. (an event for Third Age instead).
3310 Emissaries of Ar-Pharazon visit the Numenorean colonies to request a participation in an upcoming glory
war against the Undying Lands. The demand is rejected in Anarikê, but accepted with enthousiasm in Sakal an-
Khâr.
3312 King Lui Fei, a descendant of Lo Fei, becomes the new Hionvul of Codya.
3312 Khâruphazgan, Sakal an-Khâr’s governor, sends agents in Chyan Lands and in Codya seeking alliances.
3312 - 3319 a successful attempt of conquest led by Sakal an-Kâr against the Lynerian League, although with
the help of the Ûrakhani people and the Dwarves of Bávor's folk. Ûrakhan remains an independant realm.
Lynahar negotiates a special status inside the Sakal an-Khâr empire (about trade, worship, military garrisons
and customs). The Dwarves secures their mountain cities, for fear of an invasion. Codya tries unsuccessfully to
invade Anarikê, and as a result Western Codya is conquerred by Anarikê, while Fei authority is recognized in
Eastern Codya. Ormal Bay at this time has only two major powers, Anarikê and Sakal an-Khâr.
3319 Downfall of corrupt Númenor by the hand of Eru. Ar-Pharazôn's sons Abârhin and Zirânhin escape to this
fall through the treachery of Adûnuzôr of Sakal an-Khâr.
3322 Khâruphazgan proclaims himself Emperor of New Númenor, and invite Anarikê to rejoin them in glory. The
Dark Ordainers takes again a great importance on the Realm, their members become closest councilors of the
Emperor.
3324 Prince Zirânhin escapes from Sakal an-Khâr and is welcomed in Anarikê. He begins to act as a councilor
for Abarzagar the Virtuous, a mixed blood distant descendant of Lôkhûzor.
3325 Abarzagar the Virtuous proclaims himself King of Anarikê, after having consulted the leaders of the most
influent noble families.
3331 Through the influence of Prince Zirânhin, Abarzagar signs a trade treaty with Bellakar. A Bellakarian
embassy is for the first time built in Abâr-Nârik, and a few years later, through the invitation of Belzagar of
Nîlûlôni, an Anarikê embassy is also built in the Bellakar capital.
3336 Prince Adûnuzôr officially announces his renonciation to become the next Emperor of Sakal an-Khâr. To
the request of his father, he begins to act as an official ambassador to distant lands, such as Tanturâk or
Anbalukkôr in the West, and the Womaw or the Lochaw Empire in the East. Prince Abârhin is officially
considered as Sakal an-Khâr’s heir.
3345 Chy and Harshandatt are divided into ten quarelling realms. Bulchyades becomes an Anarikê protectorate,
and benefits for the first time since two hundred years of a continued peace. Bulchyades is sometimes referred
as the “League of Bulchyades” (for its political system is very close to the Lynerian League), with as capital
Kantilya.
3365 Prince Adûnuzôr (later Dulgukhâd) met in Ny Chennaccatt with Akhôrahil the Storm King, and one year
later by Sauron himself near Mordor. Discovering his incredible potential for military tactics and treacheries,
Prince Adûnuzôr becomes the new and last Mouth of Sauron for the Age. Assisted by the Storm King, the Mouth
begins the gathering of Sauron’s forces in Mordor. This took half a century to achieve.
9

3375 Prince Zirânhin is seriously murdered by a Sakal an-Khanîm, secretly armed by Prince Adûnuzôr. Being
angered by this act, the King order the assassin to be tortured until death, in order to force him to reveal his
allies. This starts the Spy Wars in Anarikê (3375 – 3378). Many Dark Ordainers spies are captured, as well as
some innocent men. The organization is decapited for centuries.
3378 Narakhîn, Abarzagar’s son marries with Zabathahin, Prince Zirânhin’s daughter. This marriage officially
ends the Spy War.
3380 – 3385 A civil war between the potentates of Tenolkachyn and Chajapûn in Chyan lands propagates fear in Sîrayn,
Anarikê and in the Lynerian League, for that the three governments fear a Sakal an-Khâr subterranean intervention. The city
of Samarth is entirely destroyed during the war, Kantilya and bands of refugees coming from Bulchyades fleeing the fierce
war are seen penetrating in Anarikê.
3383 The Fei in Eastern Codya led a new assault against Anarikê, hoping to recover their lost territories. Despite
outraged at the beginning, the army of Anarikê, led by his young King Narakhîn, push back the Codyan army,
composed of Vulmaw and Jôpi, Idurâk and Phaxshâra mercenaries. Shi Fei, the Codyan King was killed near
the city of Aelinost (need here an eastern city of Anarikê), and several important Codyan generals were
captured, precipitating the flee of an already weakened host. May be the two great dissimilarities between
mercenaries, attracted by promise of wealth and pilgrimage (pillage in french) of the Anarikê cities were a sign of
failure in itself.
This unsuccessful war disabled any Codyan war attempt for decades, as only 15 to 20 % survived, on a total of
100.000 men. The Codyan territory diminished in size, and another significant part of Codya was annexed to the
Anarikê territory. As well, a tribute of 10.000 gold pieces war ordered, as a reparation for war during twenty
years.
3385 The Oriental Fei takes power in Eastern Codya, after the assassination of the last Fei (also called « the
Anterior Fei ») and the burning of his capital city (to define).
3389 – 3393 Ar-Abârhin takes power in Sakal an –Khâr (or sizes the Golden Throne). Many nobles revolt
against this, claiming the rights of the little son of Khâruphazgan Sakulkhôr (Adûnuzôr’s son). This revolt ended
quite quickly ("The Dupes War"), and the nobles are exiled from the realm. They rejoin the Codya state, and act
as advisors of the Fei dynasty.
3391 – 3397 Indûr leads his army in a campaign to subjugate the whole area south of the Ered Laranor and
thereby strengthening the position of his master. He is opposed by Koronandë and Hathor, allied with the
weakened Tantûrak (out of necessity). Three years after, Indûr begins his campaign of conquest in areas east of
Tanturâk and Koronandë, including all the islands of the Southern Archipelago, save Vulm Shryac, under control
of Sakal an-Khâr.
3430 Last alliance of Men and Elves is formed against Sauron. Prince Zirânhin dies and is entumbered in Abar-
Nârik.
3434 Battle of Dagorlad. Abarzagar of Anarikê sends a military force to Bellakar, to assist their friends in their
upcoming battle against the minions of Sauron.
3441 Sauron overthrown by Elendil and Gil-galad, who also perish. Isildur takes the One Ring and the Nazgûl
pass into the Shadows. Prince Adûnuzôr is killed by Zagarthôr of Nîlûlôni. End of the Second Age.

Third Age

10 – 50 Revolt against Indur’s rule in the Southern Archipelago, organised in cover by Sakal an-Khâr. Creation
of the Southern Archipelago Alliance.
62 The arrival of Thelór's dwarves precipitates a dissension with Bávor's folk for Námagalûz control. Bávor's folk
migrate to Khelek-zâram and in the other cities in Lynahar.
100 all the islands (except Sâre, who remain the last resistance Island where an Indur cult survive) are under
Sakal an-Khâr hegemony. Ambassadors proposed wealth and protection, in exchange of furnishing military units
for Sakal an-Khâr. Treaties of alliance signed, rarely war used.
c. 180 arrival of the Phaxsharâ (Hittite like) who establish themselves for centuries in Eastern Codya and a part of
Balkulôni.
202 Ganagan becomes the new King of Chajapûn. He begins an unification war. Less than ten years after, he
united his own land (except Pelepelplû), and claimed to be the new Chyan High King. The epic battle against the
Dark Ordainers (still a powerful force in Chyan lands and mainly in Pelepelplû, and in Codya) took then an
unexpected turn of events, with a negociation of alliance with the Phaxsharâ, a people related to the Chyans and
recently arrived in Northern Balkulôni. The war against Codya started in TA 223, concluded by the conjoint
victory of the Chyans, the Anarikanî and the Phaxsharâ. And a few months later, Ganagan became the High
King of all the Chyan lands
225 The Fei dynasty is replaced by the Zhao dynasty, after a civil revolution (a cruel Fei leader).
10

363 After a long cult dissension, The new emperor of Sakal an-Khâr, Zimraphâzan, establishes a new religion,
based more or less on his person, assimilating him as a demi god (assuming most of the Valar's attribute). He
decreats the Sauron's religion as "blasphemous". In the following years, Sakal an-Khâr interdicts Sauron's cult.
This position is altered by his successors, who diminish this rule, well counseled by a new adviser coming from
Anarikê.
433 The priests attempt to take power in Sakal an-Khâr, trying to build a theocracy. They have the support of the
Dark Ordainers, but not the support of Sakulzîr, the young prince and only inheritor to the Golden Throne. This
degenerates itself into the Religion War (357 – 368), which is won by Sakulzîr’s party. Claiming to have a vision
of his long ancestor Elros, Sakulzîr interdicts Sauron’s religion and the Dark Ordainers. All important members
are condemned to death. The organization is believed to be dead.
455 Following several riots in western Codya, the Anarikê authorities establish a protectorate in Western Codya,
inviting a local prince of Drej Uriac to take power. The prince chosen, educated in Abar-Narîk, Li Wei, was a
distant descendant of To Fala (who assisted to the crowning of the First Sakal an-Khâr Emperor, back in SA
3103). A promise of help was given to Dynasty Wei when time would be appropriate (as Eastern Codya is still
strong, and in control of Sakal an-Khâr), for the reconquest of Eastern Codya.
455-945 The Wei rule in Western Codya.
470 The Lynerian League is awarded autonomy inside Sakal an-Khâr empire; following its support during the
religious conflict. Some tells that Sakulzîr was counseled by Lynerian agents for his politic.
520 – 528 The Internal Civil War of Sakal an-Khâr. Following Kadurzîr’s death (the tenth ruler of the Golden
throne), the two heirs of the dead emperor quarreled between themselves, which lead to a political and religious
conflict. This enable the Lynerian League to proclaim a total independence, supported by Anarikê.
700 The decadent Zhao fear for an Anarikê intervention against their land, despite promises of peace from
Anarikê ambassies. They call for help from a population near Lynahar, the Phrasharâ. The Phaxsharâ came in
help, and send mercenary forces to protect the frontier.
785 The last Zhao ruler, Zhao Pi, is deposed by the general of the Codyan Phraxsharâ forces, Souppiloumia II.
He establishes a Phraxsharâ realm in Eastern Codya and in Balkulôni, and shares strong peaceful links with the
Lynerian League and the Chyan Empire. He is the first non-Vulmaw king of Codya.
785-1259 The Phaxsharâ dynasty in Eastern Codya and Balkulôni.
845 A peace treaty is for the first time signed between the Wei of Western Codya and the Hattousi of Eastern
Codya.
850 The last emperor of Sakal an-Khâr Ar-Sakalthôr (from Elros line) dies with no inheritor in Sakal an-Khâr,
after the mysterious disappearance of his young son Ûrêzîr. A regent council is established to safeguard the
interests of Sakal an-Khâr all over Ormal Bay. Sakal an-Khâr becomes a regional power, but keeps control of the
eastern islands of the Southern Archipelago.
851 – 873 The council interregnum in Sakal an-Khâr, ended with the election of Azrahîn. Azrahîn is the chief
leader of Sakalîn family (Ad “princes of the sea family”). This family was renewed in the past for occupying
important political places into the regim (king councelors, governors, regents).
881 An usurper claims to be Ûrêzîr, and he gathers followers from the lands of Zurghôr and the coastal cities of
Sakal an-Khâr (mainly Khârutârik and Zagar-baluk) against Azrahîn, accused of murder of the last inheritor from
the Elros line.
881 – 890 The Usurper War. The usurper is unable to take power in Târik an-Ârûwanâi, despite any of his six
attempts (assassination, sharing hands with the survivors of the Dark Ordainers, siege of the most important
cities of Sakal an-Khâr). The internal war had an heavy human cost on the realm, and weakens it for several
centuries. Eastern Codya is able to take independence from Sakal an-Khâr.
895 – 900 The Coral Wars. Urêzir, supposed to be killed during the Târik an-Arûwanâi siege reappears in the
islands near Vulm Shryac. Within a few years, he gathers sufficient troops and size Vulm Shryac and the
surrounding islands (Arth and Amirakh). Thus begins the corsair period in Sakal an-Khâr.
928 Azrahîn is replaced by his son Sakalthôr, he negotiates a commercial treaty with the Lynerian League.
938 – 971 Reign of Mursili II, considered the height of the Phaxsharâ kingdom, for that he reunifies Codya for his
own profit, sent embassies to lands as far as Ulshy and the Womaw empire. He signs with the Lynerian League
an important trade treaty, and built the beautiful city of Alakhanâ, the Desert Jewel. (portrayed on Palmyre)
945 The last Wei ruler of Western Codya dies, the inheritor is Wei Yangnyi, a young girl that is wedded to the
Hattousi’s inheritor, and Codya is fully reunified.
1051-1250 Indur consolidates its strength on E-Sorul Sâre.
1103 Akhorahil’s forces are turned loose in Sirayn. The cities of Isra and Chenacatt are attacked. Narad-dûm
closes its doors to the outside world.
1153 Accession of power to Apophet, also known as the Sanguinerous or the Dark Nhazadh. A mad prince who
will go for love of his god to burn his capital Naerphys, writing a poem for that event. He made human sacrifices
at Akoba Deep, but also terrorrizes the adjacent lands of Tenolkachyn and Pelepelplû.
11

1228 The Southern Archipelago islands are again controlled by Sakal an-Khâr, liberated from the tyranny of
Urêzir’s successors.
1241-1250 The Codya internal conflict between two Phaxsharâ princes. An harsh conflict, which ends with the
creation of two separate realms (Codya and Balkulôni). Codya is weakened by the conflict, which enables once
again Sakal an-Khâr to increase his influence in Codya
1242 The Lochan embassy. The emperor of Sakal an-Khâr receive an embassy from Lóchas Druus, ruled again
by the Dral family.
1249 – 1405 Reign of Kadurbâr the Golden in Sakal an-Khâr, who orders the destruction of the monument to the
memory of Zimraphâzan, and the building of a new palace in Khârutârik.
1259 With the death of Hattousil IV, the last Phaxsharâ ruler, Codya fall into decadence. The eastern Phaxsharâ
ruler attempts to lead an attack against Codya, but he is repelled by the Codyan, thanks to the advises of a
young Sakal an-Khâr diplomat, who place a new Vulmaw king on the throne.
1259-1737 The Jin dynasty. Codya claims to be an independent realm, but in fact each ruler is chosen carefully
by Sakal an-Khâr authorities.
1361 A human sorcerer called Daidalos settled in the Jagged Ridges (Northern Ûrakhan). He builds a fortress,
Minas Nirnaith, and within several decades, subverts the Idurâk and Phaxshara local tribes of the region. He is
recognized as the lord, and institutes a secret dark cult, the « Wasp cult ». This cult will later been known as
dangerous as the Dark Ordainers or the Slayers (Shadow in the South) as they use strength and assassination.
1370–1436 Akhôrahil gains influence in Sîrayn by taking control of Clan Bulgan.
1373-1640 This period (in the Southern Archipelago) is marked by the spate of ritualistic nocturnal
assassinations that give birth to Indûr's association with murder. Time after time, his enemies perish in their
sleep, to be found at dawn - brutally executed.
1393 The raising in Codya of a new cult called the “Deprivers”. The members insist on the fact of life is suffering,
and one has to practice ritual deaths to be freed. The situation is comical, and the members are very few, until
that the Codyan prince came to be an adherent of the sect. This precipitates a grave crisis for Jin power (1398 –
1405), and an usurpation by Bao Wo, a Phaxsharâ relative.
1399 – 1410 The Zurghôr menace force the Lynerian League and Sakal an-Khâr to reduce the vicinities of
Zurghôr for centuries. Kadurbâr the Golden dies in fight against the Zurghîr tribes in 1403, once again united by
a charismatic leaders. Eight years will be needed for fighting and eliminating the ferocious tribe in the jungle. At
the end, Ulbâthâ the Zurghîr leader is killed by Urushrabô of Sakal an-Khâr, but before dying Ulbâthâ reveals the
first prophecy of doom, a dark future for Sakal an-Khâr, with one day, the inheritor of Kharuphazgan coming from
the core Zurghôr and sizing power in Kharutarik.
1405 The ‘’Deprivers’’ are declared outlawed, Bao Wo is executed and the Jin takes back power.
1610 Khâruzir, son of King Vinyarion of Gondor, becomes the new King of a reunified Bellakar.
1617 The Dral hold in Lóchas Drús wanes with the renewal of Wôlim power to the south.
1633 An alliance of Haruze lords in Pezarsan enables the liberation of Lurmsakûn from Variag domination. The
invading barbarians then returned to Khand, greatly weakened. Strong trade relations were reestablished
between Bellakar, the Chyan Empire and Anarikê.
1635-1640 Plague left most of Balkulôni unpopulated for centuries. Important migration to the Lynerian League
and Codya.
c. 1640 The Ringwraiths return to Mordor for a few years to reorganize the Black Land for eventual
reoccupation. Jí Indûr leaves behind a well organized realm with a powerful central government and a trained
army ready for conquest.
1641 Together with Clan Bulgan Tartas Izain is expelled from Tûl Isra. Akhôrahil removes Tartas' head for losing
his interests in Sîrayn.
1650 Following the Great Plague, the Jin became very decadent, by organizing receptions and religious
ceremonies.
1659 Fall of Oervik-dem Dral, against Dwar's allies Ka'ish, realizing the first prophecy of doom (on a total of
seven) of Ulbâthâ the Zurghîr.
1663 Omûl Dral, son of Oervik-dem Dral establish his court in Yulcaavi, but his army are regularly challenged by
the Jôpi and the Shayan local tribes.
1710 A marriage alliance between Brôd and Tirabukhti falls apart, and led to a military conflict between the two
countries.
1728 Sunum, the last refuge for the Dral family, is conquerred by the Dwar’s allies Ka’ish. The last defenders of
the Dral family flee in haste towards Codya. They precipitate the end of the Jin dynasty.
1737 – 1744 The Jin heritage, a war between the No-jin, the later Phaxshâra, the Dral refugees, the Hën (interior
Codya), with the intervention of external powers, Anarikê and Balkulôni. Codya is divided at the end into ten
quarelling kingdoms. Twenty years later, three of these realms remained : the Hën in central Codya, Western
Codya, the Dral (who absorbed the No-jin realm) in Eastern Codya.
12

