The Complete Guide to Umbar
"Oh, there is trade in Umbar. The whole city is based on trade...trade of information, trade of goods, trade of people, trade of loyalties. It is a mighty city, surrounded by a great
impenetrable wall and holding an impossible amount of people inside. Six Towers made long ago stand watch over this all, with her Lords and Ladies at times squabbling and making war on each other and at times working together for the good of the city. It is a wild place filled with intrigue, but it is also a wonderful place, where anyone can succeed if they just have the luck and skill to. It can be a very fair place... and sometimes fairness can be harsh."
- Lady Arali, Tower Lord of Umbar, Farside Tower
Calendar
In Umbar the day is considered to be from sunrise to sunrise. There are 356 days in a year, 7 days to a week, and 12 months to the year. Ten months have 30 days and two have 31. There are three days in the year that are considered to belong to no month: the first day of the year, yestare; the middle day of the year, loende; and the last day of the year,
mettare. Every fourth year two days called enderi
The Complete Guide to Umbar: Ecology
The climate of Umbar is subtropical, dry. This means thatthe city has hot summers (75-80 degrees F) and mild winters (45-50 degrees F), giving it a moderate temperature variation of about 30 degrees per season.
Precipitation ranges from virtually nothing during the summer to five inches per month during the two midwinter months. It averages 20 to 30 inches per year.
There are red and yellow soils around the bay with brown and yellow-brown in the areas behind the bay. These all fade into the red, barren soil of the desert that backs Umbar. The vegetation around the bay is mostly broad-leaf evergreen forest (the source of our wood resource) and broad-leaf evergreen shrubs. Farther away from the bay, the forest gives way to scattered broad-leaf evergreen shrubs, and even nearer the desert you find mainly scattered broad-leaf deciduous dwarf shrubs. In the desert itself there are two major types of vegetation: drought evaders, which grow fast during rare periods of wet and lie dormant as seeds
otherwise; and drought resisters, which have lowered their need for water by storing it and by reducing leaf area.
The main crops grown by Umbar are wheat and rye. A few vegetable farms are near the city, but only for their own needs; Umbar does not export any crops other than wheat and rye. There are also grazing lands for cattle, mumakil and goats, and some herds of pigs. (The pigs are barely tamed, and will attack anyone except their usual keeper.)
In addition to wheat and rye, Umbar also exports copper and iron. There are several mines in the area for each. There was also a small gold mine, but it has been played out for generations. Umbar now imports all gold from the south.
The most well protected crops in Umbar are those necessary for the building of ships. Wide fields of flax provide linen for their sails, and two types of trees are used for the ships
themselves. The tall 'mast pine' is prized for its straight form and strength. It is a major crime to cut down such a tree. The second tree is the 'southwood tree' used as planking and ribs for the hulls.
The types of animals found in the wilds vary as one travels from the fertile area surrounding the coasts to the arid desert. Owls and hawks can be seen along the coast, but they are replaced by quails and doves as you enter the more barren lands bordering the desert. In the desert itself, are swifts, swallows, and wrens. Vultures are everywhere.
One of the strangest birds of the desert is the road runner. This fast running bird is a hunter who feeds on snakes. It is not unusual to see a road runner with half a snake hanging out of its beak. Sometimes they kill a snake that is simply too big for their stomach to hold, and they must wait for the first length swallowed to be digested before they swallow the next few inches.
The most deadly snake of the desert is the viper (of which there are several types). It has adapted to the sands of the desert, and moves through them in such a way as to leave parallel grooves pointing diagonally in the direction that the snake is moving.
Another poisonous inhabitant of the desert is the fire ant; but they are small, and each ant can only give limited damage. They are not dangerous unless a person is unable to move and brush them off. However, if a man should be tied down over a fire ant mound, death could result.
There are numerous non-dangerous animals in the area: rabbits, deer, squirrels, chipmunks, etc. It is possible to live off the land except in the desert. To do so in the desert requires specialized knowledge and training, and no little luck. The [link here] Narakshi are one such example of a success (or luck) story.
There are also types of dangerous animals that live off the game in the area. The most
dangerous are the wild dogs, for they have lost their fear of man and will attack him. They are highly social hunters and will cooperate to run down game. Wolves also cooperate on the hunt, but are less likely to attack men unless driven to it. There are a few packs that orcs have taught to hate man by provoking them with weapons bearing man-scent. These packs will attack any people that they encounter. However, these wolves are found more closely north of the city nearer the Poros River, where the Uruk population is more highly concentrated. The desert puma has also been known to attack any man entering its hunting area, for these rare sand-colored cats are extremely territorial. They usually live in pairs, but it is possible that two to three half-grown cubs may hunt with the mother. They are found only in the southern deserts, and in the lands bordering the desert. They are small, rarely growing more than five feet in length.
Largest, by far, of the animals native to the dry reaches of the area called the Haradwaith is the mumak (mumakil, plural). They were used primarily as beasts of war, and carried war-towers. They also proved quite
frightening to horses. Being virtually indestructible, they were most effective as the center of defense for the Haradrim in battles. Their one weak point was their eye; an arrow to this small, elusive target could bring a mumak down and kill it. The other name this great best might be known by is "oliphaunt."
The strangest animals of the area surrounding Umbar is the Giant Sloth Bear (so named for its looks, rather than any provable kinship to either of these animals.) The creature is from 15-20 feet in length, has a deep, thick, dark-brown fur, and is reputedly the stupidest animal on the continent. Even orcs seem smart by comparison. They live entirely underground in winding sets of tunnels that they dig with their sharp claws, claws that can even go through the softer rocks. They are not aggressive, but they are not timid either. Rather, they continue on
whatever they have decided to do, while ignoring anything around them. They can, and will, dig right through a man if he is standing where they want to dig and doesn't get out of their way fast enough. Since they are huge beasts (2500 to 4000 lbs) and run much to fat, it is difficult for a warrior to hit a vital organ. There is much reason to suspect that either their brain is not in their head or that it is not a vital organ, since head blows rarely kill them.
The Complete Guide to Umbar: General
Political Structure
Umbar is currently ruled by an oligarchy of six who are called Tower Lords. Each has his own naval and ground military forces, loyal to him and completely at his disposal, as well as being direct liege lord of approximately one sixth of the arable lands around the Havens. They are evenly balanced in power, which explains why there is an oligarchy rather than a Kingship. But while they contrive against and compete with each other, the Kin-Strife is clear enough in their memory to prevent open warfare, for they were bred from the losers of that conflict and civil war is still a bitter thing to them.
Umbar is a warrior society, and warriors are deemed to be superior to non-warriors. The lowest ranking seaman considers himself vastly superior to the richest merchant, even though the merchant, by reason of his riches, may command vast influence. Those who serve on the ships consider themselves superior to the city guard and household guards of the wealthy, a position that the city guard and household guards have been known to take exception to. But it goes hard on any non-warrior who resents the warrior attitude - mainly because the warrior is trained in weaponry and the citizen is not.
All of the oligarchy are Lord-Warriors. The personal devotion of their followers is based primarily on pride in their Lord's military abilities, and [link to the religion page] religious following. They have an unvoiced, but unbroken (so far), agreement not to meddle with each other's territory during absences caused by raids, since they know that they must all raid or lose respect, and thus lose power. This, of course, does not count for any other types of absences, and so they all seek loyal and strong fiefholders to guard their rural interests when they are in Umbar, and Tower Captains to Guard their urban interests when they are out of the city on business. This poses no little problem since a weak landholder or Captain is useless and a strong one might be a threat. The Tower Lords have solved this problem in various ways - or believe they have.
