04 · The Inhabitants of the Mûmakan

The Inhabitants of the Mûmakan area in the 17th century of the Third Age

Within the lands of the Mûmakan region are many racial and cultural groups, which vary greatly in appearance, customs and attitudes. In addition to a scattering of Silvan and Sindarin Elves, and the Númenorean colonists, there are the Mûmakani, the Kirani (an offshoot of the Haradrim), the stocky men of Dûshera, the men of Gan and the Hathorian people together with several other cultures.

It might seem a bit strange to see the limited settlement areas of the various realms (notably Tantûrak and Korondë) and the extreme long periods in which nothing is done to clear forest area to make place for settlements and agricultural usable ground. In fact this happens, but only on a small scale so that it affects the overall geography only in a minor way. In fact the populations of all the realms mentioned are relatively small (and remain so for extended periods of time, quite contrary to real-world demographic experiences)[1], thereby eliminating the need for large-scale deforestation like those experienced in real-world tropical rainforests.

It is very useful for GMs and players alike to have a good mental picture of the region they are operating in. especially for the GM knowledge of the key facts of the region mentioned is of vital interest. One such topic is the demographic structure and settlement patterns of the realms in the region where the campaign takes place. This section provides demographic data for the core realms presented in this module. This information should enable the GM to give his players a good feeling for the population distribution of the areas they are operating in (e.g. how often they encounter other people, especially normal” people like farmers or other peasants)


The Elven population in the Mûmakan is almost entirely Avari in descent (the most rustic” of the immortals). The Noldor are the most rare of all Elves in the region. The Sindar are only little more prevalent, being found only in Tâliran where the Avari/​Sindarin line has blurred.

Elves of the Mûmakan wear less clothing than their more northerly counterparts, preferring simple belted tunics in white, grey, green or brown. Jewelry is usually minimal, but invariably high-quality and delicate. As with the other races of the Mûmakan the Elves of the area wear year-round tans, yet only these immortals maintain wrinkle-free skin with the passage of the years, due to the power their fëa holds over their hröa. Even the Hathorians, despite their balms, begin to show signs of aging around the age of 50.

Noldor (High Elves)

The Noldor are a very rare sight in the Mûmakan. The only sizeable Noldorin population in the Mûmakan area is comprised of the High Lords of Ardor and some of the members of the Guild of Elements. When they roam abroad, these individuals generally disguise themselves, so as not be spotted by their enemies and hunted down or caught by them.

Though described in the MERP rulesbook, there are quite a few cultural differences for these Noldor, so they are described here as well.

Due to their scarcity, the open appearance of a Noldo (every thousand years or so) is met with stares of awe (in Koronandë), hate (in Tantûrak) and loathing (in Mûmakan). Most races find the Noldor rather stuffy and condescending (when they recognize them).

Society and Culture

The society of the Noldor reflects the classic theme of the waning Firstborn in Middle-earth: they strive to preserve the things as they would like them to be. This is the case especially for the good” Noldor of the Guild. The Exiles organized in the Court go a step further. They try to change the things to something they would like to have. In this they are similar to the Elven Smiths in Eregion who tried to better the world and threw it into its greatest peril. The Court of course has not so noble intentions. They merely strive to make the things comfortable to the Elves regardless of the needs or wishes of other races.

The order-loving nature of the Noldor surfaces clearly in the Mûmakan. Though they did not built great empires, they erected great citadels to live within — magnificent testimonies of their longing to imitate and improve the the structures found in nature. These fortresses provide safety as well as luxury and recreational facilities. To prevent intervention and disturbances from the outside (especially mortals), these citadels are cunningly hidden or built in remote areas . The Noldor live in a comfort mortals can only dream of.

The Noldorin tongue is called Quenya, and they embrace it as their true tongue (7÷7), but largely confine its use to their own environs. It is still the exclusive language of ceremonies, writings, and oral traditions, regardless of circumstance. When dealing in everyday affairs, they often refer to the Sindarin (7÷7) or the Kwenja (7÷7) of the Kinn-lai. For affairs with men they use Adûnaic (5÷3) or one of the other mannish tongues (Kiranaic, Mûmakanin or Tantûrakic; all 4/2).

Religion and Worldview

There is no formal religion among the Noldor. Since they lived in Aman (at least a great part of them) among the Powers, they know of the true nature of the Valar and that there is only one god. The Valar are, however, revered as wise and powerful teachers and guardians of the world. Consequently, their spiritual layout is informal and centered around communal celebration and personal meditation. Like the Dwarves, the Noldor are fiery craftsmen who are fast friends of Aulë. The Smith imbued them with a heightened respect for physical objects. It is not surprising then to find that the Noldor revere Aulë more than any other Vala, save Varda herself. Like all Elves, they worship Varda above all other Valar as giver and maker of the stars. For the Court, this proves to be their undoing, for they are lured to belief the stars are intentionally blotted out by the Sun and Moon. So they strive to bring them down and will ultimately fail. In attempting this, they follow the path of the Black Enemy, regardless whom they claim to revere. The Noldor hate Orcs, Trolls, and Dragons as abominations of the Enemy. Even the Noldor of the Court despise these creatures as perversions of nature. Due to their pride they tend to look down upon men of non-Númenorean descent.

Regardless of the line, all Noldor are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of all the Elves, they are the most inquisitive and passionate, being full of a desire for experience and expertise in the arts and the ways of the world.


The Noldor of the Mûmakan do engage themselves seldom in war. They prefer to act through agents and servants who carry out the deed. Only those members of the Court organized in the Suit of Swords (see section…) retain some martial spirit and interest in warfare. It is them who train the warriors of the Court and generally seek out the outward strikes ordered by the Council of the Twelve.

When in engaged in war, however, the Noldor are among the fiercest and most dangerous warriors one can find in Middle-earth. Those who stay in their path when enraged most often face a quick and swift death.


Of all the Elves, the Noldor are the strongest and sturdiest of build, although they are still slimmer than Men. Males average 200pds. (90kg); females 155pds. (70kg). Of all the Elves, the Noldor are the strongest and sturdiest of build, although they are still slimmer than Men. Fair skin (though often tanned through the intense sun of the South). Most are dark haired and have greyish eyes which betray a proud demeanor. Decendants of Fingolfin and Finarfin are often fair haired and blue eyed, for their blood contains Vanyar influences. They do not carry great burdens, but they are capable of traveling 16 – 20 hours a day. The Noldor do not sleep; instead they rest in a meditative trance for 1 – 3 hours a day. Men average 6′7″ (2,00m), women at 6′3″ (1,90m).

The Noldor favor rich clothing and fine craftmanship, and give the appearance of great wealth. When in company of themselves, the Lords of Ardor generally don the classic and magnificent robes and jewelry of Valinor. According with the warm and humid climate of the Mûmakan, their other garments are light and loose to prevent overly sweating.

Sindar (Grey Elves)

Society and Culture

The Sindar are only a bit more frequent than the Noldor. Like the High Elves they form some kind of foreign nobility’ among the Elves of the region. They are exclusively found (outside the Court and the Guild) as members of the upper class in Tâliran. Here they strive to retain some of the splendor and tradition of the kingdom of Doriath (from whom they are refugees). They are a bit more readily accepted by the Avari of the region, since they never left Middle-earth (albeit they went west with the Noldor). Consequently, acknowledging their peculiar position the Sindar form most of the ruling class in Tâliran, although the realms’ king is always (like it was ever) an Avar.

Having learned their lesson in Beleriand (as they think) the few Grey Elves try to stay out of the region’s mortal politics and lead a purely elvish life and policy. Unfortunately, this is not always possible and since Tâliran lacks a powerful device like a Ring of Power to shield the land (as in the case of Galadriels use of Nenya in Lórien), they are forced into temporary alliances, mostly with the Kirani, whom they consider the most honorable and noble Secondborn in the region.

The capital of Taurondë is a mix of Kinn-lai, Arana, and Sinda traditions: part underground delvings (like Menegroth), part tree city (comparable to Caras Galadhon in Lórien), it has a beauty and magic of its own. Few visitors are not impressed by the skill with which the Elves built their city within the forest.

Like all Elves, the Sindar are strictly monogamous. They marry for life.