1759 Western Codya is back under domination of Anarikê, through the unification effort made by his king
Dâiruzôr the Pious (1703 – 1788).
1770 The city of Charnesra, fall in ruines following the malevolent ruling of Tartas Izain, is rebuilt under impulsion
of tarb Karun Tarbaiz II.
1805 Once again, a marriage alliance between the Dral and the Hën led to an open war, won this time by the
Dral. They became more and more decadent.
1864 The last Dral king dies without heir. Jhi Hën, the favorite of the last Dral, takes the succession. He is
assassinated four years later by Kho Vral, a monastic priest follower of No Shi, the Great Dragon. Shadow
influence increase in Codya, through the reborn of the Deprivers sect.
1868 – 1898 The succession period in Codya, including a Dral pretendant (1882-86), a Hën heir (1886-92) and a
Jin heir (1892-95). The last dynasty, the Chensh, through his general Wö Chensch affirms his power upon
Codya, which becomes for about one century the new ruling dynasty of Codya.
1888 Heruor the Pale dies of severe illness. The realm is divided into several petty realms, some of them
controlled by the Chyan Empire
1912 – 1925 Jhi Chensh, the Codyan tyrant (that could be easily compared to Sorkul Mûl back in Second Age)
openly ask the help of the Deprivers sect and the Zurghôr sects to begin a serious war against Anarikê and the
Lynerian League.
1986-87 Wemba Chensh, governor of Myrn Shryac, is defeated by the rebellious Ûrakhani general Peyen Khi.
The Khi rule from Myrn Shryac, and therefore the realm is called Meronshrya. Peyen Khi is unsuccessful
however to reconquest Western Codya, despite his successive attempts (1990-92, 2005-10, 2013-20).
2182 The Army of Chennacatt defeat the Army of the Southern Dragon near the old city of Chennacatt. The
Tarezan, following orders of Tarb Risil II of clan Másra, close forever the doors of the StormKing fortress (Ny-
Chennacatt)
2187 Accession to power of Dâtuvahya V for the Chyan Empire.
2190 Aransiros the Glorious unifies Harshandatt, which was divided into severall petty realms, some of them
controlled by the Chyan Empire. This is the case for Pyarador. Fall of the cities of Pyarador and Galataj by the
armies of Aransiros. The Chyans must evacuate the city.
2307 Meronshrya becomes a client-kingdom to Dwar.
2371 Eastern Codya is "given" to Dwar, although the Codyan gift is not voluntary.
2455 Meroe Khi is deposed by the Wolim
2470 Jí Indûr starts a campaign of reorganization and (re)conquest that brings all of southern Middle-earth east
of Koronandë/Tantûrak and south of the Yellow Mountains under Mûmakan's firm control (including all of the
great southern archipelago).
2472 Exhaustion of the gold mines at So Fala (Sophala)
2680 Saeth III attempts to invade the Chyan Empire. This is unsuccessful. A few years after, Saeth III is
assassinated by Muranians favourable to Chyans).
2772 A very grave crisis erupts in Sîrayn between followers of Másra and Bulgan families. The crisis soon
transforms itself in an open war, soon after the assassination of the tarb of Tûl Isra. Violent battles erupt near Tûl
Isra, Tartaust and Tûl Harar. The last battle happens in TA 2778 near Charnesra, and once again, the city is
entirely destroyed, and not rebuilt after the war.
2779 A tarb from family Bulgan, Tartas Izain IV, is crowned. Sîrayn is divided in two countries, the west
controlled by Tûl Isra (Chennacatt), the east by Tûl Harar (l Sára Bask, Tyarrett). Very often, violent assaults are
exchanged between the two provincies, without any clear winner.
2838 Elenna Chy gives birth to Jenna, son of the Mûmakanril lord Apyssan.
2849 Unrest begins to stir in the whole Mûmakan empire against the Ringwraith's oppressive rule. Sare
becomes the center of discontent.
2857 Jenna Chy leads a Sare army against the city of Tûl Harar, takes the great port, and announces his war on
Isra (see ICE's Greater Harad) and Harshandat, conquering them within the year.
2859 Jenna Chy's Campaign of the Five Marches results in the conquest of Gan, Mûmakan, Tuktan, Dûshera,
Hathor and Koronandë. Tantûrak sues for peace and becomes a subject state of E-Sorul Sare. Surprisingly,
Mûmakan the prime target of the Sare, surrenders quickly. Jí Indûr remains hidden in Amaru and plans the fall of
the Sare. By rallying all powers of the Free Peoples in the South for the Sare cause, the Ringwraith is able to
estimate their strength and then eliminate them when they have wasted their resources in petty wars.
2865-75 The Island Wars result in the apogee of the E-Chy empire. Mûlambur, Likh, Amirakh, Kirakh, Cevra,
and Arth all fall to marine forces of the Sare.
2879 Jenna Chy dies of Es-keppa, a water-born disease. Soon thereafter, lacking an adequate successor, his
empire begins to fall apart as most of the conquered states free themselves from the foreign rule.
3007 Abarphazân, the King of Anarikê mysteriously disappear. He is replaced by a regent, Ûrêzîr, who in fact
prepares an alliance with the evil realm of Sakal an-Khâr.
13

3014 Aransiros IV, the actual ruler of Harshandatt, while preparing an invasion of the Chyan Empire, is
assassinated in the Nhazadh Royal Tombs Complex. Aransiros IV is unfortunately replaced by his son,
Akhnameh II, who sends his forces against Tenolkachyn.
3021 Abarphazân is liberated, and Anarikê is liberated from the tyrannic rule of the regent, who based his power
upon a Sakal an-Khâr militia.

- perhaps conquerred, this realm is never to be counted as a Shadow ally (like the Lynerian League).
At the end of Third Age, 3013 TA, the realm is currently ruled by a regent, who prepares to declare an alliance
with the evil realm of Sakal an-Khâr. Such an alliance is not wanted by the population, but they needed first to
liberate themselves from the tyrannic rule of the regent (helped by Sakal an-Khâr militia). The last king,
Abarphazan, mysteriously disappeared, and the authorities are in search to find an alternative to Anarikê dark
future.
They find - by chance - somebody resembling to Abarphazan and they decide (the minority who is against Sakal
an-Khâr) to present this "impostor" as the rightful king, as an expedient before the real king or another inheritor
be found.

They begin to act just like "Corsairs", but with a more virulent energy than in Umbar. A new emperor is elected
on the following years, and he doesn't belong to the Elros line.

* Eastern Codya
Eastern Codya should be dominated by the Jopi around the time of the fall of the Lochans (1700-1800), but the Jopi are
making great strides around the time you mention (700 TA). I prefer the keep this Jopi-Codya history until later in the Third
Age, and then perhaps have a new people move in after Dwar's empire starts to fall apart (after his removal to Mordor in
1640). Thus:

Any new peoples could be settled either in 2171 (but these are either native Wolim or a nomadic people in Dwar's service)
or after 2472, when an independent nomadic people could take over grasslands abandoned in the aftermath of the gold
running out.

ANARIKE
- important relationships through caravans with Bellakar, as Anarikê shares many with the Bellakarai. Some
Bellakar kings even take spouses in Anarike, and Anarike does the same.
- the main power of the bay during Third Age (as they control Western Codya). Kings of Anarike uses
Vulmaw/Chyan guards (a new mixed race).

CHY
Nevazar's prophecy with the return of a Chyan inheritor of the Artaxshasan came to be true with Adunaphel's
family : three daughter and one son. They begin to take control of Chyan realm. Before becoming a Nazgul,
Adunaphel married with a Chey warlord (a descendant of the old Artaxshasan dynasty, Shosrô).

OTHER
* New arrival in Third Age : Ibaavi or the peoples of Gashgykaran. Both could be potential sources for new
migrations, prompted by Chey aggression or Ahar displacement. (perhaps one leader claims to be the Chyan
announced by the prophecy of Nevazar ?)

* At some periods of Third Age, Chy, S a-K and Codya can be considered as evil. Return of the evil influence
under S a-K around 2600 TA, when the Sauronic movements are again strong.
* Anarikê during the Third Age : - important relationships through caravans with Bellakar, as Anarikê
shares many with the Bellakarai.
- the main power of the bay during Third Age (as they control Western
Codya). Kings of Anarike uses Vulmaw/Chyan guards (a new mixed race)

3/ A secret organization, more or less linked with the Court of Ardor, using some lesser or major members of the
Court.
4/ Adunaphel's family plot for Chyan control (with description of his son and her three daughters).
14

* Southern Archipelago : not a collection of "realms" (except for Vulm Shryac), which explains that it is so easily
conquerred by Tantûrak, Indur, and Sakal an-Khâr. Some important dates :

===> Very important influence of Mumakan on the Southern Archipelago, unchallenged in the Third Age by Sakal an-
Khâr, not as powerful as during the Second Age. Only Anarikê/Chyan could battle against Mumakan, but it's too far away.
Cory's comments : I think this can be muddied up significantly. There should be pockets of Indur-controlled villages and
regions, pockets controlled by Hoarmurath (See LOME II, "Randae" or "Ringlin"; I've never been thrilled with this, but it
needs addressing), pockets controlled by Vulmaw-descended peoples; pockets controlled by Númenóreans. I don't think
there should be realms, as in the "realm of Cevra" etc. Middle-earth in the Second and especially the Third Age should have
some wild lands, places not in any realm, places not even really
claimed. Just because someone has a port, or a trading depot, doesn't make the whole island theirs. It doesn't even mean that
they would necessarily try.

At the end of Third Age, 3013 TA, the realm is currently ruled by a regent, who prepares to declare an alliance
with the evil realm of Sakal an-Khâr. Such an alliance is not wanted by the population, but they needed first to
liberate themselves from the tyrannic rule of the regent (helped by Sakal an-Khâr militia). The last king,
Abarphazan, mysteriously disappeared, and the authorities are in search to find an alternative to Anarikê dark
future.
They find - by chance - somebody resembling to Abarphazan and they decide (the minority who is against Sakal
an-Khâr) to present this "impostor" as the rightful king, as an expedient before the real king or another inheritor
be found.
15

2 Geography
Originally founded as a Vulmaw colony, Codya is the youngest and westernmost of the Vulmaw-related
domains. It is positioned north of the mouth of the Bay of Ormal, near the southeastern tip of the Ered Harmal.
Like Chy, Codya is also a region of contrast. Five different environments exist in Codya : the volcanic islands, a
broad strip of land (about 20 to 60 km) next to the sea, the stone hills, the desert and next the Treddas and Tem-
Dazran mountains.

2.1 The islands

There exists along the Codya coast three different archipels, the first around Myrn Shryac the capital, the
second near Nyzd island and the last between Drej Uriac and Teluj. All of these islands are covered by dense
forests, sandy beaches or sharped cliffs, are fertile and favoured by abundant precipitations. Some of these
islands are marshy, especially in the Vultures Bay. Very often these islands are too little to host a city, and
therefore are used to secure the coasts, by building a line of seven fortresses, or left inhabited, because of the
volcanoes too far active.
The most important city built there by the Vulmaw is Myrn Shryac, the inland city on the volcano’s slopes,
located in the Vultures Bay, near the frontier with Anarikê, designed to be the most important fortress of all the
Codyan land. According to several legends, the island was marshy and really inappropriate for life, until the time
when the Vulmaw dompted most of spirits of the island to be allowed to live there. Later they gained lands on the
sea, extending the island to a perimeter of 40 km². But the volcano (the home of Refusers spirit) is unfortunately
rather active, and on some occasion during history, entirely destroyed with lava and tidal waves, the city which
was nonetheless rebuilt after. Such disasters are exploited by foreign powers (mainly Anarikê or Sakal an-Khâr)
to conquer the Codyan lands. One other important city, on the third archipel, is the cosmopolitan city of Sin-Jey,
where are very often encountered merchants from Codya, Lynerian League, Lômithani and on some rare
occasions Chyans and Múranians.
The second archipel, while not actively claimed to be in Codyan hands, is used by Codyan merchants and
warships as outposts to make reinforcements and provisioning between the inland Codya and the southern
Archipelago. There are some local villages, mainly Râkhe or Vulmaw people. These forest islands are very often
claimed by Nyzd and Urkazd, territories belonging to the Lynerian League or Sakal an-Khâr.

2.2 Coast lands

The coastal grounds are extremely fertile, permanently irrigated by rivers, favoured by precipitations,
specially during June to August, when the Rivuja is stronger. This is a coastal hilly wooded land, a very
hospitable country, and consequently these are the lands with the biggest humanity density in all Codya. The
shores of the land are for the most part sandy beach, except for some areas where rocky and sheer cliffs rise up
to 90 meters above the sea. This is the case near Drej Uriac for example, built near the shores of river Jelh. This
site was carefully chosen by the Vulmaw as their first implantation in Codya: easy to settle, with plenty of
resources near (coniferous forests, lakes with plenty of life, limestone and sandstone mines near the mountains),
and easy to protect (with the third archipel fortresses). Later, the Vulmaw added a city port for matter of trade.
In the interior, there are cliffside caves and subterranean lakes, empty and plenty of life, as well as many
coniferous forests (cedar, oak, pine, palm trees, cypress). Wild green grass areas (pastures for herds of goats,
sheep and cattle) prevail as one moves inland, but it rarefies very soon when one enters in the hill country. The
climate is much less arid than in the hills, precipitations are rather frequent there, but not at all acid. This strip of
land, which owes its particular climate to the influence of the ocean winds (Rivuja), is large from 20 to 60 km.

2.3 Stone Hills

A range of stone hills lies with not much height (300-900m) along the Codyan coast, forming an obstacle to
the Rivuja to enter inland areas. When the humid winds ascend avoiding the hills, the cold air condenses and it
rains. This happen more frequently in the summer season, when the Rivuja is stronger.
In the stone hills, water is drawn from the ground and from the few Codyan rivers taking their sources in
Anarikê or in Treddas Mountains, forming very acid and nearly dead lakes. The ground is calcarious and the
climate semi-arid. Hills are probably not the ideal environment for a luxuriant flora and fauna like in Chy or in the
river Niss valley. Rainfall is average but when it infiltrates through the calcarious ground, and is highly charged
with carbon dioxyde (this explain the extrem acidity of the water supplies). However, there exist on several areas
subterranean soft water lake (through water infiltration during rainfall), very little acid in nature and well drinkable.
16

In the hills many battles were exchanged between the Bay peoples. There sites are usually avoided by the
Codyans, as it is “Vuljhen”, the lands where the dead travel on the hills. This belief is principally supported by the
Urunin people, the original inhabitants of Codya. The roads are not well maintained (especially the road to Naijin
and So-Fala), and there are few Vulmaw or Urunin villages.

2.4 Desert

The area is as barren and arid as can be expected, but it is not the Mirror of Life, as life, even if difficult, is still
possible and exists. The desert is made of sands and rocks, with several oasis just like So-Fala (where had been
discovered during the middle Second Age a gold mine) and Naijin, along the Ered Harmal chain. Several
bushes, yellow grass and and thorns are sometimes seen in border of desert. There is little plants florishing at
occasionnal showers, and dying as abruptly as they appeared. On the contrary, oasis are abundant of life, with
palm trees, leafy bushes, grasses and with numerous birds or rodents. The creatures of the stone hills can be as
well encountered in desert. It is especially true for the Jerboa or the Orao.
Desert orcs and Chey mercenaries are known to travel through the desert to the coastal lands for plundering
and blood (as they know all the safe roads, from oasis to oasis). The Urunin tell that in the past, the Codyan
desert was a green hilly land above of 100 to 200 meters from the sea, with lakes, caves, and wonderful forests
(similar to the forest of tears in Bozisha-miraz), and that the Orcs use these caves for their strongholds. The
Urunin were taught in the legends lore by the Kuorind, the Tatyar Avarin Elves who live in the Ered Harmal and
the Treddas Mountains, and with whom was established a true friendship from the beginning of their
relationships.

2.5 The Mountains

The Treddas Mountains and its offshot the Tem-Dazran represent the natural frontier between Codya and
Lômithâni. The mountain peaks rise some 3000 meters above the sea. Few passes exist to provide travel to
eastern Middle Earth. Only two trade roads exists, the first between first Eshayl and Kadar an-Urud, and Kadar
an-Urud to Sulyann through the Treddas gap, the second betweeb Eshayl and Belnî in Urakhân. There are some
important fortresses in the mountains, following the Vulmaw tradition to keep in check their neighbours.
The Treddas Mountains have origin in the impact of two tectonic plates, and because of it, the magmatic and
sismic activity intensified: flows of magma came to the surface, making volcanic rocks, and other sedimentary
deposits suffered high pressures and temperatures, eleveting them and making metamorfic rocks. So that the
lithology is composed by metamorphic rocks like marble, quartzite, slate, schist and gneiss, although some old
volcanoes peaks are made of volcanic rocks like gabbro (a kind of magnetic rock), diorite or basalt. In this rocks
can be openly found veins of minerals with high concentration of metals, basically copper, silver, aluminium and
other stranger metals. These minerals are highly researched by Vulmaw or Ûrakhan merchants, who engage
mercenaries companies to fight against Orcs if necessary. Sedimentary rocks like limestone, clay, marl or
calcareous rocks can also be found in the younger ranges of mountains (less affected by the organic processes),
in the foothills of the Treddas Mountains, which explains the relative impermeability of the soil in this areas
(water flows in valley, instead of being absorbed by soil).
Because of the proximity of the Codyan desert, the climate is rather arid in the valleys and in the western part
of the mountains, because of the Covuja, or “Warm Wind”, which blows mostly from Southwest to Northeast,
bringing every journey in the area rather difficult. The temperatures are between 30 to 40°C, and even more in
summer. From dawn until dusk, the Covuja carries burning air from the desert plain. But there is precipitation
(even if it is low), especially in winter when the soft winds coming from the East and the ocean winds called
Rivuja or “South Wind” give a more coolest climate. This is of course entirely different in the east, with a cooler
climate and an average precipitation (about 75 to 100 inches a year on the east side, instead of 30 to 50 inches
on the west side), and snow in the East every month in the highest peaks.
In the Western Treddas Mountains and Tern-Dazran can be seen several steps of vegetation, depending of
the height range. The highest steps are colder and blessed with abundant rainfalls. The lowest step (700-
1000m), the valleys, are fertile areas of pastures where farming is possible thank to the multitude of rivers and
streams that go down the mountains. There are some scattered little forests of poplars, almond trees, evergreen
oaks, cherry trees and bamboo. A higher step (1000-1800m) the climate is more rough and there are forests of
cedars, pines and spruces. The next level (1800-3000m) is home of alpine grazing: little bushes that bear the
winter severity and grazing plants that appear only when the snow uncovers the land. The highest step
(>3000m) is always covered by snow, and the life trails are minimum.
The Kuorind were the first people to settle in the mountains, after the turning of the greater part of Codya into
a desert at the end of First Age. They established there a realm of Tatyarin elves, centered around their
strongholds in Southern Treddas at Taurelilomea and Lómeanor. The Elves, who are called the Ûshasai
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(L.:"Children of the Starlight") by their neighbors, have peaceful relationships with the Urunin of the valley, the
Verikis and the Lynîr of the East, and from time to time with the Vulmaw.
There are three important rivers, the Jelh (whose mouth is at Drej Uriac), the Lôpei (Tem-Dazran) and the
Wei-jing, that feed several little lakes in the valleys. There are as well many intermittent sub-rivers, that feed
some little lakes. This feature enable the valley to be very fertile, through irrigation. This explain why the foothills
of the mountains had always been populated, first by Urunin (in the numerous forests, and later in villages), and
later by Verikis in the south mountains, and the Senûr in the North. The foothills are very easy to defend, Orcs
rarely venture in the area.