The Complete Guide to Umbar: Geographic
Description
Umbar lies on an inlet of the Bay of Belfalas. The inlet provides a calm berthing for the Fleets of the Corsairs, while the fertile lands surrounding the inlet provide farming area to feed the city. Umbar raids not out of necessity out of desire. To the north lies Gondor and to the east the deserts of Harad. Mordor, home of Sauron, who has cast his shadow over Umbar, is to the Northeast. To the south lie desolate desert regions, mostly inhabited by nomadic tribesmen.
The Complete Guide to Umbar: General
History
Umbar in The Lord of the Rings
In the Second Age, the island kingdom Numenor began establishing colonies on the coast. Destined to be the greatest of these was the fortress Umbar. She was built strongly and richly by Numenor and great was her pride, perhaps too great.
In S.A. 3261, Ar-Pharazon, having seized the throne of Numenor some six years before, assembled a great army and marched forth to challenge Sauron, Lord of the Dark and chief wielder of the Power of he who forged the dark, Morgoth. He disembarked his army at the great fortress city of Umbar and seemed to overawe Sauron so that the Dark Lord surrendered to the might of Numenor. Sauron was marched through the streets of Umbar and taken prisoner to Numenor. But while Ar-Pharazon seemed to have conquered by force, Sauron, in truth, had conquered by guile. Under the Evil One's influence, Ar-Pharazon was led to assail Valinor, the Undying Lands, seeking the secret of eternal life that was not meant to be given to Men. Although some of Numenor remained Faithful to the old beliefs, they were not strong enough to prevent Ar-Pharazon's attempt against Valinor. Numenor was destroyed for seeking that which it had no right to seek, and it disappeared beneath the waves.
The Dunedain of Umbar also fell to the influence of Sauron and became known as the Black Numenoreans. The realms of Gondor and Arnor, who were to be the main opponents of Umbar, were founded in S.A. 3320 by the Faithful of Numenor who had not followed Ar-Pharazon and were un-touched by Sauron. Their fleet had sailed just before the seas rose over Numenor.
In S.A. 3441, Sauron was overthrown and the Third Age began, but the shadow did not depart from Umbar. Falastur of Gondor established the Fleet that was to oppose Umbar's control of the sea, and in T.A. 933 Earnil I, nephew of Falastur, defeated Umbar and made it a fortress of Gondor. The Faithful built on the highest hill above the Haven, a monument to commemorate Sauron's defeat, a great white tower topped by a globe of crystal which shown like a star under the light of the sun or the moon so that it could be seen on the coasts of Gondor and far out in the western sea.
Although the fortress of Umbar was taken, the area about it was still under the hand of the Black Numenoreans, and from 933 to 1030 they laid seige to Umbar. During the siege, King Ciryandil of Gondor was killed, but Umbar was not re-taken by the Black Numenoreans owing to Gondor's seapower.
There were other factors rising against Gondor and Arnor in the next 500 years that were to lead to the establishing of the Corsair State at Umbar. Dol Guldur became a holding of the evil and the Nazgul, the chief servants of the Dark Lord, reappeared. Sauron reformed and re-established his power. In 1409, the Witch King, Lord of the Nazgul, invaded Arnor. But the worst blow to Gondor was the Kin-Strife which began in T.A. 1432. There followed 16 years of civil war to determine who would be King. In 1448, the rebels, having lost the Kin-Strife, fled from the port of Pelargir and seized Umbar to form the Corsair State. From 1448 to T.A. 1810 the Corsairs raided Gondor.
The men of Harad who roamed the deserts behind the fertile strip of farm land dominated by Umbar were firm allies of the Corsairs. In 1540 their alliance warred with Gondor, and killed King Aldamir. Later Hyramendacil II of Gondor defeated the Harad, but less than 100 years afterwards the Corsairs burned Pelargir and killed King Minardil. The Great Plague of 1636 hampered Gondor's attacks against Umbar, but in 1810, almost 400 years after the rebels took Umbar, King Telumehtar re-captured the city for Gondor.
Yet, as Sauron rose again in power the Men of Harad fell fully under his sway. They retook Umbar and destroyed the monument built to his defeat. By T.A. 2710, Umbar was again actively warring against Gondor, this time as a city of the Haradrim. During the reign of Ecthelian II, Thorongil attacked the fleets of Umbar and burned many ships, but Umbar was not taken. Umbar has remained at war with Gondor and under the influence of Sauron ever since.
The Complete Guide to Umbar: Ships &
Sailors
Seamen
The seamen of Umbar do not have a guild, as such, but they do have a hall, supported by the city, where unattached seamen may find lists of ships with empty berths. Those seamen who are attached to one of the Captains of the Havens can usually be found in taverns near the tower hold of their Lord, or in taverns near where their ships are moored. The typical seamen is more likely to be faithful to a particular captain than to a lord and will follow his captain's loyalties.
Shipbuilder's Guild
In Umbar, shipbuilders are highly respected. You do not have to be a warrior to belong to the guild, but only guildmen who are also warriors are allowed to work on fighting ships, the others build flat-bottomed traders for the merchants and smugglers. Probably the most influential and famous of Umbar's current shipbuilders is H.B.Valwin, whose shop can be found just inside the Harbour Gate.
Ship Construction
The basic ships of Umbar are oared ships with a central mast bearing one great sail made of linen. An average-sized raider will be 130-250 feet long, 10-20 feet wide, and 15-20 feet from the bottom of the keel to the top of the side. It will have 20-25 pairs of oars approximately 16 feet long, and will carry 90 - 130 warriors as well as enough slaves to man at least two thirds of the oars.
The planking on the sides of the ship overlaps rather than having the edges flush. They are thicker at the water line and where the oar holes are. This type of hull construction produces a very elastic hull which gives with the movement of the ship. The bottom of the mast rests on a large block of wood that is fixed to two of the ribs rather than to the keel. The mast will be 40-50 feet tall. The oar ports are round with notches in the side so that the oars may be put in place from inside; they will have port covers to close them off when the oars are not being used.
Most Umbarean ships are lateen rigged, as the Haradrim prefer manoeuvreable ships, and one of the raiders' greatest strengths are their capabilities when sailing upwind. The triangular fore-and-aft rigging design provides less resistance when moving close-hauled into the wind. This advantage, combined with oars and sleek ship design, ensures that a raider is very rarely outrun when sailing into the wind. Some merchant ships as well as some heavy ships of Numenorean design are square-rigged for better running capabilities before the wind. A merchantman or smuggler will be shorter and wider, although many relatively narrow, sleeker versions can be seen. They generally have a flatter bottom and fewer oars.
The larger fighting ships vary considerably in design, but generally enjoy similar approaches to construction. The Haradrim have obtained significant skills in shipbuilding from the past Umbareans. Even the average raider ships are made with care and skill, and those vessels of pure Numenorean origin are usually exceedingly well built.
The most infamous trademark of the Corsair ships is the ram. Most raider vessels have steel-enforced bows with heavy rams pointing out in the bow. There are countless stories of ships being torn open or even split by these devices.
Ship Combat
Ships are clearly an integral part of the culture of Umbar. One of the city's main reasons for existence is its large well-protected harbor. Although relatively small compared to some of the great northern harbors, the city is home to many more ships than can be housed within its confines at any one time.
