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					INTRODUCTION

..and when I dared look over the crumbling Wall again, my eyes were fixed upon the figure of the Evil One. It was
easy to see that he had once been an elf with long black hair and fair features, but no longer was he fair. Great
leathery wings stretched outward from his back and long yellow claws tipped his fingers.
I attempted to adjust my position from sitting to crouching when 1 stepped on a dry leaf, making it crackle loudly and
destroying my secrecy. The eyes of the demon were upon me instantly, I had no where to flee or hide, I gripped my
blade tightly and prepared to die..."
Fuljo Atlao, TA. 1585

Two nations, and equally, one nation. South of the Yellow Mountains, in the tropical grasslands of the ancient Elven
realm of Carnsalqenore, live the people of Mag and Twnag. The land of Mag lies west of the Rusek river, Tumag to
the east. Here, between the southern sea and the mountains, the fight for land, the fight against good and evil, and
the fight to survive all rage daily. Always a land of conflict, the Twin Nations are now thriving in uncertain peace. But
many powerful enemies are racer and have plans far Mag and Tumag. In this time of quiet, the darkness has begun
closing in...

1.1 A CONDENSED HISTORY

In S.A. 610, six Usakani tribes began migrating westward because of territorial disputes in Usakan. They eventually
settled n. all the vast lands west of the Putoruk forest and east of the Cupiga-Witu. The immigrants quickly realized
the value and beauty of their new home. They named the realm, Mag, which means wide, open land in Usakani.
After only one-hundred years of growth, the people of Mag fell into a civil war. After a year of fighting, the six tribes
ended the war, only now the tribes would no longer share a single nation. The three tribes east of the Rusek river
named themselves the Tumag, meaning simply; the Mag of the east. The peaceful era follawing the war was very
stressful because of the new systerns being put in order. Mag and Tumag both went on slightly different social and
poitical paths after that time.
In SA. 1260 a Numenorean party, led by lord Alyarul, landed on the shores of southern Mag. The Mag immediately
threatened to attack the Edain, but were pacified by the Tumag, who believed that the Numenoreans could possibly
provide something useful. Alyarul did not have any plans to rid the Twin Nations of their people, but he was intent
on
establishing a sizable haven at the mouth of the Rusek, and if the natives objected, they would be sorry.
The years after the Numenorean arrival were characterized by the growth of Dunadan influence in Mag and Tumag.
The City of Alyahapa was built on the eastern side of the Rusek’s mouth, while various sea-side communities were
established to house the Numenoreans. In 1880 the governor of Alyahopa, Humazir, was ordered to make the Twin
Nations into a Numenorean kingdom. Humazir was declared king of Lond Alyarul (S. "Alyarul's Haven"), although
with great resistance from the Mag.
Thirty years passed in Mag and Tumag before the natives decided to rid their lands of the Edain. The Mag and
Tumag united and declared war on their Numenorean overseers. The bloody war lasted for five years, during which
many devastating battles took place. Eventually the tribes broke the Numenorean hold and drove out the last of the
Dunadan lords. The Mag and Tumag decided to remain united, creating a single nation; Kog Pa Lamusk ikog
Omgeg (Ma. "the Twin Nations of the Rhino").
Since that time the two countries remained relatively strong, despite a nineteen year civil war spurned by the first
Tamska (Ma. "Queen'). The Tamska was killed by her own daughter, who replaced her on the throne. Her rule kept
peace in the Twin Nations throughout the rest of the Second Age. Her successors reigns all had varying degrees of
beneficence concerning Mag and Tumag.
The Third Age has brought a new threat to the peace in Mag and Tumag; Sauron and his evil schemes. His dark
influence is now closing in on the Twin Nations, as it is on all the realms of the south.

1.2 TIMELINE

First Age

A small group of Sindar Elves migrate into Carnsalqenore (Q. "Rad Grass Land), later called Mag and Tumag. They
settle in the Emyn Feleg and build a huge monastery there.
Joukuar, a wood spirit corrupted by Morgoth comes to Carnsalqenore. He makes his home in the upland bamboo
forest to plague the elves. Soon thereafter his forest is considered a place of darkness by the Elves. With the end of
the First Age most of the elves leave this land.

SECOND AGE
32-Founding of Numenor.

100- Founding of Koronande and Hathor.

353-Founding of Usakan.

442-Death of Elros Tar-Minyatur, first king of Numenor.

500-Sauron stirs again.

610-40-Six Usakani tribes migrate into the tropical grasslands to their south. They name their new realm Mag (U.
"Wide-Land").

650-The Drel move into Hyam.

680-The Drel resettle in the wooded country around the Bay of Drel after thirty years of conflict with the Adena.

703-7-Four Drel clans moue southward through the yellow rnountains and settle on the southern coast of Endor,
they become known as the Pel.

705-6-Civil war in Mag results in the splitting of the six tribes. The western three remain the Mag while the eastern
three rename themselves the Tumag (U. "EastMag").

705-This sundering of the tribes results in two new cultures to develop in the years to follow. Mag and Tumag
become independent nations.
1000-Sauron moves to mordor and makes it his own.

1100-1220-Sederi tribes from Usakan migrate into the open plains of Mag and Tumag.

1260 A large group of Numenoreans land at the mouth of the Rusek and establish a colony on the eastern banks.
They are welcomed by the Tumag, for they are seen as a new source of wealth and knowledge. They are disliked
by the Mag, who consider the colonists intruders in their land.

1265-1289 A small group of Fallowhide Hobbits arrive in Gan. Their coming is noticed by few.

1300-Founding of Lond Hallacar, (later Tanturak), on the eastern shore of Usakan bay.

1350-The evil Court of Ardor meets again for the first time in the Second Age. the Emyn Feleg and remains there as
a spy for Sauron.

1600-Sauron completes the One Ring.

1666-Founding of Miredor by the insane mystic Arvarien.

1693-War between the Elves and Sauron begins.

1750-.Agents of Sauron enter Mumakan and begin influencing the Shamen-lords of the land of the Mumakil.

1753 Athum, an evil Noldor elf from Mordor, arrives in Mag. He reopens the ancient Elven monastery located in

1800-2251 -Darkness falls over Numenor. The Men of the West begin to quarrel. Some begin to see the Elves as
enemies, while others remain faithful.

1869-2029-Numenor starts to militarily exact concessions from the people of Endor, including Mag and Tumag.

1880-Humazir, govemor of Alyahopa, is ordered by Tar-iryatan to make the Twin Nations a Numenorean kingdom.

1888 Akhorahil, fifth of the Ulairi, is bom in Numenor.

1904-Founding of Ciryatandor.
1955- Indur Dawndeath is born Ji Indur in the city of Korlan.

2000 Akhorahil and Ji Indur accept Rings of Power and become Nazgul. Arrival of the "Magician" in Tanturak.

2001-Ji Indur begins his reign as the God-lord Amaav (Ji Amaav II) in Mwnakan.
2010-15-Growing hatred for the Nwnenoreans causes the Mag and Tumag people to unite and declare war on the
Edain. The native peoples defeat the Numenoreans in the late spring of 2015, killing almost all of the "Intruders".
The great City of Alyahopa falls to ruins. Their legacy however, survives in the tropical lands.

2016-Mag and Tumag sign a treaty of peace and call their land the Twin Nations of the Omgeg.

3000-Tanturak declares itself an independent kingdom and severe relations with the Elven realm of Taaliraan.
Association with Koranande is reduced .

3213-15-Civil war in Miredor. Formation of the Valdacli (3214).

3215-Founding of the Dominions of the Seven.

3262-Sauron is taken prisoner by Ar-Pharazon.

3319-Downfall of the corrupt Numenor by the hand of Eru.

3320-Sauron returns to Mordor in a hideous form.
3411-Verlana Pan is crowned the first Tamska (Ma. "Queen") of Tumag. She breaks the treaty of peace with Mag
and declares war on its people.

3420-Tamska Pan is killed in a revolt by her own guards. Peace returns to the Twin Nations when Vergana's
daughter, Dagema, becomes the new Tamska. She is a well liked leader among the Tunag and the Mag.

3441-The Nazgul pass into the Shadows when Barad-dur is broken and Sauron ïs Overthrown.

THIRD AGE (Western Reckoning)

187-Founding of the capitol of Mag, Akos.

203 Arrival of the Ents in the Wamo Kuala-Deg (Ma. "Green Sky Wood").

256 Founding of the lake-City, Okavango, on the southeastern shore of Cika-Mag (Ma. "Lake-Mag").

659-The Mag and Tumag attack Pel in an attempt to expand their domain.

664-Imrazor II defeats the Mag at the battle of the Emyn Hith and subjugates Tumag later in the year. The current
Tamska of Tumag, Jamena, is killed.

666 Imrazor is assassinated and the Twin Nations regain their freedom.

667 Pagtuna Ogeda rises to the throne as Tamska Ogeda, the goddess of light. She is revered as a deity lord and
rules Tumag for seventy years.

737-Death of Tamska Ogeda. Her daughter, Pagtuna II, takes the throne.

785-799-The ruins of the Numenorean city, Alyahopa, are repaired and expanded upon by the Tumag to recreate
the largest city in the Twin Nations.

1000-Sauron stirs again.

1050-The Nazgul reappear and Sauron resurfaces.