3 The Climate

Codya is a land located in a tropical latitude with hot-warm temperatures all over the year, moderated by the
ocean in the coastal regions and cooler in the hilly and mountainous regions.
The winds dynamic conditions the Codyan climate pattern. There are basically two predominant wind flows :
the dry Covuja (Vu “North Wind”) and the humid ocean winds called Rivuja (Vu “Cool Breath” or “South Wind”).
In winter season, the dry air of the steppes of central Middle Earth (Covuya), descends by his more density and
go out the continent (NO-SE), getting stronger than the Rivuya, bringing a dry weather to the lands of Codya,
specially in the inland areas. In summer, the overheated continent makes the air hot up and ascend, attracting
the humid winds from the Bay of Ormal which get stronger than the Covuja. This winds collides with the high
volcanic islands and the hills range along the coast (in their barlovent slopes), getting colder and condensing
the air, for what rainfalls usually occur in a coastal strip of 20-60km width and seldom in the inland areas, which
Covuja keeps in very hot temperatures.
The Treddas Mountains and the Tez-Dazram are less arid than other regions, and have precipitations all over
the year, although specially in summer time. Summer is hot and rainy, and winter very cold. The precipitations
usually have place in snow form during the winter, although only highest peaks (>3000m) keep it during the
summer time.

Mountains (1000- Mountains (2000-


Coasts/Islands Stone hills Desert
2000m) 3000m)
18-25ºC 9-25ºC 0-25ºC (-5)-12 (-12)-2ºC
Januray
Rain 15% Rain 5% Rain 1% Rain 6%, Snow 7% Snow 20%
20-28ºC 10-28ºC 2-27ºC (-3)-12 (-8)-4ºC
Frebraury
Rain 10% Rain 3% Rain 1% Rain 6%, Snow 7% Snow 15%
23-32ºC 12-32ºC 3-33ºC 4-16 (-5)-7ºC
March
Rain 10% Rain 3% Rain 2% Rain 10%, Snow 5% Snow 10%
24-35ºC 14-37ºC 4-40ºC 8-25ºC (-2)-15ºC
April
Rain 10% Rain 5% Rain 3% Rain 10% Rain 12% Snow 8%
25-37ºC 15-40ºC 5-43ºC 14-31ºC 4-21
May
Rain 20% Rain 10% Rain 3% Rain 10% Rain 20%
26-32ºC 16-37ºC 6-42ºC 18-36ºC 8-26ºC
June
Rain 30% Rain 15% Rain 4% Rain 15% Rain 30%
23-30ºC 15-35ºC 7-39ºC 22-35ºC 12-25ºC
July
Rain 50% Rain 25% Rain 5% Rain 25% Rain 45%
22-29ºC 14-34ºC 6-38ºC 22-35ºC 12-25ºC
August
Rain 35% Rain 20% Rain 8% Rain 20% Rain 55%
22-29ºC 13-34ºC 5-39ºC 12-27ºC 2-17ºC
September
Rain 20% Rain 10% Rain 12% Rain 15% Rain 40%
21-28ºC 12-33ºC 4-39ºC 7-24ºC (-3)-14ºC
October
Rain 10% Rain 5% Rain 7% Rain 15% Rain 15%, Snow 5%
20-26ºC 11-29ºC 3-32ºC 4-22ºC (-6)-12ºC
November
Rain 10% Rain 5% Rain 3% Rain 10%, Snow 5% Snow 15%
18-25ºC 10-26ºC 1-28ºC (-2)-11ºC (-10)-1ºC
December
Rain 15% Rain 10% Rain 2% Rain 6%, Snow 7% Snow 20%

The first temperature means the average temperature at night and the second one the average temperature
during the daylight.
Rainfall is represented as a percentage. Every percentage is the probability to have precipitation in each day
of the month.
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4 Fauna and Flora

Codya is an area which holds a great variety of environments within a very extended area : treeless plains,
sandy coasts and subtropic islands, humid jungles and hilly vales. As is typical for all regions, myriads of plant
and animal species make their home here. Life, as everywhere else, depends on natural parameters like relief
type, climate and water. In order to simplify this section, the animals and plants are presented by countries. This
is a difficult task, as many animals or plants can be placed in other countries. Although the desert fauna can be
limited when compared with the coastal region, a perceptive traveller could find more than he expected.

4.1 The Islands

Blessed by the humid winds of the Rivuja, these archipelagos of volcanic origin possess an exhuberant
vegetation and a warm climate. Along the slopes of the volcans, there is a dense jungle with high trees and
green ferns, always wet and tapestried with different species of moss and lichens. The coast is usually cliffed,
made up by dark volcanic rocks; although it can be found remote creeks of sand, trully paradaisic places.
It can’t be forgiven the ocean habitats, home of great seaweed forests and plenty of animal life as corals, fishes,
dolphins, sharks and any other sea animals.

Flora:
- Dilduyan: Climbing fig-tree that uses other bigger trees to grow up to the brightness. The milky sap is a
powerful medicament that is able to cicatrize quickly any wound and also have healing properties to the insect
bites. When apply directly to the wound it recover 2-20 hit points.
- Hazantari : Bulbous plant with blue-green leaves and white flowers, which grows at the end of a high stem.
It can be found near the ocean’s shores. In summer, the petal flowers fall and the seed is brought away by the
wind. The water where a bulb of Hazantari is boiled can be used for several affections, like sedative and
analgesic.
- Kei-houan: Typical jungle forest with twisted trunks and hard to masticate leaves. While the leaves are light
poisonous (level 1), the red berries are a suculent food, sweet tasted.
- Mivûl : Huge seawood with talos (“indifferenciated parts of the body”) of 30cm width. The Mîvul create great
maritime forests, refugee of the local fauna. The talos of this seawood are dried and used like an ingredient of
many foods by the Vulmaw. Also the Mivûl are a good help for burnings (the dried seawood added with water
and applied as cataplasm can heal 1-10 hit point a day).
- Rapajú: Light green lichen that grows in the higher trees of the jungles as a parasite. If a small dosis of
Rapajú is eaten or drinken (in liquid form), this will cause the loss of the coagulating proporties of blood,
multiplying by 10 the rythm of loss of hit points.
- Shurabad: Slim tree with silver bark that usually grow till 7-15 meters height. The Shurabad grow in the
forest openings because of their light requirements.
- Yahaliee: Plant-like seawood, red coloured that live in a medium depth (10-20 m), seeked for his healing
proporties. About half yahaliee, grinded and apllied in paste form is able to recover 20-30 hits.

Fauna:
- Black Sea Turtle: About four to seven meters long, the Black Sea Turtle lives wandering in the waters of
Bay of Ormal, hunting fishes and mollusks, but avoiding to confront with humans, unless provoked. In the winter
months the turtle comes back to the sandy beaches to make the egg-laying. Their shell, black and white-spotted,
is particularly appreciated because it is extremely resistant, and supplies an ideal material for armor, helmet and
shield.
- Laukur-un-mow: There is no such dreadful creature in the islands of Codya like the Laukur-un-maw, a
dragonfy alike insect with blue-emerald colour that can transmit a dangerous disease : the “Mow”. The Laukur-
un-Maw is fed by blood, so when it bites someone that haven’t the “antigens” of the Mow (only local population
have it), the victim would resist a Level 8 attack. If he fails, the disease will incubate during 2-3 days and then will
begin the vomits, chills and diahrea. If the ill one cannot take the antidote (Quala), he will die in about 7-10 days.
- Nagatakhal: Big lizard (1,30m length) with dark-coloured skin, inhabitant of the caves of the rocky cliffs.
Many of these lizards can be seen on the sun hours on the rocks in large packs (5-15 specimens). They are
predators with strong claws and mighty jaws that may attack to human-beings if they are hungry or are
disturbed.
- Violet-winged Dove: Very rare bird of the dense jungles of the Codyan Archipelagos (one specie in each
one). Although someone who go through the jungle didn’t saw them it’s sure he heard their amazing cooing. An
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alive Violet-wing Dove could reach an expensive price in the markets of Southern-Eastern Middle Earth because
of their appreciated cooing, comparable with the tunes of the best elven musicians and juglars.
- Zatôh: This is the bigger predator in the islands. It’s a falcon with long legs and black tuft head, that would
be alike to the goshawk of Northem Middle Earth. The Zatôh hunt basicially doves, phaisans and other small
birds. The Zatôh is a very versatil predator, able to hunt in the air, among the thick jungle or in the ground (using
his long legs to run).

4.2 Coastlands

The coastal lands sustain a large number of life forms, due to heterogen ecosystems that can be found and
also the frequent precipitations. The shores of the land is for the most part sandy beach, except for some areas
where rocky cliffs rise above up to 90m the sea rocky and sheer cliffs. This is the case near Myrn Shriac for
example. In the interior can be found subterranean lakes and caves, some of them with such length that could
reach the cliffsides and develop an huge web of tunnels.
The vegetatition is varied and abundant. There are many coniferous forest (cedars, cypress and pines)
inland, while the shores of the coast are dominated by evergreen bushes and palms trees. As one moves inland
turn up big and wild areas of grazings where pasture the livestock, but it rarefies very soon when one enters in
the hill country.
Taking advantage of the frequent rainfalls, men have created some large zones of irrigated cultures of fruits
and vegetables (like the mangrove trees or bamboo, who thrive at the forest edges, especially along rivers). Just
like the flora, fauna is massively represented in the coastal zones. Rodents, predators such as lynx or foxes,
birds are present on these grounds. Gulls and other sea-birds proliferate along the coasts, and dolphins are very
common.

Flora:
Ansul: one of the most infamous plant that grows in forest. From the white and yellow petals among the dark
green leaves emanate a sweet fragance. Those who inhalate too deeply (level 6 poison) are subject to every
violent depravity imaginable and they express an inhuman rage face (just like with the rage illness). This violent
state is melt with a totale memory loss, which last between half an hour to more than twelve hours, depending on
the exposition. They are easily handled by someone with a strong will. The victims do not forget so easily their
rage actions. This plant was once cultivated in the Chyan empire (and later destroyed), in order to fortify their
soldiers against their foes. The origin of this plant is lost in memory, but it is probable that it is a remnant of
Zurghôr evil Maia sorcerers.
Eshetu: this small purple plant is similar to a rose but is almost impossible to find. Eshetu usually grows in
swamps or near lakes. This is a medicinal herb which acts when brewed and drunk as an antidote against the
effects of the Ansul herb if taken within one hour.
Hugar: Abundant on the ocean coasts, the Hugar plant grows to a height of around 1 meter. When the root is
brewed, and the extract drunk it acts as a powerful sedative : the patient sleeps instantly and one hour sleep
equals 6 of normal sleep. This drug is sometimes used by military commanders to force their troops to perform
tasks normally not possible (AF 33).
Gahlaib: this small black brown nut is the fruit given by the Alub, similar to a hazel tree (which can rise up to
more than 28m. It has a very bad taste, and usually provokes a bleeding 3 rounds after ingestion (Level 4
poison, 1 to 3 hits / round). Eating more than five gahlaibs can be a cause of death (Level 10 poison).
Myur: this medicinal herb grows in areas where the low vegetation comes near to the ocean's shores. The
leaves of this grass, when brewed and ingested heals 2-20 hits, and cures an infection of one wound.
Natjura: this small blue plant similar to a hyacinth usually grows in caves near water, and needs humidity and
light. The roots, melt with the blue flowers into a malleable paste, when eaten enable to act as an antidote level 6
against all circulatory poisons (AF 7).
Sjeju: this beautiful but very rare flower shows itself only on the shores of the ocean regions of Codya to
Lynerian League, melt with small green thorny bushes. The flower in infusion enable to restore any stat losses
other than those due to age. It affects only one stat (AF 10).
Tarjstub: this quite very rare green lichen grows mainly on the Codyan shores on rock cliffs, and enable to
repair within 2D10 days an organ by fixing the lichen on the broken organ. But it can also provoke severe
behavioural problems.
Vuljuk: this plant grows in forest or in rock cliffs, not directly in the sun light, but with a maximum humidity.
The root, if ingested through an infusion, enable to act faster during three rounds. When the effect stops, one
can perform only a simple task (dodge, skill test, but not attack) during the two following rounds.
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Fauna:
Caatu: Big predatory ferrets, with two little horns on the head, white tufts everywhere, a pointed muzzle,
rounded ears, albinos eyes. The paws are very short, with claws. Caatu usually hunt for rats, rabbits. These
animals can be easily domesticated, but once it is done, they can’t return to wild life.
Lamprey: A 60cm long, cylindrical, grey, jawless fish, the Lamprey is a parasite that attaches itself to other
creatures, like a leech with a circular maw. It then remains in place, slowly burrowing into the flesh and
swallowing blood until sated (a wound from a Lamprey will bleed at a rate of two hits per round).
Lynx: It is a sturdy looking animal (similar to a big cat) set on solid looking legs, a rear noticeably longer than
the front, with large paws, a fairly small head, and a very short tail. The coat is long and thick with tufts on the
ear tips. Color ranges from a sandy gray to a tawny red with white underparts, with some degree of spotting.
They usually live in tall coniferous forest with dense undergrowth, but have adapted to other kinds of terrain
including open woodland, delta swamps, rocky outcrops, and mountains.
Lynx can climb well and are good swimmers. They have acute vision and will stalk prey over long distances
or wait patiently in ambush before making a final, typical felid bound from as close as possible. They are usually
solitary animals and nocturnal hunters, but cooperative hunting has occasionally been observed (in prides of 5 to
8 cats), with rabbits being driven towards a waiting ambush or a pair of lynxes stalking from both sides of joint
prey. If taken young, these cats make loyal, protective pets.
Madak: a grey-blue crocodile streaked with green, about four metres long, and accustomed to rivers,
estuaries and swamps. Very agile, Madak is practically harmless when it rests on the continent, during day,
unless it is surprised or forced to fight. In that case, he uses his speed to knock down iss opponent with his tail,
then takes his opponent in his mouth up in order to drown him. In water, Madak finds back its predator's
instincts, and attacks any prey to its catch. It swims very fast, and is particularly silencious. The tactics, even
there, consists in catching its victim and taking him under the surface until it drowns him. The mouth is provided
with sharp teeth as razors, which make too redoubtable points of arrows.
Nîkh: Animal related to the wild boar, but bigger (1,20m height) and more dangerous. The Nîkh have a plump
body with dark hair and and hefty paws. The beak is very long, with flatten front. Several groups of appendix
come out of the head. First, the two pairs of straight horns and second two pairs of curved gangs in the mouth
are used to charge against his foes. These lonely animals live in coniferous forest, and particulary in Codya and
Niss valley. Their diet is omnivorous: plants, roots, small mammals, carrion, etc. The Nikth are extremely
dangerous animals, such as the dominant carroniers, so that, even liens or lions, prefer run away to dace a Nîk
for a corpse.
Oloa-nak: living in lakes or in ocean, Oloa-nak are 25 – 45 cm long salmons, characterized by their grace
and beauty, and weigh up 13.5 – 55 kg. There are four species found in Ormal, which are differentiated by their
color, their weight and their life length (between two and seven years). The first one, called sockeye, is blue-
tinged silver, live four to five years, and are the slimmest and most streamlined of the Oloa-nak species. The
Pink Oloa-Nak is the more common, and also the smallest, weighing about 2.3 kg, they have heavily spotted
backs over silver bodies. The Noshô is blue-green with grid bars, weighing about 4.5 kg. The Coho is bright
silver, the biggest and also the hardiest of the Oloa-naks, as they can travel as far as 1000 miles. Oloa-naks are
anadromous animals. They breeds ands spends varying portions of its life in fresh water, then travels to the
ocean to feed until maturity, and they return in fresh wateeggr to die. They feed primarily on plankton,
crustaceans such as tiny shrimps or small fishes, making them vulnerable to fishermen using as bait herrings.
Tiger: a huge and beautiful animal with a orange or golden fur streaked with dark colour bands, belonging to
the feline family. It is referred as a big cat (about 2,5 to 3,5 m, counting tail, and 270 to 300 kg). It is a very good
hunter that prefer deers, boars, monkeys or buffalo babies. Although tiger is bad in long chasing, he is lethal in
ambush and short runnings. It lives mainly in forest in protected and isolated lairs. They are usually lonley
although the male and female in the reproduction age, and young females of the same litter could live together.
Birth can happen in summer, in gestation of two to four little blinded and furless tigers.
Trêaik: this is the holy animal of Urunin (symbol of the greateast Uchakna (Na. “Forest-spirits”)). These
animals descend from the tiger, whom the ancestors of the Urunin domesticated (from what they say, thanks to
the sacred Forest Spirits). The Trêaik is able to track, follow blood rakes for miles and slay a boar-size animal in
a few seconds (breaking his neck or suffocating with his jaws). A pair of hunter trêaiks colaborating is a lethal
weapon for any animal of big size. The trêaiks have almost the tiger size although they are less streaked and
they are friendly with any member of the Urunin clan (and anyone friend of the Urunin).

