Tuesday, July 28, 2015
Mega Update - a work in progress
I have slowly, over the course of some time, gone over the history of my RPG gaming (a very limited part of it anyway), and new thoughts have come forth on the matter. These will be covered here in due time, but meantime, I would like to present and organize some of the notes made recently in my notebooks reserved for the topics.
Back in 2013, I resurrected my Arkon related campaigns (which had never fully died, see below). Along with this, and at about the same time, came another 2 ideas for campaign settings (and I mention this for reasons that will become clear later). This brought slowly back into my consciousness ideas that really ought to have been developed long ago.
The trouble that I had for some time was the tendency toward riffing off campaign worlds already in existence, which to some extent is probably unavoidable. But by bringing back Arkon I was defiantly bringing to life something that was very much my own creation.
Then I came to realize, with the arrival of 2015, that there were other campaigns as well, and that these are also worth a retrospective. These concerned other campaigns not just run in the JL era, but also the campaigns of the JJD and MW era, which were actually older (and more over the top in many ways). There is no reason, if the Arkon campaigns got attention, that these other ones ought not also.
The purpose of this file, then, will be actually twofold: first, to document and preserve writings germane to the topic, and second, to probably generate new ideas for the future as needed. There is certainly ample material to work with. For example, in the yellow notebook I recently perused, there were pretty well-mapped ideas for a whole solar system or even several of them for Arkon and its related campaigns. Not a bad find at all, and hopefully there are more to come.
So without further ado:
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The Green Notebook
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-There are first and foremost some considerations that need to be taken with regard to what kind of campaigns the Arkon campaign was. Namely, was it 'high fantasy' after the fashion of Tolkien, or was it closer to the horror and gritty realism of a Howard? The answer, though no doubt a 'cop out', is that it was somewhere between those two things. Though not quite so far out as some previous experiments. However, I am fully of the opinion that 'far-out' campaigns can be among the most enjoyable...
-The nature of government by the time of Verial. Note that at that time, things seem to have attained to an Early-to-High Modern level, albeit with some fantastic additions like airships. This is a period of high power politics between developed nation states. The different realms of Saen reflect these. Though in my previous writings it had been said that there were three major kingdoms, why not also allow for some minor ones and so on? And vis-a-vis government, it seems that the major powers are either monarchic or high-aristocratic, that is the pattern of the older times of decentralized aristocratic rule is now a thing of the past.
-Bold revisions: How about viewing the three major campaigns of the later period of Arkon as a progression and one that ultimately involves lifetimes instead of a shorter timespan. That is, Verial is sort of a 17th century wars of religion type of affair, Vampyro is 18th century great power politics, and by Jedon's era, the whole world is in play? This way we can see e.g. the rise of the triadic cult as a process involving a longer period. That way we get to see these things arise and develop according to their own rules. Verial campaign didn't have the world saving heroics of high fantasy anyway, since JL didn't like that, and preferred a more adventurous and personal way (which made the struggles with Arxam, Derus and Count Savil more enjoyable). Note well, I am not looking for exact parallels with the real world, just sort of using those as a rough guide. I want it to be fantastical after all.
-Belgast plotline would be some kind of fork campaign, but it has an admitted appeal. It is also proof that JJD and I came up with the idea of an interstellar Necromancer/Undead Empire before Warcraft/Blizzard did. This will be a fork campaign on Arkon and others, just as WotI was for KW. The 'main stream' Arkon will have the Darklords plotline come to a head with the Age of Jedon. Does this prevent a Late Modern catastrophe like what happened in RW?
-The system of Magic needs to be carefully thought out. Usually it takes a tripartite form (as in both DND and RM, with the formulation of Essence-Channeling-Mentalism). This might be acceptable to keep.
-Classes notes: NPC classes I like to have include the Artificer and Alchemist. The latter deals mainly with the magical manipulation of solids, liquids and gases (for example they may make potions, poisons, or materials), while the former deals mainly with magical production of finished goods (i.e. weapons, armour, items).
-With regard to source material: I have found, recently, some sites of note and there are probably many more thanks to the modern internet (if only I had time to look at all of that!). I feel indebted to Grognardia for turning me onto artists I had heretofore not known of, but really should have sought out long ago. Men like Howard, Vance, Leiber, Merritt, Burroughs and so on can be inspirations even so many years later. Another profitable ground to look on, besides say blogspot, would be the Reocities archives, which also are very helpful in having preserved some of what used to be hosted on the now-defunct Geocities freeweb platform.
-New Materials: Moonsteel is a material used for armour and weapons among other things, and this may bear some resemblance to the Mythril. Elfinglass, a Mythic Age concoction of the high Elvish alchemists, is another one of note. And there are others.
-Arkon was interesting because of the active resistance of JL to Apocalyptic and High Fantastic plotlines. On the other hand, another early participant JLy made for a very weird diverging set of campaigns based apparently on New Testament Apocalyptic visions and ridiculously over-the-top science fiction and carnival-style aesthetic.