Sindarin (7÷7) is their preferred language. In addition, they speak the Avarin (6÷6) of their more numerous Kinn-lai cousins. Some also speak some Kiranaic (4÷0) and Quenya (3÷0). They are musically inclined and gifted in all aspects of woodcrafts.

Religion and Worldview

Informal and centered around communal celebration and personal meditation. Like all Elves, they worship Varda as giver and maker of the stars. They are especially linked to Ulmo, from whom they learned the art of shipbuilding and music. The Sindar are the most content of the Eldar in Middle-earth. They are less frivol than the Avari and not so hot-tempered and emotional as the Noldor. They hate Orcs, Wargs, Dragons and all creatures of the Dark Lord. They do not go along well with dwarves either. They do not like the aims of the Court and generally despise it. They will have nothing to do with this organization, which they recognize as being terribly misled.


Like all other inhabitants of Tâliran the Sindar of this realm do not engage in mortal affairs (and wars) and consequently no one has seen an elven army in millenia. When they do have to engage in such activities, the Sindar are most likely equipped with high-quality arms and armor and be a very serious threat to their enemies.


The Sindar are slender. Men average at 161 pds. (73kg), women at 132 pds. (60kg). Their skin is fair, though often tanned by the sun. Most have blonde or brown hair and eyes in different shades of grey and blue. Men c. 6′3″ (1,90m), women around 5′11″ (1,80m). They posess the same vision as the Noldor. In the way of clothing, the Sindarin exiles favor the garb of Doriath: rather good and very high quality clothing (compared to mortals, a bit dull compared to the Valinorean garb of the Court). They favor the peculiarities of the region as the source for clothing and decoration, rather than the artificial’ style (in fact traditional Valinorean) shown by the Court. In general, they don’t like the rich and opulent garb of the Noldor.


The Kinn-lai (S. …) are the most prevalent of all elven groups in the Mûmakan. They belong to the Tatyar, the second tribe of Quendi in Cuiviénen. The Tatyar that left for Aman were later called the Noldor. South of the Yellow Mountains relatives of these Tatyar people are called the Cuind (“Fuinar” in ICE’s Shadow in the South) and hold relative close relations with their northeastern kin.

Like most of the Avari, they are extremely hardy and are able to survive in nearly every environment. Like their southern brethren, they relish living in the hot and humid rainforest.

Society and Culture

They are the most rustic of the Elves of the Mûmakan area. The Tatyar prefer to wear grey, blues, blacks and deep greens. Their dress is outwardly austere and presents a quietly noble presence, if it is seen. Frequently their dark clothing is laced with slightly tinted patterns, like vines, mineral striations, or constellations. The Tatyar dislike the sun, and do not use it in any of their symbolism.

Nearly all of the Kinn-lai live in Tâliran, preferring its safety to the dangers of mortal realms. When they travel abroad, they are rarely seen by mortal eyes if they don’t want so. The Kinn-lai prefer a slow-paced life filled with as much song, dance and gaming as possible.

When coming from the north, the Sindar brought with them the vision of Menegroth, much to the liking of the Tatyar who prefer underground dwellings, but it were the Nelyar of Tâliran who gave the city of Taurondë its most famous structures: the multi-storied houses in the great Lurakil that are connected by many bridges and lianas. They speak their own tongue Avarin (7÷6). Most also speak some Sindarin (5÷3). A few Kinn-lai may also know a little Quenya (3÷0) or Kiranaic (3÷0).

Religion and Worldview

Informal and centered around communal celebration and personal meditation. The Valar are not venerated but are usually admired and respected. Varda and Aulë are the highest in esteem; Oromë, perhaps, the least, since he is viewed as have stolen and estranged their kinfolk, nor are they allies of Ossë, a manifestation of the forbidding coastal seas. To a limited degree they are aware of all the Powers, from memories of the Huntsman’s words and the innate sensitivity of Quendi to the exercise of magic and power.

Monogamous. The Kinn-lai are the least of the Elves inclined to be drawn into mannish politics. To them these goals seem so fleeting, as they wither often within the lifetime of a mortal generation. They see no point in wasting their lives in such squabbles. Additionally, they have not the urge to be bothered too much with politics. In realms governed by Eldar, all minions of the Dark Lord are their enemies. In purely Avar communities they view everyone not of their kin as a potential threat (and treat him accordingly). The Eldar are viewed with utmost suspicion, being traitors of Elvenkind altogether with their departure for Aman (although they are not as unfriendly towards them as the more easterly Avari). The Noldor are particularly disliked, whose pride is too akin to their own, and they use Nelya intermediaries when possible. In addition they mistrust most men, especially the imperialistic Tantûraki and aggressive Mûmakani.

They are normally at fairly good terms with the dwarves, a fact that seems quite strange to those familiar with the events in the Northwest of Middle-earth.


The Tatyar rarely go to war. As stated in the previous topic, they do not deem mannish goals worth wasting their lives. Consequently they only engage in large-scale wardfare activities when their own realm and way of life is threatened. When they do engage in war, their potential enemies should beware because the smithing and crafting skills of certain members of this tribe account for nearly any equipage.


They are slight of built — rather thin by mannish standards. Men weigh about 190pds. (86kg), women c. 155pds. (70kg). Fair, but tanned through the southern sun. They are the most rustic” of the elven-folk of the Mûmakan. Men reach an average of 6′4″ (1,93m), women 6′0″ (1,83m). They are unparalelled in all manners of the woods. Nobody except, perhaps, the Ents, surpass them in wood-related skills. They cannot become sick or scarred and are immune to disease. Bonus of +15 vs. cold attacks (DB & RR’s).


The Khelnôr are a mix of several elven tribes. They represent those elves who chose to ally themselves with the Court of Ardor and comprise the bulk of its members. Their greatest contigent came from the Kinn-lai (S. …), mixed with a few Cuind and Arana. Over time they have developed into a quite different race though, both mentally and physically.

Society and Culture

They are the most rustic of the Elves of the Mûmakan area. Their clothing is usually functional but impeccably well made. Camouflaging greys, greens and browns are favored in the wild, but at home (especially in Taurondë), they will wear gayer garb.

Nearly all of the Kinn-lai live in Tâliran, preferring its safety to the dangers of mortal realms. When they travel abroad, they are rarely seen by mortal eyes if they don’t want so. The Kinn-lai prefer a slow-paced life filled with as much song, dance and gaming as possible.

When coming from the north, the Sindar brought with them the vision of Menegroth, but it were the Kinn-lai who gave the city of Taurondë its most famous structures: the multi-storied houses in the great Lurakil that are connected by many bridges and lianas. They speak their own tongue Avarin (7÷6). Most also speak some Sindarin (5÷3). A few Kinn-lai may also know a little Quenya (3÷0) or Kiranaic (3÷0).

Religion and Worldview

Informal and centered around communal celebration and personal meditation. Like all Elves, they worship Varda as giver and maker of the stars. Monogamous. The Kinn-lai are the least of the Elves inclined to be drawn into mannish politics. To them these goals seem so fleeting, as they wither often within the lifetime of a mortal generation. They see no point in wasting their lives in such squabbles. Additionally, they have not the urge to be bothered too much with politics. In realms governed by Eldar, all minions of the Dark Lord are their enemies. In purely Avar communities they view everyone not of their kin as a potential threat (and treat him accordingly). The Eldar are viewed with utmost suspicion, being traitors of Elvenkind altogether with their departure for Aman (although they are not as unfriendly towards them as the more easterly Avari). In addition they mistrust most men, especially the imperialistic Tantûraki and aggressive Mûmakani.


They are slight of built — rather thin by mannish standards. Men weigh about 137pds. (62kg), women c. 110pds. (50kg). Fair, but tanned through the southern sun. They are the most rustic” of the elven-folk of the Mûmakan. Men reach an average of 6′1″ (1,85m), women 5′9″ (1,75m). They are unparalelled in all manners of the woods. Nobody except, perhaps, the Ents, surpass them in wood-related skills. They cannot become sick or scarred and are immune to disease. Bonus of +10 vs. cold attacks (DB & RR’s).


Although relatively rare in the Mûmakan, Dwarves are not unheard-of and some live in the greater cities of the region, mostly working as smiths.