4.3 Stone Hills

Although the rain would be enough to create a plenty of life ecosystem, water is drawn from the ground and
from the few Codyan rivers taking their sources in Anarikê or in Treddas Mountains, forming very acid and nearly
21

dead lakes. The life in the stone hills can be identified like a mixture between the desert and coastal lands,
although with many own species and endemisms of the characteristic ecosystem of acid lakes.

Flora:
Vegetation is poor, and only limited to shrubs, some trees, green/yellow grasses, some lovely flower and
thorns. On the contrary, the subterranean lakes offer plenty mushrooms (some comestible, others without taste,
and a few others deadly), and other plants. There are no larger plants native to the hills, because the desert wind
allows nothing larger to grow. This is not however desert, as life is permanently possible.

Bulti: one of the most useful and common herbs in Codya, the sweet sap of this plant heals 2-20 hits within 5
minutes when ingested and doubles the healing rate for major wounds (AF 2).
Jatsar: this oily black plant grows in very arid land (to a maximum of 50 cm), and bears no fruits, but only
plenty of leaves and rigid stalks. The leaves are rounded and touthed, and when touched, this provoke burning
itches, like for nettles. It is rumored that the Jatsar’s sap could be an antidote against the effects of Galenaana (a
green powder that kill Elves and put others in coma state), but if it is right, it is known by a few people.
Lusu: this lovely red flower with many green leaves is similar with the canna, and grows only in arid lands. It
does not need so much water. The leaves, though stiff and full of fluid, are very fibrous when dried and can be
used to make cords (though this is a quite difficult labour). The fluid in the leaves relieves hunger and thirst, just
like the cactus of desert.
Poa: a strange vegetable developing in partial darkness, in rocks or cliffs. Poa looks like a crossing between
a mushroom and an ognon (Poa means “ognon” in Vulman). Some bulbs emerge from a dry moss adhering to
the cliff. This vegetable is really extremely dangerous. Bulbs contain a flashing mortal gas niv.15), which
spreads in the air in the slightest shock. The small quantity of gas contained in a bulb is sufficient to poison a air
volume of 2 m². In the exiguity of the subterranean network, any fortuitous meeting with Poa is naturally
dangerous. Poa die in a few minutes if one tear away them from the cliff, releasing slowly their gas (niv.8 in that
case). Tearing away a bulb is an operation as mortal as vain: the bulb bursts automatically.
Teku: a red-brown lichen. They are at first grains dissiminated by desert winds who fix on ground, or more
usually trees or stones. From these grains, a red-brown lichen grows as a “parasite”, usually after rainfall. This
plant when eaten allows the user to hear and sea twice as well as usual (+40 to all Perception involving sight
and/or sound for 2-10 hours).

Fauna:
Despite the harsh conditions of life, animals are very numerous there. These creatures range from the tiniest
insects, living of flowers nectar, to dangerous predators. These animals fight day to day in their land, where can
rise at every moment a deadly menace. Here can be found in caves and subterranean lakes bats, spiders. In the
acid lakes can also be found blind fishes and crustacians. Outdoor, can be met mouse, jerboa, lizards, serpents
(see in desert description). But the most remarkable animal is however the Lumo, the Hill Cat, and the Orao, a
big eagle that lives in desert borders.

Alutu: these enormous mollusks, huge black or brown snails alike, live in the acid lakes, eating fishes,
crustacians or insects. When attacked, they project their slobber on their foe. Their slobber is very acid and
burning. The poison (Level 6) paralyses the victim for one to five round. If the foe is alone, it signifies death.
Fortunately, Alutu rarely attacks human.
Flesh Slugs: Flesh slugs are huge brown or black slugs with a taste for corpses and smaller living creatures.
If upset they might even attack larger animals or humans but usually they are harmless if they aren´t disturbed
eating.
Jerboa : The Jerboa is a small, long-tailed rodent that jumps long distances using its long hind legs. This tiny
mammal looks a bit like a tiny kangaroo. This mouse-sized animal can jump as far as 10 feet (3 m) in a single
leap. It leaps to escape predators. They live in or near desert, and escape the daytime heat by burrowing
underground and resting during the day; they are most active at night. They hibernate during winters, burrowing
in a den and going into a very deep, sleep-like state. They are omnivores (they eat both plants and animals);
they eat plants, seeds, and insects (like beetles). Water is obtained from the food they eat - they do not need to
drink water.
Luno: this very intelligent wildcat, of the size of a big dog, lives in desert border. It goes hunting in the desert
and sleeps during the day in the hollow of cliffs or in one the multiple natural caves which drill the hills. Rather
fearful, Lumo becomes very aggressive when it did not eat for several days. Very agile, it is adapted well to the
ripped landscape of Nun Gazir, and executes remarkable jumps, jumping up over gorges with an incredible
flexibility. It lives in couple, remaining faithful to her spouse after her death. A fatal error is moreover to kill one
22

Lumo without eliminating the other one. Surviving Lumo has as only task to find the responsible for the death of
his companion, and to avenge him. The chase fails rarely.
Orao : These great birds are similar to the Eagles of the North. The Desert Eagle is a dreadful hunter, who
eats mainly small animals such as rats, mice, jerboas or lizards, but does not feel reluctant to be nourishing on
animals carcasses. This is an adaptation made necessary by the environment. The eagle is the only animal to
cover the totality of the Big Desert. He lives in wind-hollowed caves. They are no match for the great Eagles, but
they are large enough to carry off a fully grown goat. Orao is not of size to attack a man. He prefers to ignore it,
unless provoked. In that case, he will take advantage of an inattention moment of the foolhardy person to attack
by diving with his beak and his claws.
Red Ants : The red or Giant Red Ants are poisonous insects of southern Endor which are especially found in
arid lands. They are often half a meter long and can be very aggressive when they are disturbed by humans.
Rotworms : Rotworms are cousins of northern Bloodworms and appear as brown earth-living half a meter
long Worms which live off corpses. They are found in many graveyards or burying places and are aggressive to
lone individuals. They are not poisonous but their teeth are sharp and they like to intrude in soft bodyparts.
Urod: a dreadful creature that lives in the subterranean lakes. This fish-snake with a sticky black skin is
about 1,50m long, and moves in deep waters. Feeding usually of small moluscs and fishes, Urod does not feel
reluctant to taste human flesh. When he tracks down a prey, he carries it towards the depthes by catching him
with his mouth provided with razed teeth, then attacks the stomach of his victim, whom he eats in a few seconds.
These fishes-snakes are particularly gluttonous, and live generally in benches of a dozen individuals.

Other creatures:
Sand-puddles : Sand-puddles are the horrors of the southeastern oases, some type of cursed souls,
doomed to wander till the end of time. They are swampy, or vaguely slime-like creatures that live beyond Sand
and attack Lifeforms from beyond by eclosing it´s feet and trying to enclose the whole body. They only appear
near Water and are not capable to survive in the Deep deserts. They are very vulnerable to flame and fire.

4.4 Desert

Natural conditions for life are very difficult in Desert. But life still exists, even if it is predictably more limited
than in other regions. Many birds and small predators hunt there on night. Several bushes, yellow grass and and
thorns are sometimes seen in border of desert. There is little plants florishing at occasionnal showers, and dying
as abruptly as they appeared. On the contrary, oasis are abundant of life, with palm trees, leafy bushes, grasses
and with numerous birds or rodents. The creatures of the stone hills can be as well encountered in desert. It is
especially true for the Jerboa or the Orao.

Flora:
Kaktu: the white flower of this plant is very poisonous. If the petal are ingested, a person loses his feeling in
his or her extremities. If the flower is boiled and the liquid concentrated, it will create a poison that impairs a
person’s dexterity. The effect is permanent until an antidote is administered. The resulting palsy will interfere with
any type of movement. Like Klyttm, this plant is also researched by talentuous assassins.
Klyttm: one of the most unusual shrub is the blue Klyttm. It has lovely yellow or red flowers and purple
berries (especially on winter). The berries appear to be very succulent. In fact, it is highly poisonous, dullness as
it causes eternal sleep (level 8). These are the only result seen after attempting to eat these fruits. These berries
are researched by talentuous assassins in Harshandatt or Chyan cities.
Nijâj: this swall yellow flower grows in the eastern borders of the Uljian desert, near the mountains. Its dried
petals used in infusion counteract the effect of spirit alteration poisons (level five). The fresh petals are also very
highly nutritive. The flower grows only at night and closes its petals on day light to preserve its humidity and
coolness. It grows well in aereted places where the wind circulates.
Penhuji: Called by Múranians “the flying bushes”, the Penhuji is a garbage heap which tumble down the
sand dunes and run through desert, according to winds, by agglomerating vegetables, dust and different fibers.
Quala: this small plant is adaptated to live in extreme conditions of dryness, because of its long root than can
be 10m long. The stems are green and their leaves are needle alike. The Quala is the only antidote to the Mow
disease.

Fauna:
A big number of small animals can be encountered in desert, but little live there in a permanent way, as does
the Giajia, a small mouse of the desert which racks itself a house in dust, or the Kiuneh, a relatively dangerous
wild dog. The desert welcomes insects, spiders, ants, scorpions among others. One also finds there lizards, and
vultures in big number.
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Camel (Devevi Póa): the most adapted animal to the climate and to the relief of the desert. His thick coat
shelter himself for the extreme temperatures of day and night in the desert. On the contrary of the Harad camels
that have one hump, the Eastern Middle Earth animals have two humps. The camel is a resistant, ideal animal
for the transport of heavy loads, but desperately slow. This creature is used by the caravans which cross the
Desert. Also the female camel milk is a basic food fot the desert men, as his blood and flesh. The camel hair is
also use to make up garments.
Cheetah: the cheetah is said to be the faster predator of Endor. His slim and adapted-for-runing body can
reach speeds of 110km/h for a few seconds. The Cheetah usually live in small groups with relative links. Their
favourite prey is the Maraa Gazelle, which Cheetah chase in short runnings, knock down and then suffocate with
his jaws in the throat. The Cheetah can be domesticated; many nobles use the Cheetah as hunting weapon.
Fell Lizard: Fell Lizards are huge, cold blooded reptiles which usually hide in the sand at night and come out
at day. They usually live of insects or desert mice but they tend to be aggressive. They are about 1,50 m long
with tail and almost half a meter high, with dark green Scales and four legs. Their scales are very hard but their
flesh is very nourishing though not very tasty.
Lisicavi: Small fox desert with big ears. The lisicavi wander at the cold nights in the desert hunting insects or
small rodents, and seldom caving for seeking sleeping reptiles. They are very valued by their delicate and soft
coat.
Maraa Gazelle: the Maraa gazelles live in pack of 10-20 specimens. They are white and sand colour in the
back and head, with two blue twisted little horns. This gazelles are the common herbivores of the desert and
represent the basic prey for many predators as the cheetah.
Sand Asps (Giftnatter): Sand Asps are small poisonous serpents which live in the desert sands. They have
a sandy or grey-brown color and hide in the dunes until night. They normally live off mice and smaller desert
animals but they can be very dangerous to humans because of their strong poison. They are mostly seen in
Codya or Uljian desert, but very less in Harad.
Sanddivers: Sanddivers are horrible creatures of the deep deserts. They appear in large crowds and attack
any kind of life-form, being annoyed by their body-fluids. They appear to be snake-like but almost plant-like, like
roots with sharp teeth and without eyes or heads.
Syh-sah: this arachnide (spider-tiger) is one of the most afraid animals of desert. Syh-sah is tiny (of the size
of a nail) and very fast. Black with one yellow streak (name’s origin), she lives in holes dug in the desert. She
uses the cattle or the caravans to move on long distances. Spiders nourish on insects and on small mammals of
the desert. However, in the egg-laying season, she looks for an animal of bigger size, warm-blooded, to put
down her eggs. Having to track down the ideal prey, Syh-sah injects to its victim an extremely harmful poison
(niv.14), coagulating, which provokes in a few minutes the forming of clots in arteries, and within an hour a
cardiac stop. Spiders lays in the still warmed corpse hundred of eggs, which will put less than a week to hatch,
comfortably accommodated in the flesh in decomposition.

Other creatures:
Desert Spirits: There are Old Spirits, which wander the deserts of Haradwaith and Codya. Their origin is
long forgotten but they are believed to have been Maiar of Yavanna who were tied to the fertile Lands of the
South before Morgoth turned them into Wastelands and who now wander the Sandlands having lost their
orientation. They appear in different forms, sometimes in the shape of men, sometimes as visions. While some
are dangerous and scornful, many remain helpful and friendly. Though their miraculous nature they are old
creatures of large wisdom and a lot of power in their realm.
Ghouls: Vile spirits that were bred by the Dark Lord a long time ago. They sometimes take possession of
corpses and live in their rotten flesh. Sometimes they are hardly to distinguish from Humans if the corpses they
live in are freshly dead. If the body is destroyed (usually by cutting the spine) they slip in a new body. The Ghoul
itself is hard to destroy since the spirit creature has invisible strings and is only partly existent in the visible world.
Lyharg: Unlike the other wargs, bred from cursed wargs, this race was bred in Angband in the First Age from
lions to survive in the deep deserts. Their skin is grey or sandy, but they are a little more muscular than lion. It is
not unusual to see Desert Orcs mounting Lyhargs, especially during a night ambush.
Sphingi: Sphingi are magical statues in the shape of lions with human heads that are possessed by evil
ghosts. They are deployed as guards for special places and might stand motionless in one place for centuries
just to attack suddenly an intruder. Sometimes the ghosts are able to flee their statue bodies and the empty
bodies begin to fall apart like ordinary stone.
Talking Stones: Sometimes in the desert strange animated Stones might be encountered. Their origin is
unknown as is their true nature but mostly they are friendly and tend not to harm.
Wereworms: Wereworms are a southern branch of the Dragons, related with the Sand-Drakes of Haradwaith
but unwinged. Wereworms are the mightier creatures of the Codyan desert, predators of other predators. They
have large bodies almost human in shape with claws and tend to walk on their rear feet. They are extreme
24

outsiders and fond of gold and glittering jewels or metal and are capable of using magic. They are fifteen ore
more meters in length and are of one and a half meters in diameter of the biggest portion of their bodies and
have sandy scale-skin. However they are unable to spit fire. There are a few wereworms in the Codyan desert,
although the keep fiercely their domains fighting with other wereworms.

4.5 Mountains

Several mountainous ecosystems can be clearly differentiated through the climate (which depends of the
height). While the valleys are warm and enjoy an abundant water source, the higher areas have an extreme
climate (from the snowy months of winter to the burning months of summer). This heterogeneity of abiotic factors
makes possible a great diversity of species.

Flora:
Atadram: tiny herb that lives in the grazing lands of the mountains. Atadram is easy to find because it smells
strong like acid. It is used as an ingredient of the Puliyan, a magician dust used by the Urunin chamans that
allow to have a total contact with the spirits. The Puliyan dose is so hard that anyone should not abuse of it,
since it stands the risk of remaining caught in the Spirit World, which means the body goes into a coma.
Basht : thorny bush that lives in the alpine pastures. Its leaves are very small; the flowers are big and yellow
and grow up in summer. Its black berry is an ingredient of the Puliyan.
Bowkaan: ripe plant, till 1m height, with leaves in the ace and a long stem. In the end of stem grows one
flower that become a fruit (at first alike to a corn cob, and finally opened up in a crowd of little stems). The
Bowkaan is used for healing oedemas (retention of liquids in body) and a powerful homeostatic (favouring the
blood coagulation: stopping the hit point loss by bleeding). The plant must be boiled in water and then drink the
cool liquid. Also can be put in cataplasms or compresses (immediate action).
Kladeveis: plant that grows in the higher peaks of the mountains, sheltered from the snow in the cracks of
rocks. The Kladeveis have a pale colour and its flowers are white and have bell-shape. It is an ingredient of the
Puliyan.
Lilagharemo (“the youth vine”): someone says that in the valley of Tem-Dazram dwells a kind of vine with
amazing properties. This vine could have bright purples grapes with a sweet taste that could make delay a man
getting old. In fact, this vine exists but their mighty properties are not so. The grapes of Lilagharemo are an anti-
aging and anti-oxidant that make the old men of the mountains who consume it appear less old than they really
are. However, this vine is very rare and the mysteries of its properties make that a lot of adventurers crossed the
dangerous mountains to find them.
Oj-tupêi: this plant grows till 1m height and have thick green leaves with white nerves that bud directly from
the ground. The Oj-tûpei rather the humid shores of the rivers in the mountains valleys. Eating this plant or
drinking the water where the plant is boiled is supposed to be a effective system to clean the body from any
vegetal/fungi poison. Within 1 hour to be ingested, Oj-tupêi will heal every reversible effect of a poison (not
totally destruction of an organ, hit point loss or death).
Taityr: small tree related with alder, which grows sporadically in the pine forests of the mountains. Its bark is
a strong narcotic and anaesthetic used to made the Puliyan.
Zaazyi: fungi characterised for showing a big mushroom, purple-brown coloured with grey thick stem. The
Zaazyi grow in the forest cloak of dead pine leaves, appearing the mushroom after abundant rainfall periods.
Eating the Zaazyi will recover 2-20 hit points.

