Numenorean specific help is available on the following topics:
The general MUSH helpfiles on the Mannish races have also been included.
This section covers the attitudes and diplomatic practices of the Numenorean people and government toward other peoples. This section is of importance to the player in order to understand how they should roleplay (in general) when encountering these other Speaking Peoples.
Due to the expanse of the Empire, the Numenoreans have come into contact with a wide variety of tribes of Men as well as other races. This section will deal with relationships between the Numenoreans and other folks with whom they have had contact. Usually, contact would first be made after the discovery of a people by explorers who would bring in a report to enlighten the council. Then the council may go about several courses. First, they may assign a formal legate to that people who would go as a representative of Numenor. Then, depending on the reports returned several actions may be taken.
Elves: For the most part the official policy towards the Eldar has been friendly since the ascension of Tar-Palantir. However, as may be expected, the Elves would be suspicious of the Numenoreans. Therefore, the King's Ambassador to the Elves has been one of the Elendili.
Dwarves: Due to the limited encroachment of the Numenoreans into the wild inlands, there has been little contact between Dwarves and the Numenoreans. However, they have met them in their traffics and have exchanged goods. There is no official contact as of yet between the two groups. The last formal contacts have been in the days of Tar-Minastir.
Orcs: Being as they are an anathema to the Numenoreans, they will be hunted down on sight and destroyed without mercy. However, diplomacy may at least on a low level commence between the Lord of Mordor and the Governors who considers Mordor a rival.
Men: Men in general go through three stages of contact with the Numenoreans. First, they are contacted by a legate who would bring gifts and try to win favor over local lords. Second, depending on the strength of the tribes and the personality of the Governor, they are directly subjugated, armed to fight each other or left alone for a time due to lack of interest or force. Third, Numenoreans may intervene to keep and maintain the peace. Locals will then pay a tribute to the local governors for helping to maintain that peace. This of course is the typical method of contact but it can vary depending on the mood and allegiance of the local governor. Sometimes payment could be made in the forms of slaves captured from other tribes etc. Slavery of course is an issue of contention in Numenor but in the provinces it is generally accepted.
The Diplomatic Corps of Numenor are the men and women skilled in the craft of subtlety, protocol and negotiation. They are the face of our culture to the outside world. The foreign service is answerable to the Royal Court in all matters. The symbol of the Diplomatic Corps is a blue hand. The ranks, duties and uniforms of the Diplomatic Corps are as follows:
The territory of the Numenoreans is vast. The vast majority of their
territories lay in the South of Arda. For our purposes, the three major
colonies at this time and on the MUSH are:
Built in 2350, Pelargir upon Anduin is a stately city. Controlling the riverlands, it is known as the City of Royal Ships and has at this time become a haven for the Faithful who have come to Middle Earth.
Tharbad is a curious entity. Compromising of the greatest mix of peoples it is under tentative Numenorean control along the Gwathlo at its furthest point of navigation. While there is a Numenorean presence, there are a vast majority of other folk of varying backgrounds.
Umbar is the greatest fortress of the Numenoreans in Middle Earth. Strengthened in 2280, it is the bastion of Numenorean presence and strength in the region. Known to be a stronghold of the King's Men, it is large and well populated. There are strange rumours about the city and strange magics practiced there, but these of course are all rumours and outlandish nonsense.
The realm of Numenor is great and within it, a multitude of factions, leanings and parties have existence. Of them, four deserve separate mention and are described in these helpfiles. They play an integral part in the workings of the culture, and the friction between them is the primary driving force of Numenor's policies. The books describe two, Elendili (The Faithful), and Arnari (The King's Men). To these are added the Dairaziri (The Plutocrats) and the Black Hand.
Each player needs to choose a faction to affiliate with. To a certain extent this is determined by birth, but also by mindset and personal beliefs. Commoners might have difficulty picking a faction - answer this by thinking 'who am I friends with?', 'what are my beliefs about the right way for Numenor?' or even 'what faction dominates the lands I live in?'. Find answers to those questions in these helpfiles, and decide on your affiliation - however informal - with one of the factions.
"Then Tar-Ancalimon, son of Atanamir became King and he was of like mind; and in his day the people of Numenor became divided. On the one hand was the greater party, and they were called the King's Men, and they grew proud and were estranged from the Eldar and the Valar. And on the other hand was the lesser party, and they were called the Elendili, the Elf Friends; for though they remained loyal indeed to the King and the House of Elros, they wished to keep the friendship of the Eldar, and they hearkened to the counsel of the Lords of the West. Nonetheless even they who named themselves the Faithful, did not wholly escape from the affliction of their people, and they were troubled by the thought of death."
-- The Silmarillion, Akallabeth
The Elendili, or as they call themselves, the Faithful, are a small faction. Theirs is a hard road. They have been severely persecuted and continue to be. In the days of King Ar-Gimilzor, the Faithful were driven from their homes in the west of Numenor to the East in Romenna. They were forbidden to use the Elven tongues, or have anything to do with the ships that used to come from Eressea. It is the fate of the Elendili to be forever torn between their loyalty to their country and the House of Elros, and their reverence of the Valar and Iluvatar. At this time, a stroke of luck brings Tar-Palantir, an Elf-Friend, to the throne, and thus he is accounted their leader. In the west, the Counsellor Amandil, Lord of Andunie, is rumored to have Elendili leanings, but he himself speaks not of it. Elendili is a Sindarin name, in a language long forbidden - take note that most Arnari would refer to them as Nimruziri in Adunaic.
Some General Guidelines For RPing Elendili:
The Elendili are noble and honest in their dealings. They worship Iluvatar, and
revere the Valar. Though they are persecuted, they are not weak. Most are known
to be great mariners and hold a deep love for the sea. Unlike the Arnari they
do not desire great power or wealth, instead they are content with their lives.