Bávor’s Folk

The official’ dwarvish name for the tribe living in the Ered Laranor is Stiffbeards, although today it is rarely used. Most people know them as Bávors Folk. Their tale is a sad one. First they arrived in the South around the middle of the First Age. Here they carved out the city of Mablâd-dûm in the central Yellow Mountains. In S.A. 1092 however, strife arose and the king was killed in the fray. After this, the main host of the Mablâd wandered south to settle in the city of Blackflame (Kh. Baruzimabûl), a mining colony founded three centuries earlier. Later, part of the remaining Dwarves of Mablâd-dûm left the city for the east, and they founded holds at Bar Falin and Nárad-dûm. The former was later taken by the forces of Darkness, and so three principal Dwarven holds in the Ered Laranor remain by the middle of the Third Age. Most Dwarves however live in the city of Blackflame and it is here that the High King of Bávor’s Folk resides. Mablâd-dûm is second in prestige and Nár’s Folk in Nárad-dûm south of the Sára Bask in the eastern part of the Yellow Mountains comes third.

A few of Bávors tribe live scattered in the Mûmakan area where they are mostly employed as smiths or craftsmen of supreme skill in the various mannish realms. A small community has settled in the hills just north of Koronandë.

Society and Culture

In contrast to their brethren of Durin’s Folk, their beards are quite small. Therefore, these are wiry and they wear their hair woven to braids and keep these very long. They prefer heavy and sturdy, practical clothing. Heavy boots complete the image of a typical Mablâd Dwarf. Inside their shielded halls, they favor clothing of superior craftsmanship adorned with geometrical patterns and wear decoration made of silver and gold and beset with many kinds of gems.

They are uncomfortable with open water and the Vala Ulmo. Penalty of –30 for Swimming. They are superb miners, craftsmen, and stonewrights. They live in their halls deep within the Yellow Mountains. Because of their vulnerability when wandering (only a third of their folk is female), the Mablâd remain in their halls whenever possible. When going out in great numbers (like for war), they leave their families at home, guarded by a substantial part of their host.

When venturing in the outer world, they usually leave their homes in travelling groups. They speak their own language Khuzdul (7÷6) only amongst themselves. When dealing with other people, they use Apysaic (5÷0) or Kiranaic (5÷0). Few can even speak some Tantûrakic (3÷0) or Mûmakanin (3÷0).

No Mentalism or Essence Spell Users.

Religion and Worldview

Monogamous. Only a third of their folk is female (s.a.) They marry for life. The line is traced through the male. As for the the other Khazâd, they believe, that their tribe is held together by the spirit of its father. The reverence of their ancestors is only surpassed by that of Aulë, whom they rever as Mahal (Kh. Maker”); the maker of their race. Cool, quiet, greedy, suspicious, aggressive and introverted. Being tough warriors, they yield no ground unless overwhelmed. Each dwarf treats other dwarfs (especially of his house) as his kin, even when such loyalty perpetrates injustice. They distrust even dwarves of other tribes to some degree.

The saying is true: No friend granted a dwarf a favor, nor enemy a wrong that was not repaid in full’. However, once a stranger proves himself to be a friend, he is a friend for life.

Orcs, Dragons and Trolls are their arch-enemies. They mistrust all other races, but the Servants of Darkness are treated with special suspicion. They remain quite good relations with the Tatyar Avari of Tâliran.


Dwarves prefer heavy armor and weapons. Because of their short stature (and dislike for big animals) they are denied the advantage of cavalry and rely therefore on heavy infantry tactics. Their tough armor and shields keeps away most enemies’ weapons and their own high-quality weapons are able to penetrate most armour with ease. Units trained in the crossbow serve as missile troops and thereby compensate the lack of cavalry a bit.

Because of their small numbers they are reluctant to risk their troops in battles for mannish affairs. Very rarely a dwarven army leaves their halls but when they do the potential enemy should be wary indeed. According to their nature they are fabulous underground-warriors.


Short, stocky and heavy with strong limbs. Men weigh about 165pds. (75kg), women c. 150pds. (68kg). Black, brown or red hair and ruddy complexions. Enormous. They carry great burdens over great distances with only minimal rest. Both sexes reach c. 4′4″ (1,32m). Long, between 230 and 250 years. Resistant versus heat and cold. Bonus of +30 vs. such attacks (RR’s & DB).

Superior vision. Under the worst lighting conditions they see excellent up to 15m (50’) and fair to 30m (100’). In total darkness they can see 3m (10’). Bonus of +10 for Spatial Location Awareness and all Blind Fighting skills. The Mablâd Dwarves are excellent cratfsmen. Bonus of +20 for Smithing and all Crafting skills. Bonus of +25 for Mining and Caving.


As (nearly) always men are the dominant race in the area and have developed a great variety of cultures and races. The following chapters detail the most prevalent and populous of the Secondborn south of the Yellow Mountains.


The Kirani belong to the most ancient mortal races in the Mûmakan area. They migrated to this land in the third quarter of the First Age and took on much of the culture of the disintegrating realm of Geshaan.

The most significant Kirani realm is — of course — Koronandë. This state is somewhat special, since it is one of the very few republics in Endor. The republic was able to defend herself versus hostile neighbooring monarchies for ages and intends to do so in the future.

It is believed that the Kirani are related to the Haradrim, although beyond the common very dark skin color and black, wiry hair, the similarity ends. Where the (northern) Haradrim are stocky and muscular, the Kirani are tall, slender and graceful of movement. The Kirani are culturally sophisticated, and relatively advanced socially. Koronandë is run almost solely by Kirani. Indeed, with regard to body build, strength and dexterity, the Kirani are more comparable to the Elven races, with whom they share a mutual respect and admiration.

Society and Culture

In the way of clothing, the Kirani prefer loose, flowing garments, dyed in a variety of white, green and black tones and draped loosely about the body. These they wear when they can get away with it, but of course such are not suitable for everyday work, for which they don short kilts in the case of the men, and the women tend to wear a short, belted dress. Both sexes wear jewelry, although they prefer items of leather worn about the head and wrists and natural products like shells, with bright bird feathers dangling, rather than the gold and gem-beset decoration that most other races prefer. The Kirani generally don’t wear any foot covering at all or they don light sandals.

Kiran warriors wear only light armor (Soft Leather or Textile armor) to avoid quick exhaustion in the tropical climate of their home.

The Kirani are gifted orators and diplomats. Bonus of +10 for Public Speaking, Tale Telling, Leadership and Trading. Bonus of +15 for Diplomacy. The Kirani are basically vegetarians, cultivating the many varieties of fruit bearing vines and trees which flourish in the area. They do occasionally dine on fowl: the larger avian inhabitants of the jungle are broiled and considered a delicacy.

The Kirani (especially the Koronandën) are (like the Hathorians) a fanatical independent folk, that despises any form of foreign domination. Apart from this, they live comfortably and enjoy the fruits of their labor. The latter consists mainly of trade, which they do with passion. The lion’s share of the long-distance traders in the Far South are Kirani. The Kirani in Koronandë are also great seafarers and the capital of Korlan is the greatest trade center in the region. There is an apparently significant range of sociological development among the Kirani, even within this limited area: from the almost tribal arrangement of the reed hut-dwelling people of Tuktan to the complex government of Koronandë, where the inhabitants embrace imported foods and intricate social subtleties and live in multi-story stone houses in cities with sewage systems.

The republican constitution of Koronandë is defended fiercely by the Kirani and all attempts to establish a monarchy (there were only very few) met stiff resistance from the general populace and failed in the long run. This broad support for republican rule comes partly from the federal structure of the state, where the rights of the districts and individuals are emphasized.

The pleasures of life are not beyond them, and they spend much leisure time with art and festivities. On the other hand the Kirani divide clearly between work and pastime and they pursue their business with the same vigor as their leisure time. As a result they are feared as hard trading partners.

They speak Kiranaic (7÷0) an offshot of Apysaic (3÷0). Many also speak some Mûmakanin (5÷0). Few can speak some Avarin, the language of the Kinn-lai (5÷0).

Religion and Worldview

The Kirani believe in a pantheon of gods. Chief among the gods is Horus, who oversees the realms of gods and men and is in perpetual combat with the evil Seth, who strives to overthrow the present order and establish himself as king. In the end he will fail and be destroyed, so that the world will live in peace at last. Until this time, all faithfull have to combat Seth and his minions wherever they find them, elsewhere he will grow too strong to be defeated.