Fauna:
Bonecracker vulture: this big vulture of the high mountains of Central Middle-Earth isn’t able to hunt preys
and neither walk in the ground like other vultures because of his short legs. In spite of it, the bonecracker vulture
have an amazing “easy” and “light” flight for a bird of this size (till 2,5m of spread wings). The bonecracker watch
from the sky for dead corpses. Once he has seen one, he caught the bones and then throw them onto the rocks
to crack them to make them smaller, and so swallow them.
Cave Bear: this huge beasts can be 635kg weight. They have dark fur and mighty nails that could go through
a metal armour like linen. Fortunately, this animals are shy. They feed with berries, fruits, roots, honey and even
fish or meat. They are monogamous. After the reproduction time, the female forsake the male to care their
offspring. For 6-8 months, the female look after the little bears, teaching them to survive in the mountains.
Cliff bumble-bees: social insects that build their nest in cracks and clefts of rocks (sometimes the nest could
be 30m below the entrance of the cave). These insects aren’t aggressive unless someone fell into their nest.
Then, the outraged bumblebees will attack in-group, using their goads. The poison of the Cliff bumble-bees is
not really heavy (level 1, only will cause pain and inflating), in spite of it, people allergic to this poison could pay
with their life. There is 35% to a person could be allergic. MERP: The allergic reaction will rest 25 to all actions,
25

incapacititator fever and exhausted breathing for 1-4 days. Five or more goads could kill in 1-10 hours. CODA:
Reaction time 10 minutes. Power ON 1(no allergic people)/ON 10(allergic people). Effect: 1D6 hit points/goad.
Secondary Effects: -1D6 Vitality. Phases: 1 per goad.
Golden ibex: the kings of the mountains, these goats live in the inaccessible cliffs and slopes of the highest
mountains. The males show majestic horns in corkscrew shape. Although their size (males can weight 100kg),
they move nimbly through the rocks. In winter, the herds of golden ibex are forced to go down looking for the
green pastures of the valleys.
Marmots: these typical rodents of the open and flat part of the mountains ranges of central and northern
Middle Earth. The marmots live in colonies and spend the winter sleeping in their underground barrows. They
are always watching for the birds of prey. When they see one peril the watcher marmot scream a characteristic
sound and make the entire colony come back to the barrows in a few seconds.
Snow Luno: Related with the Lumo of the hills, this wildcat have a dense white fur, grey blurs and a thick tail.
The Snow Lumo is called the “ghost of the mountains” because it very rare seeing it. However the Snow Lumo is
such aggressive and agile like his cousin. This wildcat hunt goats, marmots, patridges and even cattle. The soft
fur of a snow lumo could reach elevate prizes (several gold pieces) in the markets.
Yak: bovine animal, related with the northern Kine, domesticated by the mountain people as beast of burden
and a source of food (meat and rose milk) and wool. The male Yak can reach 2m height and have curved horns
that can be 80cm length. Females are smaller.

Other creatures:
Rondolóki (Cave drakes): small dragons that grow quickly and don’t show great smartness. Descendants of
the first Cold Dragons, this old race trust more in his intuition than in machinations. The Rondolóki are lonely
creatures that go out of their caves seldom. They haven’t wings and neither fire breath, so that they use their
muscular body to hunt their preys underground. The Rondolóki are combative (they usually fight against
themselves) and territorial. They are able to speak but aren’t so much smart than other dragons, and they are
worst liars really. They could be blinded by power light and so they enjoy polished glass over the gems, because
this ones are very bright.
Sphingi. Described in Desert section.
Talking stones. Described in Desert section.
26

5 Realms
Ormal Bay is an intensive center for political and economic trade, lying southeast from the Haradwaith and
eastward from the Mûmakan over the Yellow Mountains. Population melted here and many realms had tried
during Third Ages of history to become the major power of the region. Tensions and rivalries are an inherent way
of all the region.

5.1 Codya
the youngest and westernmost of the Womaw related domains, in a hilly and woody land.
27

6 People of Ormal Bay


6.1 Jôpi

History
The Jôpi people, are the descendants of tribes who wandered in the densely wooded regions east of the
Southern Ered Harmal in the first Age. Their language seemed to be akin to that of the Zurghôr and some of the
swerting tribes of the Sunlands such as the Mûmakanril, Ûsakanil and Mûlambûril, but in their appearance and
build they seemed to be closer to more Western peoples. When the Vulmaw first came in Jojojopo, the Jôpi were
mostly hunters and to a degree primitive farmers living in cave settlements or pile-works.

In fact, adapting is the great skill of the Jôpi : having driven the early Vulmaw migrants from their lands, the
Jôpi eventually began to insinuate themselves into the political and economic fabric of both Codya and the
Lochan Empire, acting as laborers, mercenaries and traders. By the time the Lochan Empire falls in TA 1794,
the Jôpi were capable of forming a realm of their own in Jojojopo; in addition, a line of Jôpi warlords, the Khi,
came to power in the ancient Vulmaw island fortress-city of Myrn Shryac. A division of Jôpi warriors is present at
the Battle of Pelennor Fields.

Appearance
The Jôpi are a very slender and tall people, with long faces, long braids and high foreheads. Their skin
colour is somewhere between light brown and grey; they have short dark-brown hair. The males tend to be clean
shaven, on the contrary of their Urunin cousins of Codya. Their life is average, around 50 to 70 years. Men reach
around 5’8’’ (1,73m), women around 5’5’’ (1,65m). Men weigh about 70 kg, women about 62 kg.

Society and culture


Clothes: The early Jôpi wear only light loincloths and leather ribbons at their arms and feet. They wear
colourful bodypainting imitating the complexion of the great panthers and lions of the region. Later in the Second
Age, the Jôpi began to imitate the Lochan Vulmaw to some extent, although armor still maintains an aesthetic
connection to the animals. Third Age fashion generally follows the pattern set by the Lochans : brightly-colored
and loose-fitting robes, with an emphasis on modest face veils for women.
Fears and inhabilities : none, except despising the primitive people they met during Second and mainly
Third Age, or those submitting by weakness to powerful people.
Special capacities : from their ancestors, they benefit of a bonus of +5 in two of these three skills : Survival,
Orientation and Weapon Skill.
Marriage Pattern: The Jôpi are normally monogamous, although there is some allowance for men to have
multiple wives, a cultural trait that increases with exposure to the cultures of the Lochan Empire. They are a
patriarchial society, with line counted through the male.
Lifestyle : At first, Jôpi lived in primitive forest villages. Through the contacts with Vulmaw and Lochan, they
evolved, taking part of these civilization by building fortified villages on forests and on desert borders and settling
themselves in Vulmaw cities. All villages and later cities are ruled by an hereditary Chief (later Prince), and all
Chiefs are under the sovereignship of the Hionvul of Jojojopo.
Religion: The Jôpi were at first followers of primitive animistic traditions and worshipped a number of Nature-
spirits, which they call the Tôanab (Jô. "Forest-powers"). As with many other matters, the Jôpi adapted to
Lochan spirituality, with the animistic spirits melding with Shasindi ideas of heavenly emissaries to form an
entirely new faith. The animists are usually body painted, as a sign of communion with nature.
Restriction on Professions : none, though animists and rangers are more oftenly seen. Warriors and archers
are very common too.
Language : They speak their own language, Jôpenî, which is related to the language of their Urunin
cousins, Nârn. Vulmaw is the second language spoken. Some can also learn some Avarin tongue (either Kuorith
or Tawaren), and Nârn.
Warfare
At first as a forest people, Jôpi were no match for Vulmaw, and reluctant to use armor for war. They later
changed their mind through Lochan and Vulmaw influence. They became instead very performant in “covered
war”, or assassination attempts, and replaced soon the Lochan as mercenaries on their own country. They are
also fierce warriors, wielding bows, axes, blowpipes, swords and lances; the latter weapon testifies to their skill
as riders, a trait learned through many defeats at the hands of the peoples of the plains. They are more
competent in terrestrial than naval warfare.
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6.2 Urunin

History
The Urunin people are the descendants of tribes who wandered in the densely wooded regions of the southeast
of Ered Harmal in the First Age, and therefore they are akin to Zurghôr tribes and other swerting tribes as the
Karali, Mangani (Southern Archipelago) and Tarlai (Sakal an-Khâr). They are also connected with the Chaialla
folk in the language and traditions.
The Urunin seemed to have been a much larger people in the past, but they were decimated by more warlike
peoples who came from the North and became reclusive and isolated. When the Lynîr and the Vulmaw first
came to the Ormal Bay region, the Urunin were mostly hunters and a degree primitive farmers living in cave
settlements or huts. Later, remaining peaceful, the urban Urunin mixed with the Lynîr and Vulmaw outsiders,
adopting some elements of their culture, shaping the base of the Codyan folk. Instead, the rural people kept their
old heritage and stood away from the outsiders, so that they slowly adopted these influences.

Appearance
The Urunin are a slender and medium-height people, with long and oval faces, high foreheads and brown eyes.
Their skin colour is somewhere between light brown and grey; they have dark-brown/black and curly hair. Their
life is average, around 50 to 70 years. Men reach around 5’8’’ (1,73m), women around 5’5’’ (1,65m). Men weigh
about 70 kg, women about 62 kg.

Society and culture


The Urunin were at first primitive jungle tribes. They were very reclusive hunters, fishers and recollectors, similar
to the Drûghu. They met some of the Chaialla before their departure for Hyarn, and they kept several of
Chaialla’s traditions, like being reclusive in the forests, a love for forests and animals. With the arrival of the more
advanced cultures, a lot of Urunin came to the cities losing their old heritage and primitive customs. Although
many of them refused civilization and rather stand in their villages, they acquired some knowledge that allowed
their culture to evolve. So that, it can be differentiated two basical stages of the Urunin culture : since 200-300
F.E. to circa 1000 S.E. being a reclusive hunter, fisher and recollector folk; since circa 1000 S.E. when the
Urunin begin to introduce agricultural and pastoralist technics.

The first stage (ca. 250 F.E. – 1000 S.E.): Primitive tribes
Clothes: the early Urunin wear only light loincloths and leather ribbons at their arms and feet. They wear
colourful body painting which imitated the complexion of the large domesticated cats of the Urunin, the tiger-like
Trêaik, especially during the huntings and celebrations. Hair is usually wear as a long plait on their head-tops (as
much men as women). The Urunin have always been very devoted for complements and adornments like
pendants and wristlets of wood, bone, ivory or ambar.

Fears and inhabilities: none, except a little fear about the destiny that their own Uchakna (Na. “Forests-powers)
have reserved to them. They think every person has their own watcher Uchakna, so they interpret every event
as a reward or a punition of their Uchakna.
Special capacities: the Urunin are very adapted to their environment, because of it they are capable of stealth,
survive and orientate perfectly in their natal lands.
Marriage Pattern: the Urunin are normally monogamous, and the line is counted through the male, but the
female is responsible for children education and counselling the Urunin chiefs.
Lifestyle: the primitive Urunin are hunters, fishers (men) and recollectors (women) who live in villages in the
coastal region or near the desert lands. The agriculture is not enough advanced, however they favoured some
kind of useful plants near the villages as fruit-bearing trees and plants of textile uses.
Social Life: The first event in the life of an Urunin person is the ceremony of name-giving and Uchakna-giving by
the local shaman. The shaman must look for answers from the Uchakna until revealed the watcher Uchakna.
When Urunin who don’t have a personal name or a watcher Uchakna die, he will be doomed to dwell endlessly
in a kind of “limbo”. A woman is considered adult with the first menstruation; a man, with the first hunted animal.
Becoming adult allow to get married. Marriage is arranged by the village chief, but always with the acceptance of
both parts. A few persons reach old age (>50 years). They are respected by all the community and counsellors
of the chief.
Hunting: an exclusive male activity. The use of the Trêaik for hunting and as beast of burden is a peculiar Urunin
custom. These animals descend from the tiger, whom the ancestors of the Urunin domesticated (from what they
say, thanks to the sacred Forest Spirits). Because of the strange empathy between these animals and the
Urunin, some peoples thought Urunin use an animal speech (and even magical powers) to communicate with
29

them. A Trêaik is like one more family member, and although every family can’t own one, the Trêaiks can be
yielded by one family to another, representing an act of friendship, recognition and brotherhood. The Trêaik is
able to track, follow blood rakes for miles and slay a boar-size animal in a few seconds (breaking his neck or
suffocating with his jaws). A pair of hunter trêaiks collaborating is a lethal weapon for any animal of big size.
However, Urunin have an important mission selecting the victim, leading the Trêaiks and collaborating at the
time of slaying (using spears as weapons). The hunting of small preys like rodents or small antelopes are a job
that usually do the elder and younger hunters of the village (the elder ones teach the young ones) without the
Trêaik help, using throwing javelins, slings and blow-pipes.
Fishing: the villages next to the sea rather practise fishing than hunting. No advanced technics are used for
fishing, only rough nets and spearing in the shallows. The fishing of the big Olao-nak is a remarkable event that
take place in october, when this fish remount the Codyan rivers to spawn. The amount of catch is such, that it
has to bee smoked or salted to be kept for almost a year.
Recollecting: women are responsible for providing vegetal food. During a lot of generations, women have
favoured the growing of useful plants near the villages as fruit-bearing trees, but in spite of it, they usually
wander for miles looking for roots, wild cereals, thistles, berries, potatoes and medicinal herbs.
Craftsmanship: early Urunin were able to make up simple tools and objects. The used materials are basically
wood, bone, ivory, vegetal fibres, tendons, leather and stone (silex). Urunin also knew the pottery secrets,
although they only use it for making simple saucers to take water or food. Male are responsible for making
weapons and other huting or fishing utensils. Females develop other tools as baskets, bags and leather utensils.
Towns and housing: most Urunin live in villages (scattered along the coasts) composed of a maximum of 50
inhabitants (small families). These villages were groups of huts (inside a fence) made of a wooden frame and
covered with a mixture of dung, straw and mud that, after dried, it’s consistent enough to remain several years.
Being in a tropical climate, with often rainfalls, houses usually develop roofs made of a impermeable layers
made of palm tree leaves. The inside of houses used to be very simple. The ground is covered by carpets of
vegetable fibres and a few furs to isolate from insects and humidity. Almost all houses have small furnaces
carved in the ground and covered by flat stones in order to cook “bread” or to boil water.
Games and sports: the early Urunin focused their entertaining activities to those relationed with religion and the
cult to Uchakna, that will be described forward. In spite of, championships to show the best runners, shoters or
swimmer among the males were very common in any village, specially in the celebration days.
Cooking: the Urunin diet is rich and varied. Women grind in wood bowls a kind of grain (oat alike) to make flour.
This flour is mixed with a few animal fat and cooked on burning stones of small furnitures, providing an energetic
meal to spend the morning. In the middle of the day it’s took the most important meal. The women have several
dishes in which are combined meat or fish with berries, fruits, roots, bulbs and other vegetables. The high
temperatures of Codya force to preserved meat and fish with salt (an abundant resource in the desert) or
smoked. The dinner is much frugal (except the opulent banquets of the rituals nights) and it’s based on fruits and
vegetables.
Position of women: women are responsible of children education and counseling the Urunin chiefs, and also
cooking, making up tools and objects as bags or baskets, hurdening leather and bringing vegetal food, herbs
and water. Women must be cared by a male, well her husband or well her father. When a woman haven’t
husband or father or when she is repudieted (strange thing becouse it is a weakness sign for her husband), the
chief will decide her protector male. Women are supposed to obey her protector male and so, it is also a
weakness sign for the male beating a woman (a man don’t have to fight with weaker beings).
Social clases: there is no strata in the Urunin village, all persons are equal in rights and social debts (rights and
debts in consequence with gender and age). In spite of, the chief and the chaman display priviledged and
respected possitions. Both titles are not neccesary heritaged. Chiefs are responsible for the welfare of the village
and must decide for all the clan, taking counsil of everybody who want to show his opinion, but specially taking
counsil of old ones and the chaman. Chaman is the responsible to contact with the Uchakna, so he represent the
connections between the two dimensions of the world, being the leader in every social event like name-giving,
Uchakna-giving, marriages, funerals, etc. Both titles are not neccesary heritaged.
Religion and priesthood: the Urunin are followers of primitive animistic traditions and worship a number of
Nature-spirits, which they call the Uchakna (Na. "Forest-powers"). Every little thing in the forest have a Uchakna,
the entire forest is holy. The Great Uchakna allow the Urunin to take what they want from the forest, but
offrerings and worship to spirits are recquired. The connection with the Spirit World is made by a chaman, who
try to interpretate the signs left by the Uchakna. The Trêaik, which the Urunin use as Hunting companions and
and beasts of burden are holy animals. Every chaman uses a “Great Trêaik” (cared and spoiled by all the village)
as way to connect easily with the Uchakna. Only a baby with the Trêaik Uchakna could be a future chaman. Only
the chaman is exempt of hunting and every family in the village have to pay him a tribute in form of food or other
gifts. However a chaman can get married and have a family to sustain. Is a task for the chaman arranging the
30

ceremonies (with the help of a acolite, that will be the next chaman), as the narcotic potions used to connect with
the Spirit World.
Death and burying: when a man or woman dies his soul depart this world and go to gather with their Uchakna.
The Urunin consider that burying the deads of the clan near their home will bring good luck in the future because
their ancestors will protect them from other evil spirits. Graveyards are usually in underground places like caves
or well in open areas, and are composed by a hasty amount of tombs filled with stones
Restriction on Professions: none, though animists and rangers are more oftenly seen. Archers and trackers are
very common too. Rangers and trackers are the link between Urunin villages.
Language: They speak their own language, Nârn, which debts much to the Chailla language (a remnant of their
history). In this age, Nârn haven’t yet writing. Very few can also learn some Avarin tongue (either Kuorith or
Pêdu).

Warfare
The first stage (ca. 250 F.E. – 1000 S.E.): Primitive tribes
As a forest people, Urunin are very secretive. Their only aim is to survive in the land, so warfare is a way to
protect their lifestyle and defend themselves from invaders and not a way to conquer new lands. The military
tactics and stragegics are very simple, and based on the ambush and guerrilla systems (the most efficient in the
jungle territory). When a war party is formed, it is usually lead by the clan Chief and other 5-10 men (although in
special occasions it would be a larger number). The warriors don’t play as a “bloc”, so that they usually keep
away from others at several meters of distance. Using the animal sounds as a communication mode they’re able
to stealth and play as a whole and draw certain offensive maneuvers.
War is an important event in the Urunin society. Before starting a fight, the Urunin Chaman speak with the
Uchakna, asking them for victory. As symbol of the bless of the Uchackna, the Chaman paint the warriors body
with green, yellow and brown dyes (many times imitating the Trêaik appearence).
They weapons are usually primitve like blowpipes (many time with poisoned darts), bamboo-cane lances,
wood spears, slings, short bows, and axes made of bone or stone. They despise the use of armor for war.

Society and culture


The second stage (ca. 1000 S.E. - )
Clothes: the later Urunin wear lights garments with few adornments, made of cotton, linen, goat wool or camel wool. Men
usually wear simple short robes, leather belts and sandals made of leather and esparto grass. Women wear not dyed and
light loinclothes, with shawls that cover their hair, and sandals like the men. Hair is usually long, usually arranged in plaits.
The Urunin have always been very devoted for complements and adornment like pendants, wristles and necklaces of bone,
ivory or ambar.

Fears and inhabilities: none, except a little fear about the destiny that their own Uchakna (Na. “Forests-powers) have
reserved to them. They think every person have their own watcher Uchakna, so they interpret every event as a reward or a
punition of their Uchakna.

Marriage pattern: the Urunin are monogamous. The line is counted through the male, but women is responsible for children
education and the maintenance of the house.