The fleet of Umbar consists of a colourful variety of ships of many designs obtained from the past Umbarean generations and inhabitants. In theory, any kind of a ship (except for
Swan-ships and other elven designs) can be found from the port of Umbar, but it is clear that most designs are clearly overshadowed by the traditional Corsair and Numenorean designs. The primary fleet within the city is that of the Corsairs. Comprised of warships designed for long-range raiding, the Corsair fleet uses keeled ocean-going galleys and specially designed raider ships for the most part. Long, well-armed deck crews and large, expendable rowing crews mesh well with their "close and board" fighting tactics and their inland raids. Generally being average sailors, they do not often venture far from shore. Some gifted captains, or ones with enough cash to hire an astrologer, have explored the entire coast and developed maps and charts that can be used to navigate if care is exercised and someone on board has the skill. The Haradrim trading fleet is also extensive. Consisting mainly of sailing vessels, the trading fleet still uses soldiers on all of their merchants and all of the rowing crews are slaves. Plying up and down the coast in great numbers, the merchants are not averse to pirating a weak or stricken ship.
There is also a war fleet in Umbar, but its reputation is not as glorious as that of the Corsairs, as it seems that many warships and other vessels with enlisted crews (with monthly wages) and chains-of-command issued from above spend most of their time idling at port or patrolling safe nearby waters.
The Black Numenoreans have left a rich legacy of shipbuilding knowledge and designs to the Haradrim. While the most popular designs have been obtained by Corsairs, certain ones remain built and maintained by the remaining rare Black Numenorean nobility. They are the only ones to use catamarans these days. The most popular Numenorean design is the war prog. Coming in two varieties, light and heavy, these ships are renowned for their viciousness. The infamous rams were originally invented in these ships. War catamarans are the cavalry of the fleet and also provide a stable firing platform for some light artillery. The final, major ship type is the most important, overall, since it is a design based entirely upon those ships that were built in Numenor. Called the Palanrist, or "Far Cleaver," these ships maintain the Black Numenorean's cultural integrity. A true sailing vessel, they vanish for years at a time on voyages of adventure, trading, exploration, and looting.
The Corsairs
Today, the word "Corsair" stands for a profession in general and not for a people. Umbar is being inhabited almost completely by Haradrim, while only a small elite of nobility and other influential groups (such as Corsair families) remain from the formerly dominant peoples. In general, a corsair is a sailor who is also a warrior. In the lands of other seafaring nations, all seafaring Haradrim (except for friendly merchants) are known as Corsairs, for the people of Umbar have become infamous through the Corsair warfare. For Umbareans, a Corsair is a member of a raiding crew and participates the dangerous but profitable strikes into the waters and coast of Gondor.
A Corsair crew is a rather democratic community. The crew consists of men hired for a single expedition and it sails together until it divides up its plunder and disperses. These expeditions are mostly single strikes in Gondor, but sometimes they may consist of months of raids, trade and piracy. When the loot is divided up, it is divided into equal shares. The shipboard officers and Captain get larger shares respective to their greater responsibility at sea and in battle.
Corsair Captains are usually aligned with a Tower. In return of an oath of loyalty, a Captain is granted a letter of marque (and sometimes a ship or a loan for purchasing one). The letter grants the Captain a permission to board and capture enemy ships and sack enemy towns in the name of his Lord, a permission to fly the colours of his Tower, and the promise of protection against any threats caused by such activity. The Captain will be free to raid as he wishes, but he is obliged to join his Lord's expeditions or battles should he be asked to do so. Also individual Corsairs may swear allegiance to a particular Tower. This makes them citizens of Umbar, which is sometimes of great advantage. Joining a Tower can often get a Corsair a "permanent" position in the crew of a raider ship. This does not deprive him of the permission to continue raiding in one-time expeditions, but rather makes sure he will not be turned down by his "own" Captain when seeking to raid.
Every raid is taxed. An officer's share goes to the Harbour Master of Umbar, and Towers mostly tax a share slightly larger than that of the Captain from the whole income of the expedition. Attempts to cheat with taxes accounts as smuggling.
Not all Corsairs are aligned with a Tower, however. The bulk of the Corsair mass is unaligned. They sign up on an expedition, raid on it, get paid, and then spend the loot at their leisure before signing up on the next raid. Some Captains, mostly noblemen and Corsair houses, choose to remain unaligned as they can afford their own ship and crew. While such crews pay no taxes to a Lord, they still have to pay the Harbour Master's taxes. According to Umbar Constitution, even the unaligned Corsairs must gain a permission to raid the north (most Corsair houses are being "sponsored" by Towers). While being unaligned brings freedom from taxes and other obligations, it also means that a Captain lacks a Lord's protection should he be captured, sunk, accused of treason or otherwise put into jeopardy.
Raiders known to attack friendly ships are treated as pirates. Pirates are outlaws, and their sinking leads to no charges. Sometimes there is a price on a pirate's head. Piracy is relatively rare in Umbar, as there are ways to loot and plunder legally. Some pirates are known to sail the southern seas, however, often finding shelter from island havens and smuggler hideouts.
Ship Designs
Light Raider
Intended for small raids and sorties against merchant ships, this craft has a relatively large deck crew for boarding and a keeled hull to give it superior ocean-going characteristics. The ship is a favorite among the poorer and younger captains and will be the most common warship encountered singly. Its poor endurance tends to keep it close to shore and makes it unfit for extremely long expeditions. Due to the high losses among this class of ships, the log of names of over 200 active vessels is probably overstated.
Heavy Raider
This ship is large and fast. Also possessing a keeled hull, it is the best warship for long raids and attacks on convoys and other warships. Usually operating in groups of three, these vessels are the most feared. A very large deck crew and great speed make it extremely difficult for any but the best of ships to escape or win a boarding contest. The ship's ram poses a
significant threat to any sailing ship. It is with the Heavy Raiders that the Corsairs of Umbar have established their widespread reputation. Around 130 Heavy Raiders are on the active list,
but many of these will be far from home at any given time.
Coast Patrol
A small, poorly-equipped ship designed mainly to police the rest of the navy, especially any foreign craft. Several will be on customs duty outside of the port at all times. The excess, about twenty, will be wherever the main fleet units are located.
Large Slaver
These ships have a shallow keel and thus have poor ocean-going capacity. Their primary purpose is the gathering of poor unfortunates for the insatiable slave marts in Umbar. About thirty exist and operate in large groups in the far south where pickings are easier. Groups of these ships are often accompanied by one or more heavy raiders for scouting and pursuit. Extremely large deck crews and the cargo space for the catch make this design somewhat ungainly, but if the ship's ram does connect, the damage is devastating.
Large Merchant
Far-reaching in their travels, these ships are responsible for much of Umbar's wealth. They are reasonably well stocked with soldiers and provisions, and often venture out without escort. About 250 exist, and can be encountered singly or in groups up to 10.
Small Merchant
Fit mainly for coastal travel, these ships usually travel in convoys of 5-15 with an escort commensurate to the worth of the cargo. About 150 are enrolled in the name logs, but many unofficial ones exist.
Heavy Prog
An excellent design, this ship is the ultimate ram. It combines rapid acceleration with a very small turning radius and an armored prow. Its sails have gotten influences from square-rigged vessels and thus increase the prog's performance when going large. The prow is famed for cutting even larger opponents in half due to the weight and speed of the ship, and the strength of the hardened Corsair crew allows for maneuvers and abilities beyond those of ordinary ships. Their favorite tactics are (1) the ramming attack and (2) a war of maneuver using the ship's light artillery. Only about 30 heavy progs are enlisted in the entire navy.