They do not fear death, though the idea worries them. They accept it as the
gift of Iluvatar and have faith in Him. They hold a love for the Eldar and are
considered wise because they do not forsake their history, and take counsel
with the Elves.
The Arnari are most often refered to as the King's Men. They are by far the largest and most popular faction in Numenor. They hate all that deals with the Eldar and do not follow the teaching of the Valar, forsaking the worship of Iluvatar. In essence they are the heavy-handed war party, bent on re-creating the universe in their own image, - a world by Men and for Men. Led by several great Kings since Tar-Atanamir, they suffer an unlooked-for setback at this time. Tar-Palantir, the first Elendili King to hold the Sceptre, attempts to turn the clock back on them. The strongest Arnari leader is his younger brother Gimilkhad, Governor of Umbar, a great lord and general. Arnari are called by no other name.
In the books, eventually, the King's Men fall under the spell of Sauron and cause the destruction of Numenor and the remaking of the world.
Some General Guidelines For RPing Arnari:
The Arnari are proud and disdainful. They consider themselves above the
Elendili, and while they persecute The Faithful, they do so in a haughty manner
usually exchanging harsh words as opposed to physical blows. The truly
dedicated Arnari seek to shame the Elendili for their 'disloyalty to old
customs', to which Elendili reply that their customs are older. Some of the
King's Men are ordinary folk who pay no mind to the Eldar, or the history of
their people, and are content to live out their lives within their limited,
human-centered horizon. On the whole though, the King's Men are the most
powerful, yet the most unhappy folk. Greedy for power and wealth, they hoard
them, yet that avails not to stay their greatest fear - the fear of death.
The Dairaziri is a self-name for the plutocratic faction of the Empire. The continued stream of riches from the colonies and the fertile lands of Numenor itself has made many families with important holdings rich beyond imagination, beyond the Elven-Kings of yore, beyond perhaps even the Powers on their thrones in the West. Yet there is no limit to Men's greed. Earth-lovers, thus, they call themselves, and preach the union of all the Men in Middle-earth and beyond under the Numenorean Sceptre - a universal kingdom in which those mercantile and industrial leaders will enjoy the freedom of commerce and riches everlasting. By all others they are called 'Zimralai' in Adunaic, or 'Mirrim' in Sindarin, which mean Jewelfolk. This derives from an old tradition of the Guild Masters to exhibit the affluence of their guilds by wearing most expensive jewelry. The name stuck to those first men of wealth, and then came to denote this whole faction.
Though on global issues the Dairaziri tend to agree with Arnari, their desires clash sharply on the means to achieve those ends. The plutocrats are naturally suspicious of military power, and prefer to use Arnari to further their own goals, liberally using their endless wealth as bribes and gifts. They advance their cause by clandestine means, not holding themselves above the services of assassins or other races. Their perception of the purpose of the Empire is cynical - as merely a tool to further their own gains. The true plutocrats are few, but many are in their employ, some without knowing it.
Some Guidelines To RPing Dairaziri: Those who belong tend to flaunt their wealth in public. The leader characters possess a nearly-limitless wealth, - those need your HC approval to obtain; the lesser folk in their employ, nevertheless, possess their full credit when working for them. This means that all Dairaziri are ICly permitted to advance bribes and gifts liberally in any amounts, when they are ICly furthering their masters' ends. They profess a deep love of the 'savages' of Middle-earth and speak of their need to belong to the Empire; they are well-educated, 'well-meaning' and devious.
This faction name evokes shudder among the simple folk. A secret beyond secrets, even its existence was disputed until in the early reign of Tar-Palantir it became much more active than before. The Black Hand is said to be a guild of assassins, originating in Umbar and comprised of the devout followers of Darkness. It is rumored to have strange rites and customs, and its members excel in stealth, cunning and secrecy. One fact is known well: members of the Black Hand are never captured, but promptly slay themselves if they fail.
The secrecy of the Black Hand is maintained both ICly and OOCly. No one should know of a member's involvement except the Black Hand HC, OOCly. Members who violate this rule open themselves to IC assassination, and definitely losing their status as a member of the Black Hand. Nothing is known to non-members about the internal structure of this organization. All Black Hand members are also members of one other faction, which is their official affiliation to allay suspicions. To apply, acquire some experience and +mail the High Commander in charge.
The powers which govern Numenor and her colonies form a vast network both complex and fairly efficient in operation. In modern terms, the government can best be described as federalist in structure which is a necessity due to the sprawling territories involved in the Numenorean empire. Therefore, this subject is divided into two parts: Central and local or provincial government.
The central government of Numenor is a traditional form of monarchy that rests upon the law of inheritance based on the eldest-born child. Since the days of Tar-Minyatur there has existed 'The Council of the Sceptre.' Their purpose is as an advisory council to the King on matters foreign and domestic. However, as the case may be, the Council also holds much power for the people who are chosen to be on the council are typically among the most powerful in Numenor. Therefore, in many instances, the day to day running of the Empire lay in the hands of Council of the Sceptre. This would include such things as the collection of taxes, ordering of the military and censuses. This is not to be surprised because the King's power, while in name stretches throughout all the possessions of Numenor, does not literally and often Lords will do as they will. It is therefore imperative of a great King to be able to harness the full potential of the strength of the Council.
The Numenorean Empire is divided into provinces. The provinces of Numenor proper are run by a Lord and each of these are to be found on the Council of the Sceptre. Outside of the Isle, provinces are typically run by Governors selected by the Council or the king. However, in some instances Lordships have grown up in the outer provinces as commissioned either de facto or by the Council itself. The local governments of provinces are often adapted to meet the needs of the provinces but are typically autocratic in structure following the model of Numenor proper. In wealthy colonies, such as Umbar, the wealth of the governor will rival if not exceed one of the Lords of the Great Houses of Numenor.