-James Maliszewski is a probably unfortunately maligned character around the internet and I'm a fan of his despite his many flaws (he shouldn't have made promises he couldn't keep, even if it's a very human flaw it made his name mud and that's a shame). But I don't always agree with his characterization of hi-level campaigns. Those can be very fun if done correctly, though unrealistic, but this is after all a fantastic form of entertainment for God's sake.
---
-Everything RPG began in 1994 (for the sake of simplicity let's just say this is so). This was the Hale campaign, commenced in the high summer months with JJD upon our meeting in a chemistry class. It was over-the-top in a way that is hard to imagine for someone not wholly possessed by the spirit of youth and the unbounded passion which it brings. What was it? A space opera would be a not unfair characterization of it. But it also had high sword-and-sorcery, epic world-saving and -destroying plot lines, absurd time travels, galactic-imperial politics, etc.
-In fall 1994, I inaugurated the Exiles campaign with MW who was (still is?) a SciFi fan, particularly of Star Wars at that time. Therefore, Exiles was basically a Star Wars knockoff, except not, because it was mutated to a great degree. The Empire ended up being something way more than in Lucas' creation, among other things, and there were too many original ideas for it to really be at all viewed as a copy. PArts of this were chronicled as of about 1996, but I am not sure if I still have them. I tried to preserve all of my valuable notebooks, but there are some I haven't seen in a long time. The yellow notebooks (2), and the big dark gray notebooks are good examples, but maybe they're around somewhere - the chronicles were in one of the yellow notebooks.
-In 1995, probably in the Summertime, a new JJD character was rolled out (maybe this was amidst Hale's triumph as the Emperor of Sol and having conquered to an adequate extent). I think the decision to create a new character was taken amidst the backdrop of yet another summer school event, which led to Rowan's creation. This involved the Godlike race of Aiye that I had already dreamed up earlier in the year during a trip to the Deep South (funny how travel can stimulate the imagination in ways other things oft can't). This campaign was more grounded, but involved many highly adventurous campaigns, which I think were located on a world where the Aiye resided (not on any familiar terrestrial ground, though I could be wrong). If I recall, the nature of the Aiye made them highly competitive and prone to aristocratic feuding not unlike, say, Greek Gods in the Myths put down by Hesiod and others. But they were not Gods of a 'pure spirit' or Noeric type, but embodied beings albeit of great power.
-Exiles was a fairly long running affair, with fits and starts. It probably wasn't defunct until after Summer '97 (it did last at least that long, I know). By '99 it was definitively done for, and this was, as it happens, the same time that Arkon in its original form was put to rest. More's the pity!
-1996 was the most important year because it was at this time that gaming on numerous fronts was inaugurated. I ran campaigns with JJD, JL and JLy, and MW. There was the Jarlaxle campaign, the Arkon Genesis with the Aceries and Korsos campaigns, and the continuation of Exiles.
-Jarlaxle was probably ended abruptly, though if I remember it correctly, maybe it was merely put on hold. And not resumed. The last definite part of it that I remember was the warlike expedition to the new land, which will eventually get an entry of its own. There were also the campaigns of Vance, Dantrag, and the Tabashi. All of these inspiredd campaign worlds of their own, with the exception of Vance which was set in Krynn (with the changes made to it about that time, which in retrospect I didn't like very much, at least not unless they could be considered a fork campaign).
Monday, February 23, 2015
General Announcement
Characters and Campaigns
Arkonian Update
Saturday, August 16, 2014
Notes from the Green Tome, part I
Sunday, June 22, 2014
Toward resolution
-The Black Syndicate is a mercantile concern outwardly, but inwardly it has much more sinister motives, as Verial learned. The leader Arksham is a dark priest, affiliated to some degree by way of religious views, with the Dark Imperium, and sympathizes with them to an extent. However, it is not clear that his goals are actually entirely in line with them. His alliance with the Guardian Spirit Koros, who is not known to be of affiliation with DI, may be indicative of other ideas despite some common goals. Nonetheless, the Black Syndicate acts to subvert the order in the south. It is based for a time in Kriegsburg, because despite that city's status as only a Barony-level territory, it is one of the most important cities of the south. This owes to its diverse economy, strong military base and the control of the trade route to Port Varas.
There is indication that the BS was involved in the subversion of the order in Port Varas, and that this is what first brought Verial's activities to their attention. Furthermore, the poisoning of the old Lord Anteras and the disappearance of his heir may also be the handiwork of the BS. This does weaken the current order yet further for the northern aggression.
Also worth exploring is the question of the Violet Syndicate. This group seemed to be similar in some ways to the BS but was run out of the Lordship of Anteras relatively early and did not figure again. This group deserves more explanation pursuant to a reappearance, since they were never destroyed, only divested for a time.
-The town labeled 'Hell on Earth' refers to Coroldon, a city that was once a shining example of all of the south's most precious ideals and the most important southwestern port. But all of this changed with ongoing dynastic wars, and the arrival of nasty newcomers. This is why Port Varas became such an important trade route, despite being shabbier and smaller.