Light Prog
A smaller faster version of the heavy prog. It has a proportionally larger rowing crew, however, and can accelerate even faster, although the ramming attack is somewhat less fearsome. These ships favor a shearing attack rather than a full ram and use the heavy ballista in the bow to great effect during pursuits, their favorite action. Twenty of these ships exist.
War Catamarans
An unusual ship class, the war catamaran is a fast and nimble sailor with good close hauling abilities. This makes them a good scouting force and gives the ability to attack from any
angle. The dual hull makes them a stable firing platform an one or more heavy artillery pieces are placed on each ship. Twelve of these ships exist.
Palanrist
A technological marvel, the Palanrist is a true elvish design. Durability and strength are apparent in their construction and the size provides for excellent endurance and flexibility of cargoes. The Black Numenoreans favoured this ship and most of the men of military age spent the majority of their time on board these ships when they made their epic journeys. Eight of these ships exist, but they rarely are seen in port. The design can last for hundreds of years and it is a rare event when one is constructed. Because of the lasting design, Palanrists often run in families for many generations and thus most of the remaining ones are owned by rich and traditional noble houses rather than Towers.
War Galley
War Galley is a worn-out patrol ship design. Seventy-two War Galleys exist and are stationed in two areas, the main fleet located in the city itself and the vanguard fleet assigned near the mouth of the Bay of Umbar. Smaller versions with slightly reduced statistics number about thirty and are stationed in units of three at the numerous small towns spread around the bay. Unkeeled hulls make them unseaworthy and ships of this type do not stray far out of the Bay.
Merchant
The Bay of Umbar houses a large quantity of these ships and their range extends far up and down the coast out of the Bay. Going on their way unescorted, the captains and crews of these ships have a reputation for toughness and fearlessness. Estimates of their number range from 75-300.
Patrol Boat
A generally useless ship due to its poor design and size. Used mainly for picket duty outside of the small ports along the bay, these ships often board merchantmen ships while performing surprise customs searches.
Khurn-Nagla "Lively Wind"
The Khurn-Nagla is a special ship for its design originates not from Numenor but from the native Haradrim traditions. A sub-culture has sprung up around these ships and their crews have fully adapted to homeless life at sea. Strong endurance and excellent sailing
characteristics make this ship a good choice for long-range trading missions and the traders aboard use these attributes to fully indulge their nomadic tendencies. Due to the secretive nature of the crews, estimates of their number vary from 25-150. The captains and their subordinates are hard to approach and caution should be used.
The Complete Guide to Umbar: People and
Culture
There are three major types of people in Umbar: the descendants of Numenor who rule, the coastal people who lived on the edge of the sea before Umbar was built, and the Haradrim who came to the city from the desert.
The descendants of Numenor who rule Umbar
A select few of the warriors and seaman can trace their lineage back to Numenor in the days when she ruled the waves instead of lying beneath them. Those who are of Numenorean heritage are most often the Lords of Umbar, or hold positions of high military importance. Positions such as the Harbour Master and Captain of the Guard often fall into the purveyance of the Black Numenorean.
The husband is the head of the family, but he does not have absolute control over his wife and grown children. He does have sole control over who will be head of the family after him. Usually this is the son most adept in war, but not always. It is unusual, but not unheard of, for a daughter to inherit. The mother decides on the disposal of her dower property, but it
generally goes to her daughters. Two or three children is average, and five considered a large family. Marriage with the other races of the coast is not forbidden, but because of their pride, is rare. However, marriages for love are more common than marriages for advantage or to consolidate holdings. They are strictly monogamous, and divorce is also rare. A man who cannot hold his wife's attention is considered a subject for jokes and taunting. Wives are expected to be faithful, but husbands are not.
The husband is responsible for fighting, maintaining his battle equipment, and commanding his men if he is of a rank to have men to command. The wife runs the home, raises the
children until they are old enough to start being trained with weapons (both boys and girls are so trained), and handles the family finances. Women are permitted to be warriors, but only a few do. They do fight, however, when the city needs defending. The children normally belong to the father's family, but if a woman's family has a few living members it is possible for the man to join her lineage group and raise the children as members of her family, so that it does not die out. This is considered to be a reasonable practice, but only a younger son of a large extended family would consider it.
Their diet consists of meat, bread, cheese, and wine. They believe red meat to be necessary for warriors and scorn fish unless starving. Green vegetables are considered to be food for
peasants or rabbits.
They speak Haradaic as their official language, but most also speak Adunaic fluently. Westron (Common Speech) is considered a second language even though they dislike its relationship to Elvenish.
They are a strong and long lived people. A typical lifespan for one of pure Numenorean blood is 300 years.
The coastal people
The coastal people had a thriving, if primitive, culture when the hosts of Numenor came to the Bay of Belfalas' asserted dominion. They did not suffer much because they were fishermen and traders, two jobs that the Numenoreans were glad to have someone else do.
The man is ruler of the family, and the wife and children are considered to be his property. In most cases this is true, but in some cases, where the wife is strong willed, it is but a polite
fiction. Families are large, for having children proves the strength of the husband and the worth of the wife. A family with few children is pitied, and one with many honored - even if most of them die young from a poor diet and too little attention. The inheritance goes strictly to the eldest surviving son, but it is his duty to provide for his mother if she outlives the father. She is expected to live with him, and takes precedent over his wife. Marriages are arranged by parents, and love is considered to be ill-bred. A man may divorce his wife, but she may not divorce him. Family structures are patrilineal, i.e. traced through the male line.
Their diet consists mainly of fish, because fish is cheap, unless they belong to one of the trading families who are trying to imitate the Numenorean Lords of the City. The lower class families will also eat cabbage and lettuce, foods that the upper classes consider fit only for cows or pigs. A few of their sons have found their way into the warrior society of Umbar as Corsairs or even Tower militia, but most are fishermen, traders, smugglers, or thieves.
The coastal people are not a strong race, perhaps because of poor conditions in childhood, and do not have a long lifespan. To them 60 is a ripe old age and most die in their 50's.
The Haradrim
Some of the Haradrim have been lured into the city from their native desert. Although many of their customs have been modified to city living, their ways are still very different from most of the rest of Umbar.
A Haradrim may have as many wives as he wishes, but is disgraced if he cannot support them and their children adequately. Although the man is the head of the family, inheritance is through the female. A man's oldest sister's son inherits, and then the husband joins the wife's clan.
They are a warlike race, with much courage. For the most part, they are either warriors or work for one of the Towers, bringing goods across the desert trade routes or providing their military services to the Tower defenses. They still tend to wear loose clothing that is best suited to the desert, although they have learned to wear leather armour.
They speak the language of the Haradrim, Haradaic. Many are versed in some of the desert dialects used primarily by the outland tribes-people. Westron is also a language many are well versed in used commonly when dealing with members of higher echelons.
They are tall and dark and much given to the wearing of gold ornaments. They are excellent riders of their small desert horses. They were of a nomadic race, and their diet is still
influenced by that. They are fond of goat meat, goat milk, and cheese made of goat's milk. They also like wine, and their women are famous for making a flat bread that they say tastes best when made from wild grain. But their eating habits were based on what was available and not truly custom, so they are in no way reluctant to adopt the meat of the Numenoreans or the fish of the coastal peoples into their own dietary repertoires.