1062-67 A large group of Chyan people from Usakan migrate into the hills of eastern Tumag. They are tolerated but
generally disliked by the Tumag.
1264-1640-Ji Indur rules Mumakan as Ji Amaav III.

1270 Athum begins the evil Cult of the Black Tide in Mag and Tumag. He receives support from both Indur
Dawndeath and the Storm King in the form of specially trained "soldiers" suited to his cause.

1365-Tanturak, under the influence of the "Magician°", declares war on Koronande. The conflict lasts seven years.

1449 50 Arcastur Pel reveals the Speakings of the fire, the dualistic tome incorporating the Words of Aluva and the
Book of Malkora. He becomes the first prophet of the Servants of the Real Fire.

1462 Athum's experiments with demonic spells backfire. He is transformed into a lesser demon. and is driven
insane.

1467 70-The demonic Athum corrupts the few Ents in the Green Sky Wood, they begin making the jungle an evil
domain where few dare to walk.

1597- Tamska Hanan comes to power.

1633-The Half troll Hargrog forms the Slayers.

1640-The Ringwraiths return to Mordor.

1641- Trouble in the Twin Nations.

1705-Eclipse over the Citadel of Ardor.

2000-The rise of the Servants of Vatra in Far Harad.

2178-The Sacred Well at Tresti falls. The city is abandoned and Moon worship begins its decline.

2194 Pon Ifta is crowned King in Bozisha-Dar.

2460-2941 Indur dawndeath rules Mumakan as Ji Amaav IV.

2838-Jenna Chy is born.

2865-75- The Island Wars

2850-90-The Servants of the Real Fire size control of Mag and Tumag. Athum entombs himself in his
monastery until the mid-Fourth Age.

3021-End of the Third Age.

FOURTH AGE
1-Naromod the mighty overthrows the Servants of the Real Fire in one day (Regeo 1 st).
2.0 The Land of the Twin Nations
The lands of Mag and Tumag have a variety of distinct regions, all of which are interesting and often dangerous.

2.1 CLIMATE
Because of their latitude, the wind from. the east, and the warm waters of the Haragaer, the Twin Nations have a
tropical climate similar to that of the Mumakan peninsula. However, more of the land is covered with grassland than
with tropical forests. The land is therefore drier and more arid. Compared to the lands of Harad In the north, though,
it is a vast oasis.

2. 2 GEOGRAPHY
Q "Orolanari")
The Most dominant feature of Southern Middle-Earth is the Yellow Mountain chain, reaching from the Hyarnumente
in the west to the edge of the Gan peninsula. Over 2,000 miles long, they make the longest mountain chain In
Middle-Earth. Their heights reach more than 10.00 feet into the sky. The Yellow Mountains are the virtual spine of
the south.
Formed when Ormal (the southern orb) fell from the sky, the Yellow Mountains are volcanic in nature. Most of their
volcanic activity, however, had ceased by the Second Age. The character of the mountains is the same as it always
bas been: majestic, inspiring and yewellow. The yellow and bock geography comes from the large mineral deposits
containing quartz, feldspar, mica, and calcite that are exposed in most of the chair, The northern and eastern faces
are steeper than the southern and western.
The Yellow Mountains lie to the north-west of Mag and Tumag. The largest peak in Mag is Dejeb-Ado (Ma. 'Rain
Bringer"), whose peak as 11,202 feet high. Lugigov (Ma. "Fist Peak") is the tallest mountain in Tumag, although its
elevation, 10,470 feet, is lower than Dejeb Ado’s. The main pass through the Orolanari in the Twin Nations is the
Dugol lga (Ma. "Yellow Break") in northern Tumag, where the elevation is low enough for one to travel north-east
Into southern Hyam.

NOTE: See ICE's supplement, Shadow in the South, for more information on the yellow Mountains.

2.22 MAG
The lands of Mag are located west of the river Rusek and east of the Cupiga-Witu. The most prominent
geographical features of Mag are the Ugab Mag, the Emyn Feleg, Durkandig, Cupiga-Witu, the bamboo forests,
and the Ojava swamp.

The Ugab Mag

Claiming most of Mag's square mileage, the Ugab May
(Ma. "Mag Flatland") gives the realm it's tropical
character. The Ugab Mag is laid out from, the southern
beaches to the Ojava swamp in the east, and to the
Emyn Feleg in the north. The Ugab Mag is a savanna
where only a few stunted groves of trees exist and
where the tropical sun beats angrily down on all of the
inhabitants. (The closer one approaches the Ojava
swamp, the more humid and moist the grasslands
become). The inhabitants are many, despite the heat.
The Sederi have numerous camps scattered across the
grasslands, where they hunt the local hooved beasts.


There are many species of grass on the Ugab Mag, all of which are eaten or trampled by some animal. For that
reason grass can be as tall as a man or nonexistent. The soil, when it can be seen through the wild grass, is
predominantly reddish in hue. This is due to it's high iron content.

The Emyn Feleg
In the First Age a small group of Sindar Elves from Beleriand anchored their ships in Blue Wedge Bats. They
explored the future lands of Mag and Tumag and eventually settled in the Cave Hills, the Emyn Feleg. They enjoyed
the quiet and beauty of their home and found peace by becoming intertwined with the land. After many years the
Elves grew tired of Life and sailed to the Undying Lands.
The Elves had been attracted to the Emyn FeLeg first for their beauty, second for their comfort. The hills are riddled
with caves, from which the Elves carved homes. The limestone caverns were hollowed by water running through
the stone, as were the caves in the Emyn Angwi to the west: Stalactites and stalagmites are numerous and fill every
cave. Deep pools of pure water can be found in many of the tunnels, their surface tension being broken only by the
slow dripping of water from above,
On the outside, the hills are covered with vegetation, except on the higher peaks, which are often 600' high. No
Large expanses of forest cover the Emyn Feleg, but many srnall groves grow in the valleys between them.

The Durkandig grasslands
Durkandig is the tropical grassland north of the Emyn Feleg, where the environment is similar to that of the IJgab
Mag. This is true until the elevation begins to increase as one near the Yellow Mountains. The environment
changes the farther north and east one travels; more trees appear, the terrain becomes rougher, and the
temperature drops slightly.
The Sederl are Less common in Durkandig, they favor the Ugab Mag.

Cupiga-Witu
The Thunder Wood lies between eastern Pel and western Mag. It is the largest forest in Mag and is valued for its
resources. All the lumber needed for the building of skips and buildings in Mag tomes from the Thunder Wood.
Herbs and fond products are also found there.


The bamboo forests
Along the flanks of the Yellow Mountains mysterious forests of bamboo grow. Small trees and thick growths of
bamboo coupled with fog and mist make the whole region seem as if it were a strange world unto itself The forests
are considered places of evil, and for good reason; many travelers have disappeared in their shady depths.

The Ojava swamp
Ojava is the largest swamp in Geshaan. The grasses of the Ugab Mag turn to choked wetlands as one travels east.
The wetlands make a twenty mile thick border around the true heart of the swamp; the forests of twisted, sunken
trees and their roots. Many pools and water channels exist in the area., providing easy passage far small boats. But
the suxrrtp is an invrWossibte maze,
seeming to change every moment. Muddy patches of land Pa9a Deg
are few, but numerous enough. to provide "havens" far those last fn the black bog.
5.0 PEOPLE AND CULTURE

5.1 THE MAG
The Mag are the dominant race of humans living in Mag. They are well-suited to warm, tropical climates. Most
prefer the highlands, wetlands, urban areas, or the edge of the jungle for living in.

RACIAL ORIGIN
The Usakani came from Narnerim stock in Bulchyades, sailing to Usakan in huge, primitive ships. In the years
between S.A. 610-40 six of the tribes living in southern Usakan migrated southward into the wilds, which would
become Mag and Tumag. The Mag are the three tribes that live west of the river Rusek. Being Narnerim, they are
distantly related to the Apysani and the Mumakani. Some show signs of Numenorean blood in their veins, although
this trait is uncommon in the Third Age.

POLITICAL STRUCTURE
The three tribes of Mag (Usij, Gamikis, and the Mudug), are ruled by six clan-leaders. For each tribe, the greatest
warrior or charismatic diplomat is chosen as the Woraka (Ma. "Father"). His wife (or girlfriend) becomes the Nurake
(Ma. "Mother"). If the Woraka has no female at his side, a Nurake is chosen by the tribe in the same manner as he
was. The Woraka and Nurake make all of the political decisions for their tribe and also lead religions affairs.
The two leaders are elected by the clan every ten years

STRUCTURE
Life in Mag varies from region to region. The three tribes trade and interact with each other throughout the year, but
only lightly. The tribal boundaries of the post few hundred years are beginning to disappear as are the Mag
becoming more and more sophisticated. Even so, the three tribal areas are populated mostly by the tribes that have
always been there. The Usij live, in their greatest numbers, in Durkandig. The Gamikis prefer the northern regions
of the Ugab Mag. Rakal, Thega, Hosis, and Okavango are cities with large populations of Gamikis. The beaches
and the southern Ugab Mag are home to the Mudug tribe, who are often sailors and fishermen, The larger cities,
forests, and northern regions of Mag are populated by a mixture of the tribes, and other races such as the Tumag
and the Black Numenoreans. In the beginning of "Winter" all three come together on the southern shore to have a
great festival, the Osderaga. Of the many activities, trading is the most exercised.
The Mag rejected the Numenorean culture, unlike their neighbors. The Mag remain culturally close to their older
ways, accepting new ones only when it is Beneficial. They adrnired the Edain for their knowledge of warcraft and
architecture, and therefore assimilated them, but they scorned much of the other Numenorean ways. The Mag
remain strong and sure of themselves, even when held in the tight of the somewhat more economically successful
Tumag.
Slavery is common, especially in cities, where the market for foreign slaves is a growing trade.

