Peoples of Rhovanion and the Sea of Rhûnen
Posted: Sun Jul 10, 2016 9:32 pm
A few ideas for people who might conceivably exist in the regions to the east of Mirkwood.
The Wagon Folk of Rhovanion (The Austarmenni - Shadow People)
After the defeat of their horde at the Battle of the Field of Celebrant, the people known as the Balchoth were never again to threaten the security of Gondor. The vast majority retreated back to Rhùn from whence they had come, but some few remained on the Rhovanic Plain where they remained a thorn in the side of the Éothéod and other Northmen of the Anduin Vales. At first, these 'Austarimenn' lived in settled dwellings along the eastern eaves of Mirkwood, but they discovered, to their dismay, that the forest was as hostile to them as it had been to the Northmen who lived there previously. They moved out onto the plains and adopted a nomadic lifestyle, roaming the Rhovanic Plain in extended family groups. Their homes are ox drawn wagons and their Champions and Chieftains ride into battle on chariots, decorated with the scalps and heads of fallen foes. Long axes, pikes and bows are their weapons of choice and they wear armour of rust brown leather, worked from the hides of the Red Cattle that accomany their clans.
Warriors of less renown fight from the backs of shaggy ponies that they also use for herding their cattle. These riders favour long handled axes and short bows in battle.
It is not known how many of these Austarmenn clans roam the arid central plains of Rhovanion, but Barding Scholars believe that if they were to be united, they might pose a serious threat to the Dalelands. They are related to and have broadly similar outlooks and appearance to the Erringmenn of the Anduin Vales.
Jangar
This is the word used by these wandering folk to denote the riding men of the clan, the warriors, raiders, herdsmen and hunters. They normally fight from horseback and rarely wear better armour than a leather corselet. They wield long handled axes with wicked efficiency and carry short recurved bows of horn.
Attribute level: 4
Endurance: 14
Hate: 4
Parry: 6(4+2)
Armour: 2d
Leather Corselet, Long Hafted Axe, Bow, Dagger, Shield, Steppe Pony(Palfrey)
Weapon Skills: Bow 2, Long Hafted Axe 3, Dagger 1
Common Skills: Personality 2,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: No Quarter
Assaman
The Assaman is the chieftain and champion of the clan. His word is law and he can only be deposed by a warrior who can defeat him in mortal combat. The Assaman of the clan is armed with axe, spears and a bow, fighting from the platform of a chariot. He is clad in the heaviest armour that his clan can provide and visored helmets with leering demonic face plates are preferred, being obtained from traders out of 'Dorwinion'.
Attribute level: 6
Endurance: 24
Hate: 4
Parry: 7(6+1)
Armour: 5d+4
Chariot, Mail Hauberk, Buckler, Helm, Long Hafted Axe, Bow, Spear.
Weapon Skills: Axe 4, Spear 3, Easterling Bow 2
Common Skills: Personality 3,Movement 3,Perception 2,Survival 2,Custom 3,Vocation 2
Shadow Abilities: Commanding Voice, No Quarter
The Blood Drinkers of Rhûn (The Hunkarim - Shadow People)
These Easterlings are the descendants of those of the old Wainrider peoples who refused to submit to the Balchoth conquerors and fled north, over the River Running.
In the centuries following their defeat by Eärnil of Gondor, they had become a peaceful and mostly sedentary nation, living alongside the remaining Northmen on the southern banks of the River Running and along the borders of Dorwinion.
When the Balchoth arrived out of the east, they easily defeated the armies of the Wainriders, who were betrayed and deserted by their Northmen auxilliaries. Those who would not submit to the Balchoth yoke, escaped across the River Running and into the lands known as the Nether Marches. For the best part of a century, they feuded with their Northman neighbours. Finally, in the year TA2590, the Dwarves returned to Erebor from their failed holdings in the Grey Mountains. A new alliance was forged between them and the Northmen of Dale, with the purpose of driving out such Easterlings as dwelt north of the River Running and west of the Redwater. The descendants of the Wainriders were swept away in a rising tide of fire and steel.