The Haradrim are a strong, tough race spawned by the desert. They have a lifespan that is shorter only than those of Numenorean blood, but those living in the city have become softer over the years as harsh conditions no longer kill the weaker of their offspring. They now measure the expected life of one of their race in terms of 90 to 100 years.
The Narakshi
The Narakshi are one of many tribal, semi-nomadic peoples of the Haradwaith that have roamed the deserts and plains of Harad since the time of Ar-Pharazon or possibly earlier. They are a clanninsh people, very distrustful of outsiders even including other Haradrim, but particularly towards non-Haradrim and even more so of non-humans. Out in the desert the tribes cherish their freedom and take great pride in being ruled by their own Chiefs rather than being pressed under the crushing rule of either the Tower Lords of Umbar nor the heavy enslavement of the Eye. The Narakshi have long held a primary Camp on the Harad Road at the Poros Crossing. There they watch the border against incursions of both Gondorians and non-human Mordain and are the northern eyes of Umbar should trouble arrise as Narakshi Riders are reknown and swift horsemen... the communication link for many tribes.
More information on the Narakshi is available at harad.elendor.net/narakshi.
The Complete Guide to Umbar: Religion in
Umbar
The majority of Haradrim (especially the desert tribes) worship the Dark Lord (also called the Eye) in one form or another. This cult-like worshipping stems from the beginning of the Third Age when the Black Numenoreans were swayed into allegiance with Morgoth's chief servant Sauron. In Umbar-proper this takes the form of The Dark Religion, which perhaps 90% of the populace practices.
The central focus of the Dark Religion in Umbar is the Dark Citadel, located on the eastern side of the city, just off the Rath Bad-nez. Housed within the Citadel is the priesthood of the Eye, led by the High Priest or Priestess. Within the dark temple, prayers and meditations are offered, as are sacrificial victims.
Some of the Corsairs either exclusively, or in combination with the Dark Religion, practice a form of Hero Worship. Traditionally this has been the religion of choice for the aristocracy of the city, as they themselves hope to one day be canonized as a god--though they will
acknowledge that the Dark Religion is the more powerful of the two forms of worship. Even though not everyone follows the Dark Religion, nobody speaks openly against it or publicly denounces it. Conventional wisdom says, "It's not wise to anger Gods."
Within the walls of inner Umbar, on the Rath Corsair, is the Hero's Shrine. Within that temple reside golden and bronze statues of the war heros since elevated to mythical stature:
Sangahayndo, Ar-Gimilzor, Ar-Pharazon, Castamir, Angamaite and Illandra. These are but a few of those the Haradrim call 'the Heroes.'
The Dark Citadel of Umbar
The majority of Haradrim (especially the desert tribes) worship the Dark Lord in one form or another. In Umbar-proper this takes the form of The Dark Religion, which perhaps 90% of the populace practices.
Some of the Corsairs either exclusively, or in combination with the Dark Religion, practice a form of Hero Worship. Traditionally this has been the religion of choice for the aristocracy of the city--though they will acknowledge that the Dark Religion is the more powerful of the two forms of worship. Even though not everyone follows the Dark Religion, nobody speaks openly against it or publicly denounces it. Conventional wisdom says, "It's not wise to anger Gods."
The Complete Guide to Umbar: The City
Plan
In 2280 S.A., Umbar was made in to a great fortress of Numenor. The First Wall was built encircling the higher ground overlooking the Bay of Belfalas, and the city laid out inside it. The stoneworking of this wall is superior, the best example of the genius of Numenor, both strong and beautiful with alternating sizes of stone forming a pleasing pattern.
But as Umbar grew, the area inside the wall was filled, and many were forced to build outside the protection of the Wall due to lack of space inside. In 3270 S.A., pride in the part that the city played in Ar-Pharazon's 'defeat' of Sauron led to an expansion of Umbar and the building of the Second Wall. This wall has now been dismantled. At this time the Black and Desert Towers were begun. It took two years to complete Black and three for Desert. The towers guarding the inlets to the port were built in 3275 S.A. as the last part of this expansion. In 1449 T.A., the rebels from the Kin-Strife began the Third Wall and the Great Towers that are now occupied by the Tower Lords. This wall was the first one that included the harbor. After the Third Wall was complete, they ordered the Second Wall dismantled, for they believed that if there were too many inner defenses to drop back to the defenders would not fight as strongly as they should on the outer defenses. The stone from the Second Wall was used for the six great towers. What remained was left for whomever wished to cart it off for building, and soon the Wall was part of many houses about the city. At this time Eradas, Caldur, Maros and Pellardur were begun. They were all completed within 5 years.
The outer wall is 40 feet thick and 65 feet tall with a ditch backed by a palisade in front of it. The main purpose of the ditch is to prevent attackers from undermining the walls. Along both the First and the Third Wall are 'D' shaped two story towers. The top story is used for shooting at attackers while the bottom is used as storage, quarters, or armory for city guards. There are always one to three guards in each of the outer towers and one in each of the inner ones. There are two main gates and two postern gates in each wall. All four are accessed by
relatively good roads, and there is a good road just inside the Third Wall. The rest of the paths are narrow, winding alleys. The area inside the walls is not wasted on wide streets.
The Postern gates are all alike, small gates five or six feet above ground level that permit only one person in or out at a time. They are used to send out spies in time of war or to mount attacks. The two in the outer wall have palisades around them for use as a staging area for counter-attacks against besieging armies.
The two gates in the Inner Wall are identical, great circular two-story towers. The road goes through the first story of the tower, and there is a large hole in the second story through which
defenders can shoot arrows or pour hot oil or tar on attackers. There is a stout door to close off the outside of the tower and a portcullis to cut off the inside wall. Stairs go up to the second floor from the outside of the tower, inside the First Wall. No one can get to the second story from inside the first story.
The Harbour Gate of the Third Wall is a narrow passageway between two round towers. The Harad Gate is a ''Z' shaped twisting passage that ends at two flanking towers with a
connecting bridge. The purpose of the gates is two-fold, both protection and tax-gathering. Going through the gates can take a while, and so some enterprising merchants and tavern owners have establishments just outside the gate for those waiting to get in.
Walking is the main means of transportation for most citizens, so it is important for them to be close to one of the major roads; otherwise so much time is spent walking to the centers of supply that there is not enough time left in the day for working at their crafts and pursuing their livelihood. This accounts for the starfish-shape of the city layout. Areas too far from trade centers or roads are economically unsound.
Most of the houses are two or three stories and narrow, allowing maximum living space on the smallest possible area of land. However, all the wealthier citizens will have a private
courtyard behind their houses.
The central market place has a deep artesian well that forms a fountain. The run-off goes into a giant cistern beneath the market place. The six main towers and guard headquarters also have either a well or a cistern or both. There is a large system of cisterns in Umbar for use during sieges.
The port is now completely enclosed with towers guarding the two inlets to the harbor. The wharves are divided into merchant and military areas. Unauthorized people are not welcome in the well-guarded military part of the port.
The Fleets of Umbar
The fleets of Umbar sport many types of vessels, from the infamous and gigantic Galleys to the small cattamarans, they all excel in their purpose. The bulk of the cities war ships align with one of the six towers, even though some remain independant (for now).