-New hero: Jedon of House Medeines. He is a young soldier with high ideals but dissolute habits, who comes of age in a difficult time. He will be the main character of the upcoming campaign. Physically, he is a man of average height and build, but good looks, keen mind and strong physis. He has blond hair and emerald-green eyes, with tanned skin.
Further questions to be resolved
-The lands of Saen are fairly urbanized but some areas of hinterland remain even in the later campaigns.
-Technology: It's hard to determine just where to place the tech level of the later campaigns. It probably is, realistically, pre-industrial. This should have been resolved. It could have some degree of FF style technology which wouldn't have a place in medieval campaigns, but not full on industry.
-The men of Saen might realistically be compared to the Caucasian race in general, and the same is also true of some of the other areas. In particular it has strong elements of the Nordic, Alpine and Mediterranean races - though probably the former two are dominant in Saen.
-The whole continent is loosely unified behind the Imperial idea from ages past, but unity has been traditionally hard to come by. I'm thinking of developing Kingdoms and Leagues more specifically, and soon. The later campaigns saw the rise of the Dark Imperium, and this is a topic in itself worthy of further explanation.
-Is there some kind of colonial situation going on? Best develop the localities before addressing this altogether.
-The status of the demihumans and humanoids and the rest of the less natural denizens has likewise to be addressed in a more satisfactory way.
-All of this owes to the problems of whimsy that come from youthful exuberance. It was started as a DND campaign but it evolved beyond that rather quickly, in ways that don't quite make sense in retrospect. It doesn't have to be too rigidly answered, but some improvement is certainly desirable.
Wednesday, June 4, 2014
Geography notes
It seems that it is longer on the axis N-S than E-W. The Western part seems to be more mountainous and rugged, while the Eastern is not fully mapped out. Perhaps I will make this marshier, delta-land type of environment.
Around Ironforge I think we could put about 3 different major chains. And I'm thinking that just east of there would be another chain with arc shape. From here would originate two major rivers, which would enclose a fertile land. This would be some kind of middle kingdom, of Men, but not of Saen.
And farther east is the land of Zheridus. I am not sure just what the character of this land will be yet. Although it is certainly, judging from the notes, a Kingdom of the Dark rather than of the Light. It is supposedly either directly ruled by dark magicians, or behind-the-scenes.
I will develop this a bit more in due time. I think due to the position of the continent globally, it would fall into the Subtropical or, in some places, the transition between Subtropical and Temperate. Where the campaign was set would probably be something like the American South, although the area around Kriegsburg is a bit drier, being as it is on the leeward side of a mountain range. Perhaps Port Varas and the Western Coast has sort of a chaparral, Mediterranean feel.
More to come
PS there is a way to map but this is time consuming, but it's in the plans anyway.
Thursday, May 8, 2014
Ideas to develop
-and relation of said to Saga of Aceries
Character of ages:
Aceries takes place in Age of Heroism
Verial takes place in Age of Apogee and Beginning Decline
Vampiro takes place in Age of Darkness
Saen
-North vs South.
-If it had to be described it is something like a Carolingian system, that is, a kingdom whose RW parallel would be something of a Latin-Germanic synthesis.
Nature of international knowledge
-It seems that in these campaigns there was knowledge of international travel and trade, possibly more pronounced in later campaigns than earlier ... or perhaps reaching a peak at Verial and once again declining
What about minor characters
-The campaign of Seigneur Blaze comes to mind... This was forgotten in the first overview - and perhaps there were others also?
Racial traits of the peoples of Arkon
What about Demihumans? Common in earlier campaigns, seemingly fading by later. More must be said...
Rather updated view at old school characters from Arkon
Notes about the geographical regions of Arkon
Keeping track of campaign settings
Tuesday, August 6, 2013
updated version of campaign ideas
Saturday, July 13, 2013
ideas for new campaign
Tuesday, April 23, 2013
new setting
Places
The current setting is the continent of Beron, which is the main continent. It can be imagined as sort of a fantastic version of Europe.
Kingdom of Ennore
-Influenced by Great Britain, this country is an island kingdom and a constitutional monarchy with a powerful mercantile and industrial class that rules from behind the scenes; while the monarchy is not entirely without power, they do not assert their strength much and prefer to live an easy lifestyle and let others govern.
Heiligenreich
-The center of the Beron civilization for more than 1000 years, since the rise of the great lord Runo (successor to the Eleustrian Emperor Tescelin). This realm has gone throug many permutations over the years. Most recently, before PEregrine, it had been a collection of loosely organized states with no overarching rule. After the reorganization that followed, it slowly moved toward unification, finally doing so after its leading kingdom defeated Angelin in a war.
Republic of Angelin (formerly Kingdom of Eleustria; Empire of Peregrine)
-This country was once, with Heiligenreich, the heart of Beron. Its monarchy was overthrown in a violent revolution and a republic led by the Benite sect took over. It proved too unstable to provide rule in the face of attacks by outlying realms afraid of its ambitions, which paved the way for the warlord Peregrine to seize power and attempt to totally conquer the other realms. This attempt failed, and the country has seesawed between Imperial and Republican rule ever since.