MILITARY STRUCTURE
The Mag are a somewhat warlike race. At the age of ten, many Mag are formally trained with the Adka, a long
handled, two-handed mace. They usually receive training with scimitars, short bows, and spears as well. Those
associated with the Sederi may have experience in the field of martial arts.
Each tribe has it's own garrison of approximately 6000 men. In times of great need the three tribes unite and fight
together.

CURRENCY
The Mag "mint" their own currency, although all of it has to be sent to Tumag, where it is inspected and marked by
the royal treasury. Most of the coins are made of jade, the rest are of silver and electrum.

APPEARANCE
Average of build and height, the Mag are a hardy people. Their skin is dark brown and their hair is black or brown
and curly, Like their Usakani ancestors the Mag are almost never bearded. Grey, brown, or hazel eyes are the most
common
The men and women of Mag are fond of stretching their earlobes, using pieces of wood to make larger and larger
the holes that are made in the ear at the age of five. It is considered attractive to have very large holes in ones ears,
which are often decorated with earrings.
Clothing normally consists of light pants and boots. Shirts, when worn, are made of silk or other loose, soft material.
The Mag are fond of bright colors and try to make use of as many as possible.

HOUSING
Finely made wooden huts dot the shores of the Haragaer, white round, rock houses dominate the hills and
highlands. Larger wooden huts are found near the forests.
Most homes have many windows and are built low to the ground, sometimes half-way in it. Mag kitchens are
separate from the house. They resemble gazebos with a large fire pit within.
Many architectural concepts were taken from the Numenarean colonists in the Second Age. Large manors, castles,
and bridges were either built by the Numenoreans or the by Mag architects whose designs were adapted from. the
works of the Edain.
DIET
Mag diets consist of a myriad of meats, spices, fish, and liquor. The Mudug trbe lives along the coasts of southern
Mag, their rneals are made mostly of shellfish, crab, fish and sea-weed. The two northern tribes hunt the deer,
turtles, and birds that are native to their area. Many fruits find their way onto the dinner plate as well.
A large beetle called the Tajeg is considered a delicacy among the Mag. It is fried in a spicy broth and sliced along
the belly for easy access to it's soft meat.
The Omgegi are never eaten, for they are sacred to both the Mag and Tumag.

WORSHIP
Mag religion revolves around a variety of nature gods. The most revered is Nornur, the god of the sky (Manwe). The
master of the wilderness, Audaj (Orome), is also popular.
Temples are built for each god, as a way to communicate with him or her. Huge, elaborate structures are found all
over Mag. Most are erected away from cities in the mountains, hills, and jungles.
Every year the people of Mag make a journey to the temple of their chosen gad and make offerings. This is a very
formol occasion and is not taken lightly by the Mag.

5.2 THE TUMAG
When the six tribes of Mag split, the three eastern tribes became known as the Tumag. The Tumag enjoy living in a
variety of environments, but the hills and the valleys between them seem to be their preference.

RACIAL ORIGINS
Of the six Usakani tribes that migrated south around S.A. 610-40, the Tumag were the three that lived in the
highlands east of the Rusek river. Since their migration from Usakan and the war with the western tribes, the Tumag
have developed a culture different than the Mag.

POLITICAL STRUCTURE
In Tumag, the three tribes have melded into one, the Wegijan (Ma. "United"). Ever since SA. 3411, the tribes of
Tumag and Mag have been ruled by a Tamska, or queen.
The Tumag had been ruled by female monarchs for almost 2000 years when Verjana Pan seized the throne in a
bloody revolt. She hated the Mag and her nation's tolerance of them. When she declared herself the first Tamska,
war was declared on the Tumags' western neighbors. The people of Tumag fought for nine years before their folly
was realized. War with the Mag had weakened the once mighty Tumag nation. Tamska Pan was killed by her own
guards in the revolt Her daughter took the throne of the reunited Twin Nations.
The Tamskas of Tumag have ruled effectively since. For nearly a thousand years, they have enjoyed the rote of
ernporess and goddess. All political, social, and religious affairs are overseen by her.
The Numenoreans had a reasonable effect on Tumag for almost eight- hundred years. (SA. 1260- TA. 2015).
During this time the female rulers were more or less puppets of the Dunedain "colonists". However, their influence
did organize the laws and political structure of modem Tumag.

SOCIAL STRUCTURE
The Tumag are a sociable people, having many festivals, holidays, and public gatherings. They are more likely to
accept foreigners and Their ways. Life in Tumag is generally more inspiring than in Mag. The Tumag enjoy art,
music, sports, and leaming. This way of life owes it's existence to the Numenoreans, who "civilized" the Tumag. But
the Tumag still posses many of their strange and ancient ways that flowed in their culture long ago.
The upper class is made up of wealthy tradesmen, nobles, and scribes. The middle class holds merchants, farmers,
fishermen, men in the military, and all other working folk. On the bottom lies the slaves, servants (not those of
royalty), and the poor.

MILITARY STRUCTURE
Like the Mag, the Tumag have been a race of war: At this lime, they have no formally proclaimed enemies, so their
military has not been kept at it's best. Nonetheless, the eldest male of every family receives training as a warrior or
as a strategist, depending on his capabilities and talents.
The Tumag have an excellent cavalry, although it is small. Tumag infantry fight with scimitars, flails, maces, and
bows.

CURRENCY
The currency of Tumag is manufactured in Alyahopa and a few other select cities. The Coinmasters' Guild oversees
the whole operation. The Tamska keeps a close watch on all the mints, all of which are visited by her regularly.

APPEARANCE
In structural appearance, the Tumag are very similar to their western cousins. They have dark skin, hair, and eyes.
They differ, however, because the presence of Edain blood is more noticeable. Many Tumag have lighter eyes,
lighter skin, and greater height than the general populance. Despite the Numenorean intermixing, their hair has not
changed much; it is dark and curly, the same as the Mag.
The Tumag wear clothing that harkens back to their early days of nationhood. Bright colors, intricate patterns, and
numerous accessories cover their bodies. They are fond of feathers, going so far as to make a fruitful business of
breeding colorful birds for their plumage. Sandals are the most used type of footwear in urban areas, leather boots
and shoes are worn in the country.
Tumag women grow their fingernails to considerable lengths f their daily life does not require too much use of the
hands.

HOUSING
The Tumag, when not living in cities, prefer houses that blend with the landscape. In the highlands, where most
rural folk lave, homes are carved right out of the stone. The rock is dug into and scraped away until a comfortable
dwelling exists where there once was a hillside. The original vegetation often grows back around the homes,
making them difficult to see at times. This type of housing is similar to that of the Usakani, although the Tumag have
furnishings that more resemble those of the Numenoreans than their ancestors.
In other environments, the Tumag have different styles of housing. The few Tumag who live on the savanna have
low, round houses like those of the Mag. Mountain houses are tall wooden buildings that usually have two or three
stories. In the cities and larger towns, housing is mostly conventional, resembling those of Harad, the Dominions of
the Seven, and of Northwestern Endor.
Architectural designs in the cities are based off of the Numenoreans, but the Tumag add many of their own cultural
designs.

DIET
Meals in Tumag consist of just about any kind of edible plant and animal (not the Omgegi, of course), that car be
found in the Twin Nations. The hills, forests and grasslands have much to offer in the way of food.
Small flightless birds of the savanna are eaten in large amounts.

WORSHIP
Religious ceremony is rare but important in Tumag. Shrines are erected near most individuals' homes. The Tumag
worship the same gods that the Mag revere, though in a more ordered, but less demanding way. Their religion is
called Sevelji.

5.3 THE LOM'CHY
North of the Green-sky Wood in Tumag live the Lom'chy, Chyan people who migrated to the area between the
years of TA. 1062 and 1067. They sailed in small ships from Usakan, where they had lived for three hundred years.
The Lom'chy transformed the hilly area of Modune into a mini nation. The Tumag consider Modune a land under
their control, and the Lom'chy ; tax-paying citizens who serve the Tarnska.

RACIAL ORIGINS
The actual Chy are a people who share ties with the Shay, Chey, Ahar, Ibavi, and more distantly, the Easterling
tribes of the plains. The Lom'chy themselves have a mixture of Usakani and Chyan blood in their veins. This is the
result of the massive slave-drives in Usakan (7:A. 750-790).
The people of Usakan sailed to the lands of Chy, Lodenuly, and Bulchyades to get men and women for slaves. The
Chy resisted heavily, warring with the forceful Usakani. The group in Modune is one that has held many of it's
cultural ties with Chy. In TA. 1062 they began their migrations to Tumag. Most were free because slavery had lost
it's popularity under the reigning dynasty at the time.
The Lom'chy are mostly Chyan but many have Usakani relatives somewhere along their line. Their culture is greatly
Chyan, at least they believe it is. It has been nearly a thousand years since they were in their homeland. Thus, their
society is more Neo-Chyan than genuine Chyan.