The ships of Umbar operate on a ship parent constructed specificly for them. The Harad Ship Parent, better known as HSP, has been around in one form or another for some 3 years. We do not support Belegrils ship parent due to reasons that I wont go into here. In the hope of keeping it simple, the HSP is a rather 'bare-bones' parent in that it doesnt provide much more than the basic sailing commands for use in
navigating the water ways of Middle Earth. Fleets
Black - Desert - Farside - Flame - Harbour - Seaward - Unaligned/Merchant
Black Tower Fleet:
Defunct
Desert Tower Fleet:
Klejona - For many years she sat a derelict in the docks of Umbar, forgotten by her owners and left to gather barnacles. Harbour Master Magius siezed the ship in the stead of an unpaid bill, and subsequently sold it to Desert Tower. Though her past is somewhat blemished, considering what she was used for during her long spell at the docks, Klejona has recently pulled herself from the gutter and assumed the role as Desert Tower's leadship.
Farside Tower Fleet:
Klamath - Much like Klejona, Klamath spent many years at port, discarded by the Lord of Farside Tower (then Lenina). Upon Orion's successful coup of Farside Tower, Klamath has recieved much attention in the way of a new Captain and crew, and has begun serving her Lord and Tower.
Flame Tower Fleet:
Belegzor - Not Submitted. Bug Torus to get off his lazy arse and write this up.
Harbour Tower Fleet:
Seaward Tower Fleet:
Torath - Flagship of the Seaward Fleet, newest vessel in the Harbour Master's fleet. Magius, then Fleet Master of the Seaward Tower, had the ship built to his
specifications and lead it on its maiden voyage, where they nearly sunk the Gondorian Flagship. Now under its new Captain, Lucasto of House Hassad, The Torath stands out as a beacon of Naval Power in Umbar. See log page for more on its exploits(under several captains).
Unaligned/Merchant Ships:
Caergoth - The private vessel of Umbar's Harbour Master, Caergoth is a relic of his past career as a merchant. An ship of an older style, Caergoth measures some 30 feet long and 13 across, double masted and a fare sized cabin below the deck. Antildar - Property of the infamous House Hassad in Umbar, the Antildar was
hijacked while it sat moored in the Anduin River. As one of the largest private vessels in Umbar, and its Gondorian craftsmanship, it stands out on the docks like no other. This is also a sister ship of The Alcarondas, archnemesis to all Corsair vessels. See log page for more on its exploits.
Earrame - Another ship of the growing fleet of House Hassad and Caldur. Also once a Gondorian ship, but now it bears the color and marks of the Haradrim and the Umbar House of Hassad.
Umbar's Code of Laws
1) Unauthorized beasts of Burden are not allowed in the city. Penalty: Sacrifice of the beast and 100 copper pennies or 1 day's imprisonment.
2) Fighting in the city:
Civilized fights or duels are to be held at the Square of Judgement in a scheduled, public forum.
Weapons training can only take place in one of three places: 1) The Training Center in Upper Umbar. 2) Ar-Pharazon's Isle. 3) Outside the city's outer walls.
Fighting in the city by non-residents: If they survive (subdued) and are captured, use the formula (7-x)*100 copper pennies + x days imprisonment.
Fighting in the city by residents: If they survive (subdued) and are captured, use the formula (5-x)*100 copper pennies + x days imprisonment
Murder of City-residents: If they survive (subdued) and are captured, the penalty is death by the method chosen by the capturing TL/COG/HM (subordinates yield the method to the TL)
Murder of non-residents: If they survive (subdued) and are captured, use the formula (10-x)*100 copper pennies + x days imprisonment. In addition, any fees due to loss of property (ie, a slave or prisoner) may be applied.
3) Travel:
Unapproved travel into enemy territory is not allowed. A TL must approve such travel beforehand, and notify the other TL's of the action. A TL may authorize his/her own travel. Penalty: If a TL's subject is caught in unapproved travel, he/she will be stripped of all armor and weapons, and the TL fined 500 copper pennies.
Approved ambassadors must have their papers in order (signed by as many TL's as possible) and should be accompanied at all times by a guard. Penalty: Loss of Ambassador status.
4) Treason: any TL without question may declare citizens treasonous. Any Tower personal accused of treason must be reported to the respective Lord and may by TL request have a trial. TCs and FMs are entitled to trial by all TLs, unless the TC/FM's Lord has declared the act as treasonous. HM, CG and HP are entitled to trial.
Penalty: Public execution and loss of armor/weapons/money. 5) Visitors:
Haradrim are not allowed into Upper Umbar except upon approval by a TL. Non-Haradrim must be escorted in Upper Umbar at all times, unless given a Writ of
Passage signed by at least 3 Tower Lords.
Any other non-Haradrim in the Upper City will be considered spies (same penalty as treason).
Quendi and Gondorians are not allowed in the city at all. Penalty: (see Treason). 6) Exemptions: TL's are exempt from judgement, except by judgement of a TL vote. 7) Raids/War:
Any TL may authorize a raid into enemy territory with the following provisions:
o The TL may only use his/her own forces
o The TL is accountable for all losses of his/her own forces/property
o The TL is accountable for any damage done to other TL's forces/property due
to reaction from the enemy
o The TL keeps all but one percent of the gains which goes to city funds to
support the Harbormaster and Captain of the Guard
o The Captain of the Guard must be aware of the raid involving land forces o The Harbormaster must be aware of the raid involving sea forces
o Failure to notify the appropriate person before a raid will result in a ten percent
share of the gains going to the respective fund. War may only be declared by a TL council vote
o All TLs are responsible for defense and supplying forces for war even if they
didn't vote for the war
o Profits from the war are divided by percentage of the total forces supplied by
each tower
o Harbormaster and Captain of the Guard act as Admiral/General for the
o The TLs may collectively overrule the decisions of the HM and CotG but no
TL may individually overrule the decision of the commanders
8) Docks: Docking ships at the inappropriate docks will result in a fine of 1 GF/ft of deck length.
THE NARAKSHI
An Introduction
The Narakshi are one of many tribal, semi-nomadic peoples of the Haradwaith that have roamed the deserts and plains of Harad since the time of Ar-Pharazon or possibly
earlier. They are a clanninsh people, very distrustful of outsiders even including other Haradrim, but particularly towards non-Haradrim and even more so of non-humans. Out in the desert the tribes cherish their freedom and take great pride in being ruled by thier own Chiefs rather than being pressed under the crushing rule of either the Tower Lords of Umbar nor the heavy enslavement of the Eye. The Narakshi have long held a primary Camp on the Harad Road at the Poros Crossing. There they watch the border against incursions of both Gondorians and non-human Mordain and are the northern eyes of Umbar should trouble arrise as Narakshi Riders are reknown and swift
horsemen.. the communication link for many tribes.
Description Men
Narakshi Women's Garb
The women of the tribe normally prefer deep rich colors in fabrics in contrast to the men's lighter shades. They remain in the shade of the tents most of the long hot days and are out and active at dawn and dusk so have less need to concern themselves with blending into the desert or for heat. Loose robes or gowns are the usual clothing with bare feet. Again, the women are slim, shorter than average and rarely stand over 5'5" tall. They too are dark coppery skinned with black hair and eyes. Color is an important part of a woman's clothing. Bright embroidary, dyed goat or horse hair belts, jewels and finely worked metal jewelry if the woman is wealthy within her tribe. Veils or other head coverings when outside the tents or outside the tribe are commen but it is not tabboo to forsake them. Facial or body tattooing is fashionable for both men and women and is often a mark of beauty. Designs in embroidary, jewelry, and tattooing are often intricate and stylized.