The Council of the Sceptre is the most powerful of the body politic outside of the monarchy itself. While in name it has little official power, it does wield great unofficial power acting in the capacity of the chief executers of the Imperial will. Thus they can appoint diplomats and ambassadors and other court officials over the King who in reality would find it difficult to micromanage such a structure. Over time, these unofficial acts have set precedents that the monarch would be hard put to override.
The members of the Council consist of the Lords of the Territories of the Isle of Numenor and such folk who hold an equivocal high position such as The Lord of Ships and Havens of Numenor and the heads of the most powerful guilds.
Tax collection in the Numenorean Empire is based upon a harvesting system. The provincial governors have to bring in a sum of payment that has been assessed by the Council of the Sceptre. These taxes are collected mostly by a special class of civil servants who are paid a percentage of the taxes they collect. In this way, often people in the Numenorean hegemony are taxed at higher rates than what the Sceptre dictates due to the various levels of governmental structure in which the tax monies changes hands.
The following Numenorean global commands are available to you:
+nconn - The last ten Numenorean players who connected. Guilds are an organized contrivance of peoples of similar profession.
There are many guilds of varying power within the Numenorean Empire. At this
point, these guilds are available:
Originating from Umbar, the Black Hand is a guild of assassins. Rumoured to be
devout followers of Darkness, this secret society is pervasive throughout the
Empire. Reared from childhood in strange religious rites, these Men are trained
to be assassins who are renowned for stealth, cunning and secrecy. Rumours
abound concerning them, but it is said that when hired they treat their job
fanatically. If they fail they will immediately slay themselves. Also, it is
rumoured that they practice human sacrifice in their dark meetings in the hope
that He Who Arises in Might shall come again and purge the world of the sick
and weak.
Due to the intense secrecy of the Black Hand, no one knows who are members.
They may range from the local baker, to a Numenorean Lord. The internal
structure of the organization is hierarchical, but little is told of it.
Indeed, there are only few in the realm who know how to contact the Black Hand,
but it is whispered that there are secret places where they gather to practice
their rites. At these places, for those who know the words may hire them. The
person who chooses to use the services of this secret society must be prepared
to pay the contract fully. People who have attempted to cheat the Black Hand
have become victims of their own folly.
To become a member of the Black Hand you need to be an established Roleplayer
in Numenor. You must +mail the Numenor staff with an application and this will
be reviewed. Upon acceptance, a member of the Black Hand must remember that no
one outside the guild is to find out ICly or OOCly of their status. A break in
this secrecy might require other members to kill your character, or at least
cost you your status as a member of the Assassins' Guild.
The Guild of Healers is a wide-ranging guild consisting
of those skilled in the art of healing. In each city there is located a guild
installation maintaining living quarters and of course nourishment for its
members. The headquarters of the guild is located in Armenelos, City of the
Kings. Here is where also the Arch Master of the Healers is assigned. A member
of the guild is assigned a certain location among either Numenor Proper or in
one of the three Numenorean colonies, Umbar, Pelargir and Tharbad. Designation
to each city depends on the healer's choice of either the civilian branch or a
military branch. Logically, the military healer will be assigned abroad among
one of the Numenorean havens serving the military cohort that they travel
amidst. A civilian healer will partake in such matters as domestic emergencies,
among Nobility or lesser folk, primarily on the actual isle itself and perhaps
non-military envoys upon the sea. Military healers, on the other hand, will
have the opportunity to travel abroad among the great Numenorean military
hosts. These healers will act upon the battlefields and havens with the
specific military unit they are assigned.
Ranks among the Guild of Healers: Arch Master..........Appointed by the Council of the Sceptre, this position is
held by one healer alone-the most skilled in all of Numenor. The Arch Master
possesses primary authority over all guild work and movement, save for the
Council and/or King. The Arch Master will be assigned to the headquarters in
Armenelos.
Master..........This position is held by the elite healers that have proved
themselves deft in their trade before the Arch Master. They oversee local
Healers and Apprentices.
Healer..........The Guild of Healers consist primarily of Healers, those who
have learnt the required skills to operate skillfully in the field. A healer
may oversee a specific Apprentice to which they are assigned by their Master.
Apprentice..........Apprentice is the beginning position of any person who
wishes to join the guild. In this job, one will be taught the basic skills of a
Healer through a Master, or more likely, a Healer assigned to them.
As the name implies this guild are those involved in
the business of making ships. They often hold contracts with the various parts
of the Numenorean navy. Their guild headquarters are located in the city of
Romenna but they have offices throughout the colonies.
Outside of Romenna, the Ship-Wright guild has their own local guilds headed by
a master. These separate guilds have developed their own art to the point that
certain guilds are famous for the making of certain kinds of ships. At times
these masters will meet in conclave to discuss issues concerning the guild.
Like the Guild of the Arts, they too select one from among their number to
represent the entire guild and manage coordination between them.
As the name implies this guild consists those
involved in the making of weapons and also armourers. They are a very important
guild because of the contracts their blacksmiths are given by the Numenorean
military. Their headquarters is located in the city of Armenelos and by royal
decree they are to be the only crafters of armaments throughout the empire.
The Merchant Guild is a wide ranging guild consisting of
those employed in the business of commerce. The merchant guild offers financial
backing and safety for members as well as contacts with cities, lords and other
buyers who will only deal with the guild. In all the Numenorean cities, the
Merchant Guild maintains a guest house for its members providing lodgings where
no others may be found. The main headquarters of the Merchant Guild is to be
found in Romenna near the quays. Due to the importance of this guild
traditionally the head of the Guild has been a member of the Council of the
Sceptre.
The Uinendili, or 'Lovers of Uinen' is the common name given to the powerful
Guild of Venturers established during the time of Tar-Meneldur when his son,
the future Tar-Aldarion made his voyages. As time has passed, the place of the
guild has evolved considerably. No longer set upon a ship in the Bay of
Romenna, the Guild has now moved to Romenna proper where its main base of
operations is established. All seamen who are within the legal Numenorean
apparatus are members of the Guild. All ports have a Guild office and often
hostels where seamen may come to rest when not at sea. In addition, the Guild
at this time has come to be responsible for the customs and tariffs coming into
Numenor and thus it has gained great wealth. It is thus by no mere chance that
the head of the Uinendili is also the Lord of the Ships and Havens of Numenor.