They fled in panic across the Redwater, taking with them such possessions as they could carry in haste and the first winter on the frozen steppes of the Kuza Bozkir devastated these refugees. Fully three parts of the people were lost to cold and hunger. Yet, out of adversity, a new nation was born.Those who survived, learned to domesticate the shaggy ponies that were native to the steppes and evolved into a culture dependant upon their pony herds for future survival.
The ponies provided meat and mare's milk for sustenance, hides to be worked into leather for clothing and bone for combs and needles.
Adopting an almost entirely nomadic existence, the folk migrated across the northern steppe following their pony herds and living out of hide tents called yurts. The great wagons that they once crossed the Rhovanic Plain in were gone, mere memories from a dim and distant past. They are few in number and women fulfill equal roles to men in their society. Young, unmarried, maidens are trained to defend the camps while the men are hunting or raiding.
The bow and the spear are their favoured weapons and around their campfires, a common argument is whether they despise the Austarimenn descendants of the Balchoth or the Northmen who betrayed them more. Encounters with either group are inevitably hostile and typically end in bloodshed.
They are known as the Hunkarim in their own tongue, which translates into Westron as Blood Drinkers. This is a reference to the fact that , in desperate times, they supp upon the blood of their mounts for sustenance. Of course, the Northmen of the Redwater Valley have misconstrued the name to imply something else entirely.
Saglayan
Saglayan is a Hunkarim title meaning 'provider' and it is the term of reference used for the raiders and hunters of the Hunkarim clans. It is rare for these fellows to enter melee combat unless they outnumber their foes by a considerable margin. Bows are their armament of choice and their curved swords are, usually, only drawn when victory is certain.
Attribute level: 4
Endurance: 116
Hate: 3
Parry: 4
Armour: na
Steppe pony(Palfrey), Bow, Sword
Weapon Skills: Bow 3, Sword 2
Common Skills: Personality 2,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 1
Shadow Abilities: Deadly Archer
Emekhtar
The Emektar is a veteran warrior, found only among the largest groups and charged with the responsibility to train the young women of the Tigkizim(Arrow Maidens). In such pitched battles as the Hunkarim choose to fight, Emekhtars are the most capable close combat fighters.
Unlike the Saglayan, the Emektar is an armoured and skilled melee combatant. Although not as well equipped as the Northmen of Dale and the Long Lake, he is not to be underestimated as a foe.
Attribute level: 5
Endurance: 16
Hate: 4
Parry: 6(5+1)
Armour: 2d+1
Steppe pony(Palfrey), Bow, Buckler, Sabre, Leather Corselet, Cap of Iron and Leather
Weapon Skills: Bow 3, Sabre 4
Common Skills: Personality 2,Movement 3,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: Commanding Voice, Deadly Archer
Tarkhan
These are the chieftains of the Hunkarim clans. Veteran warriors and accomplished hunters, they do not rule their people with absolute authority but as a 'first among equals'. Tarkhans may be, and occasionally are, replaced by the mandate of their peers. This usually follows some catastrophic event that can be directly attributed to a decision made by the Tarkhan.
Attribute level: 6
Endurance: 24
Hate: 5
Parry: 7 (6+1)
Armour: 2d+1
Steppe pony(Palfrey), Leather Corselet, Cap of Iron and Leather, Bow, Buckler, Sabre
Weapon Skills: Bow 3, Sabre 4
Common Skills: Personality 3,Movement 3,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: Commanding Voice
Tigkiz
Unlucky raiders have disovered to their chagrin, that an absence of men from a Hunkarim camp does not equate to an absence of defenders. The 'Tigkizim' are young women, trained in the use of the bow to defend their homes and possessions. As soon as a girl becomes a woman, she is expected to take a husband and have children. Until a suitable husband is found she becomes a Tigkiz. Although many of these 'Arrow Maidens' are barely more than children, they are both fierce and fearless in defence of their homes.