The Herds
Weapons & Armour
For the most part, steel is precious and hard to come by for the Narakshi. All men and many women carry long, curved knives worn tucked in thier belts to be used as both weapon and daily tool. This is often the only steel a person might own. Slim wooden hunting lances and bows are most commen hunting implements and only a few of the men can boast to have a scimitar. Although the Narakshi have traditionally been herders they are not without their history in warfar. Using gurrilla tactics from horseback they can be exceptionally devastating fighters and frightening in hand to hand combat with their famous long knives but are
primarily ineffectual against an army. They serve better as scouts, message bearers or raiders. Therefor tribesmen do not usually have armour of anykind as it's really impractical in the desert heat. Stealth and speed are instead more important. On a rare occation, ceremonial and decorative armour might be used, made from boiled leather and painted.
Other Haradrim Tribes
Although they are less well known than the Narakshi, there are numerous other tribes both along the coast bordering the sea north and south of Umbar and in the deep desert of Far Harad. Little is known about these tribes as they are many, scattered and mostly small, being little more than Clans compared to the Narakshi. Those along the coast north of Umbar are like the Narakshi, pure blooded, sharp featured people with dark brown skin and medium height. Those south of Umbar tend to me mixed blooded and drifters from that city itself. Those in Far Harad are rumored to be hugely tall and muscular in comparison, black and bare skinned, painted and wear garish amounts of gold and other ornament. These distant and secretive people are loosely termed as being of the 'Black Tribe' and are greatly feared by the other tribes nearer to Umbar and most certainly respected from Legends of old. They and their kin are rarely seen in and around Umbar in recent memory. Instead of horses they long ago tamed the Mumakil of the forests there.
Ranks Within the Tribe
These are the rank structures in the Narakshi tribe in order of highest to lowest down to the tribesmen and women. For more information on who currently holds these positions, please type: +umbar rp_roles_tribes
Chieftain: - This is the IC Leader of the tribe and giver of Law. His word is absolute unless vetoed by a unnaminous vote of the other ranks presant. This position is traditionally held by a man who has risen to take the Leadership with his tribe's support. This will most likely be the OOC leader for the tribe as well so see them if you wish to join, etc.
Outrider Leader - This is the position second in rank to the Chieftain and in the Chief's absence, rules in his place under the same guidlines. This traditional male role sets up and leads the Outriders who are scouts and protectors for the tribe.
HeadWoman - This is a position held by the most respected woman of the tribe and a critical advisor to the Chieftain. In the absence of the Chieftain she may order the tribe with the Outrider Leader. This position is currently being held by a puppet for lack of players. Shaman - This person, male or female is the tribe's spiritual leader and carries a heavy
influence if he or she has the tribe's support. On very rare occurances this position might even outrank the Chieftain if concerning a religious matter and has the backing of the tribe. But absolutely no Shaman may lead the tribe in the Chieftain's place.
Master Herder: - This man (or woman) is the one who oversees the management of the Herds and the resources produced for the tribe. This person should have contacts with those who are the craftspeoples and traders of the tribe as most of the resources are used by them or trade with Umbar for needed goods.
Tribesmen & Tribeswomen: - These are the non-council members of the tribe who have no outstanding ranks in the ordering of the tribe. They are the Shepherds, Outriders,
Craftspeoples, Traders, children, etc who comprise the peoples of the Narakshi Tribe. They as a group have a voice in counsil and may influence tribal desicions but individually don't carry much weight. All new members to the tribe will begin here and are encouraged to seek out and place in his or her IC background what IC skills or jobs they wish to hold within the tribe.
This is the rank ICly most in the tribe will have and hold unless thier role play and activity are suitable for a higher rank and that rank is open or can be taken in challenge.
Narakshi Positions Available
There are many types of jobs/positions available within the tribes. The following is a listing of some -possible- in character jobs you might hold but by all means you are welcome to come up with others. This is intended only as a guide to give you ideas. Just keep in mind that this is a small desert tribe, a closely knit family where everyone depends on his/her tribemates for survival. A Clan. Everything any character does ICly should benefit his or her tribe in some fashion. There are basically two types of jobs... those one does while in the tribe, for the tribe, and those types of short term jobs one might take on in Umbar or abroad. You will find suggestions for each listed here.
Positions within the tribe are earned one of two ways; One may learn a trade early on in life by apprenticeship or one may climb the social ladder within the tribe and earn jobs of rank. Sometimes these are two may be intertwined. Listed below are some job ideas one would do for one's tribe.
Shepherd Tanner Bow Maker
Water Witch Lance Maker Herbalist
Brewer Baker/cook Healer
Animal Healer Falconer Scout/Tracker
Hunter Weavers Potters
Lore Masters Tent Maker Misc Craftsmen
Knife Maker Jewelers Tattoist
These are some suggested outside jobs that a character might gain on a temporary or long term basis along with one or more of the jobs within the tribe. The jobs within the tribe often do not pay anything but jobs taken outside the tribe are normally for gold or other valuables.
Mercenary Guides Trackers
Assasins Spies/informents Messengers Horse Trainer Merchant/Trader Animal Healer
Keep in mind that these positions would be obtained through RP in Umbar or abroad with other players and not within the tribe.
Who is Who - Narakshi Tribe
This is a current listing of the regularly ICly active players within the tribe and what they do ICly. The list is maintained in order of oldest active with the Narakshi.
Leuthyn - Chieftain and weapons trainer. Breeder of some of the finest Narakshi horses in the tribe.
Fuxan - Outrider Leader and close confident of the Chieftain. Dabbles in falcons and herb-lore.
SEAWARD TOWER
....History
T
he Seaward Tower, once known as Minas Gaerlin, looks down upon Umbar from its place in the north-western quadrant of the City of Corsairs. Built against the outer wall of the city itself, this mighty edifice is perched upon the top of a great escarpment rising up from the sea itself, beneath which the roar of the waves can be heard at all times.The Tower of Seaward is known for its strong, noble Lords, from Armand Fenmore to
Adrazor of the Eldrakhori. During the rule of the current Lord, the Seaward Tower has grown a Fleet the like of which has not been seen in Umbar for decades. The Tower has kept isolated ever since the incidents that followed Lord Khazamr's coup, and few outsiders have seen the Tower Grounds enclosed by the great walls. A stronghold of Corsairs, the Seaward Tower continues to prosper in its own way, often scorned and criticised by the rest of Umbar. But also envied.
Learn more about this Tower's history in the chronicles of the Seaward Wars. Learn more about some of the important Personas from Seaward's past.
EPISODE I: THE NAZGUL MENACE
B
efore Khazamr the Corsair became the Lord of Seaward, the Tower was ruled by Lord Andrah, a young woman whose politics were very friendly towards the rest of Umbar. She was an exception from the line of rulers such as Lord Daneel, Corsair Lord Adrazor and Regent Pentalion. She did not rule for long, but even in that short time she earned the respect of Seaward.It is not exactly sure what happened to Lord Andrah. At the time of her disappearance, a Nazgul was seen circling around the parapet of Seaward with a Winged Beast, Then, one night, when Andrah had gone to wander around the Gardens of Seaward with Fleet Master Khazamr, she did not return. The nazgul took her away, but why or where was not to be learned. The Fleet Master could have known, but he would not tell. For a long time, he spoke nothing and did nothing.
A time of confusion followed. The Tower had only recently risen from a total decay left by the rude imprisonment of the leading figures of Seaward after the departure of Lord Adrazor. Now it threatened to come back. People were afraid, started to move away, not willing to submit under the rule of a puppet of the other Lords of Umbar. The time of change had come...