Umbarmap1
A 'bird's eye' view of the city of Umbar and its surroundings. Use it
to get your bearings on the geography of the city.
Umbarmap2
The street map of Umbar, your faithful guide to the four corners of
the city.
In order to maintain a vast empire of diverse people and factions it is
necessary to have a great military. Therefore, this section is divided into
three parts:
Army On the Numenorean Army
Navy On the Numenorean Navy
Ranks A list of Adunaic Army and Navy ranks
The Numenorean army is the mightiest that exists in Arda at this point of time,
and one of the greatest in all the ages of the world. It is this military
strength which has enabled the Sea-Kings to extend their sway over vast areas
of Middle-Earth and protect their dominions from Sauron and others who would
oppose them. The strength of this army lies not just in its size, but also in
the rigid discipline of its soldiers and their stern loyalty and valour -- all
of which combine to make it almost unstoppable.
The Numenorean army consists almost entirely of foot soldiers. The typical gear
of the Numenorean 'Narad', or warrior consists of chain, spear and sword. In
addition, the Numenoreans are well provisioned for long campaigns in far places.
The main unit of the arms of Numenor can be found within what is called a Host
consisting of some 6000 Men. These are further divided into ten Cohorts
consisting of 600 Men apiece. The Host commander is a high position indeed and
holds the Adunaic title of 'Attabar' or 'Father of Strength.' The ensignias and
badges of the Hosts vary from place to place.
There are two kinds of Cohorts in the Numenorean Host. The most common kind is
the Cohort of Men-of-Arms. These are foot soldiers that are armed with spear
and sword. In addition, all Numenorean warriors carry with them on their belts
a sealed wallet that contains a small phial of cordial and wafers that can
sustain life for many days as may be needed. In the classical Host, eight of
the ten cohorts consist of this kind of soldiery.
The other two employ perhaps the most effective of the weapons of the
Numenoreans: Bowmen. The bows and arrows employed are wrought of steel, to be
sent in hails against their foes. The bows themselves are a full ell long! The
commander of a Cohort, holds the Adunaic title of 'Azgaran', which roughly
translates to 'Man-making war.'
The Hosts which make up the Numenorean army fall into 3 categories -- the
Standing Hosts, the Reserve Hosts, and the War Hosts.
Standing Hosts
These are the elite Hosts, containing the veteran soldiers who are the most
highly trained. They are always fully manned and ready to march into battle at
a moment's notice. In more peaceful times, there was but 1 Standing Host in
Numenor proper, but due to internal strife, there are now 6 Standing Hosts upon
the Isle -- a number unheard of in the days of old.
They are the 1st Host in Mittalmar, the 2nd Host in Andustar, the 78th Host in
Hyarmenstar, the 4th Host in Hyarrostar, the 5th Host in Romenna, and the 6th
Host in Forrostar. In addition, there are several Standing Hosts based in the
colonies -- the 7th, 11th, 12th and 16th Hosts in Umbar, and the 8th Host in
Tharbad.
Reserve Hosts
There come times when the presence of Numenorean might is urgently needed in a
troubled place. However, the Standing Hosts are often on duty in positions from
which they cannot be spared -- thus, the Reserve Hosts. These Hosts are formed
of those Hosts from the Standing Hosts which can be spared at any time(all 6
Hosts from Numenor, and the 7th Host from Umbar), and a number of other Hosts
which can be assembled very swiftly.
These latter Hosts are not fully manned at all times, but rather, consist of
the commanders and a small number of trained veterans. Those who wish to join
them must serve in the Host for 2 years. After this term of service, they may
leave, but will have to return every 3 months for battle training. In this
manner, these Hosts are comprised of trained soldiers who can be rapidly
assembled in times of need, and sent wherever they are needed. There are 22
Reserve Hosts in totality.
War Hosts
The Standing Hosts and Reserve Hosts together number 32 -- a mighty force
indeed, and one which is well able to deal with the forces of Sauron and petty
rebellions of Middle-Earth. However, there may come a time when such a foe
threatens Numenor that her entire might shall be needed -- the well nigh
invincible Grand Army of 75 Hosts.
The Grand Army consists not just of the Standing and Reserve Hosts, but also of
the War Hosts. The latter will be formed of the citizens of Numenor who will be
conscripted into service should the need ever arise. The War Hosts are 43 in
number. However, this massive force has never been needed in the course of
Numenor's history -- and it is extremely doubtful that it ever will be.
The Naval forces of Numenor can be divided into three sections: Exploration,
Fleet and Merchant Marine.
The Numenoreans at this time have colonies and outposts all
throughout Arda with the majority of them being in the South. This MUSH however
focuses on the more northern areas illustrated in Tolkien's works. As a result,
there is no formal exploration fleet. However, some guilds or lords, seeking
wealth, markets and lands, may commission their own explorers to sail to and
explore the great lands of Middle Earth.
The fleet is the Naval Arms of Numenor and consists of a wide
variety of ships for divers purposes. At the head of the fleet is of course the
King of Numenor, at least in name. The immediate commander of all fleets and
harbours holds the title of 'Lord of Ships and Havens of Numenor,' the Adunaic
title being, 'Bar An-Azar.' There is a number of fleets in the Numenorean Navy
and each is commanded by an Admiral, or 'Attubalik' in Adunaic. Among the
positions on the ships for the aspiring seaman, there are four basic anks:
Captain, Mate, Master and Sailor. The Adunaic translations can be found in
<+nhelp ranks>. The ranks herein are of course only a small portion of the
ranks to be found upon a sea-going vessal but they are meant to be adaptable in
use.