Kingdom of Sacia
-This realm has a long and distinguished history. It was once the heart of the Mesciel Empire, which once ruled large swathes of land both in and beyond Beron proper. It also was, later on, a collection of powerful mercantile states under no centralized rule. The city of Mesciel remained notable after the fall of its Empire, thanks to the institution of the Church. The Great Father of the Church of Holy Light resides in this city. However, after the schisms of several hundred years ago, the Church lost central power. Then, around the same time, other kingdoms had set up an independent trade structure which led the states in Sacia to decline. It is a constitutional monarchy, with strong differentiation between the north and south regions.
Empire of Aravos
-This realm was once a Tsardom that was the great bastion of the Eastern CoHL, which broke off from the Western long ago. But it was overthrown in a revolution by an alliance between the peasantry and the Arogenian Order, who decided that together they could seize power from the declining lords. Since then it has become powerful, but also increasingly bellicose and volatile.
Ideas
The setting is somewhat like postwar Europe but with a fantastic turn. In some respects technology is similar to modernity, but there are also areas in which it is farther advanced due to the magic of the setting. This setting might have some similarities to a mage ascension type setting, except that it represents more of a third position between technocracy and mythic than that setting did, which had the two very much in dualistic opposition. Also, because of various reasons, religion did not decline in this setting to the extent it has in the real world, and religious sects wield great power as a consequence.
The countries were once united by a religion called the Church of the Holy Light. This religion began to have internal problems which led to violent schisms several centuries prior. However, it stayed a robust and powerful faith throughout challenges. It was opposed by a heretical sect with some similarities known as the Arogenian Order which was once nearly wiped out, but began to gain in power after the schismatic period. Another powerful sect arose during the great turmoil in Eleustria. The Benite sect, a complete repudiation of the Holy Light religion, took control of the revolution there. However, it was unable to completely eradicate the power of the Holy Light and eventually was forced to come to a compromise with them after the fall of Peregrine.
Saturday, March 5, 2011
Other MERP ideas
people classification
HILDOR CLASSIFICATION
I´m going to defind Groups of wandering peoples of the first Age, a time at which most Men were Hunter-Gatherers in exception of the Lintador who were teached by Avari and Nandor and already were breeding Cattle and starting to
grow crops (the same might be possible for The Wômaw and maybe Lynerians).
The people which I list after these Groups are the various descendants and Cultures which are the Offspring of these very first Men in the different Ages. Of course there are later mixed peoples as the Dúnedain, Bellakaze or Tantûrakim which might be mentioned too. I sort those peoples after their main Cultural influence and Language. Languages and Body Features are one Main point which I mention, the Cultural descriptions (Nomad, Urban Culture) describe the developement of their ANCESTORS as far as known.
I will also mention possible Real-World influences which could logcally be used by anyone who wants to work with one of those cultures.Many of these possible Real-world influences are defined geographically after Antique Cultures or Language Groups.
1. Lintador
The attempt of this essay is to correcting the ICE scheme and to make the people-groups correspond more to Tolkien´s Peoples of Middle-Earth Essays. I changed the Iauredain/Edain/Eriedain into:
Lebanor (Beorians,Dorwinians,Eriadorians)
Kalanor (Hadorians, Northrons)
and
Druvir (Druedain, Beffraen)
And I´ve changed the Arhûnerim into:
Arhuivir (Haladin, Daen, People of Bor) and
Milevir (Forodwaith, Lossoth,Angmarim, People of Ulfang, Szreldor)
The Edain were composed of Beorians (Lebanor), Hadorians (Kalanor) and Haladin (Arhuinvir) plus Druedain (Druvir). This follows Tolkiens Idea that the Edain came from three different Groups of Men.
The Númenorians by this way were a mix of Lebanor, Kalanor and Arhuinvir Tribes and by this Way as well akin to the Northrons (Kalanor) and Eriadorans (Lebanor) but also to a small degree to the Daen (Arhuinvir) because of the Haladin part of their ancestry.
All the Black Númenorians and their Mixed-blooded descendants are descendants of Númenorians. The Lynir should belong to the part of Lintanor which was known as the Lebanor to the Nandor.
The Lynir belongs to the part of Lintanor which was known as the Lebanor to the Nandor.
The first Elves of the West who encountered the Men were probably Nandor who lived near the later Sea of Rhûn, the Avari who at first told them of the Men maybe were Windan, Penni or Hwenti.
The Linthanor
Now it happened, not a long time after the rise of the sun that the Elven Kindreds who stayed near the Northwestern coasts of the Inland Sea of Helcar encountered a strange people which came from the East. They soon recognized that they were not of the Elven kind, but also completely different from Orcs and other Dark Creatures and many of their Elven Brothers who also came from the eastern Lands at this time (Some say these elves were those whom the Sindar of Beleriand later called the Shadow Folk or Mornedhil) spoke of them as the linthanor" or Wanderers , but they did not tell much of this new People and wandered further to the west.