POLITICAL STRUCTURE
The Lom'chy all consider themselves one tribe, the Dysh. The high chieftain of Modune makes all the decisions for
his tribe. He has four advisors whom he meets with every two weeks at his fortified home in the Nols Osktrug. The
laws of Modune are written upon a set of ten scrolls. The Chief makes sure that the laws are upheld and alters them
when he sees fit. Modune is young, for a nation, but it has proven itself internally strong. The strong tribal kinship of
the Lom'chy keeps them loyal to their realm.

SOCIAL STRUCTURE

The people of Modune are hard-working and earthy, but find it easy to relax and enjoy themselves
at all times of the day. All the Lom’chy, except the youngest children, have daily work duties to
perform. Every day at dawn communities come alive with the movement of farmers and craftsmen
as they begin their work.
The Lom'chy are very concerned with family matters. Most homes have three generations of family
members living in them. The founders of households are the oldest males and their spouses. The
families that they create then live under their roof .
Many festivities are held in Modune for various reasons, though most revolve around the changing
of the seasons and other natural phenomenon.




MILITARY STRUCTURE
The Lom'chyan military is highly efficient, one reason why the Tamska of Tumag has not attempted to invade
Modune. All boys, and the oldest girl, of every family is trained in the ways of warfare. The Lom'chy are excellent
pikemen, having elaborate training in battle formation using spears. For close combat they use swords and axes.
Because the Lom'chy have few horses, their armies travel slowly, on foot. Those select few who do ride horses are
usually only messengers. Modune has a strong navy of small oared skips.
The Klust is the absolute authority in military situations. The Lom’chy's greatest threat in 1640 is the evil of the
rainforest to their south.

CURRENCY
The Lom'chy employ a system of barter for most trade, but special carved stones are used a currency. The stones
are made by skilled stoneworkers given the right to make money by the chief. Each weighs 1 pound, that weight
based upon a special piece of coral and how it balances with the store.

APPEARANCE
Surprisingly, hundreds of years of separation from their ancestral lands has not changed the Lom'chys' physical
appearance much. They are of medium build and height, individuals rarely being taller than 6'. The Lom'chy have
almond shaped eyes, which are usually colored light brown, grey, or dark brown. Their hair is almost always a
shade of sandy brown and is worn short. They have tan to olive skin color.
The Lom'chy wear fine clothing usually made of cotton, wool, or leather. Swirling circular patterning is dominant in
most decoration. Hats are common, and are often used as elaborate ways of expressing oneself in Modune. Tatoos
on the face are considered attractive when worn by women, who consequently, have a tendency to wear them.

HOUSING
The Lom'chy live in somewhat elaborate mud dwellings, often several stories high. Roofing and curtains are
fashioned of waterproof ray-leather.

DIET
The food resources available in Modune are just
as plentiful as these in Tumag. The Lorn'chy are
particularly fond of sea food, perhaps because it is so
abundant, and often eat little else. Birds, fruit, and dairy products are
considered compliments to their ocean-borne diet.


WORSHIP
Urchish is the most important deity in Lom'chy culture. He is an interpretation of Ulrno, the Vala of the seas. The
dead are burned at sea, marriages are conducted on the sands of the beach; many important rituals of life revolve
around the ocean. Coral is a divine substance to the Lom'chy, and is harvested to make amulets and religious
items.
Hets is Sauron or Morgoth's equivalent in Modune. Hets is believed to live beyond the Yellow Mountains in the
north (which is entirely true).
5.4 THE SEDERI
The Sederi reside in the open country of Mag, Tumag, Pel, Miredor, Elorna and Hyam. Quite comfortable in the
desert plains or rugged lowlands, they shun the hills and forests favored by their more numerous rivals. They avoid
extremely cold areas since they are prone to disease and viral infections in cool climates.

RACIAL ORIGINS
Legends say that the Sederi comprise one of the “wild tribe” who, by their appearance, appear to have originated
further inland, perhaps from Harad. The Sederi are actually a Kiran people who entered the area from Dûshera.
While written confirmation of Sederi ancestry is rare, they appear to be the only survivors of what was a large
confederation of western Kirani.

POLITICAL STRUCTURE
The Sederi came from one of two tribes, the Cubuwa and the Casu-sadu, each of which is composed of seven
clans. In turn, the clans are composed of numerous extended families units. Interclan competition is fierce, and
property disputes are quite common. Thus, even in the best of times, the Sederi maintain only a loose alliance.
Each clan is led by a leader, or a “Macu”, who is usually the greatest warrior (or for some tribes, a wise man).
Elections are held every six monts at the clan’s two Assemblies (Se “Macutanoma”, sing. “Macutano”), which are
held at midwinter and midsummer. Both men and women are eligible to stand as Macu, but the honor usually
passes to a male.

SOCIAL STRUCTURE
The clans join each spring and fall, at the equinoxes, for the two “Forgage Festivals”. Featuring sporting events and
tests of will, these gatherings serve as the principal social outlets for an otherwise scattered people. Macu take
advantage of these raucous events to arrange intertribal marriages.

Note : see ICE’s supplement Shadow in the South, for more information on the Sederi

6. Government and Politics

Control of the Twin Nations has changed hands many times throughout the centuries. In the first age it was the
Elves, in the second age the Mag and Tumag had to fight each other as well as the powerful Numenoreans for
dominion over their realm. Since the mid-Second Age the Twin Nations have been united and they now together
fight all opposition. The leaders of Mag and Tumag face many adversaries these days, although open war has yet
to be seen.

6.1 THE TAMSKA

Since S.A. 3411, when Vedana Pan gave herself the title of queen, the Twin Nations have been ruled by Tamskas.
The Tamska is a monarch who cornmands the executive, judicial and legislative branches of the government. She
oversees the military, conducts diplomacy, confers titles, and decrees punishments. From her citadel in the heart of
Alyahopa, the Tamska of Tumag controls her realm with a silken fist. Her power comes not from displays of military
might, but from successful military tactics. This does not mean however, that her position is humble. The Tamska is
worshipped as a goddess because her people believe that she is a divine being.
The Tamska is chosen by a six-membered council of wise men. Every child born on the first day of the year is
"tested" for signs of divinity by that council. Once the heiress to the Tamska's throne is discovered she is raised
secretly at Koorul, the ancient monastery in the Nols Jedil. There she is educated in language, diplomacy, the fine
arts, and magic. In the time around 1640, no child has yet been found to be replace the Tamska. The wise men of
Koorul are anxious to find a girl, as the Tamska is moving into the last stage of her life.

6.2 The Tribal Leaders
6.21 Logajan and T’del of the Usij
The two leaders of the Usij Clan live in a fortress situated in southern Durkandig. They are calm, intelligent and just.
The Usij tribe is the smallest of the three, and therefore has less to do with Mags structure. The Worake and his
wife tend to their dominion and rarely involve their tribe with anything out of the ordinary.
Logajan is 5'10" tall, has brown eyes, short black hair and tanned skin. He is 61 years old. T'del is tall (6'). She
possesses light brown hair and hazel eyes. Her skin in dark. She clearly has elven blond. She's 52.

6.22 Kadamb and Alginda of the Gamikis
Kadamb and his family live in Rakal. The Gamikis tribe is the most abundant and influential tribe of Mag. The two
clan leaders are strong and sometimes harsh, and usually get what needs to be done, done. Alginda is quick to
condemn foreigners. Kadamb is more thoughtful, though he seems to care more for his own tribe than for the whole
nation.
Kadamb is an excellent warrior and stands 6'1" tall. He has medium length black hair, brown eyes and tanned skin.
His wife, Alginda, stands 5'4" black hair, grey eyes, and medium tanned skin. Her ears are stretched to her
shoulders- unusually long.

6.23 Obral and Cynolis of the Mudug
Obral and Cynolis are the oldest clan-leaders, Obral being 73 and Cynolis 69. Their tribe provides much of Mag's
wealth. Their fisheries and trade keep the economy stable. However, the Mudug seem to rarely profit much from
their endeavors. They do not receive the respect they deserve. Obral was once the greatest naval warrior of Mag.
Obral looks very old. His hair is grey, his eyes dark brown, his skin tan. He stands 5'9", hunched over: Cynolis has
aged well, and she loves her husband dearly. She is 5'5" tall, has grey/black hair, brown eyes and tightly tanned
skin. They live in Jesbutu under the protection of Aekil, the eastern warlord of Mag.

6.3 Followers of the Shadow
The presence of the Shadow in the Twin Nations is strong, but not as focused as it is in the Dominions of the
Seven, the lands of Mumakan, and Greater Harad. Because the people of Mag and Tumag do not yet pose a great
threat to the adjacent realms of Indur and Akhorahil the Ringwraiths, their efforts are directed elsewhere. In the mid
1600's, Sauron has allowed more attention to be payed to Mag and Tumag. The presence of the cruel princess
Sendla has urged Indur to seek an "alliance" with the Twin Nations. This only when Sendla takes control and
becomes a minion of Sauron.
Perhaps the most influential evil-doer in the realm is the legate of Indur, Aellitat. His words twisted Sendla, and
through his advice, the wishes of Indur find life in her. Aellitat now must continue the ideals of Indur though the
Ringwraith has returned to Mordor: The forces of the Cloud-Lord are no longer in a position to attack any popular
resistance in the Twin Nations. However, the Army of the Southern Dragon is ready and willing under the
"stewardship" of Uthcu. So Aellitat carries out Indur’s plan of corruption.