Typically speaking, Naval duties would entail hunting for pirates, transporting
troops and equipment, and also lending aid to where forces of arms are needed.
In this capacity, the Men of a ship may find themselves serving on land in
armies temporarily to succour their kinsmen.
To transport goods and supplies for profit, often
guilds possess their own merchant vessels to maintain trade bringing prosperity
and wealth to Numenor and her colonies. In this specific regard, the merchant
marine is perhaps the most vital branch of the Numenorean Navy. Merchants or
guilds who possess a ship must register it at the customs house in Romenna so
that it may receive the protection of the Numenorean Navy.
At times, there may exist some unscrupulous folk who
exist outside of the Naval system established in Numenor. Of these there are
two kinds: Pirates and Privateers.
Pirates: Pirates are Men who have seized a ship or committed acts of thievery
or murder against Numenor upon the High Seas. As a result they are outlawed and
the harshest punishment of death is inflicted upon them.
Privateers: Privateers are privately owned ships that are armed and
commissioned either by the Sceptre, a Lord or Guild for the protection of
transport ships or to make war upon their enemies. Privateers legalistically
are in a precarious existence and as a result they are often confused as
pirates and hunted down.
The Uinendili, or 'Lovers of Uinen' is the common
name given to the powerful Guild of Venturers established during the time of
Tar-Meneldur when his son, the future Tar-Aldarion made his voyages. As time
has passed, the place of the guild has evolved considerably. No longer set upon
a ship in the Bay of Romenna, the Guild has now moved to Romenna proper where
its main base of operations is established. All seamen who are within the legal
Numenorean apparatus are members of the Guild. All ports have a Guild office
and often hostels where seamen may come to rest when not at sea. In addition,
the Guild at this time has come to be responsible for the customs and tariffs
coming into Numenor and thus it has gained great wealth. It is thus by no mere
chance that the head of the Uinendili is also the Lord of the Ships and Havens
of Numenor.
Army Ranks: Naval Rankings: *Both of these ranks are referred to as the Balkuhuznat. Balkuhuznat signifies
officer of the Ship which is shared by both Mate and Master. Roughly
translated, it means: 'Ears of the Ship.'
Welcome to Numenor, the Greatest Empire of Man. Now at this time you may say to
yourself, 'Wow, that sounds rather imposing.' Yet it is not! To start yourself
in Numenor, you have merely to range your options and decide what path best
suits you. Here is a list of jobs available to newcomers to Numenor:
Junior Diplomat Other jobs are available to the creative mind. Once you have selected
profession seek out an admin to help guide your way through the rest of the
process.
Numenor is an ancient realm and as such it has accumulated a vast tradition.
Below are a list of the traditions you can study under this topic:
History A summary of the history of Numenor
Language Concerning the languages of Numenor.
Religion Numenorean spiritual beliefs and customs.
Numenor is an island-kingdom found in the fictional writings of the late Prof.
J.R.R. Tolkien. It came into being at the beginning of the Second Age of
Middle-earth as a reward given to the Edain who had fought against Morgoth in
the First Age.
The history of the First Age is the story of the long defeat of the Eldar (the
Elves) and the Edain (Men, or, in these politically correct times, humans) by
Morgoth and his armies. A defeat eventually reversed when Erendil the Mariner
(accompanied by his wife Elwing) won through to the Ancient West, to Valinor,
to plead for assistance from the Valar (the Powers, or the gods). In the
ensuing War of Wrath Morgoth was defeated, captured, and cast from the world.
However Sauron the Maia, Morgoth's chief lieutenant, avoided capture and
remained active in Middle-earth.
As recompense for their suffering in the long defeat the Valar allowed the
Eldar to sail to Valinor (although many chose to remain in Middle-earth). For
the Edain, the Valar raised the island of Numenor, half-way between Valinor and
Middle-earth.
The first King of Numenor was Elros, the son of Earendil and Elwing, both of
whom were of the half-elven. At the end of the First Age the half-elven were
given the choice as to which race they wished to be counted amongst. Earendil
deferred the choice to his wife and she chose to be of the Eldar, thus he chose
likewise. In Middle-earth, their son Elros chose to be a Man and led the Edain
to Numenor thus taking the royal name of Tar-Minyatur. Elrond, his brother,
chose to be an elf and remained in Middle-earth, where he became the chief
counsellor to Gil-galad, the High King of the Elves in Middle-earth. To the
Dunedain, as the Numenoreans were called, the Valar granted a lifespan three
times that of lesser men; and to Elros alone was granted a lifespan of 500
years.
In all there were twenty-five Rulers of Numenor, including three ruling Queens.
The first King, as mentioned above, was Elros the son of Earendil and Elwing.
He lived so long that, by the time of his death, his son Vardamir was already
very old. Thus Vardamir allowed the Sceptre to pass immediately to his own son
Amandil. Neverthless Vardamir is considered the second King, and is deemed to
have reigned for one year. Following Vardamir, until the days of Tar-Atanamir,
all the Kings surrendered the Sceptre to their heirs before death.
Initially the law was such that the Sceptre passed only to the male descendants
of Elros (i.e. male primogeniture). Thus Tar-Meneldur succeded Tar-Elendil,
despite having two older sisters. Eventually the law was changed so that the
Sceptre passed to the eldest child of the King, regardless of gender (i.e.
simple primogeniture). This change may have occurred in a few stages. Certainly
Tar-Aldarion, who had no son, changed the law so that his daughter Ancalime
could succeed him, but after that the details of the changes in the law are
confused. It must be remembered that very few Numenorean records survived the
Downfall, and that Tolkien's histories of Middle-earth are written from the
perspective of those living in the late Third and early Fourth Ages - some
3,500 years after the Downfall.