The first Men, whom the elves encountered were tall and broad and mostly of dark hair, they were a large host and carried their few goods on their backs. Some of these people whom the Elves called the "Lebanor" (Nan.: "those who have left behind") stayed near the western shores of the Sea of Rhûn (which was just a bay of the Inland Sea Helcar at the time) where the elves teached them how to build small boats and how to grow crops.
Soon after other Men arrived, they also were tall, but had strangely bright Hair, because of which the Elves called them the Kalanor (Nan. "bright people"). They knew the Lebanor and shared their language. Most of them settled west of their kin , but they were more fierce than them and many carried primitive Weapons. The elves rarely had any contact with them, but therefore the Kalanor were eager to trade with the Dwarves.
Now it was known to the elves , that other peoples were wandering into the west at the time too, but those wandered along the southcoast of the Inland Sea and spread across the Lands near the White Mountains. The first people
of whom the Elves heard called itself the Drû People, which the elves twisted into Druvir. They were strange beings, without question men, but small grown and completely different from the Lebanor or Kalanor.
Later two more hosts of Men arrived, who were led by many chieftains who were in strife with each other. The one Host was similar to the Lebanor, but smaller in body and more swarthy, the Elves called them "Arhuinvir", the second Host consisted of men who also were small and stout, but with yellowish Skin, why the Elves called them the "Milevir". There was much Strife among the two peoples and often Milevir tribes allied with tribes of the Arhuinvir to fight against their own brothers and the other Way around. This way it happened that the largest part of the Arhuinvir conquered the Lands around the white Mountains and slew the Drû people or drove them out. The other Arhuinvir and Milevir went north into the Lands of Eriador where the tribes fought with each other and tribes of the Lebanor who had come there before.
One part of the Arhuinvir , along with flying Drû who had joined them crossed the Blue Mountains , while a part of the Milevir was driven into the northern Waste by their own brothers. The remaining Arhuinvir now settled in southern Eriador or went across the Blue Mountains too with the rest of the Milevir.
Out of fear of the Warlike ways of men most of the elves hid themselves and shunned Men, but very few exceptions. But after much time Men returned from the Westlands and those, according to elvish tales, were escaping of heavy
earthquakes and thunderstorms which s attered the west at the time. These men , as the elves say, were part of the Milevir and they flew into the Lands east of the sea of Rhûn and subjugated the mannish tribes who had come to the west later and were living in the middle-lands. Of other mortal peoples the elves rarely speak, as they say it is hard to them to distinguish between mortals and their peoples change to fast to learnhow to make out any
differences between them.
Note (about Angmarim) :
I always thought of the Angmarim not as a distinct racial group that existed before Angmar was founded. Due to the unfortunate climate in the region there should be only small groups of hunter-gatherers (e.g. Lossoth and Hillmen) roaming the region.
I find it far more fitting that after Angmar's founding, large waves of immigrants came to Angmar (brought there through various means such as the promise of a better life for all enemies of the Dunedain). These immigrants would be drawn from many ethnic groups and formed into the Angmarim by the Witch-king and his lords. After Angmars defeat they were wiped out, so the Angmarim as a distinct people should be a relative short-lived phenomenon.
Easterlings and other folk of Rhovonian would be the larger part of the Angmarim ancestry. There would likely be Eriadorian clans living along the subarctic frontier marked by the mountain ridge at the site of Carn Dum. Because of the Lossadan life style, they would have a very scattered population and would be smaller genetic contributors to the Angmarim than even the Northmen.
Drûghu (Wilde Menschen)
Drúedain (Wasa)
Beffraen (Puckel men)
Honnin (Bozisha-Miraz)
Chaialla (Seven Lands)
Yatali-Gan (Sîrayn)
Yarulma (Ibav)
I had included the Angmarim because I thought to liknk them with the lossoth,
but they themselves don´t appear in the text itself anyway so it was just a
thought.
__________________________________________________________________
2. Haradrim
Gondorians and others in the Dunadan cultural tradition tend to use the label "Haradrim" for anyone living south of the River Poros, even to the southernmost shores of the continent. For purposes of this listing, we will consider only the true Haradrim (the cultures and peoples of the Haradwaith ) and their close cultural relations. The Apysani, a people of the early Second Age, are the ancestral cultural group for most of the Haradrim. They were never a nation, just a collection of related (foot-bound) pastoral clans living just north of the Ered Harmal at the time of the War of Wrath. A thousand years later, their descendants had migrating through and populated most of the southwestern quarter of Endor. Their ancestors, still herders of sheep, cattle, and camels and growers of wheat and dates, still hold most of these lands at the beginning of the Fourth Age. In addition to the Apysani-descended Haradrim, several other ethnic groups have contributed to the racial make-up of Harad. The most important of them are noted below.
First Group: -- Near Harad (Harûze of Haruzan, Chelkar, and Pezarsan and Lurmsakun)
Peasants, herdsmen, Urban Folk
Small, sturdy, light Brown Skin (Numidian/Berber/Turkish Culture)
All of these peoples speak the Haruze tongue or a related dialect. The Haruze of Lurmsakun have traces of Variag bloodlines and cultural influence.