6.31 The Army of the Southern Dragon
Although Akhorahil's army is focused in Harad and the Seven Dominions, it still poses a large threat to the free
People of the Twin Nations.

6.32 The Black Tide
The Black Tide is an evil group that operates exclusively in the Twin Nations. Athum is their twisted leader. Their
base is in the Emyn Feleg, in Athum's monastery.
The ranks of the Black Tide are filled mostly with dark men- but a surprising number of orcs and other foul creatures
follow Athum as well. Their chief purpose is to keep a darkness flowing in the Twin Nations. When and if Sauron
attempts to take over the lands of the Mag and Tumag, Athwm's group will be there to offer support in the form of
terror.

6.33 The Slayers
The Slayers serve as a constant reminder of Sauron's strength. They are led by a powerful Hall-troll Hargrog, who
was once one of Indur Dawndeath's chief lieutenants. Often airborne, these assassins strike during the night, or a
storm's dark hours. Their nimble Fell beasts know virtually all of the routes through the Yellow Mountains and
possess an uncanny sense of direction that enables them to find their enemies in even the worst weather.
Hargrog's foul mount, Udom, is the largest of these flying creatures and is said to be the offspring of a Ringwraith's
wicked pet.
Because of the presence of the Black Tide, the Slayers rarely operate to the east of their mountain stronghold The
Stayers employ a pendant, a small red dagger on a black drain., as their emblem.

6.34 The Hurthaz
The Hurthaz are the main enforcers of Sauronic worship in Mag and Tumag. Founded by Rakija, an evil magician
(woman) from Isra, the group is spreading their religion throughout the cities of Tumag.
The Hurthaz are quiet and mysterious, trying to bring as little attention to themselves as possible. When looking for
new additions to their church, they seek out only those who they believe they can persuade those that pose a threat
to them often meet ghastly deaths.
Their members can be recognized only by their Sharp teeth; the Hurthaz file them in initiation rituals. Otherwise,
Hurthaz appear to be normal people. They sometimes wear their symbol, a black octopus, on a pendant around
their neck.

6.4 Independant groups
6.41 The Cult of the Guna Ucar
Wardens of the wild lands, the cult members are a group of monks who protect and live in the wilderness. They
travel throughout the Twin Nations, doing various helpful deeds. They have sometimes thwarted the plans of dark
men.
The Cult of the Guna Ucar maintain their base in the bamboo forests and have formed friendships with many of
their namesakes; the Giant Pandas. The demon Jovkuar continually threatens the peace of the cult.

6.5 Rovers

6.51 The Garks

Instituted by Vaal Gark, the Desert Screamers exist to further Vaal's interests in the South- Their peculiar, nocturnal
calls gave birth to their common name; however, they call themselves Garks. Rugged, relentless outdoorsmen, the
Garks are among the most able and fearsome mercenaries in all of Middle-earth. Their symbol is a gaping red maw
on a white
field.

6.6 Slaves
Slavery is common is the South (of Middle-Earth, of course), including the Turin Nations. It is generally accepted,
though some groups protest it. Slaves are given a social hierarchy by the free world. Some slaves are treated Like
dirt; they are beaten and starved. 4Vhite others live better than. many free men. It all depends on the wealth and
character of the slave's master.
Slaves can be purchased in two ways. The first and Most common way is to visit the slave market. There, men
women and children are auctioned off to the highest bitter. Professional slave traders are also available to find "the
perfect slave for you. They are more expensive, but often very efficient.
The average price for a strong mate slave is 500gp. The price of female slaves varies somewhat more because of
their appearance.

7.0 People of note

7.1 Tamska Hanan

The most prominent figure in the Twin Nations is that of Tamska Hanan; Queen. From her citadel in Alyahopa, she
controls most the activity in her realm. Hanan is 62 years old. She was born in northern Tumag to middle-class
farmers in TA. 1579. A few years before the Tamska of the time died, all girls between the ages of 6 and 9 were
taken to Koorul. After three days of testing the many children, Hanan proved to be the “special" one (she was 7).
For eleven years she trained at Koorul, becoming Tamska when she was 18.
Hanan’s rule has been a calm and prosperous one. She has maintained her firm control and quick intellect. Though
she is becoming weak physically, Hanan's mental prowess is very keen. She is kind and cool tempered, though a
bit haughty. Hanan admires beauty and nature, often spending bouts in her large garden. She detests war and
many of the masculine aspects of her duties. The Tamska is afraid of the sea and will not ride in boats.


7.2 PRlNCESS SENDLA
Of all Hanan's enemies, the most dangerous is her own daughter, Sendla. Unbeknownst to the Queen, Sendla is
plotting her mother's murder. The Princess has given Hanan no reason to suspect her daughter- Sendla acts the
role of a proper and loving child.
Sendla was born in TA. 1622, making her only nineteen years old. She has never loved her mother, and has
wanted to kill her for some time. She aspires to gain the throne of the Twin Nations, and will stop at nothing to meet
that end. In 1638, she met the pirate, Kaluthur: She enlisted his help, giving him the promise of great wealth. Sendla
meets with her small group of followers on Kaluthur's ship, the “Anket's Edge”.

7.3 KALUTHUR
Born into a wealthy Numenorean family in Tanturak (TA. I583), Kaluthur has always been well off. When he was
sixteen years old he forced by his father to become a deck-hand on a battle-ship. His naval career escalated from
there, eventually landing him in the captain’s seat when he was twenty-seven.
Kaluthur was a mildly successful captain, but he never achieved great fame or honor: In TA. 1628 he was caught
smuggling illegal goods and was stripped of his rank. Instead of facing his charges, Kaluthur stole his ship and
escaped Sarul, heading for the open sea. He and his former crew became pirates, operating chiefly in the Bay of
Ormal. After four successful years of piracy Kaluthur decided to settle down and relax, he sailed south in search of
a suitable haven. When he came upon the Rhina Bay in Tumag, he realized that he was given an. irresistible
opportunity to continue his illegal actions.
For five years, Kaluthur and his men ravaged the bay and were not intercepted by the navy of Tumag. One day,
Kaluthur's life took an interesting turn, he met up with the powerful Sea-drake, Gesathago. While sailing in the bay,
Kaluthur's lookout claimed that he saw something huge off the port-bow. Seconds later, the ship was given a mighty
bash that nearly sunk it. Kaluthur realized that it was a drake and began preparing the harpoons. But before he
could finish giving his orders, the beast brought it’s huge head out of the water directly in front of him. The pirate
pulled out his sword, just in lime to deflect a blast of water, spot by the drake. With his magical armor and sword,
Kaluthur battled the creature from the edge of his ship. Kaluthur somehow managed to subdue Gesathago and
survive the melee.
Kaluthur had the injured dragon bound with nets and towed to shallow water. Once near the shore, Kaluthur began
talking to the beast, scorning and beating him. After a long discussion, Kaluthur realized how much he admired the
dragon and how he could use the creature's power to his own benefit. So, instead of killing him, as he had planned,
he would make an agreement with him. Kaluthur and Gesathago agreed to make an alliance, with the goal of
milking as much wealth as they could from Tumag. Their plan was given substantiality when Princess Sendla asked
Kaluthur to help her take control seize control of her mother's kingdom.

7.4 KO
Ko is Hanan's servant, a young man who runs errands for her. Ko has been the Queen's servant for ten years,
since she found him on the streets of Wokdis, when he was nine years old. The Queen caught him attempting to
steal her shoes while she was bathing in the famous baths of Wokdis. She quickly grew fond of Ko and took him
into her care.
Ko was first trained in the ways of the court and was educated properly by the royal scribes. In 1634, when Ko was
twelve, he became Hanan's official Nasald (Ma. "Retainer'). Since that time he has been a loyal and exceptional
servant of Tamska Hanan.
Ko has learned of Sendla's evil schemes through an old seer who lives in the great swamp. Hanan would not listen
to his explanation of her surrounding danger, so Ko has gathered his most trusted friends to help him protect the
Tamska's throne. In small and in great ways, Ko has delayed Hanan's intended murder and will perhaps save her in
the end.
Ko is young and strong, although he often appears timid and weak alongside Hanan because of his courtly attire
and presence.

7.5 AELLITAT
7.6 GASHAL
Gashal is the stern leader of the Tumag Navy. He is a tough and intelligent warrior of the seas. The Tamska and he
share a mutual trust and friendship. He was born in Urnbar, where he was trained in the navy. While on an
exploitation mission, he landed in Mag. Instead of raping the Twin Nations, he fell in love with them. His men
mutinized and returned to Urnbar, where Gashal is wanted for treason. In the Twin Nations, however, he rose to the
top of the naval ranks and now enjoys a great deal of power:
Gashal is a large man, standing 6'4" and weighing 260lbs. He has short grey hair and brown eyes. Because of his
age, 56, he appears rather weather beaten. But Gashal is a superb warrior, when he must be.
Gashal's ship, The Sunffire, is the largest ship of the Tumag Navy. It rarely leaves the ports of Alyahopa.