Attribute level: 3
Endurance: 112
Hate: 3
Parry: 3
Armour: na
Steppe pony(Palfrey), Bow, Sword, Dagger
Weapon Skills: Bow 2, Sword 2, Dagger 1
Common Skills: Personality 2,Movement 2,Perception 1,Survival 1,Custom 2, Vocation 1
Shadow Abilities: Deadly Archer
The Men of Dorwinion (The Rouavalda - Free People)
The land of Dorwinion has, long since, ceased to exist save in the minds and writings of Scholars who have not bothered to establish if the region they currently refer to by that name is, in fact, the ancient land that is mentioned in the Lays of Beleriand.
The land, they currently refer to as Dorwinion is actually known as Rouavald by it's indigenous inhabitants, the Rouavalda. These are a curious people of mixed ancestry, exhibiting the appearance and behaviours of both their Easterling and Northman forebears.
The wines of Rouavald are of the highest quality. There are none to compare elsewhere in north western Middle Earth and it is for this reason that the Elves of the Woodland realm refer to it as Dorwinion(a name that has become common parlance among the Northmen and other Westerners).
The Rouavalda are both pragmatic and opportunistic in their dealings with their neighbours. They trade happily with both Northmen and Easterlings and despite their fluctuating allegiances, the quality of their wines and other exotic merchandise ensure that their traders are usually welcomed in the settlements of the Free Folk.
(Rouavalda pragmatism and instinct for self preservation means that when the War of the Ring finally comes, they will throw in their lot with the Dark Lord's armies and become counted among the Shadow Peoples.)
Druskja Warrior
The finest warriors of the Rouavalda are gathered by the Nobility into companies of retainers called Wendruskja. Individual members of these companies are called Druskja and each man is trained to fight in heavy armour, both on foot and from horseback. Most of these warriors, but not all, come from families with strong Northman bloodlines.
Wendruskja translates as 'Wine Drinkers' in Westron and indicates that these warriors are paid, in part, for their service in the exquisite wines of the region. Some few retain their wine entitlement for trading when they retire from military service. The majority simply consume it.
Attribute level: 5
Endurance: 20
Hate/Hope:2/2
Parry: 7(5+2)
Armour: 4d4+4
Palfrey, Spear, Sword and Shield or Long Axe, Mail Coat, Helm.
Weapon Skills: Spear 2, Sword 3 or Long Axe 3 , Dagger 1
Common Skills: Personality 2, Movement 2,Perception 2, Survival 2,Custom 1,Vocation 2
Shadow Abilities: No Quarter
Druskja Noble Captain
Attribute level: 7
Endurance: 24
Hate/Hope: 3/3
Parry: 7(5+1)
Armour: 5d6+4
Courser, Mail Hauberk, Helm, Sword and Shield or Long Axe, Spear
Weapon Skills: Spear 3, Sword 4, Long Axe 4
Common Skills: Personality 3,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: Commanding Voice, No Quarter
Serjuk
The vast majority of the warriors of Rouavald are members of local militias known as Serjukan. These men are volunteers, well fed and well equipped. They provide standing companies of archers, axe men and pikemen for the army and complements of sailors and marines for the merchant fleet.
They are raised, for the most part, from among Rouavalda men whose families are descended from Easterling bloodlines.