(Note on changes: the Kibic are a military religious order important in the foundation of Haruze culture. The Umbareans and Sakalai and are detailed under the "Eighth Group," below. "Urdwan" is a Haruze term meaning "nomad" and, like "Kibic," is not a true ethnic description, as described below.)
Second Group: -- Central-Harad ( Jelut, Urdwan Haruze, Aukuag)
Desert nomads and pastoralists, horsemen
Small, slim, light brown to brown Skin (Berber/Mauritanian Culture)
These peoples occupy a vast stretch of desert country and speak many languages, all of them drawn from Apysaic roots. Those living near the Harnen speak dialects of the Haruze tongue. Those living in the borders of Bellakar speak variations of that speech. The Jelut culture was born of desert clans tributary to Umbar and speak their own language, which includes elements of classical Adunaic and Third Age Westron.
Third Group: -- (Bellakaze, Bellakarai, Bellanarod, Aukuag tribes of the Bellakarai frontier, Êluzan, Qarsag)
Short to middling tall, light brown skin Farmers, fishermen, herdsmen, desert nomads, urban folk
Bellakar has a distinctive set of religious beliefs and a language and culture that borrows many elements from mid to late-Second Age Numenor. Its ruling aristocracy prides itself on its Dunadan ancestry and are noticeably
taller than other Haradrim.
(Note on changes: Eric went to a great deal of trouble to differentiate Bellakar from Bozisha-dar, and I think we should respect that).
Fourth Group: -- Southwestern Harad and the Metharn (Adena, Tande, Tulwany)
Fishermen, sub-tropical and tropical farmers, and savanna and desert nomads Short to middling tall, slim, dark brown to grey skin (west-African/ Sudanic Culture)
A wide variety of groups of Apysaic ancestry, sharing a common history of Numenorean colonialism in the Second Age and Aruwanai rule in the early Third Age.
Fifth Group: -- Southern (Greater) Harad (Sîranians, Ayten, Danak)
Farmers, desert nomads, urban folk
Short, light brown to brown skin (Abyssinian/ Kush Culture)
With the Haruze, the most populous of the Haradon peoples. The Ayten are the nomadic clans dwelling in the drier regions of Sirayn, speaking variant dialects of the primary Sîranians tongue.
(Note on changes: the writer of the Greater Harad bungled his peoples section, failing to describe the river-valley peasantry who make up the mass of the population of this country. The Danak would appear to be blood descendants of slaves from Gondor, Rhovanian, and other places, but they probably speak a Sîranians dialect as well.)
Sixth Group: -- Coastal Near Harad (Umbareans and Sakalai)
Peasant farmers, fishermen, herdsmen, urban folk Middling height and build, brown to black hair, tanned to light brown skin.
(Numidian and Magreb cultures)
The original Sakalai were the southernmost of the Daen peoples who reached the coasts of the Bay of Belfalas in the later First Age. As the second millennium of the Second Age began, these peoples were in danger of being
absorbed by the Haruze, but the Numenoreans came to the coasts of Endor and gradually took the Sakalai under their protection. By the late Second Age a new language, Westron, had arise between Umbar and Pelargir, based on
Adunaic salted with elements of the old Daen tongues. While Westron usage eventually spread northward to Eriador and Rhovanion, the larger number of Westron-speakers dwelt in Gondor and Umbar until after the Kinstrife in the
mid-Third Age. The Umbareans were slowly absorbed by the Haruze thereafter. Their language and culture eventually melded with those of the rest of northern Harad.
Seventh Group (Bozishnarod, Narodbrijig, Covshek-Pust, Poacaod)
Short, light brown skin (West-African Sahel Culture/Tuareg)
Farmers, fishermen, herdsmen, desert nomads, urban folk
The people of Far Harad have always made it a point to keep their society distinct from those Haradrim, like the people of Bellakar or Haruzan, who boast of being the cultural heirs of Numenor . The settled peoples of the Dar share a common religion with the surrounding of desert clans, most of whom speak the Bozishnarod language or a related dialect.
Eighth Group (Etulian, Farijin, Sorijan)
a light gray skin, flat faces, long and steep hair (usually brown or black), a muscular constitution
They have a distinctive set of religious beliefs and a language and culture that borrows many elements from mid to late-Second Age Numenor. Its ruling aristocracy prides itself on its Dunadan ancestry and are noticeably taller than other Haradrim. They live in Tulwang, and Anbalukkhôr.
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3. Easterlings
It was a bit hard to define which peoples belong to the Category "Easterling". I defined Easterlings as the standard Gondorian Word for any Culture of Central Middle-Earth.If a Gondorian would meet a Chey he would probably judge him as a Haradrim after his appearance and clothing, even if in Language he is much more akin to Western Easterlings as the Wainriders.