The Kirani are polygamous. The line is traced through the male. A man can take more than one wife, but he must be able to pay the bride-price and must prove that he is able to sustain the new wife in an adequate manner. The Kirani have complex rites of marriage after a young man and woman have chosen each other; and celebrate the ceremonies of passage through, as the Kirani perceive them (the four stages of life): birth, man/​womanhood (at around 15); citizenhood (taking social responsibility, around 30); and death (chosen by the Kirani, as with the noble Númenoreans of Old). Death is not to be a long, withering process, rather, when someone realizes that his or her mind or body is beginning to fail, around age 60 – 70 for Kirani, he or she will call for the ceremony of death, say farewell to his friends and relatives and at the conclusion of the solemn hours-long ritual, the person will have killed himself with a swift and painless acting poison.

They are friendly towards the Hathorians, Sharaeki and Elves, whereas the aggressive Tantûraki and Mûmakanril are counted as their adversaries.


The Kirani are capable warriors, neither superior nor inferior than most other human races in the. Where they do excel however is naval warfare. The Kirani of Koronandë have a long standing tradition of naval warfare and accordingly their navy is not only strong but also extremely capable and powerful. The only other power with a comparable navy is Tantûrak. The strong naval presence of the Kirani has long been their strength in the power struggles of the South and they use it to their best.

In terms of equipment, the Kirani tend to wear light armor and so circumvent the problems of heavy coverings in the hot and humid climate of their home (beside that heavy metal armor is not advisable when fighting on ships). The preferred weapons of the Kirani include the spear and scimitar.


Slender. Men weigh about 85kg (155 pds.), women around 65kg (132 pds.). Dark brown or black skin. Curled black hair and eyes in varying shades of brown and black are the norm. Kirani males tend to be clean shaven, indeed many, like the Elves, are naturally beardless. All tend to wear their hair relatively short. Good in hot and humid environments, medium in other areas.

Men around 6′5″ (1,95m), women c. 6′1″ (1,85m). Average, around 60 to 70 years.


If any group of men in the Mûmakan area looks more out of place than the descendants of the Númenoreans, it is surely the people of Hathor. Blond and blue eyed, their appearance harkens back to the cooler climes of Eriador far to the North. The Númenórean wars in Eriador during the Third Millenium of the Second Age led to an estrangement of the Númenóreans and their (distant) Northmen relatives. Near the closing of the Second Eriadorian Revolt in S.A. 2587, the Númenórean cánotar of Eriador resolved to set an example for all would-be rebels” and ordered the population of the small Eriadorian kingdom Anglawine (with its center at Nothva Rhaglaw) whom he suspected of supporting the rebels (be it true or not) deported to a foreign land. Ten years later this operation was completed and ca. 50.000 people had been forcefully transferred to the region of present Hathor. Once they arrived in their new land they were left alone by the Númenóreans (for whom the punishment” was fulfilled). Fortunately for the Hathorians the land seemed to bless them and soon they were a power to be reckoned with in the South.

It is commonly known that the Hathorians migrated here before the downfall of Númenor (the tale above should only be remembered by a few shrewd loremasters or ancient elves). The Danak of the east-central Ered Laranor are believed to be distant relatives of the Hathorians although these came to the mountains in the Third Age as a group of escaped Sîraynen slaves.

Despite the fact that they are not indigenous, they love their land, especially the southern and coastal areas.

Society and Culture

The men clothe themselves in loose pants or shorts of cotton, or silk for more formal occasions, dyed with bright colors; and occasionally wear a vest or loose shirt of simple design, this is usually more elaborately dyed, in several colors or in a print. The women wear either shorts and a laced top, or for less rigorous activities, short draped toga-like garments of finely woven diaphanous cloth, all sensuous in design. The Hathorians also delight in simple jewelry, usually gold, in the form of necklaces and wrist and ankle chains, and earrings (for both sexes, although men tend to wear but one earring, bracelet and ankle chain, while women prefer multiples). Both sexes have an aversion to finger rings, maintaining that they interfere with various activities.

Hathorians are among the most vain of peoples, working ever hard at making the most of their appearance, which now nearly rivals that of the Elven-kind, although perhaps in a more rough” way. No other culture has so many oils and balms to make their skin look natural”. Despite their balms, Hathorians show signs of aging at around 40 – 50 years. Of course, it must be acknowledged that because of their naturally fair skin the Hathorians require some defense against the intense sun of the tropics until thes develop a protective tan; and even then, their skin would dry and wrinkle without treatment. However, they also spend an inordinate amount of time washing their hair, and cutting it in precise, layered lengths so that it falls evenly in sculpted perfection. Men usually wear their hair partway over their ears, and to the nape of the neck in back. Women allow theirs to grow longer, sweeping back from the face to fall about their shoulders.

The Hathorians traditionally do not wear heavy armor (usually leather or glued linen armor), but rely mostly on very effective shields, and are excellent with the composite bow and broadsword.

Contrary to popular belief, the Hathorians do engage in manual labor, and in fact farm their storm-swept land (seasonal hurricanes on the outhern coast are quite common) with a sort of gleeful masochism, delighting in the challenge”. They grow cotton, and many are sheep and goat herders. The fine wool and cotton cloths woven and dyed by the Hathorians are fine and highly prized throughout the Mûmakan area, as are the tender oysters cultivated and harvested year-round by this hardy race.

The realm is divided into five districts. These must give a percentage of their goods to the king at Tanith. The federal and individualistic structure of Hathor effectively blocks imperial or despotic tendencies. As a result, during peacetime, the king has limited authority: he only executes the laws the Council of Elders makes and oversees his duty as High Priest. In times of war though, he has nearly total power and commands a surprisingly large army, since every male Hathorian is skilled with weapons (a good choice in the neighborhood of the Mûmakani) and posseses his own equipment.

Hathorians are easy-going of temperament, but often wild and adventurous. Indeed their society more than any other in the area is built around recreation, including attendance at and participation in athletic games of all kinds, singly or in teams, in land or in the water, by men or women (but mostly men). Although these sports are always played without intention of injury, the very nature of most of them make it almost inevitable that someone will get hurt every time. Fortunately, however, Hathorians have an aptitude for the healing arts, and there are usually several Healers of respectable skill at any given event, so even a severely injured player is not in danger of death and in few days may join his team again.

The games, although just one facet of Hathorian society, are an excellent example of their rather hedonistic attitude toward life: above any other reason. Doing things because they might be fun”. Of course, the Hathorian view of fun” seems to have little similarity to that of most other cultures. As a note, Hathor accounts for the largest percentage of Tâliran wine and spirit exports, and Tâliran beverages are reputedly the best in all of the lands south of Gondor and East of fallen Númenor. The Hathorians also use a large percentage of their grain imports for the making of beer; and Gort is used freely, although the government frowns on it.

The Hathorians are monogamous. The woman leaves for her husband’s house. The line is traced through the male.

Friendly and joyful towards their allies and friends, but relentless and steadfeast against their enemies. They are the age-old allies of the Kirani of Koronandë with whom they share a good portion of distance towards the centralistic and autoritarian realms of Mûmakan and Tantûrak. Their overall positive and open attitude is also a result of a mingling with faithful refugees from the ancient realm of Geshaanwho hid in this region of the Ûrdor.

They speak their own tongue Hatorin (6÷0). Most people also know some Kiranaic (4÷0) or Mûmakanin (3÷0).

Religion and Worldview

The withering effects of aging fills them with sorrow and shame. They fear the open sea with a frightening intensity and will refuse to engage in any voyage upon the open sea.

The Hathorians believe in a pantheon of gods.The primary deity of the Hathorians is Hathor, who gave the realm and people their name. She is a goddess of beauty, joy and happiness as well as physical prowess. Haerandir believes her to be a Maia of Tulkas’ people. Anorel is a companion of Hathor, and patroness of all healers. These religious beliefs stem to a good part from the Kirani who in turn were tutored by the Tyar priests of Geshaan.