7.7 POTHEK(Chief of Modune)
The leader of Modune is an aging Lom'chyan warrior. He gained his position through tribal elections following the
death of the previous chief. During his thirty year rule, Modune has maintained a stable system of life. Pothek only
allows his army to defend their own land, he never consents to attacking for independant reasons.
Because of his home-oriented politics, Pothek has gained rivals who wish Modune to expand and conquest. When
he dies, elections may bring such a rival to power. Therefore, Pothek has a powerful group of elite Guards. His
home is humble compared to most rulers', but his land is rich and fruitful. Pothek is generally liked by his people.
Pothek is 60 years old. His hair is still mostly brown, his skin is fair, and his eyes are hazel. He stands 5'11” tall and
weighs I55lbs.

7.8 VAAL GARK
See ICE's supplement Shadow in the South for information on Vaal Gark.

7.9 RAKIJA
Rakija started her evil group because she had a vision. In her vision, the Dark God touched her. He promised to
give her eternal darkness within him if she would spread his words. She may have been dreaming, or the vision
may have been real. Either way, she did form her cult of evil religion, the Hurthaz. Their name translates in no
known language, Rakija heard it in her vision. Rakiija will stop at nothing to further her purposes.
Rakija is 5' 3" tall. She has black hair and blue eyes.
7.10    BLOODBARK

Bloodbark was the first Ent corrupted by Athum, and the most powerful. He leads the other ents and Huorns of the
Green-Sky-Wood. He is slow, as are all ents, but his deep eyes reflect a thoroughly blackened heart and fiery spirit.
Bloodbark travels within the Green-Sky-Wood spreading evil subtly. Bloodbark rarely engages in battle; instead, he
prefers to finger in the shadows while huoms in his control deal with any disturbances. Bloodbark is a powerful spell
user, though he does not display his powers often. The corruption of the forest is his first goal, the destruction of the
free peoples who enter it is his second.
Bloodbark resembles a smooth, blackish-red Thudula tree. His leaves are dark green, his eyes deep brown, with a
spark of golden light within. Bloodbark stands thirteen feet high.

7.11 GREYROOT
Greyroot does not help Bloodbark much in the way of spreading evil; he merely likes to sit and watch. Greyroot is
evil at heart, though he was the most difficult for Athum to convert. For most of his time, Greyroot remains in his
dark hollow in the western portion of the forest. Those brave enough to enter must face the Ent and his darkness.
Greyroot is a gnarled oak-like Ent, standing ten feet high.

7.12 WINDCATCHER
Of the three Ents, Windcatcher is the most "treeish". He rarely moves, usually preferring to sit and sleep. He is
extremely slow of thought speech, and movement. Currently he lives in the southern region of the dark forest,
beside a small swamp. When he is so inclined, Windcatcher will attack men; either with force or with subtle spells.
Windcatcher appears to be a twisted Thudula tree. He looks very much like a real tree.

7.13 JOVKUAR
In the shadows of the bamboo forests lurks an ancient being, Jovkuar: He was once a wood spirit who tended the
forest and its inhabitants. After his corruption by Morgoth Jovkuar became a spy for the dark enemy's army. Jovkuar
reported on the elves movement in the forest. Later he was sent to Carnsalqenore to spread evil.
Jovkuar has no servants, besides the few plants he has corrupted. He rarely ventures out of his wooded home,
preferring to focus his evil in one place. When men, elves, or anyone enters the bamboo, Jovkuar often senses it.
He then quickly and silently slays them.
Physically Jovkuar appears as a shadowy demon form with cruel black eyes. His arrival is often preceded by cold
mist.

7.14 ATHUM
The cruel leader of the Black Tide; a concentrated, yet potent source of evil in the Twin Nations. Athum has been
terrorizing the night with his minions for hundreds of years.
Athum was a spy sent by Sauron in the Second Age to watch the southern shores. He was solitary until he formed
the Tide in T.A. 1270. He later fused his spirit with a demon accidentally. The transformation left him slightly less
sane than he had been. He has rarely left his monastery since, because he hates his dreadful appearance. Athum
is hopelessly evil, however.
Athum stands 6'8" tall. He has a demonic appearance, although the presence of his elven blood can still be noticed.
His hair is black, as core his eyes. He has grey bat wings stretching outward from his back. He is a frightening sight,
to say the least.

8.0 Townlife and trade

8. 1 CITIES and TOWNS

Akos
Before Akos was built in the early Third Age, the people of Mag had only small settlements and three tribal villages.
The nine year war with Tumag (S.A. 34 1 I -3420) insensed strong unity in the tribes. The tribal leaders agreed upon
the need for a strong settlement to enable the Mag to resist any future threats.
The capitol of Mag harbors fewer cultures than its sister, Alyahopa. But the city is beautiful and comfortable, despite
a thriving underground of thieves, smugglers, and ruffians.

Type: Port City
Inhabitants: 80% Mag, 10% Tumag, 10% Other.
Population: 18,000
Origin: Founded by the three Mag tribes in T.A. 187
Purpose: Capitol of Mag; cultural and social focus; center of commerce.
Location: At the mouth of the Sopukij river. Symbol: Two, green, crossed Adkas on a field of gold.
Alyahopa

Alyahopa is the largest single settlement in the Twin Nations,
although it is smaller than many of MiddleEarth's major
settlements. The city is fairly cosmopolitan, having many
different cultures within its walls. Many of the buildings have
been expanded upon upward because
of an inability to move outward. The streets are narrow and
colorful. Alyahopa has a population of more than thirty five
thousand people.

Type: Fortified Port city
Inhabitants: 60% Tumag, 20 %Mag, 10%                    Black
Numenorean, 5%
Other mannish, 4% Sindar Elvish, 1 % Other Elvish.
Population: 21,000.
Origin: Founded by the Numenorean Lord, Alyarul, in S.A.
1260. Purpose: Capital and royal residence of the Twin
Nations; center of commerce for Tumag; a training center for
the military; a port on the Haragaer. Location.: In Tumag. On
the eastern side of the river Rusek's mouth, on the edge of
Rhino Bay.
Symbol: A blue rhino head, encircled on a black field.




1. Landward gates (Ma. "Ta Huaka")
The Ta Huaka are large enough to fend off most any
landbound force. They have proven their might several times
in the city's history. The gates are 18' high and 25' wide. They
are made of strong oak. Two portcullises are used as extra
defence.
The gate-castle has several anti siege weapons, including
ballista and mangonels.
2. Administration
City maps and information can be found here.
3. Military offices
The Army of the Twin Nations is organized here. The military
(non-naval) Leaders plan the use of their forces in the many
offices.

4. The Angry Mumak
Though it is not the cleanest, most respectable haunt of ALyahopa, The Angry Mumak claims the greatest amount
of "atmosphere". Ancient wooden tables and chairs are situated beneath a jungle of hanging plants. The air is thick
with burning incense and pipeweed. It is poorly lit, but the naked dancing girls are easy to spot.
The proprietor is a man named Pokustuk, a swarthy, yet friendly and talkative, man. He sells information and fine
southern ale, cheaply.
5. The Canal (Ma “Eki Depat”)
Approximately 110' across and 30' deep. Named for the foreman who directed its construction (Depat). The canal is
used to for transportation of goods, occasionally.

6.      Prison (Ma “Yesakala")
Alyahopa's prison is actually beautiful. This is because it was once a lord's manor and keep during the Numenorean
occupation. The ornate architecture is reminiscent of Numenorean styles. The Inside facilities are clean, at least the
part used by the guards and keepers. The many cells are dark and often damp, due to their depth in the ground.
Debtors, crooked Nobles and other criminals who are not considered violent or dangerous have cells in the prison's
towers and upper levels.
Voded is the head Prison Keeper of the Yesakala. he is an emotionless, intelligent man. Although he doesn’t treat
prisoners unfairly, he never loosens his firm grip on their existence as his captives.
7. .Fire’s Wings
Near the canal, to the western side of the city is the smithy, Fire's Wings . The two smiths, Gosad and Lirjem, make
fine weapons and metal goods for fair prices. Gosad trades and uses pearls and opals alot; the precious objects are
his "trademarks". He will trade metal works for pearls and opals, valuing them more than gold.
Fire's Wings specializes in the making of Adkas and other concussion weapons.

8. The Garden of Audaj
The Garden of Audaj is a very large, and expensive herb retailer: However, nearly even, herb known can be
purchased there. Beygerig, the stem owner has many contacts and suppliers throughout the south. The government
often pays Beygerig to locate needed herbs and poisons.
Beygerig's beautiful daughter, Besanyl, works for her father. although she wishes to live the life of an adventurer.

9 Hospital / Healer (Ma “Veugam ot”)
The Vengam of is a comfortable place to recover from sickness and injury. The air is dry arid the breeze is
somewhat coot. However, medicine is often ill practiced because of the lack of knowledge. Those places in Middle
Earth that are greatly civilized are more advanced than medieval Europe because of magic. But magic is not too
common, nor are magical, or powerful herbs and medicines. Therefore, when someone visits the hospital, it might
not be the best of things.
In places like Minas Anor, Ostelor, and Sarul, hospitals actually work. In less developed areas, like Harad and the
Twin Nations, they are less efficient. So... a patient of the Veugam ot will recover 2x as fast as normal. This is
because of the rest and care provided. But, a patient has a 15 % chance, every day, of being exposed to an
infectious disease. Surgeries are often dangerous, painful, and produce horrible scars. The chief doctor actually
does wash his hands and tools (not because he knows about bacteria, just because he's clean). There is a 30 %
chance of catching a disease when operated upon.
If a patent is wise enough, and rich enough, to request arn actual magic using heater, that patient will still be at risk
of catching a disease in the Veugam ot, but his/her treatment will be far more effective and painless.
10. Daehithwen the seer

Daehithwen is a 700 year old Sindarin Elf chick. She is not exceptionally beautiful, but she isn't bad looking. She is
a good seer, capable of getting a lot of valuable information with her abilities. Compared to most human seers, her
prices are cheap. This is because as an elf, Daehithwen values money less than humans. :Her services sometimes
have prices in the form of service, or certain items.