I do not Speak of the People of the Far East as easterlings here, since they represent Cultures of which the Gondorians had no vague impression or Idea. The only Charakter ever mentioned by Tolkien is Khamûl, the Black
Easterling. So if the People of the Far East would be servants of the Darkness we could call them all collectively "Black Easterlings". However I will mention here only the "Easterlings" and I´m going to work on the "Northern-Peoples" or "Snow peoples" and the "Peoples of the Far east" or "Black Easterlings" later.
I´ve grouped the peoples as far as they are mentioned by Tolkien together as in his Books, so the Balchoth and Wainriders are now together in one Group while the Easterlings of Rhûn and Sea-Easterlings are an own Group now. The same I dis with the Variags the Men of Núrn and the Nûriags. By this I followed Tolkien close and ignored the existing ICE scheme. The other peoples consits mostly of Talatherim , from which I´ve taken the Ibav, Chy and Chey away and added instead the Adekdar from the Linerim. The Chy and Chey are going to be
Bay People now while the Ibav and the other Linerim (Horl and Raliani) will become Cultures of the Far East. As Nomads I´ve also added the Eskam to the Easterlings, but maybe I can put them together with the Rhûn Easterlings or Balchoth/Wainriders since they should be Skythians. In that case I propose to invent Tibetian/Birman peoples since they would fit geographically to Northern Ormal.
Easterlings:
First Group: -- Rhûn (Rhûn Easterlings, Sea-Easterlings)
Gathmarig,Brygath,Urgath
Farmers, Herders, Fishermen, Corsairs
middle heigh, slim, light Brown Skin (Skythian/Cimmerian Culture)
Second Group: -- Khand/Mordor (Variags, Núrnoth, Nûriags, Lothrag)
Farmers, Herders, Urban, Warlike
middle-height, slim, Dark Skin (Anatolian/ Hittiche Culture)
Note : the Lothrag live in Lotan
Third Group: -- East of Rhûn (Balchoth (Asdriags,Odhriags,Magriags,Kykuria),
Wainriders, Kykuria, Tedjin)
Wain Nomads, Horse Nomads, Farmers, Warlike
middle-height, slim , light Brown Skin (Sarmatian/Sauromatian Culture)
Ahar (Fifth Group): -- (Kargagis Ahar, Relmether, Rycolis, Dalpygis,
Orgothraath, Yilgaathi)
Herders, Farmers, Nomads
small, Stout, light Brown Skin (Turk/Kasachian Culture)
Adek (Sixth Group): -- (Adekdar, Alduryaknar, Burskadek, Gaathgykar)
breeders, Herders
small, Slim, yellowish Skin ( Hunnish/Hiung-Nu Culture)
Lin (seventh Group): -- East Palisor (Daldûnairi, Ûsteri, Lygar, Jendiar)
farmers, hunters, herders
small, Strong, Dark-yellowish Skin (Mongolic-Culture)
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4. Swertings / Black Peoples:
first Group -- Go to the East (Ts´dan, K´prur)
Warlike, Seafarers (later), Yellowish-Dark Brown skin
second Group -- come to the Sunlands (Sharaeke, Geshânians)
befriend the Avari, build Cities
small, yellowish-darkbrown Skin (West-African, Sudanic culture)
Akanli (third Group) -- come to the Sunlands (Mûmakanril, Ûsakanil,
Mûlamburil, Tantûrakim)
Warlike, tall, Musculous
Dark Black Skin (South-African, Bantu culture)
Ebesan (fourth Group) -- come to the Hyarnustar (Adena, Sedêre, Drêl,
Pel, Swasan)
tall, slim, warlike
Copper-Black Skin (West-African, Sudan-Culture)
(this group is distantly related to the Apysaic speaking Haradrim of Sîrayn)
Sixth group (fifth Group) -- come to the Hyarnustar (Magri, Tumagri,
Nandran, Sanâr, Tandê)
a coloured people and have dark coloured skin, broad faces, black
deeply-inset eyes
Kir (sixth Group) -- come to the Sunlands (Kîranai, Ganim, Drênim, Ahava,
Tuktanai, Sekâk)
tall, slim, peaceful
Black Skin (East-African, Bantu Culture)
Tuk (seventh Group) -- come to the Archipelago (Sâre, Tulthan, Râkhe, Sekâk)
Warlike, tall, bony , Seafarers (primitive)
Dark Black Skin (Melanesian Culture)
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5. Peoples of the far East:
As for the Easterlings of the Far East the Avarim Cultures are especially sundered, because at first they are relatively close in culture but in the late third Age are not that closely akin anymore...