The symbol of office of the Kings was a Sceptre (of which we have no
description). Ar-Pharazon took it with him when he landed in Valinor, so it was
buried with him. The sword of the Kings was Aranruth, originally the sword of
Thingol of Doriath - presumably this too was buried with Ar-Pharazon. Other
significant heirlooms of the Kings were the Axe of Tuor and the Ring of
Barahir. Only the Ring survived the Downfall, for Tar-Elendil gave it to his
daughter Silmarien, thus it passed into the hands of the Lords of Andunie.
Elendil brought it back to Middle-earth, where it became an heirloom of the
Kings of Arnor.
The symbol of office of the Lords of Andunie was also a sceptre, the Sceptre of
Andunie. It is described as being a "silver rod", perhaps it was made of
mithril. Elendil brought it to Middle-earth, where it became the symbol of
office of the Kings of Arnor. As such it was usually known as the Sceptre of
Annuminas, after the capital city of Arnor. When Elrond presented it to King
Elessar at the end of the Third Age it was thought to be the oldest artifact
made by Men preserved in Middle-earth.
The history of Numenor is too long and complex to adequately describe here.
Readers are referred to Tolkien's writings, especially the Akallabeth (Silm
259). However it can be summarized as a long period of early peace followed by
growing power, growing pride, and an increasing fear of death, culminating in
Ar-Pharazon's blasphemous attempt to seize immortality by force - by invading
Valinor.
To understand the Fall of Numenor it is necessary to understand the view of
death in Tolkien's writings. The Valar were spiritual beings and thus immortal.
The Eldar were physical beings, yet were also immortal (they could be slain,
but they did not die naturally, nor did they succumb to disease). The Edain,
being Men, were - of course - mortal. As the Dunedain grew in pride, they began
to envy the life of the Eldar. This envy grew in time to become a hatred of all
things elvish, and resulted in the persecution of those Numenoreans who
maintain contact with the Eldar ("the Faithful"). This pride and fear combined
to bring about the end of Numenor: Early in the reign of Ar-Pharazon, Sauron
(or Zigr, as he was called in Adunaic) claimed the title of King of Men in
Middle-earth, and resolved to drive the Numenoreans out of Middle-earth, and
even if possible, to destroy Numenor itself. Proud Ar-Pharazon responded to
this challenge by taking an enormous fleet to Middle-earth, and demanding that
Sauron come and swear fealty to him. Sauron came - seeing that the power of
Numenor was far greater than he believed.
Ar-Pharazon took Sauron back to Numenor as a prisoner. However once there,
Sauron quickly rose from being a prisoner to become the King's chief counsellor
and High Priest - leading the Numenoreans into the worship of Morgoth. When
Ar-Pharazon had grown old, and could see his death approaching, Sauron played
his master-stroke. He convinced the King that he could seize immmortality by
force by invading Valinor. But when Ar-Pharazon landed in Valinor the Valar
laid down their guardianship of the world and appealed to Iluvatar (i.e. God
the Creator, God Almighty). Iluvatar responded by changing the shape of the
world, and destroying Numenor and its ships. Ar-Pharazon and his men who had
actually landed in Valinor were buried by an earthquake. Iluvatar also moved
Valinor off the circle of the world and onto "another dimension", so that
afterwards it could only be approached by the ships of the Eldar, but not of
Men.
The current date in the MUSH is at the beginning of Tar-Palantir's reign.
Tar-Palantir, who repented of the deeds of the 'King's Men.' His reign begins
after a civil war in 3175 after which Tar-Palantir succeeded his father,
Ar-Gimilzor who would have much rather have the throne go to his younger son,
Gimilkhad. Therefore, the events related of the Downfall of Numenor have not
yet occurred and lie in the future by some two centuries.
Inevitably, anyone saying anything about the writings of Tolkien has to say
something about langauge. This is particularly true of Numenor, as three
languages were used on the island: Quenya, Sindarin, and Adunaic.
Quenya was the language of the High Elves of the West (i.e. Valinor). It was
brought to Middle-earth by the Noldor (one of the tribes of the Elves) as they
returned to Middle-earth in pursuit of Morgoth at the beginning of the First
Age. However, for various reasons, once in Middle-earth the Noldor largely
abandoned Quenya in favour of Sindarin. Quenya was taken to Numenor by the
Edain as the language of ancient lore and wisdom. It was not spoken on Numenor
but was used to form the official names of places and important people. Even
so, these places and people usually had Sindarin and/or Adunaic names, often
with the same meaning as the Quenya. Sindarin was originally the language of
the Grey Elves of Beleriand (a region in the north-west of Middle-earth),
however it became the lingua franca of all Elves in Middle-earth throughout the
First and Second Ages. Until banned, it was widely spoken in Nmenor -
especially in the north-west around the city of Andunie.
(Great reference to the Adunic language including wordlists, pronunciations,
and parts of speech - http://www.uib.no/people/hnohf/adunaic.htm)
Adunaic has its origin in the Mannish (i.e. human) tongue originally spoken by
the Edain before they entered Beleriand during the First Age. Thus it was not
an Elvish language, it was however significantly influenced by Sindarin. It was
always widely spoken on Numenor, increasingly so as the Numenreans grew to hate
all things elvish. From the days of Ar-Adunakhor onwards it was the only
language permitted to be taught. Westron, the Common Speech of Middle-earth at
the end of the Third Age (the langauge translated as English in The Lord of The
Rings), was largely descended from Adunaic.
The name Numenor is an Anglicization (and probably a Westronization) of the
Quenya Numenore, meaning "western land". The Adnaic equivalent was Anadune,
Westernesse in translated Westron. The Sindarin equivalent (possibly Dunador)
is never used, indicating that Sindarin speakers used the Quenya name. The
island, as opposed to the Kingdom, was often called Andor, a Quenya (or
Sindarin) word meaning "land of gift". The Adnaic equivalent was Yozayan. After
its destruction, it was often called Atalante (Quenya: "the Downfallen"), which
is Akallabeth in Adunaic.