Chief among the gods is Horus, who oversees the realms of gods and men and is in perpetual combat with the evil Seth, who strives to overthrow the present order and establish himself as king. In the end he will fail and be destroyed, so that the world will live in peace at last. Until this, all faithful have to combat Seth and his minions wherever they find them, elsewhere he will grow too strong to be defeated. Orcs, Trolls and other minions of the Shadow are their enemies since they came to this region. They are suspicious of the imperialistic Tantûraki and despise the Númenórean aristocracy of that realm (due to the Hathorians’ origins). The Mûmakanril who share the pantheon of the Hathorians at least partly but favor the mirror image of Set (Amaav) are their all-time enemies.


The Hathorians have a long-standing warrior tradition and consequently field a fairly large and effective army nearly unrivalled in the South. Because of their strong alliance with the Kirani in general and Koronandë’s in particular, their opponents (usually Mûmakan) always face a stiff opposition.

The Hathorian soldier is normally equipped in light armors and armed with a spear, sword and shield. His protective covering usually includes light or medium body armor, leg greaves and a helm.

The constant threat of Mûmakan led to a disciplined and highly trained army, part of which is always on duty on the border. In theory every able-bodied male is subjective to military service, provided he can afford the equipment. Those who can’t afford the equipment are given their equipment by the state but they have to serve for a time as permanent soldiers and thereby pay their arms and armor. The system is quite effective and provides the state with a core of highly-trained regular soldiers and a relative large but also well-equipped, highly disciplined and motivated levy.


Average to heavy. Men weigh about 181pds. (82kg), women 128pds. (58kg). Fair skin, which is smoothly tanned through the sun. Hair is are generally light colored. The eyes show blue and green in differing shades. Hathorian males are clean-shaven without exception, having developed a creme which completely removes the beard for several days (the creme brings a high price in other countries, but its export is limited). Like the Elves and Kirani, the Hathorians have little body hair. Good in tropical climes, below average in colder ones. Men average at 5′11″ (1,80m), women c. 5′7″ (1,70m). Hathorians have a rather high life-expectancy, between 70 and 80 years. Bonus of +5 vs. Heat/​Fire attacks. Bonus of +15 to all skills related to cosmetics. They are also skilled physicians and apothecaries. Bonus of +10 to Herb Lore and +5 to all Medical Skills.


The Mûmakanril are the most prevalent men in the eastern lands of Ardor. They represent the typical cliché of the dark-skinned inhabitants of the Far South. Tough and warlike, they are a threat to all their neighboors.

Their ancestors were the last Swertings to arrive in the region and they were heavily influenced by the declining Geshaan empire and its dark teachings.

Twelve tribes make up the Mûmakanril, each of which consists of a number of clans. The twelve tribes are further grouped according to the kind of environment they typically live in (which leads to shared lifeways and a strong feeling of unity). The largest and most traditional tribal grouping are the Zamaril, semi-nomadic savanna-dwellers. The second group, the Krâlakril, live in or near the borders of the rainforests. Though fewer than the Zamaril, the Krâlakril live in more populous settlements, supported by great numbers of slaves who cultivate food as well as cash crops (e.g., tobacco and fruit) for the warrior class. The third group of tribes are the Sîril, who live near the coasts. A bit more civilized than their kinsfolk, the Sîril often act as traders with neighboring peoples, though most live by fishing and hunting.

Society and Culture

The Mûmakanda society is dominated by the harsh life in the savanna and forests. This life has always led them to raids against their neighboors and accordingly they are disliked by almost everyone.

The Mûmakanril like to wear leopard and lion-skins. (The skin must always come from an animal killed directly by the wearer.) In general, the Mûmakanril consider too many clothes impractical for the wilderness. In all cases — men as well as women — they like to wear many amulets and charms, which often are said to have magical qualities. Mûmakanril have also a definite liking for gold and bronze jewelry. Mûmakanril fear spirits of the dead and most sorts of sorcery. The Mûmakanril are ruled by a caste of holy warriors (the sôramril) and by tribal priests (the mûmathûmril). Every Mûmakanar has a place in the tribal community; roles vacated by the death or status elevation of their former occupant are properly filled by others. Customs differ. Among some tribes, women have no rights and may be given as gifts, sold or even lent out” by their husbands. In other tribes, men and women cohabit by mutual choice for a time without strong ties. In such tribes, women might attain positions of great power. Children grow up in separated groups.

The Mûmakanril speak their own language Mûmakanda (7÷0). Some also know some Kiranaic (6÷0) or Hatorin (6÷0). Far-traveled tribesfolk are also able to speak Ganic (5÷0).

Prejudices are common in Mûmakanda society. Because of their superstitious demeanor, the Mûmakanril fear Elves and Chaialla. They hate Black Númenóreans. Very often there are terrible feuds between the different tribes.

In terms of professions there are no Wizards among the Mûmakanril; Bards (rathamûril) are rare.

Religion and Worldview

The Mûmakanril worship a great number of gods and spirits. Besides the ûmala (gods corresponding to the Valar and Maiar), spirits of mighty warriors, great chieftains and wise priests are also worshipped. The mightiest deities are Amáv (tribal demigod of Mûmakan), Mûdhala (god of darkness), Kadû-baka (god of death), Lakabah (god of the great jungles), Akawa (god of water) and, of course, Makûma (god of the underworld and destroyer of Men). Tribal religion is controlled by a priestly caste, the mûmathûmril, which oversees rituals, conjures living corpses and performs sometimes bloody sacrifices.


War is a common experience for nearly all Mûmakanril. Accordingly they have a great tradition of warfare and their experience is unmatched. Fortunately for their foes, they are prone to quarrel amongst themselves and so united action is rare. Whenever this occurs however, all neighboors have a hard time and often the Mûmakanril prevail over their foes.

The hot climate of their homeland and their traditions let them fight without or light leather armor at most. Their favored weapons are dagger, scimitar, spear, club, mace, and fighting staff. Blowpipe, boomerang, harpoon, fishing spear are also in common use.


The Mûmakanril are among the tallest of the Swertings. Men average at 6′6″ (1,98m), women at 6’ (1,83m). They are very athletic and robust. The average weight for men is 243 lbs (110 kg) for women 232 lbs (105 kg). Mûmakanril have dark black skin and black hair. They possess considerable endurance. Mûmakanian warriors can run mile after mile without getting exhausted. Their life expectancy is rather short, c. 40 – 60 years. They have a +10 bonus against heat/​fire attacks as well as a malus of –10 against cold/​ice attacks.

They are cool and vigilant, but sometimes surprisingly wild or joyful; warlike and keen for singing; living by a strong code of honor based on valor and tests of courage.

In ways of clothing, they prefer a loincloth or similar covering made of lion or leopard-skin, fixed over one shoulder; head-covering made from an animal head; mûmathûmril wear masks made of wood or animal skulls; the Mûmakanril have no footwear except light leather sandals. Amulets, rings (for arms, neck, ears and nose) and body paint are the favored forms of adornment.


Short and stocky, the Sharaeki area resemble more the Dwarves than any mannish race nearby. Once a tall and proud people in their youth, they earned the ire of the Court of Ardor, and so the brunt of the power of the Ardan Council fell upon them. The devastation wrought upon Geshaan was even greater than the Court could summon alone, though the final catastrophe could not have come at a more convenient time (except of course for the fact that the Court as well suffered a setback with the downfall of their master, Morgoth himself). Indeed, near the end of the First Age, when most mortal men were disorganzed, those of Geshaan, under the tutelage of the Three of Ty-Ar-Rana, were arising into a culture of power and sophistication. This potential threat to their dominance the Court could not permit, and so they bent all of their powers (especially formidable while they still could tap the resources of the Black Enemy) upon the men of Dûshera and Geshaan. Even before the cataclysm which turned Geshaan into an uninhabitable mire and altered the ecology of Dûshera, the effects of the Ardan manipulations could be seen despite the best efforts of the Three to combat them. The Government became increasingly corrupt, their worship of Light became tainted with fear of punishment for any transgression; interaction with other races became strained, especially the immortal Elves — whom they learned to envy.