Avarim:
First Group :-- (Wômaw, Rôlaw, Wêraw, Góakaw, Móakaw, Kaelaw, Haenaw)
Farmers, breeders, Fishermen, Seafarers
Middle-tall to small, Slim, Yellowish-reddish Skin (Chinese /Shang Culture)
second Group :-- (Lôchaw, Argaw)
Farmers, Fishermen, Seafarers
Middle-tall to small, slim, Yellowish-reddish Skin (Japanese /Malaian Culture)
third Group :-- (Aegaw)
Breeders, Herders, Farmers, Fishermen
small to middle-tall, slim, yellowish-reddish Skin (Korean / North Chinese Culture)
fourth Group :-- (Urakhan)
Farmers, Breeders, Mountainmen
middle-tall to small, slim, yellowish-reddish Skin (Birman /Northern Indian Culture)
fifth Group :-- (Vulmaw)
Farmers, Fishermen
middle-tall to small, stout, yellowish-reddish Skin (Indonesian /Javanese
Culture)
Other Peoples:
Brârim (sixth Group) :-- (Wôlim, Brôdim, Tânim, Lakhab)
Farmers, fishermen
small, stout, yellowish Skin (Vietnamese Culture)
seventh Group :-- (Ibaavi, Nargaathi, Shaya, Unvirnay)
Farmers, Breeders
small, Slim, yellowish Skin (Thai / Siamese Culture)
eight Group :-- (Hôrl, Raliani)
Farmers
small, stout, yellowish Skin (Khmer/Kabodjan Culture)
ninth Group :-- (Tarlai, Monam)
Farmers, Fishermen
small to middle-tall, slim, yellowish Skin (Malaian/ Malaysian Culture)
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6. Southearners or Bay People
Eskam (First Group): -- (Aca, Dilikhran, Firusey, Charax, Phrashara)
Herders, Nomads, Warlike
small, stout, yellowish Skin (Parthian/ Baktrian Culture or
Tibetian/Birman Culture)
Second Group: -- Ered Ormal (Chey, Chy, Ulshyan)
Farmers, urban folk, shepherds, horsemen.
Short to middling height, slim, mid-brown skin (Iranian/Persian Culture)
Centuries after the Apysaic peoples had become the first nations of Harad, another wave of related immigrants crossed the southern Ered Harmal and conquered much of the eastern Haradwaith. Those who settled and built
civilizations in Harad became the Chy. Their relations who stayed on the high plains north of the mountains became the Chey and related nations.
The Ulshyan are related to the Chey and the Chy, but they were forced to migrate to the north.
Third Group : Niss valley people (Idurâk, Verikis, Lynîr)
Note : Lynîr are distantly related to the Lintanor
Fourth Group: -- Eastern Harad (Múranians, Elinse)
Farmers, fishermen, nomads
Small, slim, light brown skin (Arabian/ Semitic Culture)
The Muranians may have been the first farmers and city-builders among the Haradrim, but most of them were overrun by the Chy at the end of the first millennium of the Second Age. The folk of Harshandatt considered themselves the proper ancestors of the Muranians. A number of desert tribes speak similar languages. The Elinse of Anarike are a former Numenorean colony and have Adunaic elements in their language.
(Note : One quick note about relationships between Elinse and Numenoreans. Anarike is still a Numenorean realm in the Third Age. And there is by the end of Second Age, Lynir in Anarike, who melt with Numenorean and Elinse).
(this fourth group is the connection with Haradrim people)
Fifth Group -- come to the Lands of Ormal (Jôpe, Zurghîr, Icuddin)
tall, slim, warlike, Dark Brown Skin (Drawida/Wedda Culture)
Originally the Jôpi and Zurghîr were defined as Kinsmen of the Black peoples of Ardor, but together with the Ts´dan and Kp´rur we could make up another (eastern) branch of Black peoples or declare them splintergroups who have strongly intermixed with the Southeasterners. The Zurghîr are pretty much Indo-Drawida influenced, even if they are coloured we could count them to that group.
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7. Far North people
Ystävä Talva (first Group) :-- (Lumimiehet or Lossoth, Jäämiehet, Merimetsästäjät)
Forodwaith - they live in Northern Waste
Mornerin - Second Group (Urdar, Agrinak, Duranak, Syrkakar)
for most of their history, these people are aside the Shadow people Mornerin Urdar
Mornerin - Third Group
Angcla, Agnica, one people related to these two and who fled the Shadow and directs themselves to Barl Syrnac,
Mornerin - Fourth Group (Free People)
Sharta, Ôma
Mornerin - Fifth group
Kubor, Iskahu, Aigar, Rubor, Ayelma
Tyr (First group): -- (Myri, Lusturangsuri, Lu Tyr Sú, Vorgani, Dyrians, Desdursya, Ky'taari)
Herders, Hunters, Horse Nomads, Warlike
small, Stout, yellowish Skin (West- Sibirian Culture)
Tyr (Second group) (Vothrig, Ky'taari)
portrayed like the Viking for the Vothrig.
Conclusion :
I believe we´re pretty fine now with the Western Men for the Lands west of the Rhûnaer and north of the Harnen, The Haradrim south of the Harnen and west of the Ered Harmal, the Black men south of the Yellow mountains, the
Easterlings in the central Steppes of Palisor, The North-Peoples in the Northern Taiga Woods and Tundras of Forodwaith and Urd and the Far eastern Peoples beyond the Orocarni and Windmountains. Every Major group has a lot of subgroups which are pretty differentiated from each other now, I like that.
I believe that most of the new Southeasterners are vaguely Indo-iranic Cultures, but there´s still alot of freedom with interpretations (as Greek or Old Crete influence)