The names of the Kings prefixed with "Tar" are all Quenya ("Tar" means High
King). It was not until the reign of the eighteenth King, Tar-Calmacil, that it
became common for name of the King to be spoken in Adunaic. Although lesser
citizens acquired Adunaic names far earlier. Indeed, it is probable that right
from the begining there were common folk who spoke no language beside Adunaic.
The twentieth King, Ar-Adunakhor, was the first to take the Sceptre with a
title in Adunaic, although for superstitious reasons they continued to enter a
Quenya name into the Scrolls. The earlier Kings would have acquired Adunaic
names - even if they were never used during their reigns, they would have been
used in later histories.
During the timeframe of this MUSH, the Elven tongues are once more in favour.
This is reflected greatly in the fact that Tar-Palantir had taken on the title
of "Tar" rather than the Adunaic "Ar." If Tar-Palantir did show favour to the
Adunaic, he would have made his title Ar-Inzilbeth. However, there is a great
faction within Numenor that reject the use of the Elven tongues and for the
great part Adunaic is the only spoken language in Numenor at this time.
Official ceremonies are dictated in the Unfinished Tales and consist of
ceremonies on the Meneltarma. There are no temples or altars in Numenor. Since
the King Palantir has taken the crown these ceremonies have been reinstated and
the people go mostly at the will of the king. People in Numenor these days will
give lip service to the Valar but are more materialistic than anything (on
average). A few in the provinces have secretly taken up the Black Religion but
this is officially banned. There are no priests or the like in Numenor or the
provinces, but there are occasionally missionary groups who would go into the
wilderness to work with the uncivilized peoples to bring them to the true set
of beliefs, but this is typically rare and is more often used as a political
tool by provincial governors. Magic and necromancy are officially banned seen
as the art of the great Enemy and are therefore abhorred. People who are found
guilty of such actions can potentially be executed. However, in the provinces
where such laws are more lax there is a fair degree of corruption where bribery
takes place so that civic officials may avert their eyes.
Numenor is a nation rich in history and lore, mightier than any that yet
remains in Arda -- a land of gift given to the Edain in long ages past as a
reward for their valour in the struggle against Morgoth. Its folk are greater
in stature of body and mind than the lesser Men of the Twilight, and some among
them claim the high blood of the Lords of the Three Houses of the Edain, while
others have gained fame and reknown in the wars of Middle-Earth. A result of
this is a number of notable Noble Houses within Numenor, with pasts both new
and old, and often lost in lore long forgotten. However, in these dark times,
these Houses often struggle for power amidst themselves, and new alliances are
forged even as old ones are cast aside.
House RP can be an unending source of RP and TP opportunities, and it can give
the player a sense of belonging ICly. Playing a noble is not a prerequisite to
joining a House -- characters who are not noble could be in service to a
particular House. To join a Noble House, speak with the House Lord, or in the
absence of one, the House Controllers in regards to membership.
These are the prominent Noble Houses of Numenor, whether based on the Isle
itself, or beyond, in its colonies.
House Minyatur Men, the Secondborn, the Younger Children of Iluvatar, awoke into the
world in the land of Hildorien, far to the east: called from their wait by
the first rising of the sun. But to Men came no Vala to counsel and guide
them, as had come to the Elves, when they awoke beside Cuivienen. And so
Men have always feared the Valar, as Morgoth had hoped.
In the First Age of Middle-earth, their part was smaller than that of the
Elves, though it was a crucial one. The Three Houses of Men who have
first crossed the Blue Mountains and came into Beleriand - the Edain -
were ever friends of the Elves. Chief among the elf-friends were
Hurin Thalion, and Beren Erchamion, Hador Lorindol and Tuor the Mariner,
and many others. For their part in the fight against the Great Shadow of
Morgoth, the Edain were, at the end of the First Age, granted the most
fair isle of Elenna to dwell upon, and their span of years was lengthened,
though the Valar could not take away the Doom of Men: that in time they
must leave the world, as designed by Iluvatar. There they have built the
mighty realm of Numenor.
Other Men there were than the Edain, though many did not cross into
Beleriand until late in the First Age, and more still came not at all,
remaining in Eriador.
Of those Men that did enter Beleriand after the Edain, many were also true
to the Elves, but the host of Ulfang the Black betrayed Maedhros at the
Battle of Unnumbered Tears, for his true lord was Morgoth. Few were those
of other kindreds of Men, such as Bor's, who fought on the Eldar side and
survived the Ruin of Beleriand.They scatter or mingle with the Edain
Houses, and come no more into these tales as a separate people.
Now, with the Second Age of Middle-earth more than three millenia old, Men
are divided into two kindreds: the Dunedain, or Men of the West, and the
Rhevain, or Men-of-Twilight.
The Dunedain are the descendants of the Three
Houses that were mingled at the end of the First Age, though the line of
their rulers is that of Earendil, son of Tuor and Idril Celebrindal. The
Men of Numenor are great masters of ships, and their sails may be seen off
the coasts of Middle-earth from Lindon as far south as Far Harad. They are
tall men of noble bearing, and their lives are long, up to three times the
span of lesser men. Grey eyes are common, the height of seven feet not
unusual, but their hair color varies greatly due to the mixing of several
Houses; perhaps dark is prevailing overall.
The land of Numenor, or Anadune, was raised by Ulmo the Lord of Waters
from the depths of the sea and made exceedingly fair. It lies upon the
seas roughly an equal distance between the lands of Middle-earth and the
Undying Lands of the West, and its names are numerous in different
tongues. And while mortal Men may never tread upon the Undying Lands -
indeed, they are forbidden by the Valar to sail out of sight of
Numenor to the west, lest temptation overcome them - the Eldar of Tol
Eressea make visits to the western havens at whiles, and such times are
happy. Or were, before the shadow started creeping over Numenor...