Political organization and laws: Due to the arrival of Vulmaw to Codya, most of the Urunin were slowly displaced out of
the Shûrs’ manors, and avoided becoming their vassals. However, the Urunin tribes finally made “bilateral” treaties with the
Vulmaw : they could keep their freedom, law, customs and own lands, but they would pay taxes and compromise to give
military support to the Vulmaw in case of war in Codya. Therefore the Urunin villages are still ruled by a Chief and a
Counsel of Ancients (in time, more relevant, because the growing up of the population of the villages). The Chief is elected
every two years among the Counsel of Ancients. The later Urunin law gathered some influences from the Vulmaw one, for
example, physical punishment for criminals (unless they could pay).

Social classes: Every man are equal to others about duties and rights: war duties, sustain his family, and the possibility of
becoming one of the Counsel of Anciants. This statemant is also valid for women, although they haven’t any war duties or
the possibility of becoming one of the Counsel. However, the Chief and the Chamans display proviledged and respected
positions.

Lifestyle: with the contact of more evolved civilizations, Urunin became a famer and pastoralist folk. Farmers are more
common in the wet lands next to the coast and to the rivers. In the more arid regions prevails the stock-breeders.
31

Farming: tilling the land is a male activity, although in harvest periods all the family work in this duties. They grow crops of
rice, beans, tea, cotton, millet; and other crops brought from Mórenorë by the Vulmaw as potatoe and maize. In more arid
land the first crops are linen, thrushes and dates.

Stock-breeding: the Northern Urunin are usually semi-nomadic stock-breeders of goats and camels. This animals are a
source of wool, leather, meat, milk and blood (also comestible). Also, camels are very important domestic animal for
transport and carrying weight.

Fishing: the coastal folk are very good fishers and they use light boats to fish. The main technics are different dispositions
of nets, and sometimes the spearing. The fishing of the big Olao-nak is a remarkable event that take place in the 10 th month,
when this fishes remount the Codyan river to spawn.

Craftmanship: later Urunin make crafts with different applications: home life, cooking, farming, warfare, decorative, etc.
They have learnt to work with clay, metal (iron, cupper, tin, bronze and gold, basically), and they are also known through
the splendids works with carved ivory (as the sacred idols of their Uchakna that are kept in the sanctuaries).

Towns and housing: most Urunin live in villages (scattered along the coast) composed of 50-300 inhabitants. Villages are
usually rounded by a fence (specially resistants after the First War against Chyan S.E. 2083) and a fosse. The later Urunin
build houses with stone walls and case-hardened with adobe. Roofs are made with wood and a impermeable layer of palm
tree leaves. The ground is covered by carpets of vegetable fibres and a few furs to isolate from insects and humidity. Houses
usually have rectangular floor and different rooms : hall, kitchen and bedroom, with a subterranean store room. Almost all
houses have small furnaces carved in the ground and covered by flat stones in order to cook “bread” or to boil water.

Games and sports: The more remarkable events take place once a lunar cycle, corresponding to the beginning of the rule of
the different Uchaknas. These days are arranged with music, a lot of food and drink and championships of Arunka, the
typical dance of the Urunin. There are different styles of Arunka, one for each Uckakna, since this dance is inspired on the
movements of those animals. Also, it incorporate many acrobatic movements as jumps, tumbles or spins, and it can be
performed by one person or in groups.

Cooking: the Urunin diet is rich and varied. They eat three times a day. The most famous dishes is the k uîr (boiled rice with
beans and meat), maize-millet pancakes, milk bakes, dried thrushes, etc.

Position of women: women are responsible of children education, cooking, and the maintenance of the house. Repudiation
is rare, and most of time due to adultery. Males can have extramatriomonial relations but in this case, women can not get
divorced. Women are supposed to obey her protector male and so, it is also a weakness sign for the male beating a woman
(a man don’t have to fight with weaker beings).

Religion and priesthood: later Urunin have kept their traditional animistic religion, although their Uchakna (Na. “Forest-
powers”) have fitted to determined animals : turtle, luno, camel, caatu, madaak, nikh, olao-nak, scorpion, lizard, lisicavi and
treaîk. Every luner cycle correspond with one of this Uchakna, so when a baby is born, he is assigned the Uchakna of that
lunar cycle. The connection with the Spirit World is made by a chaman, who try to interpretate the signs left by the Uchakna
(omens) and with the help of his Treaîk, the sacred animal of the Urunin. Those who want to be Chamans will have to spend
four years in the Acolyte Schools and keep celibacy.

Death and burying: when a man or woman dies, his soul depart this world and go to gather with their Uchakna. The Urunin
consider that burying the deads of the clan near their home will bring good luck in the future because their ancestors will
protect them from other evil spirits. Graveyards are monumental and beauty places, perfumed by incense, and located in
caves. Tombs are made of carved wood (a well-known Urunin manufacture) and go with little ivory statues of the dead’s
Uchakna.

Restriction on Professions: none, though animists and rangers are more oftenly seen. Archers and trackers are very common
too. Rangers and trackers are the link between Urunin villages.

Language: : They speak their own language, Nârn, which debts much to the Chailla language (a remnant of their history).
With the Vulmaw influence, the later Urunin developed a writing for their language. The later Urunin also speak New
Vulmaw and very few can also learn some Avarin tongue (either Kuorith or Pêdu).

Warfare
32

The second stage (ca. 1000 S.E. - )


The treaties with the Vulmaw about military support in war times, allowed the making up of a professional army,
disciplined and even feared among those peoples who dared to overrun Codya. Every village have its own army and a non-
professional militia, less trained and less equiped, constituted by all the males of the village in age of fighting.
The professional troops fights as light infantry, usually in guerilla disposition. The most common equipment is: javalin
(throwing weapon in short distances), hand axes (with animal head shapes in hilts) and a rectangular shield. Archers carry
short bows and hand axes. The Urunin soldiers go without armor, so that they are very quick; although the losses are usually
bigger. However the Urunin wear impresive helmets with the head of a Treaîk.
The fearst characteristic of the Urunin army is the use of the Treaîk as a beast of war. This tiger-like animals were used
in the past as beast of burden and as help for the huntings. Since the Urunin left their hunting habits, the Treaîk begin to
aquire more values to struggles, so that they are trained to follow instructions and to attack people.

6.3 Vulmaw

The Legend of the Vulmaw


We are the Vulmaw, and our people came from the Far East of Middle Earth. If this statement can be considered true, it is in
another way entirely false. When we consider our customs, our faces, our cities and even our languages, and compare them
with those of the Far East, like those of the Womaw, a conclusion is very easy to make : our traditions evolved through the
course of time. And this is not only because we came to new lands and saw other people.
No, the truth is elsewhere. When we reached the lands of Lóchas Drûs, we easily submitted the local inhabitants, and from
them started to learn what lands were to West and South, like the Bay of Ormal, or a rather mysterious land, the southern
continent of Mórenorë, with strange tales of aggressive beasts, savage people, and fallen powerful entities not linked with
Men or Dwarves.
As we are explorers, we naturally, despite the warnings, sent some commercial expeditions to the northern islands of
Mórenorë. We discovered the natural wealth of this new continent : good minerals to exploit, arable lands, and a welcome
climate. We founded some new city outposts there in the Early Years of Second Age, and tried to make contact with the
local inhabitants. We were rebuffed, and forced to protect our property against the empire of Nexaral, and its people, the
aggressive Acali.
The Acali searched no relations with us, but war. It was first considered that they made war against us because we were in -
truders in their Empire. We believed this in the first years, until we were able to gain the friendship of some local tribes un -
fortunately submitted to the harsh rule of the Acali. From them, we learnt that the Acali searched only prisoners to satisfy
their Evil Gods, for a sacrifice of a few humans would allow the survival of all Acali.
Fortunately, our arms and armour were fairly superiour to these Dog peoples. But they had the advantage of number, and in
the end we had the choice to leave, or resist until the end. Though the option of Mórenorë remained still open to us, through
remote areas and uneasy accesses for the Acali to reach. But this exploration of Mórenorë was not considered as a deep
failure, as we more understood the danger of it, and warn the other people of the real risk of going there. It was believed that
no one of our people remained in these lands, though we left important testimonies of our existence there.
In parallal, our people explored and settled new lands, that we named Sunum, Vulm Shryac and Codya, seen by many as a
Renegade Colony, but this is another matter. A few years after our colonization of Sunum, we were warned of a migration
of a southern people, coming from Mórenorë. Was this the Acali, who acquired through devotions to their false entities the
knowledge of navigation ? No this was not possible.
In fact, this was the Ixtcal, commanded by their King Jerhal Dral and Queen Terama. The Ixtcal our ancestors during years
and centuries maintained their formerly and still Vulmaw possessions in Mórenorë, through heroïc victories, until they
faced extinction. King Jerhal Dral, an ancestor of the Dral line of Lóchas Drûs, then ordered the mythical burning of the last
Vulmaw city in Mórenorë, and began a mythical journey on the sea, to meet again their long lost brothers, and reunite with
them, as it was in the early days of Mórenorë. Through peace they came, and were easily accepted. They settled most in
Sunum, where they found a landscape pretty similar to their southern lands, and later in Lóchas Drûs. Fortunately, this peo -
ple did not bring with him his taste of war and sacrifice, but instead his force, his courage for survival and exploration, and
his thirst for knowledge. All qualities to have a good people. And thus we merged, and became one and only people, called
the Vulmaw.
A few centuries later, it became nearly impossible to recognize the sons of Ixtcal with the sons of the Surk Womaw. And no
more could we be compared with the Womaw, as with the Ixtcal arrival, we adopted some of their customs, while the Ixtcal
learned the ways of a civilized people. We are the Vulmaw now, and all changed.

The History
The ancestors of the Vulmaw were in a very long past the fourth principal tribe of Womawas Drus, the Surk Womaw. They
once lived in the island of Thuriac Codya, until the third century of Second Age, when they began a long migration to the
South. It was told that they were great travellers and mariners, but other traditions told that they were forced to leave Wom -
33

awas Drus to avoid being ruled by an unjust ruler (the acknowledge date is around SA 280). Some others told of very im -
portant sea storms, earthquakes and cities burning as the real reason of departure. Or perhaps of a too great friendship with
the Avari of Helkar Sael, something not tolerated by the other three Womaw tribes. Whatever the truth is (probably a com-
bination of these reasons), the Vulmaw (a name which means “Those who departed from their homeland”), easily con -
querred Lóchas Drûs, with the domination of the local and native inhabitants.
There, led by their Hion Woma Dral, the son of Shon Dral (former lord of the Surk Womaw of Thuriac Codya), they
founded their new Thuriac Codya (The acknowledge date is SA 347). After centuries of consolidation of their power in
Lóchas Drûs, the Vulmaw began to explore the shores of the Southern Sea, and eventually founded cities outposts in
Mórenorë (around SA 540) and colonies in Sunum (SA 680, foundation of Yulcaavi the Jewel City) in the Sea of Winds,
Vulm Shryac in the Blessed Islands (SA 923) by the lords of the Varal family, and last Codya (SA 981) in the Ormal Sea.
With the coming of the Numenoreans, Codya and Vulm Shryac accessed to independance during the Third Millenia of Sec -
ond Age. Sunum opted for a semi-independance, keeping some strong links with the Lochan Empire.
The cities in Mórenorë did not survive a very long time, because of the hostility of the Acali, a warlike race, though the Vul-
maw get the friendship of a local people, the Ixtcal. Though many Vulmaw fled to the North to establish the first colony of
Lóchas Drûs, Sunum, some few Vulmaw remained aside with the Ixtcal, and in time formed only one people, who inflicted
several defeats to the Acali before being forced too to leave Mórenorë. The Ixtcal-Vulmaw reached Sunum in SA 840,
where they mixed with the inhabitants of Sunum. Later, some of them eventually migrated in the other colonies as Codya,
and in Lóchas Drûs, though they always preferred the land of Sunum, being roughly similar to the landscape of Mórenorë.

Appearence
The Vulmaw have an average height of 1,70 m for men and 1,60 m for women. They are of medium build, weighing about
80 kg for men and 65 kg for women. They have angular faces, a light to dark brown skin, black straight hair, aquiline noses ,
and their eyes range from almond-shaped deep black to golden brown. Most men have their hair cut short at the forehead
and long at the sides and back. Those of high lineage generally have fair, beardless faces and high chins. Women normally
left their long hair loose, except during some special festivals, when hair are braided, sometimes decorated with ribbons.
During such festivals, women are usually perfumed, and often paint their eyelinds in bright colors. Their average lifespan is
about 80 years.

Society and culture


Clothes: The Codyan Vulmaw wear colourful clothes of linen, cotton or silk, very light, large and comfortable. Dress signi -
fies social status, wealth and occupation.
Medium class:
Men. Light dress coats of cotton or linen that end shortly above the knee, aslo complemented with sashes and
head ribbons.
Women. Long gowns made up with colourful linen stuffs.
High class:
Men. Elaborated cotton shirts or jackets, and silk mantles above their shoulders.
Women. Long gowns (green or blue), short shirts and rich veils of silk, many times covering their head. Wide
drapes carried on the left shoulders.
Shûrs (Vu. “Lords”):
Green linen or cotton clothes, some precious stones and a small silver crown. The hereditary nobles wear
purple mantles extending below the knee, and the most valourous have the right to have one to five emerald
stones.
Hionvul:
Jade crown, anklets of jade and gold, a turquoise blue helmet (in war) and a fine blue cotton mantle. The Hion
clothes are similar to the Hionvul clothes, except the fact that all ornaments are with silver.
Most Vulmaw wear sandals, and only slaves and servants go bare-footed. The most valuable ornaments prized by most Vul -
maw (especially the traders) are jade and turquoise rings or amulets, followed by gold, rubbies, sapphires, opals and pearls,
and even feathers ornaments (though very rare and very expensive).

Fears and inhabilities: None, except a strong rivalry and jealousy with Lynîr, sometimes depicted as “those who control too
heavily the Ormal Bay trade.

Special capabilities: They are good sailors, navigators (they know to orientate themselves by the stars) and traders.

Marriage pattern: The Vulmaw are monogamous, and the line is traced through the male. Men marry around 25, as soon as
they can afford to support a family and set up their own home: they arrange a marriage with the girls's father, who is paid a
dowry. Girls are married as soon as they can conceive, around 14.
34

Political organization and laws: As the westernmost colony of Lóchas Drûs, Codya is administered by nomination of a gov -
ernor (Vulman Hion), who must obey to the Lóchas Drûs’s Hionvul. The Hion is usually named for life, and on some occa-
sions the title can be hereditary as well. The Hion has only to report to his Hionvul concerning the colony’s state. He has all
powers to decide for trade embassies, conflicts against Lynîr or Númenóreans, except that the Hion can be revoked at any
instant. All must obey the Hion, including the powerful and wealthy Codyan Lords (Shûrs). The organisation is in itself
feudal, like in Womawas Drus or Lóchas Drûs, with each Shûr swearing fealty to the Hion. Later during the Second Age,
the Codyan Hion liberates from Lóchas influence, establishing an hereditary line of Codyan Hionvul.
The Vulmaw law come from the Kod Ultor warrants, though these laws can be developed by the Hion. Feudal lords (Shûrs)
are not allowed to impose rules that go against the Vulmaw law. The only things they can regulate are about the ecomomy
and resources management in their manors, and military and taxes duties to their subjects.
Vulmaw laws are quite harsh and favour corporal penances even for minor crimes, ranging from public whipping to
maiming to be-heading. Vulmaw have the possibility to convert any corporal penance into a monetary one, but if the
convicted is rich enough, the judge will often ignore his origin and let him pay to avoid the penance.
It is said that Vulmaw judges, and Vulmaw in general, are very prone to corruption. In fact, Vulmaw are very often influ -
enced in their decisions by particularist judgements, and they prefer to bend the rules if they are not perfectly suited to the
situation. The Vulmaw admit with no problems that they don't value the single actions of a person, but rather value the per-
son for all that he is and has done - thus, among the Vulmaw friendship and fame open many doors that money would not.

Social life: Vulmaw society is quite open-minded: the main social values are honour, truth, cunning and skill with weapons.
Although they have a strong racial sense, they easily make friendship with other peoples.
After born, parents usually go to a temple to make offerings to the gods, or else to pay monks to do the prayers for them.
Children education (as writing and reading teaching) is a women labour. At the age of 10 years old sons have to begin their
professional learning, that depends of the father job, and at 16 years old they must spend a year in the military academy to
learn fighting skills. At the end of this stage they are considered adults. At the age of 14, daughters begin to engage,
although they can wait several years before the wedding. Married men could spend much time out of their homes, specially
sailors, warriors and traders, so women take an important position to administrate the house.

Social classes: The Vulmaw hold themselves as a chosen and noble people, and they often deal with foreigners with a sense
of superiority. The are the main economic and political elite of Codya, and so that they tend to deal with foreign peoples
(inhabitants of their colonized lands) with a sense of superiority, respect and tolerance, and they usually don’t search to
submit them if this is not needed. However, Vulmaw despise slavery, because they think it supress the main essence of
human life. An exception is made for criminals, who are condemned to work in mines or build palaces, fortresses or other
prestigious edifices, in reparation of their crimes. The prisoners of war are well treated, sometimes they have the same fate
than the criminals, but it is not for all their lives, only for a few months or years when prisoners had paid the war indemnity.
Among themselves, nobles enjoy the highest status, immediately followed by warriors and merchants: according to tradi -
tion, warriors should be better considered than merchants, but the economic success rather than the military one of the Vul -
maw caused a shift in their culture that still generate some contradictions in their society. Under them there are mariners and
artisans. It is considered shameful for them to till the land or do heavy labour.
The warriors are important in the Vulmaw society. The army is divided in smaller feudal armies and the royal army. Each
one have a custom livery and a specific training.
The wise-men, monks or scholars, rarely referred as priests, wear short sleeved tunics, with jewelry according to the rank
(one to five amethyst stones).

Lifestyle: There can be differenced some lifestyles depending on the social class. Noble classes are responsible for the
maintenance of their manor and carrying out their war debts to the Hion/Hionvul. The nobles also are very interested in
trading activities, and it’s very common to find merchants working for a noble. In their spare time these people enjoy hunt -
ing (falconry), playing board games or celebrating parties with musicians, dancers, performers with a lot of drinking and
food. Warriors can be owned to a feudal army or else by the Hion army. They usually sign for 8 years service periods, after
that they can leave and own a piece of land or they can go up a military level and sign for another 8 years. After each con -
tract, the size of the land they can have is bigger. Merchants, traders and sailors are very common professions in the cities.
As well as warriors, they usually spend long times away home. Other works for the Vulmaw are the craftmans (meaning
carpenters, smiths, jeweler, cooks, ship-makers and tailors). They composed the main part of the urban Vulmaw people.