Black Khazamr continues to reign on the throne of the Corsair Lord. The Seaward Tower has
grown a fleet of substantial power. The Corsair organisation has changed from a navy-like fleet into a navy of independent, gold-hungry Corsairs. There is great wealth and prosperity in today's Seaward, yet the Tower is almost completely isolated from the rest of Umbar by the Lord's suspicions.Game note: You can get information on the current Lord by using +tower lord while on ST grounds. Here we shall share with you the stories of Seaward's rulers...
Khazamr 3017 to present. The current Lord of Seaward originally rose into power through a coup, but soon proved himself to be a vicious and strong Corsair Lord. Today, he is a feared legend in the land of Gondor.
Andra'kel an'Selar 3016 to 3017, After serving as Regent for a year and a day, Andrah was elected Lord of Seaward Tower. The summer after her ascension she suddenly disappeared, leaving the throne empty once again.
Helluin "Pentalion" Elrakhor 3015 to 3016, former Regent, Adrazor's Steward, his politics made him extremely unpopular. After news of a disastrous order became public, he was charged with treason and placed under house arrest in Seaward Tower. During his imprisonment he was spirited out of the Tower and murdered.
Lucasto ben-Jabar ben-Hassad al-Sayf 3013 to 3015, Last Lord of Seaward Tower, took the reign name Adrazor. He stepped down, disappearing from the city with his wife, lady Gaelle.
Daneel 3009 to 3012, Once High Priest of the Dark Religion, Lord Daneel took the mantle of Lord of Seaward until he disappeared into the desert after the Lord of Flame, Namir, along with his Lieutenant Even. Captain Morrahd was left to govern in his place.
Armand Fenmore 2995 to 3003, Captured by Rohan during the Gondorian occupation of Umbar, believed killed there by Theoden. Later showed up in the south, proclaiming himself the new Emperor.
LeVaath before 2995 to 2995, Disappeared silently. Gondor suspected. Learn more about some of the other important Personas from Seaward's past.
....Black Khazamr
T
he Lord of Seaward bears many feared names. He is Black Khazamr, the Dread Captain, Lord of the Corsairs. By many fearless Raids, many killed men and burnt homes, he has earned himself a feared and respected reputation all across the Seas.Little is known of the life of the man named Khazamr before his arrival at the City of Umbar. In his early days, Khazamr was known as a young, loyal and humble Corasir among his crewmates. The young warrior proved great potential during his early years as he served the famous Captains Magius and Lucasto. Steadily, the young man climbed up the ranks of Corsairs in the crew of the mighty Torath.
After the Seaward Tower was left without a Lord by the sudden disappearance of Lady Andrah, Khazamr the Corsair rose to power by seizing the Tower with force and executing those who opposed. Only some months later, after getting terribly wounded by the now deceased Lord of Desert, Suldarthen, his mind bent more and more into the way of bitter and aggression. From that day, he has born his famous and terrible jet black Iron Mask, never revealing his face -or, it is rumoured, what remains of it- again.
Lord Khazamr proved his worth as a Corsair Lord sooner than many had expected.
Commencing immediate renovations in the Corsair organisation of the Seaward Tower, the Lord's near-fanatic waging of naval war against Gondor made Seaward soon strong and rich again. The Tower Gates were closed from the rest of Umbar by the command of the Lord, and this policy of isolation was used to promote more vigorous and enthusiastic concentration on the Lord's primary intention - Corsair warfare.
The Lord of Seaward soon reached a name of fear in the land of Gondor. He became Black Khazamr, the Dread Captain of Umbar, Lord of the Corsairs. His career is unlike any other in the near history of Umbar, as he has known to have struck Gondorian merchantmen, warships, coastal towns and major cities more than fifteen times during his six-year regime.
And the tale of the Corsair Lord is far from its end, for Black Khazamr continues to rule with his iron fist and determination, bowing little before non-Seawarders but earning their respect with his deeds of valour and glory.
....Past Lady, Andrah
A
ndra'kel an'Selar was born around 2996 TA to a Naraskshi horse breeder. She was the third daughter of seven children, and appeared doomed to follow in her mother's footsteps; to simply marry and become a mother herself. Discontent with this sort of a future, Andrah took it upon herself to shape her own destiny. Disguising herself as a boy, Andrah stole a horse and departed her family's tents forever.After her arrival in Umbar, Andrah signed on as a cabin boy aboard the Klamath, shortly bound for Lond Daer. It was on that near-tragic voyage that Andrah made the first of many friendships, and the most enduring. The Priestess, Naiara, first took Andrah under her wing,
but it was to Lord Lucasto that Andrah swore her devotion and service in the Seaguard, upon their return to Umbar. Her service under Lucasto, who came to be known as Lord Adrazor, swiftly resulted in her promotion to Corporal.
Only once did Andrah stray from her oath to Seaward, and that was during the war with Gondor. The current Regent, Pentalion, forbade Seaward's participation, which she felt was imperative, and so (now a Lieutenant) she resigned her post and joined the campaign as a mercenary. Severly injured in the war, she returned with the armies to Umbar, but not to Seaward Tower.
At the next Council of Lords, Andrah and the Seaward Tower Captain, Khazamr, attended hoping to be able to speak and plead their case against Pentalion. In a surprising move by Lord Suldarthen, Andrah was nominated for Tower Lord, and the motion was backed by Lord Torus. However, this nomination was voted down due to Andrah's youth and lack of
experience, but she was named Regent in Pentalion's place, with the next vote for Seaward's Tower Lord to be put off for a year and a day. Despite some difficulties, when her
probationary period ended, Andrah was voted in as Lord of Seaward Tower.
The summer after gaining the throne, Andrah's repeated defiance towards the minions of Sauron led to her downfall. She disappeared one night, allegedly taken back to Mordor by the Wraith-Lord Indur. What punishments she'll suffer may never be known.
For more about Andrah, visit her page at http://www.midnightgarden.com/andrah/
....The Former Regent
H
elluin Elrakhor was born in TA 2951, one of several children, into one of the nobleNumenorean houses of Umbar. He grew up in a military house, hearing the tales of his ancestors, the "Masters of the Foam" that were the eponymous lords of his line. Apprenticed from youth to Sea-Captains, he began as a cabin-boy at age thirteen and moved up the ranks to be Mate of the _Remmirath_ by 2975.
Under Captain Sothud on the three-masted palanrist, Helluin earned a savage reputation among the men, and a nickname as well: "Pentalion", from the Sindarin "Penna
Thalion"--'downward-slanting-strength', for his habit of swinging brashly onto the decks of enemy ships from stray lines in his own vessel's rigging.
After several years, he was given command of his own ship, the _Drachaer_, a smaller vessel but nonetheless glorious, and sought the hand of the Lady Adrabeth, a relative of the House Hassad, even though she was also Numenorean by birth. Beautiful and terrible in her youth, Adrabeth nevertheless was pleased by the choice of Pentalion, as he was now most oft called, as her husband, and before theyear was out she was with child. In her career, the clipper _Drachaer_ served mostly raiding and rearguard duties, keeping the seas free of pirates other than those who flew Umbar's colors, and most notably in 3004 captured a Gondorian party on a "trading mission"--suspected to be spies of Dol Amroth. One Eridanus, anemissary of Dol Amroth, was brought to Umbar and executed at the Dark Citadel. However, Pentalion was troubled by this, and began moving away from duties that would require the destruction of the Amrothians. For he, like all his line, had studied the histories and knew that the Ernili of Amroth's line were as pure in the Blood as those of Numenor.