Society and Culture

In the way of clothing the hill-men wear (relatively) poorly made items of vool, with some hide overgarments. generally, they are easily distinguished by all other people in the region and leave an archaic-primitive impression. They lead a very rustic life among the wilds of Dûshera. They are organized in several tribes, which wander the area and forage the land. Still, they possess some offices and titles which are reminders to their time of glory over five thousand years ago. Polygamous. The line is traced through the male. Extremely xenophobic. Principally, they distrust any strangers. This attitude only recently (since c. T.A. 1600) losened a bit. Now they trade with the Kirani a little (albeit careful). For outsiders it is nearly impossible to gain their trust. The Geshaan disaster is too deep anchored in their minds (they believe their fall was made possible because of withheld help from their supposed friends and allies). They still speak the ancient language Tyric (5÷0). Some also know a little Kiranaic (3÷0).

Religion and Worldview

They are a very superstitious people. They believe in a great pantheon of merciless and punishing gods who have defeated the forces of good and light and must constantly be appeased. The sinner will be tortured in unspeakable ways after death. They still use complex burial rites which include the conservation of the body. They believe that only the perfect conservation of the dead body gives the deceased a chance for salvation. It has been a sad tale of ready decline for this race, even genetically suffering as their nutrition and feeding habits changed, a limited diet and severe inbreeding due to lack of travel and trade. Only recently have they come to careful trust the Elves at all, with he passage of so many years. The Kirani too they will interact with, though warily, for they fear (with good reason) the warlike Mûmakani, and have trouble differentiating between the races. Principally, they loathe all those who threaten their homes. No Essence or Mentalism spell users.


None organized to speak of. Individual families and tribes field a levy when the need arises, but they are generally ill-equipped and –trained and consequently pose no real military threat to any other realm. The prefer mostly spears as offensive and shields as defensive weapons. More elaborate eqiuipment is very rare.


Short and stocky. Men average at 140 pds. (63kg), women at 100pds. (45kg). They are swarthy of complexion, the men frequently wearing beards, and their hair is usually dark brown, their eyes brown or grey. Men c. 5′1″ (1,55m), women around 4′8″ (1,42m) Short, between 50 and 60 years.


The Ûsakani belong to the numerous ancient Apysani branch of the Secondborn. They migrated to their present land early in the Second Age. Because at that time, the entire Tantûrak-area was covered with impenetrable (at least for them) rainforest, they took to the coast and built ships, with whom they landed on the Ûsakan coast. Ever since then they remained in that land and they even preserved their shipbuliding knowledge, which makes them quite useful for Tantûrak today.

As a people, they are closely related to the Kirani (no doubt from where they have their aptitude for ship-building and seafaring).

Society and Culture

The Ûsakani are gifted orators. Bonus of +10 for Public Speaking, Tale Telling. For clothing, the Ûsakani prefer loose, flowing garments, dyed in a variety of pastel colors and draped loosely about the body. These they wear when they can get away with it, but of course such are not suitable for everyday work, for which they don short kilts in the case of the men, and the women tend to wear a short, belted dress. Both sexes wear jewelry, although they prefer items of leather worn about the head and wrists. Living in a (at least partly) mountainous area, they wear soft boots or sandals for protection of the feet.

Ûsakani warriors generally wear only light armor (Soft Leather or Textile armor) to avoid quick exhaustion in the prevalent tropical climate and because heavy armor aboard a ship invites disaster. Similar to the Kirani, they are very fond of vegetarianism food, but they also eat meat and fish for diversity.

They favor a comfortable living, and all sorts of recreation are exercised with vigor. Besides this, the Ûsakani also show an unusual trait even when working: labor is accompanied by so many jokes, singing etc. that an outsider might mistake it for leisure time. Only the completion of the task at hand shows him that it was work indeed.

They share a spirit of independence with their Kiran cousins, but since their occupation by Tantûrak in T.A. 634 (western reckoning), they find it much harder to live. On the other hand, the conquerors recognized the worth of the Ûsakani and gave them equal rights rather than reducing them to subjects. This has earned the respect from the Ûsakani and now they identify themselves with the state nearly as much as do the Tantûraki themselves. Polygamous. The line is traced through the male. A man can take more than one wife, but he must be able to pay the bride-price and must prove that he is able to sustain the new wife in an adequate manner. The pleasures of life are not beyond them, and they spend much leisure time with art and festivities. On the other hand they divide clearly between work and pastime and they pursue their business with the same vigor as their leisure time. They speak Kiranaic (7÷0) an offshot of Apysaic (3÷0). Many also speak some Apysaic (5÷0). Few can speak some Adûnaic, the language of the Arûwana overlords (4(0).

Religion and Worldview

None besides for their healthy respect of the Uvag-Aak who live in northern Ûsakan. The Ûsakani believe in a pantheon of gods. The most popular ones are Aldora, the master of light and wind who opposes Maltôra, the lord of darkness and fire. They are friendly towards the Sharaeki, Elves and Kirani (whenever they have a chance to meet), whereas the Mûmakanril are counted as their adversaries though they live far away (partly owing to Tantûraki influence). They are wary of the Magri of Tumag, whom they think of plotting constant invasion into their lands.


The Ûsakani are generally capable warriors. The king is the overall commander of the army, but local chieftains and leaders also wield a good deal of power and so the competence of the king for fielding a large army against the wishes of the tribal leaders is limited. However, the Ûsakani are fairly good naval warriors (though not as good as the Tantûraki or Kirani) and thereby augment the Tantûraki sea-power.

Their land-based operations are most often hindered by quarreling among the tribes but when the king manages to assemble a army he stands a good chance of success.

Traditionally, Ûsakani warriors shun protective gear beside shields and prefer offensive weapons, among them bow, spear, lasso, and clubs.


Medium, more heavy than their Kiran relatives. Men weigh about 198 pds. (90kg), women around 155 pds. (70kg). Dark brown or black skin. Curled black hair and eyes in varying shades of brown and black are most often encountered. In contrast to their Kirani cousins, Ûsakani males are quite proud of their beards, which they trim to perfection. Good in hot and humid environments, medium in other areas. Tall. Men reach around 6′5″ (1,90m), women c. 6′1″ (1,80m). Average, around 60 to 70 years.


The general populace of Tantûrak is a product of the mingling of the indigenous people (Kirani-related) with the Númenorean settlers arriving since mid-Second Age. As a result their physical abilities are similar to those of the Lesser Dúnedain in the realms of Arnor (Arthedain and Cardolan) and Gondor. The elite class is of relatively pure Númenorean descent, so in their case the description for the Arûwanai (Black Númenoreans) from the MERP rulesbook should be used.

Society and Culture

They are skilled craftsmen and seafarers. Bonus of +5 for Crafting skills. Bonus of +5 for Rowing, Sailing and Navigation. Black, gold and silver are the preferred colors in Tantûraki society. Men prefer a opulent, richly-decorated toga-like garments whenever possible. On these occasions women don richly decorated, wide robes. In day-to-day life however, this is replaced with short tunics of similar coloring.

Tantûraki relish in wearing expensive and opulent jewelry in form of rings, necklaces etc. Gold, silver and skillfully carved gems are the preferred materials. Haughty and arrogant. They view themselves superior to the other races in the Mûmakan. They have adopted the classic late-Númenorean lifestyle with opulent garments, magnificient buildings and ostentatious public shows. In a word, they demonstrate a society totally convinced of its own superiority over others. Monogamous. The line is traced through the male.

Haughty and arrogant versus all other races , except their Black Númenorean overlords of course. The Tantûraki see themselves as the rightful rulers of the region. The Ûsakani are the most worthy of the inferior races and viewed as nearly equal to themselves, because they have accepted their role and actually adopted a few traits of their rightful masters’. Tantûrakic is the common tongue of the realm (7÷0). Some have knowledge of Adûnaic (4÷0) and a few know even a bit Kiranaic (2÷0).

Religion and Worldview

They practice the old Númenorean cult of obsession with death. The dead are embalmed (as good as money permits) and laid to rest in opulent (again dependent of wealth) tombs. They worship the darkness, because in her they see the only border they cannot cross or defeat. Old Númenorean kings and dead Tantûraki emperors are deified and revered as gods. All Tantûraki hate the elves with a passion. In them they see the natural enemies of mannish domination. Other mannish races (especially the Kirani of Koronandë and the Mûmakani) are viewed as inferior that should ackknowlege their lower status and submit themselves under the rule of wiser — Tantûraki — overlords.