11. Oaded's Red Wave Tavem
Daded's establishment is a fine example of Mag and Tumag culture. It is one of the most popular places in the city.
Every night, scores of people dine and drink there. On warm nights (most of the year), the outdoor tables are fitted
with talkative guests.
Oaded has good workers and keeps the place clean. Inside, the popular gambling game of Vevid (sitlar to checkers,
but with four players) can be played. Traditional Mag and Tumag food is served. Oaded's is famous in the Twin
Nations for its good prices, comfortable atmosphere and its fried Tajeg beetles. No weapons are allowed inside,
camels and horses are kept in the stables behind the tavern.

12. Aukilkast the shipwright
Aukilkast was born in the city to a Black Numenorean sailor and his wife. He swiftly learned the skills required to
fashion ships when he was growing up. He has made his work into a form of art. His ships are considered by many
to be the finest in the Twin Nations and Pel,
Aukilkast is not a cheap crafter, his price slightly higher than most. But the quality of his vessels outweighs the
inconvenience of their price.

13. The Seaward Gates (Ma "Ualeg Huaka")
The Valeg Huaka are similar to the Ta Huaka in size and defensive capabilities. The Valeg Huaka differ in that they
were built by the Mag, not the Edain. The architecture is similar, but the decoration is more exotic.

14. Lajao the foodmerchant
Lajao's goods are as good as any, although his selection is limited. He is associated with a local crime group, the
Yutjuk, whom he supports in return for a portion of whatever the thieves get. He hides his linkage well.
Lajao is a short, chubby, and foolish man. He smiles often and lies much.

15. The White Island Inn
The White island Inn is the largest in Alyahopa. Most of its customers are sailors. Kerea is the aging woman who
runs the Inn, She is kind, but very serious about her rules of conduct.

16. Naval Administration
The navy is organized here. Sea trade is also regulated by the navy, so any special requests, any passes, or
marine information, etc. are to be got here.

17. Market/Bazaar
For most of every day, Alyahopa's Bazaar (Ma. "Eulpita") is crowded with people, animals and goods. Fresh fruit is
very common, as are live food animals (birds, turtles, the occasional fish, insects, and small mammals). The exotic
smells greeting one's nose is amazing. Spices and herbs are abundant, as are pickpockets. The .Eulpita is a
popular hang-out for Alyahopa's teenagers and youth.
The Eulpita is best when one is looking for perishable goods and the daily necessities. The commercial docks have
other, tricky items.

18. The Thorn inn
The Thorn Inn is popular among visitors from outside of the Twin Nations because the owner speaks many
languages and knows many foreign customs. The owner is Ailrain, a half-elven guy from Mumakan.
19. Royal Bank/Moneylender
Accounts are given to only those who have proven their substantial wealth.
Foreign currencies can be exchanged with a 2% charge.
Loan interest 20% (subject to change; use purchase chart in ChLCaL (pg. 23). Maximum loan is 2,000 gp.
Collateral required.
20. The Ship of Dreams
This is a popular brothel. The women are exceptionally beautiful. Most of them were captured from other nations
and sold into slavery. Lutabor, the owner, pays top dollar at the slave markets for good-looking girls. Sometimes,
the women are very malicious, giving Lutabor "reason" to treat them 'poorly ".
One girl Mrs: 2sp
Two girls Mrs: Igp
One girt 5hrs: 6sp
Food and drinks are served during business hours (11:00 AM - 11:00 PM)
21. Naval Docks
22. Commercial Docks
Like the Bazaar, the docks are a bustling mass of people and goods whenever there are several new ships docked.
Starting at 7:00 AM, street merchants and anyone with something to sell head for the docks to trade and make
money. The most exotic goods in the city can be found at the docks.
Depending on the presence of the law, many illegal goods (certain drugs, weapons, poisons, animals, and misc.
forbidden goods) can be purchased here
23. Lighthouse
This tower is rustic when. compared to those of Gondor, though it was built by the Numenoreans. It was constructed
quickly when Alyahopa was first established to penetrate the fogs that blanket the Uan Omgeg. It was slowly
improved upon by the Edain, and recently by the Tumag (renovations, 1606), but it remains a minor lighthouse.
The construction of a second, intermediate lighthouse has been approved by the government. The new tower will
be constructed on an island in the Uan Omgeg.
24. Royal Temple
The Tamska is faithful to the religion of Sevelji, and so are many of the Tumag. Most of this temple is open to the
public, but certain chambers are reserved for nobility. Statues representing various deities surround the chamber.
Halls lead to other small, or private chambers.
The Tamska visits periodically in the evening to worship. Sendla used to accompany her mother, but in the past few
years, she has neglected her worship.
25. Slave Market
26. The SummerMoon tavern
The Summer Moon is known by many elite smugglers to be an exceptional place to meet and discuss deals. Ri the
owner, ignores most illegal transactions and discussions in his tavern. Violent customers are quickly shown the door
by Ri's effective bouncers. Ri will sometimes ask customers who discuss highly illegal or taboo things to leave.
In appearance the Summer Moon is beautiful. There is an open roof (covered by a removable trap in bad weather),
intricate wooden statues, good food and drink, and occasional entertainment (usually "comedy" or music).

27. Library
There are over 10,000 books and 3,000 scrolls here. The main languages found are Mag, Sindarin, Adunaic and
Apysaic... though many others are present in small numbers. No books may be checked out.
The library is comfortable, being stocked with large couches and sitting areas. Several fountains bubble happily
amongst the paper-bound knowledge.

28. Temple of the Servants of the Real Fire
This temple is much smaller than most of the Servants' set ups. This is because the Tamska has put pressure on
their cult, for her own reasons. The Servants in Alyahopa keep a low profile fn response to this.
The structure is a high stone pillar upon which the dead are placed, to rot and dry in the sun.

Okavango
Okavango is a mystical, exotic city. It is a major center of religious activity in Mag. The freshwater fishing
industry is extensive in Okavango.
Type: Walled City.
Inhabitants: 90 % Mag, 8% Tumag, 1 % Other mannish, 1 % Elven.
Population: 10,000.
Origin: Founded by several religious groups circ. T.A. 256.
Purpose: Trading and religious focus in the Emyn Feleg.
Location: Eastern shore of Cika Mag in the Emyn Feleg.
Symbol: A black lobster on a purple field.

Sessin (Tumag)
Type: Large village.
Inhabitants: 90% Settlers from Morenore, 10 % Other. Population: .1000.
Origin: founded by refugees from Morenore in 1609.
Purpose: To sustain its inhabitants.
Location: Southern Tumag
Symbol: none.

Rakal
Type: Highland town.
Inhabitants: 90% Mag, 10% Other:
Population: 9, 000.
Origin: Founded by the Gamikis tribe in early Third Age.
Purpose: Place to live or something.
Location: South-eastern reaches of the Emyn Feleg.
Symbol: An elaborate green triangle on a grey field.

Thega
Type : Riverside city.
Inhabitants: 70% Mag, I5% Tumag, 5% Black Numenorean, 5% Elven, 5% Other mannish.
Population: 9, 000.
Origin: Settled around S.A. 1210.
Purpose: Trading on the Rusek and the Sajoc Pul
Location: Where the Sajoc Pul crosses the river Rusek.
Symbol: A stylized bridge.

Jesbutu
type: Fortified hill city.
Inhabitants: 90% Mag, 5% Tumag, 5% Other.
Population: 10, 000
Origin: Founded as a fortress of a Mag warlord in the Second Age.
Purpose: Seat of the Mudug tribe; fortress of Mag's eastern warlord.
Location: On the western edge of the Ojava swamp.
Symbol: Three black stylized fish around a golden circle, on a red field.

Guishas (Modune )
Type : Vertically situated hillside city.
Inhabitants: 95% Lom'chy, 5% Other.
Population: 17, 000
Origin: Founded by the Lom'chy in T.A. 1090.
Purpose: Center of most facets of society in Modune.
Location: North-eastern Tumag, north of the Wamo Kuala Deg.
Symbol: Stylized flower.

Hosis
Origin: Fortified town.
Inhabitants: 90% Mag, 10 % Other.
Population: 8004
Origin: Founded by a northern Mag warlord in early T.A.
Purpose: Home to thousands; bamboo trade. Location: North-western Mag, flank of the Yellow Mountains.
Symbol : Intertwining Vaem branches.

Sashal (Tumag)
Type :
Inhabitants:
Population:
Origin:
Purpose:
Location
Symbol :

Wedrulma (Wamo forest edge)
Type :
Inhabitants: 90 % Tumag, 10 % Other
Population: 2000.
Origin:
Purpose:
Location
Symbol :

Kimej
Type: Canyon city.
Inhabitants. 88 % Tumag, 7 % Mag, 5 % Other.
Population.: 14,400
Origin: Founded in S.A. 801 by Tumag settlers,
Purpose: Mining, trading.
Location: East of the Uan Omgeg the Borovat canyon. Tumag.
Symbol: A broom hawk on a white field.