Attribute Level: 3
Endurance: 14
Hate/Hope: 2/2
Parry: 3
Armour: 1d
Leather Shirt, Spear and Shield or Bow or Long Axe, Dagger
Weapon Skills: Spear 2, Easterling Bow 2, Long Axe 2, Dagger 1
Common Skills: Personality 1,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: No Quarter
Serjuk Captain
Attribute level: 5
Endurance: 18
Hate/Hope: 3/3
Parry: 5
Armour: 2d
Leather Corselet, Long Axe, Dagger
Weapon Skills: Long Axe 3, Dagger 2
Common Skills: Personality 2,Movement 2,Perception 2,Survival 2,Custom 3,Vocation 2
Shadow Abilities: Commanding Voice, No Quarter
The Wagon Folk of Rhovanion (The Austarmenni - Shadow People)
After the defeat of their horde at the Battle of the Field of Celebrant, the people known as the Balchoth were never again to threaten the security of Gondor. The vast majority retreated back to Rhùn from whence they had come, but some few remained on the Rhovanic Plain where they remained a thorn in the side of the Éothéod and other Northmen of the Anduin Vales. At first, these 'Austarimenn' lived in settled dwellings along the eastern eaves of Mirkwood, but they discovered, to their dismay, that the forest was as hostile to them as it had been to the Northmen who lived there previously. They moved out onto the plains and adopted a nomadic lifestyle, roaming the Rhovanic Plain in extended family groups. Their homes are ox drawn wagons and their Champions and Chieftains ride into battle on chariots, decorated with the scalps and heads of fallen foes. Long axes, pikes and bows are their weapons of choice and they wear armour of rust brown leather, worked from the hides of the Red Cattle that accomany their clans.
Warriors of less renown fight from the backs of shaggy ponies that they also use for herding their cattle. These riders favour long handled axes and short bows in battle.
It is not known how many of these Austarmenn clans roam the arid central plains of Rhovanion, but Barding Scholars believe that if they were to be united, they might pose a serious threat to the Dalelands. They are related to and have broadly similar outlooks and appearance to the Erringmenn of the Anduin Vales.
Jangar
This is the word used by these wandering folk to denote the riding men of the clan, the warriors, raiders, herdsmen and hunters. They normally fight from horseback and rarely wear better armour than a leather corselet. They wield long handled axes with wicked efficiency and carry short recurved bows of horn.
Attribute level: 4
Endurance: 14
Hate: 4
Parry: 6(4+2)
Armour: 2d
Leather Corselet, Long Hafted Axe, Bow, Dagger, Shield, Steppe Pony(Palfrey)
Weapon Skills: Bow 2, Long Hafted Axe 3, Dagger 1
Common Skills: Personality 2,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: No Quarter
Assaman
The Assaman is the chieftain and champion of the clan. His word is law and he can only be deposed by a warrior who can defeat him in mortal combat. The Assaman of the clan is armed with axe, spears and a bow, fighting from the platform of a chariot. He is clad in the heaviest armour that his clan can provide and visored helmets with leering demonic face plates are preferred, being obtained from traders out of 'Dorwinion'.
Attribute level: 6
Endurance: 24
Hate: 4
Parry: 7(6+1)
Armour: 5d+4
Chariot, Mail Hauberk, Buckler, Helm, Long Hafted Axe, Bow, Spear.
Weapon Skills: Axe 4, Spear 3, Easterling Bow 2
Common Skills: Personality 3,Movement 3,Perception 2,Survival 2,Custom 3,Vocation 2
Shadow Abilities: Commanding Voice, No Quarter
The Blood Drinkers of Rhûn (The Hunkarim - Shadow People)
These Easterlings are the descendants of those of the old Wainrider peoples who refused to submit to the Balchoth conquerors and fled north, over the River Running.
In the centuries following their defeat by Eärnil of Gondor, they had become a peaceful and mostly sedentary nation, living alongside the remaining Northmen on the southern banks of the River Running and along the borders of Dorwinion.
When the Balchoth arrived out of the east, they easily defeated the armies of the Wainriders, who were betrayed and deserted by their Northmen auxilliaries. Those who would not submit to the Balchoth yoke, escaped across the River Running and into the lands known as the Nether Marches. For the best part of a century, they feuded with their Northman neighbours. Finally, in the year TA2590, the Dwarves returned to Erebor from their failed holdings in the Grey Mountains. A new alliance was forged between them and the Northmen of Dale, with the purpose of driving out such Easterlings as dwelt north of the River Running and west of the Redwater. The descendants of the Wainriders were swept away in a rising tide of fire and steel.