Tantûraki military practices are heavily based on old Númenórean examples. The nobility is often heavily armored (which can be quite a disadvantage in the hot and humid climate) and fights on horseback. The strongest contigent of Númenórean” blood is heavy or medium infantry. In turn this is supported by indigenous light infantry and cavalry. In fact this clinging to old traditions works sometimes against the Tantûraki when their enemies use obvious shortcomings in their dispositions.

The navy of Tantûrak is formidable and second only to the Koronandën one (although this not admitted by the Tantûraki).


Average. Men weigh about 200pds. (90kg), women around 145pds. (66kg). Generally light brown skin and grey, brown or black eyes. Men reach about 6′2″ (1,85m), women c. 5′8″ (1,73m). Average, about 70 to 80 years.


The Magri are the most prevalent inhabitants of the regions of Mag and Tumag. They migrated to their current homelands in the first and second century of the Second Age through the Cleft of Goats (the highland area between Elorna and Tumag). Some settled in the hot and humid wooded lands of what was to become Tumag (Ap. Forest-Mag”), but most chose the more comfortable lands to the south, which are named after them.

Society and Culture

The Magri prefer clothing made of cotton and wool and dyed in bright colors. Magri decoration consists mainly of bronze and silver rings amulets etc. Gems are especially admired and everyone in posession of one or more is highly envied by others not so fortunate. Most of the Magri live at the coast of the Haragaer. Their culture is deeply influenced by the many seafarers encountered on the Bay of Ûsakan. Fishing and seaborne raids makes the living for the majority. The Magri are organized into eight powerful clans who often raid neighbooring lands for loot.

The only reason they are not wiped out by the other nations who rely on oversea trade routes is that they are formidable opponents and prone to inter-tribal warfare. One may hire a clan to fight for himself, against his brethren. The Magri have a reputation for being loyal mercenaries. So, because no one wants to miss their services, the raids are taken as a necessary evil.

Because of their fondness for battle (albeit honorable and often chivalrous) they are viewed with suspicion by their neighboors. Since they are no longer able to raid into Ûsakan without risk (Tantûrak isn’t tolerating such things), they turn more towards the Pel on their southwestern border — and more intertribal squabbles. Polygamous. The man may have more than one wife, so long as he is able to provide them adequately. The line is traced through the male. Honorable and honest. Their reaction towards others is influenced by the others’ behaviour: if they act in a honorable way (to Magri eyes of course), they will treat them with respect and friendliness. Those not acting in such a way are despised by them and often treated with open hostility (depends on situation of course).

For example, the Tantûraki imperialism is contradictory to their federal structure and open lifestyle, so relations with the emperor in Sarûl are often strained. They speak their own dialect, Magric (6÷0), of the widespread Apysaic (3÷0). Some also know a little of a foreign tongue: Tantûrakic (3÷0), Kiranaic (4÷0) or Usyti (3÷0).

Religion and Worldview

The Magri have taken much of the religion of the Pel as they moved through their lands long ago in the Second Age: They worship a host of weak deities and six primary gods: Roh’lô (Lord of Darkness and Souls), Alaav (Lord of Fire and Light), Kutarmarjí (Lord of Winds and Water), and Ardri (Lord of Earth and Plants). Their theology teaches the salvation of the strong and honorable, and so their lifestyle is partly caused by their religious ways. Orcs and all other creatures of darkness represent the antithesis of their code of living, so such creatures are encountered with loathing and often immediate assault. They don’t like the Tantûraki overly much, but go well along with the Kirani.


The Magri military is comprised mostly of infantry coupled with a strong cavalry arm. Their tactics reflect their divided nature, as every town/​state has its own army and they often make war against each other. Any outer threat unites them quickly though and more than one potential aggressor learned it the hard way that the Magri are not fond of foreign liberators”.

Like many other cultures in the Far South, their prefer light armor and weapons.


Average. Men weigh about 177pds. (80kg), women c. 144pds. (65kg). Light brown skin, with dark brown or black hair and eyes of like color. Good in warmer climes, average in temperate. Low in cold ones. Men average at 5′11″ (1,80m), women reach c. 5′7″ (1,70m). Average, between 60 and 70 years. Bonus of +10 versus diseases.


This crafty folk lives in the area where the East-West line of the Ered Laranor bends towards the Southeast. They inhabit the areas not covered by jungle and developed a good living in their corner of the world. Lacking any important passes in the region and blocked by thick jungles on all sides, they turned into a folk of shipbuilders, and even today their skills are highly sought after by all other residents in the area. Even Koronandë and Tantûrak often hire Ganim shipwrights to build new vessels and improve the designs of older ones.

Society and Culture

The Ganim lead a life full of work. Ever they strive to improve the design of their works and practice in every kind of craft in an attempt to reach greater skill. Even in their leisure time, they often debate over their work. An outsider may consider this behaviour some kind of weird, robbing the Ganim of the pleasures of life, but in fact they are quite happy. Their religion (s.b.) demands that every member of the society gives its best in gaining salvation.

Over the years, they have in fact developed a kind of liking for their constant work, and now they flourish in it, even if the religious point is set aside.They are gifted shipbuilders. Bonus of +20 for Crafting (Shipbuilding). Monogamous. The line is traced through the female. The man moves to his wife’s family. Friendly to all honest people who live by their work. They are very fond of learning new craft. This attitude kept them from great politics’, since the building of empires and wars interfere with the refinement and prospering of crafting. Accordingly, they are confined to the land which they settled aerly in the Second Age and showed no drive for expansion since then.

They speak their own dialect Ganic (7÷0), which is closely related to Apysaic (4÷0). because of their cosmopolitan nature, many also know some Kiranaic (5÷0), Mûmakanin (4÷0) or Tantûrakic (3÷0).

Religion and Worldview

The Ganim believe in a number of gods, chief of them being Seffûtu, the Maker. He is constantly opposed by Artruu (the Master of Evil) who attempts to hinder or destroy Seffûtu’s works. It was Seffûtu who made all of the world by shaping its surface, so reverence to him is best expressed in good handiwork, and the Ganim, being pietous, excel in nearly every kind of craft.

It is believed that those who follow his path will receive salvation by Seffûtu and granted the leave to help him in rebuilding the world, when Artruu finally is able to accomplish its downfall. All races who focus primarily upon destruction (e.g. Orcs and the like) are their enemies. They also don’t like the Mûmakani, but are often dominated by their realm.


The Ganim military consists mostly of light troops that crew their ships. Land-bound troops are mostly infantry and use light armor and weapons. Their equipment is of excellent make however and one should not underestimate the quality of it.


Average to heavy. Men weigh about 144 pds. (65kg), women average at 110 pds.(50kg). Dark brown to black skin. Their curly hair is generally black, only a few individuals have dark brown tones. Their eyes are black. Good in tropical regions. Poor in cold climates. Men reach c. 5′2″ (1,65m), women around 4′11″ (1,50m). Relative long, between 80 and 90 years.

The Ganim prefer rather dull and utilitarian garb — at least in contrast to most of their neighboors. In fact, their clothing is well made and designed with many patterns of subtle decorations, if someone takes a close look. Their preferred colors are brown, yellow and green, which they blend in patterns designed to enjoy the eye.

On formal occasions, they don shirts and kilts dyed in their favorite colors and decorate themselves with silver and bronze jewelry. In everyday life, they usually don only short kilts and occasionally shirts.

Creatures of Faerie

The most prevalent Maiar in the area are of course Morfuin and Airatano of the Court of Ardor. Since they are described in the Lords of the Court of Ardor section, nothing is said here concerning them. The following section describes the most commonly encountered (relatively speaking) Maiar in the area of this module.

The Winds of Taurang

The Winds of Taurang are among the most feared creatures in the Mûmakan area. Ironically nearly no one knows their nature though. Only whispered tales of shadowy demons slaying the sleeping are ever heard. These ancient Maiar belonged to those Ainur who were drawn to Melkor as we read in the Silmarillion: For of the Maiar many were drawn to his splendour in the days of his greatness…” (Silmarillion.35) and they served him well in his wars with the Valar during the days before days (see timeline).