Craftmanship: Vulmaw art favours complex patterns and heavy decorations. Vulmaw artisans are renowned as wood-carv-
ers, producing furniture, panels and statues from the hardwoods of the Blessed Islands and Codya, which they often lacquer
with bright colours. They usually represent mythical scenes from their traditional epics, with moving shapes surrounded by
a wild nature. Vulmaw are also known as smith: they are particularly renowned as weapon-smiths, carving epic scenes in
35

gold, bronze and copper over armours, shields and weapons. The Codyan cities (specially Teluj) are known for the fabrica-
tion of ornamental gold-works, making complex geometrical and vegetal patterns which embellish doors, roof-tops, chests
and many artworks in the noble palaces.

Towns and housing: Vulmaw usually live in cities along the coast, although there are also several cities inland. Cities are
usually designed from rectangular patterns maps, although Vulmaw like the urbanism adapts to topography and countryside.
Due to the frequent wars against neighbours, Vulmaw protect their cities with stone walls, fosses and watcher towers.
They prefer living in wooden houses (a good idea if it’s considered the big sismic activity in their natal land) . The
residential Vulmaw architecture vary about dimensions and frames; since the simple two room huts to the large palaces
with multi-storied towers, richly carven with lacquered hardwood panels. Although Vulmaw cities are very advanced, they
have lack of sewers, thereby, houses placed in flooding areas are usually built elevated and higher than the ground. Big and
round pillars of wood imbedded underground, constitued the main frame of the buildings. Walls are made of wooden
panels, fitted horizontally and lodged in the cuttings of vertical pillars. It’s common to find paper screens in big houses
working as detachers among rooms. Roofs are builded with crossed trunks (crowned with metal caps in richer houses, in
order to shelter them from moisture and rotting, and also as decorative element) and barktree or palmtree layers.
Inside the house, there are very often a covered hall, a central courtyard, a sort of loggia where sleeping spaces can be
found, a kitchen, a piece of furniture, several sleeping rooms and a separate bathroom. There can be, especially in houses of
the rich, secret passages and secret rooms used to hid any valuables or make secret reunions (for politic or matter of love).
There is always a small pyramidal shrine placed either in the main room of the house, or in the garden. The shrine is
devoted to the family ancestors. Another one, but it is not always the case, is for the Hionvul ancestors and the Hionvul
himself.
Vulmaw like staying in the open air, though, so the rich use to keep a private garden in their houses to spend their time. The
Vulmaw employ stone only for fortifications or for the basis of big buldings (as temples or big palaces), which follow the
Númenorean tradition.

Games and sports: The higher classes Codyan Vulmaw appreciate strategic games and hunting over all sports. Hunting is an
activity reserved to the Hion or Shûrs and it’s usually done with the help of falcons or eagles. The penance for hunting in a
lord’s manor is death. Rich men enjoy playing chîupu, a kind of counter game played on board. The objetive of chîupu is to
reach the enemy part of the board with your own counters, always following the moving rules. High classes females spend
much of their spare time playing in groups to talle, a card game in which is very important have a great memory.
Music perfomances and theatre are reckoned entertaiments that are usually developed in the noble palaces, although in the
festivals there are also popular activities.
A great success among the traders are the dice games, with dices made in bone or in wood. This is practised when one have
time to play, like on markets, in inns or in large squares. These games are very often made with real stakes (money).
Numerous illegal House Games exist in all the cities, and very often in the popular quarters.
The noble sport of lanqui, played in Sunum, has been popularized in Codya, and called laikani. It’s very common to find
massive championships of laikani, specially during celebrations or festivals. The game lie in two opposed teams that fight
for conquer the rival strongholds. The Codyan laikani is more a physical game that the one played in Sunum.

Cooking: Codyan Vulmaw diet is primarily based on seafood and vegetables (rice, potatoes and maize), rich in spices,
favouring sweet, sweet-and-sour or hot elements. Dishes are often linked to medical effects. Famous dishes of Codyan
Vulmaw are : hidawau, boiled vegetables with rice and hot sausage, eaten with pancakes; the elegant muzhu-purâ, bat meat
with potatoes and with a sweet-and-sour sausage; and zhongytu, a dense soup with pieces of sharks, onions and the mivûl
seaweed. Vulmaw cuisine is very complex, and formal dinners include several dishes, eaten with metal forks, knives and
spoons on metal plates.

Position of women: Women have rights to refuse or to break an unwilling marriage. Vulmaw wife is considered the keeper
of the house and children, and enjoys a relative independence and respect as Vulmaw men, being warriors, merchants and
sailors, are often away from home. It’s strange to find a woman in the place of men jobs, although not impossible. In fact,
some Hionvul or Shûr can be as well female.

Religion and priesthood: Like the Womaw, Vulmaw are still faithful to the teachings of Kod Ultor, except that they don‘t
worship or venerate any more Kod Ultor.
The Vulmaw worship many natural spirits or gods to whom they offer prayers, food and incense in exchange of good
fortune. Their chief god is Lo-Shû, the Sky Adviser (perhaps an alter ego of Manwë), and it is from him than the Vulman
Hionvul derivates all his power, by nominating him the Sky Son (or Han Yuei). The most important spirits are Arthan (Vu.
“Thunder and Lightning”), Yamna (Vu. “Rain”) who brings fertility, Ragra (Vu. “Fire and Strength”) who is men’s strength
36

and passions, Oraya (Vu. “Lady of Moon”), Chasca (Vu. “Flower and Youth”). They feel hate towards Dergar (Vu.
“Stench”), who is Death and comes to take men’s soul after death and was the ancestral god of the haineous Acali.
Like did the Womaw, they venerate their ancestors and mainly the ancient Hionvul (without establishing them as demi
gods, like in Sakal an-Khâr), by offering ceremonies to the deads. Each Vulmaw house keeps wooden images or statues of
them, named Laraga, and they are offered fruit and milk for the protection of the house . However, no complex rituals are
associated with them, either
They also believe in reincarnation, and in a happy after life. If they act purely against the darkness forces, they think they
will be allowed a new life later.
Actually there aren’t Vulmaw priests as they prefer to see the holy spirits as allies and friends rather than masters. Temples
and sacred places are usually kept by monachal orders, which follow a humble and ascetic lifestyle. Oftenly, the families
with less economic resources give a son to a temple to become him a monk. Monks are supported by the local population,
through their offerings and aims, in exchange for their pleadings to the gods.
Later, in the last years of the Second Age, this pure religion was perverted by the dark minions of the Shadows. A secret
order, the “Dark Ordainers”, probably come from Sakal an-Khâr, exacerbate the Vulman need for power and immortality,
by the worship of Mûl-Shûn, the true God, in fact, Melkor. Human sacrifices are made during great ceremonies to the honor
of Mûl-Shûn, and very often they are Lo-Shû followers or Vulman ennemies. The cult of Mûl-Shûn never became very
strong, but it was eradicated only with the end of Nùmenorean domination, surviving only among small groups of nobles.

Death and burying: The death of a relative is a very significant fact. Burials are multitudinary events where deads are
venerated and buried with all the brilliance and splendour a family could afford. In case of the great noble families, burial
can spend a week, in which there are celebrated many ceremonies like offerings, prayers, banquets and, of course, the
tradicional wood-carving for the making of the ancestor’s statues.

Festivals: Festivals are an important part of the Vulmaw society, and are usually held on the fifteen day of each month
(Solar Calendar). The most important festival is called Loramaraj and is dedicated to Lo-Shûn, the Sky Adviser. This ec -
lectic festival take place in the 15th day of the ninth month of the year, and gather some traditions from the Codyan Vulmaw
ancestors : the Thuriac Codya Vulmaw and the Itxcal. The festival takes place in all the big cities. It begins with a great
parade, headed by the Hionvul or the local governors, and followed by the first monachal orders. Once finished the parade,
a big bonfire is setted up and a tiger is sacrificed. The fur is kept and the body of the tiger is calcined. As they believe the ti -
ger soul will depart the terrestrial world, people throw to the bonfire things with “negative vibrations” or that bring bad
memories. They think if these things burn with the tiger, they also left this terrestrial world forever, removing all the bad
things that happened in the past; so, in essence, it’s a ritual of renovation. At night, there are multitudinary dinners with a lot
of food and drinks, and then people dance and sing untill dawn.
The second most important festival is the Year Opening, held on the last day of the year and on the first day of the new year.
This festival is considered as a private Vulmaw festival, where foreigners are uncommon and rare. The last day of the year
is fully dedicated to the Great Dragon, who is called to bring to the King strength and wisdom, while the first day is to the
honor of the Hionvul, who appears to his people. During these two days, are very often retold the epic journey of the Vul-
maw from their birth lands of Thuriac Codya and Mórenorë to Lóchas Drûs, Sunum, Codya, and the other two Vulmaw
colonies.
Also is very important the Festival of the Sea (7 th Month) when all the naval power of the Codyan Vulmaw leave the docks
and deploy all his mightyness on the sea. In the first years of the colonization of Codya this festival had serious incidents
with Lynerian navy, who think it was about an Vulmaw attack. Later, this week has been well known to be exempted of for-
eigns flags in the Codyan seas.
Other important festivals include Oxala, the Realm Revival (4 th Month), where is commemorated the birth of the Vulmaw
people, and the victory against the haineous Acali. Hionvar (5 th Month) is a feast to the honor of the Hionvul, when is very
often announced the official heir of the Vulmaw realm. During other months, there are a Flower festival (6 th month), and the
Procession for the dead (10th Month). To these festivals are added the feasts of the supplementary days, all dedicated to the
Skies God, Lo-Shû.

Restriction to proffesions: Vulmaw are more oftenly sea warriors, rangers, traders, craftmen or monks. All professions are
accessible to females, like being a warrior monk or acting as a Hionvul (or Shûr) spy counselor.

Language: The Codyan Vulmaw speak a dialect of New Vulman, that came from the native tongue of Lóchas Drûs and is
related with the Blessed Islands Vulman. Also they usually speak Taliskan (the Westron equivalent in the Ormal Bay) for
trading and talk to foreign people. Traders and other travellers usually speak badly other languages as Apysaic, Lynerian,
Sâkali, Muranian and other tongues of the Ormal Bay. They write in Tengwar or occasionally Certar, although the most
learned of them sometimes may use Womarin letters.
37

Calendar: The foundation of Lóchas Drûs in SA 347 is the starting point of the civil lunar calendar, which is still used in
Lóchas Drûs and in all the former colonies as Codya. The solar calendar was introduced first by the Vulmaw of Sunum in
SA 840, with the migration of the Ixtcal people in Sunum, and later adopted in the court of Lóchas Drûs as the official cal -
endar.
In the solar calendar, there are 12 months of 29 to 31 days, and the months are named after important animals: Eagle, Hare,
Horse, Falcon, Snake, Monkey, Tiger, Deer, Bear, Dog, Ox, Dragon. Another tradition is to name the months after the spir -
its of the Vulmaw religion. Usually, 2 or 3 days are so added per year, but it is not done regularly and some years have no
supplementary days, whereas others have 4 to 8 of them.
The lunar calendar is much more complicate. There are 12 months (ordinary years) or 13 months (leap year) of equal length.
If there are in one year 13 new moons, then a leap month has to be inserted during the following year. This needs delicate
astronomical calculations, but in practice there is very often a leap year every nine years. Unlike most other calendars, the
Vulmaw do not count years in an infinite sequence. Instead, there are cycles of 60 years (calendar cycle) and era cycles,
named after the Hionvul.
The days during which the two calendars coincide, and the supplementary days of the solar calendar, are considered blessed.
Those who are born or die during one of these days are considered as blessed and fortunate, for they will be remembered
long after their death. These days are fixed in calendars by good astrologists or diviners, who make prophecies based on
stars. As it is a good omen, the Hionvul eras very often start from one of these days. For international matters, the Vulmaw
chancelleries usually use the traditional Númemórean calendar, used in the Lynerian League.

Warfare

The Vulmaw have a long standing battle tradition, as they submitted many local people to their rule, from Thuriac Codya to
Codya.
The militar force of Codyan Vulmaw is composed by the feudal armies and the Hion/Hionvul army. All Shûr must serve the
Hion in war times.
The basic organization infantry unit of the Hion/Hionvul army is the Fhed (Vu. “Team”), composed by 11 warriors and a
captain. All the warriors are good archers and wear dragon-scale shaped plate. The first hand to hand weapon is the pike and
the second one is the hand axe. 12 Fheds constitute a Manûl (Vu.”Army”). Horse riders fighters are not common because
there isn’t a horse breeding tradition among Vulmaw but, in the desert regions it isn’t unusual to find camel riders Fheds.
Feudal armies have much more disparate organizations. Armor can vary from plate to leather, and the more used weapons
are pikes, scimitars, battles axes and spears. Every feudal army have an specific training and specific fighting skills, and
some of them keep some reminiscences from the warrior Orders of Sunum (Bear, Tiger and Eagle).
The Vulmaw excel in naval warfare. Navy is a very strong arm of the Codyan Vulmaw army, and the main way for
fighting with the other powers of the Ormal Bay as Lynerians. Their ships are usually small, with a high maneuverability
and a reinforced rostrum, used to break other ships' hull. They also have some big warships and galleys, though smaller and
simpler than the Númenórean Dromonds (they don’t have slaves, and the same sailors are the rowers). They are also
renowned for the beak, a device used to capture other ships and board them

6.4 The Desert Orcs (Fauthum-Hai)

History
The most common Orc Race of the Harad deserts are the Fauthum-Hai ("Hider People ") or Desert Rûkhs.
Their Race was bred in Angband in the first Age to survive in the deep deserts in which Morgoth turned many of
the fertile southern Lands at the time before the Dagor-nuin-Giliath. They usually live in the Rocky regions of the
deserts where they retreated in many caves which they use as Strongholds and Villages, their ancient Capital is
Goi-Nan-Rar (Southern Orcish: "City under the Sands"). Their tribes are far scattered and disunited, especially in
the Northern Harad they tend to be ruled by small Uruk-Hai castes who appear to be sent by Sauron, but in the
Southern Haradwaith they usually are amongst themselves for no other Orc Race is hardened enough to survive
in the deep deserts. One of their great Southern Kings of Goi-Nan-Rar was Ûgog who brought the existence of
the Desert Rukhs back into the Mind of Men after many centuries. The Múranians call them Bés (M.:"Goblins")
and like the Chyans hate them for poisoning Wells and burning acres or causing dryness.

Appearance
The Fauthum-Hai have dark sandy skin and hair, slant and green or yellow Eyes, which gloom red when
they are in Rage, ludicrous faces deformated by fangs and tufts. They are middle tall (about 1,60m for males,
and 1,40m for females), very strong in built (around 70 to 90 kg), hairy and stout, with a strong constitution. They
have claws and fangs. They tend to live 200 years and then begin to get crippled and start to fade, but most
Orcs don´t reach the age of 60 due to the difficult life conditions in the desert and the brutal Orcish society.
38

Society and culture


Clothes : They wear loin-cloth or beast-skin wraps and ropes as belts.
Fears and inhabilities : Of all Peoples they mostly hate and fear the Elves and tend to kill Avari on sight if
they can outnumber them. They have assimilated to the desert climate and can live for a long time without water,
however they are night Creatures and shun sun-light which makes them unconscious or can even blind them.
Despite that, they hate desert, warmth and lack of water, even if they are accustumed to it. They dream to
invade the Chyan fertile lands, or joining/invading their brothers of the Inland Sea. But they wait to be numerous
and strong to try the adventure.
Special capacities : they sleep on day, although they are resistant enough to rest only one day every three
days. They developped affinities with the desert (good for starting a chase against humans, hunting desert
animals for survival), their night vision is very good up to 30m. They are more resistant than other orcs on
attacks based on heat or fire (+40 bonus). On the contrary, they are more easily hit by cold attacks (-20 bonus).
Marriage pattern : there is no marriage for Fauthum-Hai. Females (only one tenth of the total population) are
there to ensure the race reproduction, and they of course are seduced by the more attractive and fierce males.
Lifestyle : They live in the rocky regions of the deserts, in caves and usually go hunting at night. They know
a lot about snakes and poison. They like to go on raids and steal cattle or for revenge to poison wells or burn
acres. They are known for their great crueulty : the blood they spread and the suffering they cause is a way for
them to avenge themselves for the exile in such inhospitable lands. Their Lords and Chieftains are many and
even the King of Goi-Nan-Rar is not accepted as supreme Head of the desert Orcs (as it is not unusual for a king
to be assassinated by the fierciest of his lieutenants).
They have few contacts with other Orcs (like those of Inland Sea or Near Harad), and even these
encounters are rarely peaceful. They forge themselves their weapons in their secret mines, but they are not as
good crafters than dwarves or Râkhash orcs. That’s why they stole weapons from human or dwarves traders
whenever they can.
Religion : Of course there is no real religion among them but they fear and adore the Dark Lords whom they
call Goth and Shakhbûrz, and it is not unusual to find roughly hewn rocks with a red eye on or three horns
(Morgoth's silmarilli Crown). There they paint on cruelties with their perverted runes.
Restriction on professions : There are no Bards and Mages among them, most appear to be Warriors,
Scouts, Rogues and Craftsmen, they have few Priests and Healers but extraordinary many Rangers. They only
respect power and terror.
Language : Their Language descends from the Melkorin tongue of Angband and consists of many different
dialects, usually with many Words from the Southron Languages. They never learned Westron but use New-
Apysan or Chyan for intertribal communication, in the western parts of Haradwaith they speak Ansith.

Warfare
Fauthum-Hai are brutal, uncaring, deceitful and suspicious of all races, sanguinary against their foes, but
they usually rely on assassination and Nightraids, organized Campaigns are uncommon for them. Their main
Weapons are Hornbows, clubs, hand-axes, scimitars and daggers. Armor is bronce-plate or better splint-mail.
Their Helmet are flat.