They fled in panic across the Redwater, taking with them such possessions as they could carry in haste and the first winter on the frozen steppes of the Kuza Bozkir devastated these refugees. Fully three parts of the people were lost to cold and hunger. Yet, out of adversity, a new nation was born.Those who survived, learned to domesticate the shaggy ponies that were native to the steppes and evolved into a culture dependant upon their pony herds for future survival.
The ponies provided meat and mare's milk for sustenance, hides to be worked into leather for clothing and bone for combs and needles.
Adopting an almost entirely nomadic existence, the folk migrated across the northern steppe following their pony herds and living out of hide tents called yurts. The great wagons that they once crossed the Rhovanic Plain in were gone, mere memories from a dim and distant past. They are few in number and women fulfill equal roles to men in their society. Young, unmarried, maidens are trained to defend the camps while the men are hunting or raiding.
The bow and the spear are their favoured weapons and around their campfires, a common argument is whether they despise the Austarimenn descendants of the Balchoth or the Northmen who betrayed them more. Encounters with either group are inevitably hostile and typically end in bloodshed.
They are known as the Hunkarim in their own tongue, which translates into Westron as Blood Drinkers. This is a reference to the fact that , in desperate times, they supp upon the blood of their mounts for sustenance. Of course, the Northmen of the Redwater Valley have misconstrued the name to imply something else entirely.
Saglayan
Saglayan is a Hunkarim title meaning 'provider' and it is the term of reference used for the raiders and hunters of the Hunkarim clans. It is rare for these fellows to enter melee combat unless they outnumber their foes by a considerable margin. Bows are their armament of choice and their curved swords are, usually, only drawn when victory is certain.
Attribute level: 4
Endurance: 116
Hate: 3
Parry: 4
Armour: na
Steppe pony(Palfrey), Bow, Sword
Weapon Skills: Bow 3, Sword 2
Common Skills: Personality 2,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 1
Shadow Abilities: Deadly Archer
Emekhtar
The Emektar is a veteran warrior, found only among the largest groups and charged with the responsibility to train the young women of the Tigkizim(Arrow Maidens). In such pitched battles as the Hunkarim choose to fight, Emekhtars are the most capable close combat fighters.
Unlike the Saglayan, the Emektar is an armoured and skilled melee combatant. Although not as well equipped as the Northmen of Dale and the Long Lake, he is not to be underestimated as a foe.
Attribute level: 5
Endurance: 16
Hate: 4
Parry: 6(5+1)
Armour: 2d+1
Steppe pony(Palfrey), Bow, Buckler, Sabre, Leather Corselet, Cap of Iron and Leather
Weapon Skills: Bow 3, Sabre 4
Common Skills: Personality 2,Movement 3,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: Commanding Voice, Deadly Archer
Tarkhan
These are the chieftains of the Hunkarim clans. Veteran warriors and accomplished hunters, they do not rule their people with absolute authority but as a 'first among equals'. Tarkhans may be, and occasionally are, replaced by the mandate of their peers. This usually follows some catastrophic event that can be directly attributed to a decision made by the Tarkhan.
Attribute level: 6
Endurance: 24
Hate: 5
Parry: 7 (6+1)
Armour: 2d+1
Steppe pony(Palfrey), Leather Corselet, Cap of Iron and Leather, Bow, Buckler, Sabre
Weapon Skills: Bow 3, Sabre 4
Common Skills: Personality 3,Movement 3,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: Commanding Voice
Tigkiz
Unlucky raiders have disovered to their chagrin, that an absence of men from a Hunkarim camp does not equate to an absence of defenders. The 'Tigkizim' are young women, trained in the use of the bow to defend their homes and possessions. As soon as a girl becomes a woman, she is expected to take a husband and have children. Until a suitable husband is found she becomes a Tigkiz. Although many of these 'Arrow Maidens' are barely more than children, they are both fierce and fearless in defence of their homes.