A handful of these were sent into the South of Middle-earth to spread terror and destruction upon the works of the Valar. After their masters’ downfall they remained in the region and after the appearance of the elves in this region began to continue their work of terror. Soon thereafter Sauron appeared in the region and bound the demons with his will into a stone structure in a natural cave near the western range of the Yellow Mountains. His motives for doing so are unclear though it is believed he didn’t wish to lose potential useful servants in unimportant struggles while the master was away. After Morgoth’s return to Middle-earth and the beginning of the elvish siege Sauron chose to inform his personal servant of the Winds” when the latter was sent into the South as a scout for the Elda lords. Sauron also taught him the skills to bend the Winds unto his will. He thought that his personal spy might need some powerful servants at his disposal. After Taurclax’ arrival he visited the chamber of the Winds’ imprisonment and used Sauron’s skills to bend them to his will. They were however so mighty that Taurclax couldn’t control them totally and he was forced to bargain with them to gain their total cooperation. He thought this was a small price for their greater effectiveness. Without it he might have controlled them but with much less power because of their resistance. The evil bargain that Taurclax had made with the Winds is that he would suffer with his new allies when they were killed” (impossible to do) or incapacitated by becoming incapacitated himself.

Demons of the Wind and Air, the diabolical Winds now serve the whims of Taurclax. They appear as slender figures wrapped, cloaked, and masked in black. They are armed with evil magical blades known as kynacs; these blades are poisoned. The Winds can change into the form that their name implies, and in this way they can enter any place that is not airtight; they are able to carry their weapons with them while doing so. They cannot fight in this form, however, and it takes them 6 rounds to regain solid status (or vice versa); they cannot change form while stunned. While in air-form they are subject to magic which affects gases, e.g. they may be trapped in a strong airtight container. Of course this would presume knowledge of their nature and abilities…

The Winds are called, from least to mightiest, Aur, Kax, Eos, Gan, lor, and Kel. When destroyed in any fashion, the Winds return to Taurclax’s fortress of Taurang and recover for 66 days. Taurclax is out of action for the number of days equal to the level of the defeated Wind.

Please note that the destruction of the pillar beneath Taurang destroys the Winds if they are within it (either because being defeated recently or forced into it through powerful sorcery (or true magic)).

It should be noted that it is not possible to summon these demons as with other fallen Maiar. Taurclax will know if any such attempt is being made. According to the power of the caster and the incantation he might gain more information about the person and/​or the location of the attempt.

Morfuins Warrior Demons

These demons are the remnants of the original body of warrior-demons given to Morfuin (see Lords of Ardor section). Many of them were killed in the attack of the Luingon alliance and the chaos ensuing the flight of the Lords at the end of the First Age. Morfuin uses his special troops rarely. They are located in special chambers in the Citadel area (being patient and extremely disciplined).

They may be encountered in two ways: Morfuin has chosen (for whatever reason) to use some of them against a specified person or object or they are summoned (being transported more or less instantaneously to the caster). The summoning requires tremendous knowledge on the side of the caster about his intended servants”. It should be noted that such skills are not natural for the Children of Eru. Such activity requires the use of great sorcery. In this case (summoning) the caster is well advised be fairly powerful himself because they are normally in a very bad mood when employed this way. Additionally they don’t stay very long and will try to cheat the sorcerer in every way possible.

The following paragraphs list the various types of Warrior Demons available to the Court.


Muscle bound and stupid. Clubbers are the lowest of the Warrior demons. They are great for blocking doorways and halls. They enjoy the use of any blunt wooden, bony, or metallic objects as clubs. Having found a favorite pair of clubs, a Clubber is likely to carry them forever in his own dumb brand of mayhem. They look like hairless neanderthals with faces like a stone golem.

These are the most numerous in Morfuin’s demon corps.

Spear Demon

Spear demons are the Warriors above the Clubbers. They are shaped like a mix of man and a black maned lion. They walk upright, have hairless limbs, and vestigial wings appearing as webs between arms and legs. They have dragon-like tails. In combat, they scream and roar constantly, making amaz­ing leaps (50’/15m +) and gliding from heights, constantly throwing or stabbing with spears. Their aim is precise and their strength sufficient to throw a spear at 4x its normal ranges. They enjoy cruelty, pinning an opponent’s limbs with thrown spears, and then tormenting the hapless victim. They usually carry at least one quiver of 10 spears on their persons. The spears are rarely magical, but they are sometimes poisoned.

Spear Demons are less numerous than the Clubbers and form some kind of NCO’s within the demon troop hierarchy.


Sentinels traditionally arm themselves with 2-handed weapons of all sorts, and wear armor of chain (treat as + 10 armor). Some are armed with an extremely heavy 4-shot crossbow, with 4 separate bows and triggers. The bows are made of very high tensile alloy ( +15) and a master trigger can permit the firer to fire all remaining bolts at once if desired (same target, of course). Impossibly well disciplined, they will maintain ihe same post unmoving, literally for years.

Sentinels are the officers among Morfuins demons and will not shy away from combat themselves.

Sword Demon

The Sword Demons are an arrogant and dashing breed, confident in their truly overwhelming prowess and blinding speed. They are winged and hairless (except for long mustachios), but otherwise very man-like except for having goat’s hooves as feet. They fight most often wearing just a loin cloth. They playfully tease and humiliate their opponents before disarming them and then destroying them with brilliant 2-handed swords (Black metal; + 20). Sword Demons resent being mastered” and force their masters to constantly keep a firm hold on them or else face certain doom. A Sword Demon can split a 6” (15cm) thick oak door in a single strike. Other materials may take more time (according to their resilience) They will always accept a challenge to combat with an enemy, should one be so foolish.

Sword Demons are the unquestionable élite of Morfuins demons. They command the troops and will obey their master’s word without question. One should be cautious indeed if he encounters such a creature.

Unicorn (Q. Arrokko”)

A deer’s velvet grace mated to a goat’s dancing fragility imbues the unicorn’s equine features with an alien, ethereal quality. The whorled horn of pearl and the drifting mane and tail of raveled silk further remove the opalescent unicorn from the dross of trivial life.

Only the most versed scholars know of the existence of this noble beast, and even less have actually seen one. It is believed that spirits were sent to inhabit the bodies of horse-like creatures and given the task of protecting Middle-earth’s Kelvar (and the Olvar to a lesser extent) by Oromë after the destruction of the two lamps when the Valar retreated to Aman and Melkor’s monsters haunted Middle-earth. Therefore the High Horses are found wherever such creatures roam. According to legends a few remaining unicorns live in the northern and northwestern jungles of Tantûrak; therefore strengthening the assumption the Uvag-Aak are remnants of Morgothic monsters (see below).

It is said that those among the Free People with a pure heart are able to approach and befriend these animals. Accordingly most of these friendships include Quendi of the various sorts. Rána (see Lords of the Guild of Elements) is among those who hold friendship with these creatures.


Blood-drinking ape-like creatures of the southern jungle, the mysterious Uvag-Aak successfully defeated the Men who sought to settle in this region. Intensely territorial, they will not range out of their jungle areas unless food becomes scarce. Blood is their primary and preferred form of nutrition, but when times get lean, they will eat the flesh of their victims as well. Uvag-Aak are very protective of their own and will exact a horrible vengeance on any who dare kill one of their kind, making sure that the blooddrained corpses of their victims are placed where other would-be Uvag-Aak exterminators can see them.

It seems that they are not completely creatures of Ainu spirit because they are capable of procreation (albeit at a very small rate). Consequently it is believed that they are Kelvar corrupted by Melkor and endowed with a small portion of his thúle (this and similar acts led to the diminishing of his own stature as more and more of his original power was lost in his creations). Their forebearers were among the creatures that haunted the newly-awakened elves and after Morgoth’s defeat most of them were destroyed but a remnant escaped the catastrophe and finally reached the South were they occupied an area they regarded thenceforth as their own.

The Uvag-Aak inhabit nearly all jungle areas in the region (though at small densities). As told before, they are highly territorial though and this has led to nearly constant forest borders and areas over extended periods: The areas outside are used by men while the Uvag-Aak prevent the deforestation of their areas (though people may travel in the woods – if they have the nerve to do so).

The Uvag-Aak are the arch-enemies of the unicorns.


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