6.5 Races Tables

Adolescent table
ANARIKANÎ

DILIKHRAN
(NIBIRUZ)
KUORIND

TAARUN

THELÓR

MONAM
IDURÂK
ELINSE
CHYAN
BÁVOR

AHAVA

LYNÎR
PÊDI

JOPÎ
ACA
PÁI

Movement and
Maneuver
No Armor 1 1 1 1 1 1
Soft Leather 0 1 0 2 0 2
Rigid Leather 2 1 1 0 0 1
Chainmail 1 2 0
Weapon Skill
1-H Edged 0 1 2 2 1 2
2-H Concussion 2 4 0 2 1 0
39

2-Handed 0 0 0 0 0 0
Thrown 1 1 1 0 1 1
Missile 0 0 0 1 1 1
Pole-arms 0 0 0 0 0 0
General Skill
Climb 1 0 0 1 1 0
Ride 0 0 2 8 2 1
Swim 0 0 1 0 1 3
Subterfuge skill
Ambush 0 0 0 0 0 0
Stalk/Hide 1 1 0 0 2 0
Pick Locks 1 1 0 0 0 0
Disarm Traps 1 1 0 0 0 0
Magical skills
Reading Runes 0 0 1 0 0 1
Use Items 0 0 0 0 0 0
Miscellaneous
Body Development 1 1 1 3 2 2
Perception 3 3 2 1 1 2
% chance to get 3 5 10 4 3 10
a spell
Additionnal rank 6 4 3 4 3 5
languages
Background Points 4 4 5 5 5 4
40

Adolescent table

SAKAL AN

GUNDA-HAI
MÚRANIAN

FAUTHUM-
ÛRAKHAN

ÛLUM-HAI
SIRANIAN

ZURGHÎR
VULMAW
VERIKIS
KHANÎM

URUNIN
SENÛR

TARLAI
RÂKHE

SEKÂK
SÂRE

HAI
Movement and
Maneuver
No Armor 1 1 1 1
Soft Leather 0 1 0 1
Rigid Leather 0 0 0 1
Chainmail 0 0 2 0
Weapon Skill
1-H Edged 1 0 2 2
2-H Concussion 1 1 0 0
2-Handed 0 0 0 1
Thrown 1 3 1 1
Missile 1 2 0 0
Pole-arms 0 2 2 1
General Skill
Climb 1 2 0 0
Ride 2 0 6 0
Swim 1 5 0 5
Subterfuge skill
Ambush 0 0 0 0
Stalk/Hide 2 4 0 2
Pick Locks 0 0 0 0
Disarm Traps 0 0 0 0
Magical skills
Reading Runes 0 0 0 0
Use Items 0 0 0 0
Miscellaneous
Body Development 2 1 1 1
Perception 1 2 2 2
% chance to get 3 2 2 3
a spell
Additionnal rank 3 2 3 5
languages
Background Points 5 5 5 5

Races Str Ag Co Ig It Pr Essence Channeling Poison Illness


Sâre +5 0 0 0 0 -5
Chyan +5
Vulmaw +5
Thelor +5 -5 +15 0 -5 -5 +40 0 +10 +10

Lynîr Races Bonus : Strength +5, Constitution +5, Presence +5, Illness +10
Elinse Races Bonus : Strength +5
Dilikhran Races Bonus : Strength +5, Constitution +5, Presence -5
Múranian Races Bonus : Strength +5
Vulmaw Races Bonus : Strength +5
41

7 Society and Institutions


7.1 The Economy

With ten important and independant realms all carrying trade between each other, economics become rather
complex, as all of them (except Lynahar and Balkulôni considered as Lynerian League) mint their own currency.
The money conversions are bound to vary from country to country, and day to day; as will prices for goods and
services. The trade in Ormal Bay is not a closed company, as several realms (especially Anarikê, the Lynerian
League, Sakal an-Khâr) trade as far west as the Seven Lands and Mûmakan, and to the east as far as Lóchas
Drûs. The most prevalent currencies used are tin, copper, bronze, silver, gold and mithril (though mithril is rarely
used, except by large jewelers, moneylenders and forgers).

Trade Goods chart

Realms Import Export


Sîrayn
Harshandatt
Bulchyades
Lódenûly
Chy
Clyan
Vaag
Olyas Kriis (Anarikê)
Codya
Balkulôni
Dhaht
Ûrakhan
Lynerian League
Zurghôr
Sakal an-Khâr
42

8 Cities
8.1 Cilyar
Lynîr outpost

“Myrn Shryac and Cilyar were the first target of the Anarikân navy. As the major part of the Fei navy was at this
time assailing the Lynerian League, the naval resources of Myrn Shryac the island city was less bigger than the
Anarikân navy, with no hope of support from Cilyar. Only three months of blockade were needed to break the
siege, with the surrender of Myrn Shryac to the Anarikân fleet, in exchange for peace. An Anarikân intendant
was quickly named by Abâruzîr, and he quickly burnt the blasphemous temple falsely dedicated to Iluvatar and
all signs of Fei domination. However, every other cults (provided that they were not Shadow) were kept as
authorized, and the Vulmaw merchants were allowed to continue their activities with Anarikê and his allies, but
not with Sakal an-Khâr. Terrestrial conflict around Naijin was far less easy for Chyan and Anarikê hosts, as
Codyans were well aware of their enemies tactics. However, two years of assaults were needed to break
Codyan resistance, and to make the link with the navy in Myrn Shryac.
Cilyar was more difficult to seize, as there was more Fei and Sakal an-Khâr partisans there, and the blockade
lasted two years, until the intervention of the navy of Drej Uriac, the second important city of Codya (and the
main support for Fei dynasty). In 18 Girithron 3315, the Anarikân fleet constrained the Fei fleet to flee, and within
seven days, constrained the city to surrender. There was no hope in Cilyar, and so the dirigeants of Cilyar
decided to surrender. But many Fei sympathisants didn’t want to surrender to Sakal an-Khâr enemies, and
decided to burn the city, while the other part of Fei sympathisants could flee through the road to Drej Uriac,
always protected by Drej Uriac armies. This plan succeeded, despite the dirigeants will of surrender, and so the
city burnt in 25 Girithron 3315. Many Fei sympathisants were captured, while the others were safe in eastern
Codya, and ready to begin assaults again western Codya and Anarikê.”

8.2 Drej Uriac


c. 981 Vulmaw arrive in Ormal Bay, settling in Codya at Drej Uriac by invitation of the Lynerian League. They
contribute to the final defeat of the Zurghîr. Drej Uriac (“Western City”) is built, and soon became an important
center market between the Vulmaw of Lóchas Drûs, the Chyan Empire (silk and paper) and the Lynerian League
(fine fish, olives, wines and metals).
TA 455 Following several riots in western Codya, the Anarikê authorities establish a protectorate in Western
Codya, inviting a local prince of Drej Uriac to take power. The prince chosen, educated in Abar-Narîk, Li Wei,
was a distant descendant of To Fala (who assisted to the crowning of the First Sakal an-Khâr Emperor, back in
SA 3103). A promise of help was given to Dynasty Wei when time would be appropriate (as Eastern Codya is
still strong, and in control of Sakal an-Khâr), for the reconquest of Eastern Codya

With the construction of Drej Uriac in 981, the Vulmaw established a colony of the powerful empire of Lóchas
Drûs in Codya. Within a mere six years, Drej Uriac became an important market center between the Vulmaw and
the Lynerian League and Bulchyades. Fine fish, olives, wine and metals from Bulchyades and the League began
to reach the Vulmaw and their northern cousins the Womaw with greater speed, and Womaw silk and paper
began to reach the League.

8.3 Myrn Shryac


Hazarâd (Myrn Shriac) island capital city

order to assail the Codyan coasts, with as immediate target, the city of Myrn Shryac, the capital of Codyan
territory. He let to his Chyan allies the task to invade Codya by the north, by assignating once more the task to
take Naijin (from Ûrezagan Kadar) but this time by two fronts, to the north and to the west.
The eastern cities were liberated within three months, thanks to the help of the navy coming from Amazôn and
Ahava, with whom Anarikê established peaceful relationships in SA 3272. The Codyan vessels were captured,
which enabled governor Abâruzîr to be aware of king Liu Fei’s plans for battle (thanks for torture against Codyan
survivors, or by promising them more money than in Liu Fei’s army). A part of the fleet stayed in the eastern
cities, in case of a new surprising Vulmaw attack, while the other part sailed in reinforcements to Codya.
Myrn Shryac and Cilyar were the first target of the Anarikân navy. As the major part of the Fei navy was at this
time assailing the Lynerian League, the naval resources of Myrn Shryac the island city was less bigger than the
Anarikân navy, with no hope of support from Cilyar. Only three months of blockade were needed to break the
siege, with the surrender of Myrn Shryac to the Anarikân fleet, in exchange for peace. An Anarikân intendant
43

TA 1986-87 Wemba Chensh, governor of Myrn Shryac, is defeated by the rebellious Ûrakhani general Peyen
Khi. The Khi rule from Myrn Shryac, and therefore the realm is called Meronshrya. Peyen Khi is unsuccessful
however to reconquest Western Codya, despite his successive attempts (1990-92, 2005-10, 2013-20).
in the ancient Vulmaw island fortress-city of Myrn Shryac. A division of Jôpi warriors is present at the Battle of
Pelennor Fields.

8.4 Naijin
SA2083 The first attempt of Chyan invasion against Codya in Naijin fail, thanks to the help of the Lynerian troops
and to the Chyan exiles.

The first attack was met with failure despite the years of planning. In Lothron 2083, the Chyan sent an assault
of 80,000 warriors against the northern city of Naijin (an important fortress, and the key to Codyan control of their
northern border).

8.5 Nojen

8.6 Tofei

8.7 So Fala

Only a fevered Vulmaw resistance around the gold mines near So Fala kept the Chyan armies from appearing
at the gates of Drej Uriac. Even so, it was only a matter of time.

9 Notes

Keep this description for the module Codya

History
The Phaxsharâ were originally a warlike highland tribes coming from the plains of central people, related to both the
Aca and the Chyans. They were during all Second Age in Kargahis Ahar submitted to the Chey dark rule. When the Chey
Empire fall apart at the beginning of Third Age, the Phaxsharâ fought and liberated themselves from the Ahar/Chey rule.
They invaded Northern Balkulôni in the beginning of Third Age, and through the alliance with the Chyan Empire and
Anarikê, attacked Codya submitted to the Dark Ordainers will, and forged a realm of their own in Western Codya, and later
to all Codya and Balkulôni

Appearance
The Phaxsharâ have a very strong and graceful constitution, with a fair dull skin, brown eyes, long hair and bushy
beard. They have an average life (60 – 80 years), Men reach around 5’7’’ (1,70m), women around 5’3’’ (1,60m). Men
weigh about 80 kg, women about 70 kg.

Society and culture


Clothes: A colourful assortment of embroidered cloth (silk, cotton or linen, usually black or brown). They wear tunics
closed with a belt, long pants (usually skins of animals - panthers or lions; rich and fine tissus). The nobles wear silk or
linen caftan or embroidered robe with broad sleeves, long boots and very often wear a cylindrical cap, rather wider at the
top than at the bottom, called Ithera by the Lynîr. Sometimes this cap is encircled by a diadem, or by jewel ornaments. All
the Phaxsharâ (and especially women) are attached to dazzling makeup and ornaments (like pendants, rings, precious
stones, the most delicate and beautiful perfume, beautiful earthenware and glass beads; silk dresses).

Fears and inabilities: They hate Chey and Orcs, whom they kill at sight.

Special capacities: They usually are good archers and riders, and they have a bonus of +10 in these skills, Archery
and Riding Horses. But like the Lynîr, they can also be gifted mariners, Bonus of +10 for two of these four skills :
Leadership, Sailing, Trading and Naval War Tactics.
44

Marriage pattern: They are monogamous, following the ways of their ancestors. The line is trace through the male.
The society is patriarchal. They find infamous to have officially more than one wife, but it is considered as normal to have
one wife and several concubines (according to the status).

Lifestyle: The Phaxsharâ were divided into seven great tribes, like the Chyans and the Ulshyans : the Páran, the Surní,
the Dhelian, the Aspahapet, the Mírhán and the Chasrá. The Chasrá are traditionally the royal tribe from which are issued
nearly all Kings of the Phaxsharâ in Codya and in Balkulôni. The Mírhán tribe have the honor to act as counselors and
priests to the Kings. Therefore, this tribe has no territory by itself, but retains much power in all the Phaxsharâ provinces.
The other tribes act as vassalates of the Chasrá and the Mírhán. Through the Lynîr influence exerced by Lynîr merchants
during the end of Second Age, the other castes fall into oblivion, except for the Surní tribe (settled in Idurâk land). There are
no more merchant, noble warriors and commoners castes. The different tribes can be recognised by their different clothes
and head-dresses. They are perfectly sedentarized, as they have lost the spartiat character and the harshness of their nomad
ancestors. Now, trade, craft industry, farming and war are their main occupations.
The Phaxsharâ, when they first arrived in Balkulôni in early Third Age, were not considered as conquerrors, but as
liberators of the Dark Ordainers tyranny. The River Niss valley was under pressure of both the Idurâk, the Mudhriag and
Rumyari, two of the most important Dilikhran tribes. After the liberation, the first Phaxshara King, Phraates considered that
it would be difficult to integrate all the local populations into the castes systems, and so the castes progressively fall into
oblivion. The Lynîr, Númenóreans and Verikis are so considered as equals, while the Vulmaw, the Jôpi and the Idurâk are
clearly considered as “secondary population”, who can only act as merchants, commoners and priests (as the Phaxsharâ are
tolerant in matters of religion, provided that the religion is not blasphemeous). Like the Lynîr, they are against every form of
slavery. If one man is evil, there is only one sentence, death, and not servitude for eternity.
The Phasharâ are united under the banner of the King, and are quite speed to unit themselves against danger. The first
son is the only to inherit from his father, which propell the youngers to take their chances as warriors or priests. Thes two
reasons explained their success in the conquest of Codya, and later their conquest of the Chyan Empire, with the help of
Anarikê, ruled by Lôkhuzôr II. They adopted very soon the customs of the conquerred people, such as the Senûr justice and
law, the maritime culture of the Lynîr, the hereditary noble titles of the Vulmaw, while keeping their ancestral riding
culture.

Religion: The Phaxsharâ religion is a mixture of Chyan and Lynîr faith. Their most important and revered god is
Mizjaz (god of sky, light, contracts and friendship, who is sometimes considered as Asrûta’s son). It is believed that Mizjaz
was born from a rock, and He fought with the sun and managed to capture the divine bull and slayed it before he ascended
to heaven. From the blood of the bull came forth all the plants and animals beneficial to humanity. Ilmôr the Wild Hunter,
and Ulnia the Earth Goddess (also known as Anahita, the nature and fertility goddess). When they sedentarized themselves,
learning the ways of trade and sea, they began to revere also Talyaz and Nedash (Uinen and Ossë), to whom they dedicate a
festival each year. They have in hate, and perhaps more than the Chyans and the Lynîr, all the allies of Angra Manya,
rebellous son of Asrûta. Other gods of the old Chyan faith are less important to them. Asrûta, while being respected, is not
revered by the Phaxsharâ people, which is in total opposition with the Chyan faith.

Restriction on Professions: None, though they are mostly warriors, rangers and animists.

Language: Their primary language is Lynîr, for that they were long in contact with the Lynîr during the end of Second
Age and early Third Age. But among themselves, they speak Phaxshâr, their native language (not far from the Chyan native
language), which inherited much from Chey, Ahar and Lynîr languages. They also speak Vulmaw and Adûnaic.
Warfare
The Phaxsharâ excel on light cavalry (horse archers) and heavy cavalry. Following the example of the Lynîr armies,
the Phaxsharâ kings quickly added an heavy infantry and a naval army, mostly inherited from the Vulmaw and the Lynîr
populations. Their army is constantly highly trained and disciplined, and is directly on orders of the Phaxsharâ king (while
the local governors are allowed to retain a local militia). In term of equipment, they wear light armor for the cavalry, and
heavy armor for the infantry. They prefer weapons like scimitar, battle axe, spear and bow (a double curve weapon ideal for
horseback). Their conjoint use of infantry and cavalry explained why there were very often victorious, and why the
Phaxsharâ dominated Codya for more than seven centuries.

Remains to speak of :
- their trade activity along the Silk road they contribute to create, and which lead to Aegan
- the different tribes
45

The Parthians also adopted the Scythian bow, a double curve weapon ideal for horseback. The original Persian bow was a
single curved weapon that was used by footmen. The Persians themselves seemed to prefer using spears when mounted
since it did not require as much skill to kill a lion.
The Medes, a relative of the Parthians, raised this animal. But the Akhal-Teke, while possessing great endurance and some
speed, was not as fast as the Parthians wanted. The Great Horse of the Persians was the mount they chose. A magnificent
animal that came in all colors, including the highly desired palomino and appaloosa, was fast and strong and beautiful. He
was also the ultimate riding horse, occasionally producing gaited animals that were highly sought after by everybody from
China to Roman Spain
http://www.donaldhs.vic.edu.au/home/spotter/Parthian_Empire.html
http://www.pantheon.org/articles/m/mithra.html
http://www.parthia.com/parthia_horses_burris.htm

http://www.donaldhs.vic.edu.au/home/spotter/Parthian_Empire.html
http://www.pantheon.org/articles/m/mithra.html
http://www.parthia.com/parthia_horses_burris.htm

Abiotic factors = Maybe it’s too much techincal. I wanted to mean the no-life parts of a ecosystem
(geology, hidrology, climatology, etc.)
its strong smell like acid = I wanted to say this plant is easy to find because it smells like acid
bonecracker = This it’s the name I put this animal, because he breaks bones to eat them.
Incapacitator = that one that incapacitate a person to do something. Maybe incapacitator doesn’t exist.
Recollectors = I wanted to mean those people who pick wild fruits or vegetables, as “harvesters”.
until revealed the watcher Uchakna = as late as the watcher Uchakna was revealed to him.
Remount = go up, raise
The amount of catch is such, that it has to bee smoked or salted to be kept for almost a year = Usually,
it’s such the amount of catch, that it has to be preserved (by smoke or salt) in order to consume it in
the future.
These villages were groups of huts (inside a fence) made of a wooden frame and covered with a
mixture of dung, straw and mud that, after dried, it’s consistent enough to remain several years = This
villages are groups of huts (usually inside a fence). The huts are made of a wood frame, and covered
with a kind of adobe (dung, straw and mud). Once dried, this adobe is consistent enough to stand for
years.
Relationed = akin, related
Shoters = I mean those peoples who shoot with a bow.
Esparto grass = A grass of steppe regions, whose fiber is used in making cordages.
Compromise = Engage

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