Attribute level: 3
Endurance: 112
Hate: 3
Parry: 3
Armour: na
Steppe pony(Palfrey), Bow, Sword, Dagger
Weapon Skills: Bow 2, Sword 2, Dagger 1
Common Skills: Personality 2,Movement 2,Perception 1,Survival 1,Custom 2, Vocation 1
Shadow Abilities: Deadly Archer
The Men of Dorwinion (The Rouavalda - Free People)
The land of Dorwinion has, long since, ceased to exist save in the minds and writings of Scholars who have not bothered to establish if the region they currently refer to by that name is, in fact, the ancient land that is mentioned in the Lays of Beleriand.
The land, they currently refer to as Dorwinion is actually known as Rouavald by it's indigenous inhabitants, the Rouavalda. These are a curious people of mixed ancestry, exhibiting the appearance and behaviours of both their Easterling and Northman forebears.
The wines of Rouavald are of the highest quality. There are none to compare elsewhere in north western Middle Earth and it is for this reason that the Elves of the Woodland realm refer to it as Dorwinion(a name that has become common parlance among the Northmen and other Westerners).
The Rouavalda are both pragmatic and opportunistic in their dealings with their neighbours. They trade happily with both Northmen and Easterlings and despite their fluctuating allegiances, the quality of their wines and other exotic merchandise ensure that their traders are usually welcomed in the settlements of the Free Folk.
(Rouavalda pragmatism and instinct for self preservation means that when the War of the Ring finally comes, they will throw in their lot with the Dark Lord's armies and become counted among the Shadow Peoples.)
Druskja Warrior
The finest warriors of the Rouavalda are gathered by the Nobility into companies of retainers called Wendruskja. Individual members of these companies are called Druskja and each man is trained to fight in heavy armour, both on foot and from horseback. Most of these warriors, but not all, come from families with strong Northman bloodlines.
Wendruskja translates as 'Wine Drinkers' in Westron and indicates that these warriors are paid, in part, for their service in the exquisite wines of the region. Some few retain their wine entitlement for trading when they retire from military service. The majority simply consume it.
Attribute level: 5
Endurance: 20
Hate/Hope:2/2
Parry: 7(5+2)
Armour: 4d4+4
Palfrey, Spear, Sword and Shield or Long Axe, Mail Coat, Helm.
Weapon Skills: Spear 2, Sword 3 or Long Axe 3 , Dagger 1
Common Skills: Personality 2, Movement 2,Perception 2, Survival 2,Custom 1,Vocation 2
Shadow Abilities: No Quarter
Druskja Noble Captain
Attribute level: 7
Endurance: 24
Hate/Hope: 3/3
Parry: 7(5+1)
Armour: 5d6+4
Courser, Mail Hauberk, Helm, Sword and Shield or Long Axe, Spear
Weapon Skills: Spear 3, Sword 4, Long Axe 4
Common Skills: Personality 3,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: Commanding Voice, No Quarter
Serjuk
The vast majority of the warriors of Rouavald are members of local militias known as Serjukan. These men are volunteers, well fed and well equipped. They provide standing companies of archers, axe men and pikemen for the army and complements of sailors and marines for the merchant fleet.
They are raised, for the most part, from among Rouavalda men whose families are descended from Easterling bloodlines.
Attribute Level: 3
Endurance: 14
Hate/Hope: 2/2
Parry: 3
Armour: 1d
Leather Shirt, Spear and Shield or Bow or Long Axe, Dagger
Weapon Skills: Spear 2, Easterling Bow 2, Long Axe 2, Dagger 1
Common Skills: Personality 1,Movement 2,Perception 2,Survival 2,Custom 2,Vocation 2
Shadow Abilities: No Quarter
Serjuk Captain
Attribute level: 5
Endurance: 18
Hate/Hope: 3/3
Parry: 5
Armour: 2d
Leather Corselet, Long Axe, Dagger
Weapon Skills: Long Axe 3, Dagger 2
Common Skills: Personality 2,Movement 2,Perception 2,Survival 2,Custom 3,Vocation 2
Shadow Abilities: Commanding Voice, No Quarter