Sarataira
Type: Fortified town.
Inhabitants: 80% Black Nurnenorean, 18% Mag, 2% Other mannish.
Population: 8, 000.
Origin: Built in the Second Age by Numenoreans for the purpose of building ships and warcraft
Purpose: Still functions as ship-manufacturing center; fishing community.
Location: Eastern shore of Uan Omgeg, south of Alyahopa.
Symbol: Green galley type ship on white field.

8.2 TRADE
Trade is encouraged and extensive in the Twin Nations. Most shipping is, amazingly, done at sea. The roads are
used heavily, however, by merchants moving abort within the Twin Nations. Many of the ships docked in the parts
of Tumag and Mag come from the regions surrounding the Bay of Ormal or the lands of the Mumakan peninsula.
Needless to say, the Twin Nations are now dependant on other countries for their prosperity. Once, they could
support themselves, but eventually their economy grew beyond their own resources.
Exports from the region include Oduluda and Thudula woods, Vaem, spices, herbs, exotic birds and animals,
seafoods, caftan and cotton products, and pottery.

8.3 ROADS

8.31Sajoc Pul (Ma. "Sun Road')
The Sun Road was the first well-established road of the Twin Nations. It was used to travel through the heart of the
region, from village to village. The Sun Road remained little more than a dusty path through the grasslands until the
Numenoreans landed. The Edain, seeing the necessity of the road, built upon it to create a fine highway. They
paced most of it, placed marker stones every five miles, and dug wells along it.
Most of what the Numenoreans did stilt remains, although in same places the paving stones have been worn down
to almost nothing.

8.32 Pul Wajajed

9.0 Places of Note
9. Dark Tide Momccstatry
See upcoming module, Places of the Twin Nations.
9. Falls of the Crocodile

9. Temple of the Hurthaz
       First Level:
       A. Entrance:
       B. Battle room
       C. Training room
       D. Pool/Bath
       E. Herb/Poison room
       F. Gathering area
Second Level:
A. Owar's Golem.
B. Master's room
C. Leaders' rooms
D. Students' rooms
E. Master's study

9. The Slave market in AIyahopa
See upcoming module, Places of the Twin Nations. The notes following the printed text offer some information on
the slave market.

9. Sjolukela, the citadel
Unless otherwise noted, all interior door-locks are Hard to pick. Lamps or torches are usually spaced about 20'
apart.

First Level
A. Entrance: The doors are forged of magically reinforced Shadarnabo, Each door is 12" thick, 6' wide, and 8' high.
Each door has 92,000 hits (AT 10). A section of a door that a man, can fit through (12" thick, 3' wide, 6' high) has
20,000 hits. The doors can only be opened from the inside, or via a hidden key panel. The panel is disguised as
stonework, and is hidden in the shadows of the overhanging archway (-30 to detect). One must have a key to open
the doors. Only a select few members of the court have keys.
Beyond the doors is a 40' passageway. Its marble covered walls are ornately carved with floral patterns. Murder
holes in the ceiling allow soldiers to pour heated liquids (oil, acid, etc.) onto invading peoples. A strong iron
portcullis blocks the passage two-thirds of the way through. It is let down every evening and in times of caution. Two
guard rooms wait at the end of the hall. Four guards are present in each at all times.

B. Great Hall: ,This grand room. serves to glorify the power of the Tamska. The walls are covered with sweeping
inlays of Edmi (Ma. "white-gold", S. "Mithglin). The rounded ceiling is adorned with several large pates, like those of
the Numenoreans.
Four large pillars are present in the middle of the hall. Each is made of dark wood, and has on it a pictorial history of
the Twin Nations. The complete history, up to the reconstruction of Alyahopa in TA. 799, is seen by starting with the
first pillar on the left and walking counter-clockwise.
The Great Hall (Ma. "Kirnbda Buag") is used as a mustering room for the soldiers in times of war.

C. Throne Room: The room is almost as large as the Great Hall, and equally if not more beautiful. Slight buttressing
sweeps up into an interesting network of stone carvings, resembling intertwining vines, flowers and birds. The
ground is covered with smooth, reddish cobblestones. Numerous lamps keep the room welt lighted. The entire wall
behind the Tarnska's throne is layered with gold. The torches on either side of the throne create flickering
reflections on the gold.
The actual throne is crafted of reddish brown Thudula wood. The seat and back are quilted with fine silk and cotton.
The Tamska can use the two fist-sized mulakana pearls set in the thone's arm-rests for several things. She can
summon a wall fire, she can call a bright flash of blinding light, or she can make a barrier shield around herself and
the throne. The secret passage behind the throne is difficult to see (extremely hard).
The Tamska's Elite Guard of thirty men always stands alert, flanking the throne.
D. Barracks
E. Mess hall for soldiers
F. Councelroom: Here, alt the serious meetings are held. When matters of great importance need to be discussed,
the main councelroom is used. The Tamska will usually have meetings with the Mag tribal leaders, or other
high.-positioned dignitaries, in this room.
A massive stone table sits in the rooms center. The walls are adorned with colorful tapestries. The hidden door is
Very Hard to perceive.
G. Tarnska's Bath: The Tarnska often relaxes in this humid room. The large pool is heated, and is constantly
refreshed with clean water from underground piping. The water is 4' deep at its deepest. There are low-built beds
for the queen to recline upon. The hidden door is Very Hard to see. Toilet morn
L Seer's room: In this dark morn, the Tamska's seer uses his/her powers to perceive any dangers or knowledge that
the queen would be interested in.
The current seer is a woman named Isiniey.
J. Elite guard room: The queen's thirty Elite Guards live in these chambers and stand guard from them when the
Tamska is upon her throne, the Guard protects her. While elsewhere, the Tamska is guarded by ten of the Elite
Guard, as welt as other Guards.
The rooms are furnished with bunks, cabinets and weapon racks.
R: Dressing room
L. Living quarters
M Magic Users' Tower: In this tower, all of the Tamska's magic using court members reside. The first floor is empty.
The second is a relaxing room, full of soft furniture and such. The third and fourth levels are divided into three
rooms each for someone to live in.
N. War Tower The War Tower is used for various things. Weapons are stored here, soldiers sleep here, scouting
instruments (telescopes) are used here, and sorbs training takes place here.
4. Small Lib
P. Storage
Q. Guest errs
R. Storage tower
S. The Princess' Tower. The beautiful Princess Sendla has the whole tower to herself. Much of what the tower has
to offer is neglected by Sendla. Sendla usually locks herself in her morn or her study.
Z: Kitchen
U. Main dining hall
V History Room

Second Level:
A. Gathering Hall
B. Martial Arts room
C. Meeting Room
D. Elite gaurd room/quarters
E. Office
F Hidden hall
G Map room
H. Storage
I. Toilet room
J. Maintenance storage
X Portcullis machinery
L. Entrance/battlement lvl 3
M. Lounge
N. Library
U. Guest lounge
P. Treasure room
          Guest quarters
R. Martial Arts Office
S. The Princess' Tower
          Living quarters
U. Hidden closet
V. Magic Users' Tower
W. War Tower
X. Storage Tower
Y. Guard storage

9. Gesathago’s Lair

A. Cave Entrance: The opening into Gesathago's home is in the face of the cliff. It is 50' high and almost 60' feet
wide. Incoming waves make the opening 10' smaller when their crests reach the opening. Moving small boats (10'
long) through the entrance is a medium maneuver (+0), though larger craft have greater difficulty:

I5-24': Hard, -10
2I-30': Very Hard, -20
31-4&: Sheer Folly, -40
4I' +: Absurd, -50
(Moving through the passage will have the same difficulty levels . Vessels wider than 20' can not pass through the
tunnel.)

Hundreds of sea-birds make their nests in the cliffs surrounding the entrance. Their stench, coupled with the salty
sea, gives the air a foul reek that sometimes induces vomiting in those who are already ill from. the effects of the
sea.
B. Tunnel Passage: The huge hall extends deep into the cliff, lighted only by an occasional white shaft of light
breaking through the stone. It is 60' wide at it widest, and 35' wide at its narrowest. With its several turns, the hall is
500' long. For smaller craft, less than 20-30' Long, the hall takes a medium maneuver every 100' to navigate. For
larger vessels, 30-40' it requires a hard maneuver every 50'.
C. Gesathago"s Hall Eventually the dark passage opens up into an even darker hall. The ceiling sweeps up to 70'
high, as the sides expand greatly as well. The water is 30' deep in the cavern, though its
eastern shore slopes upward to shallow water.
D. The "Windshadow": The Windshadow is a sunken vessel that entered the lair thirty years ago (I 609). All but her
first mate were slain by the serpent. The ships small amount of treasure was found by Gesathago and placed upon
his bed. The most-head remains above water, though anything weighing more than 100lbs will break through the
rotted wood.
When Gesathago is sleeping or absent an aquatic zombie lurks about in the water near the sunken ship. It was
once a crew-member of the Windshadow. It only becomes active when the dragon is asleep or out of the cavern.
E. Dry Area: On the far side of the cavern, a beach lies. Here is Gesathago's nesting area. He has accumulated a
fair hoard of treasure, upon which he sleeps. The only light is that from the roof of the cavern, over the water: A
single ray of light pierces the ceiling. This provides very little light for Gesathago's bedding area. Those who lack
night-vision, beware.

				
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