At the heart of the discontent of the Dunedain lies the Gift of Iluvatar
to Men, death and passing beyond the Circles of the World - a gift strange
indeed, the original meaning of which was corrupted by Morgoth's lies and
poisoned with fear. And at this later time the descendants of the heroes
of the First Age began to begrudge the Eldar their life everlasting, and
yearn for the deliverance from death by any means at their disposal - and
since the might of the Numenoreans at this time is great beyond reckoning,
only Valar may know what shall come of it.
Of the Rhevain, who dwell in Middle-earth, many are distant kindred of the
Dunedain, being those of the ancient houses of Men who would not cross
the Ered Luin into Beleriand. They make their homes in Eriador, in places
such as Tharbad and Bree, and suffer great hardships for the lands of
Middle-earth are wild, and fear walks in the mountains and the woods
again - for the creations of Morgoth could not all be hunted out. Some
tribes return to savagery, others fall prey to the cunning of the new Dark
Lord, Sauron, and worship him as God. All fear and mistrust the Elves, who
themselves hold no great love for Rhevain - even though the High King may
take a more enlightened view.
The Rhevain live in tribes that tend to roam within the limits of their
regions, sometimes settling, sometimes taking off again. Four loose groups
of them can be identified: Men of Eriador, Men of Tharbad, Hillmen of
Ered Nimrais and the Easterlings of Rhun.
Men of Eriador are perhaps the most peaceful of those, having semi-regular
contact with the Elves and respecting their dominion in the West. They are
not under Sauron's sway by any means, yet his spies and loyal servants
appear among them from time to time, speaking cunning words.
Men of Tharbad are a warlike confederation of tribes that inhabit
Enedwaith up to Tharbad in the north and beyond river Isen in the south.
They are in a bitter feud with the Dunedain whose massive logging
operations in Enedwaith have forced them out of their ancestral lands.
Retreating before the Numenorean tide, they flee into Minhiriath and
Dunland from where they oppose the Dunedain advance as best they can. They
also claim the city of Tharbad itself as their ancient capital; its
population mostly consists of Rhevain with a ruling Numenorean caste in
power.
The Hillmen of Ered Nimrais used to inhabit the vales of Anduin and the
lands around its mouth. The coming of the Elves out of the west, whom they
fear, and subsequent settlement of Numenoreans at Pelargir have slowly
forced them to retreat into the foothills of Ered Nimrais, where they live
in many villages. The largest of those is located upon the Hill of Erech,
where the chieftain of those people makes his abode. The Hillmen are less
antagonistic to the Dunedain due to the fact their practices are milder in
that area, and sometimes friendly relations and trade arise between them.
Sauron is laboring day and night to bring the Hillmen under his sway
His task is made easier because, once their teachers and friends, the Men
of the Sea have been of different mood of late, and have sought to control
the Hillmen rather than help them.
The Easterlings of Rhun are a swarthy, stocky folk with their own peculiar
customs and rich traditions. They are far removed from other Rhevain
cultures and despite their fierce pride and independent spirit, they are
practically in Sauron's pocket. They fear him and worship him as a God,
for he is a master of sorcery, necromancy and artifice which skills he
often demonstrates to intimidate them.
+ndoing - This command sets your DOING on +nwho.
+nhelp - Numenor Help File, +nhelp instruction for more.
+nlist - Shows the list of Numenorean players.
+nnewbies - Shows the ten most recently cultured Numenoreans.
+noldbies - Shows the ten oldest Numenoreans.
+npoll - Changes the poll message in +nwho.
+nwho - Shows all currently connected Numenorean players and their Mode.
nwho - Shows all currently connected Numenorean players.
+nmotd - Displays the Numenor Message of the Day.
+nstaff - Shows local Numenor staff and their job.
To view the help file on each command, type +nhelp
To return to the main index type: +nhelp/topic index.
Guilds
Arts
The Guild of Arts. The guild of arts is a wide ranging guild consisting of
bards, sculptors, stone masons, lampwrights, woodwrights, painters and most
other artisans. Its guild headquarters can be found within the city of
Armenelos. The purpose of the guild is to provide a standardized system for the
training of apprentices and to perfect the art involved. Due to the range of
this guild, it is subdivided into several smaller guilds. Each of these guilds
is headed by a Master of that art and they meet in conclave to choose an
overall head of the guild to act as a representative to the Sceptre.
Assassins
The Black Hand
Healers
Ship-Wrights
Weapon-Makers
Merchants
Venturers
Maps
Military
Army
Introduction
Basic Structure of the Army
The Hosts
Navy
The Explorers
On the Fleet
On the Merchant Marine
Pirates and Privateers
Customs
Perhaps one of the most touching and ritualistic of ceremonies
surrounding naval customs has to do with the rites of Voyage. Before a sailing
vessel sets out, tradition has it that the Lady or Mistress of the Captain will
bring a Bough of Return to the Captain and place it on the prow of the ship.
This tradition being established by the legendary voyages of Aldarion have
carried through even to the modern period. The bough is from the tree oiolaire,
that signifies "Ever-summer." These boughs are usually taken by the Lady of the
Captain and placed on the prow whilst the crew watches eagerly chanting hymns
to Uinen who sailors commonly venerate. The Bough of Return's importance cannot
be expressed enough. A withered bough is considered an ill omen on a distant
voyage.
The place of the Uinendili
Rankings in the Numenorean Military
Attabar Host Commander
Azgaran Cohort Commander
Narad Warrior
Bar An-Azar Lord of Ships and Havens of Numenor
Attubalik Admiral
Balkukhor Captain
*Suluman Mate
*Abaran Master
Azrunarad Seaman
Newcomers
Merchant in a Guild
Sailor in the Navy
Servant of a Guild
Servant of the Court
Soldier in the Army
Traditions
History
Language
Religion
Houses
House Silmarien
House Bragollach
House Isilrim
House Indrakhor
House Gwaith-i-Aerhodil
Species: Men
Dunedain
Rhevain