A TASTE OF THINGS TO COME: UMBAR

Jason Beresford: 201 Plantation Club Dr Apt 1202, Melbourne, FL 32940-1970, USA ([email protected])

©1996 Jason Beresford; first published in Other Hands 14.

While I could regale you with the tale of how I came to work on the revision of the original Umbar: Haven of the Corsairs, I would rather devote this article to an actual outline of the new Umbar. I have spent over six years developing Umbar and, with every passing day, new insights are revealed.

The quality of the forthcoming incarnation of Umbar will be due in part to the extensive collaboration I have had with other authors as they have developed their own manuscripts. Many long-winded discussions about both important and unimportant details has helped refine my ideas about Umbar into a significantly more sophisticated form. If not for numerous conversations and/or letters with Anders Blixt (KS & SG), Gunnar Brolin (KS & SG), Chris Seeman (KS, SG, NG), Wesley Frank (SG, NH, & Arnor), and Jesse Dallin (Khand), the Umbar revision would be in print by now, but it would be a less satisfactory product.

Not to be forgotten are the people at ICE. Umbar is near and dear to their hearts, and I have had to take their concerns and views into account when altering the original module, such as their comparison of Umbar with ancient Carthage. However, this has forced me to do more research than I would have done otherwise. Rather than being a problem, the research has been fascinating and will be a tremendous aid in improving the module. Of course, this has also contributed to the delay in completion of the Umbar manuscript.

With the passing years, the format ICE has used for the description of a nation, realm, or significant power has changed. In the latest incarnation, Southern Gondor (what had been a Realm module) became a two volume set: The Land and The People. The Umbar revision will also follow this format; thus, I will describe my efforts with this in mind.

My main objective is to portray Umbar as the power I see it to be. It is the first permanent Númenórean colony in Middle-earth, and thus gains a vital advantage among the other Númenórean colonies, of which it is the largest, most influential, and most powerful. With the loss of Númenor, Umbar naturally sees itself as the true inheritor of Númenórean power and prestige, thus setting the stage for later conflicts with Gondor.

Languages have always been important in ICE products, with the Grey-elven tongue (Sindarin) predominating in both place and personal names, particularly among the Dúnedain of Arnor and Gondor. To date, the native Adûnaic language has been largely ignored. I have no plans to include an Adûnaic language dictionary as part of either volume. However, Umbar retains a strong cultural link to Númenor, and particularly to Númenor as an imperial power, when Adûnaic was largely preferred over Sindarin or other tongues. So expect a large sampling of Adûnaic names to appear in both the People and Land volumes. Two that will be prominently used are Sakalâi ("Coast People") and Mulkhêrhil ("Followers of Melkor").

The People

This volume will encompass the same general topics as were presented in Southern Gondor: The People: history, population, politics, warcraft, society & culture, religion, figures of note, objects of power, and adventures. However, I will also include a detailed explanation of the Umbarean economy.

The most important aspect of this volume will be to reveal the complexity of Umbarean society. Up until now, nearly all Umbareans in ICE products are presented in a highly negative light. Either they are pirates, slavers, allies or lieutenants of Sauron, and/or worshipers of Melkor. Even the followers of Castamir who retreat to Umbar following the Kin-strife are presented this way, yet as Gondor's traditionalists, all except the "piracy" would be anathema to them, and even that is regarded as a continuation of the Kin-strife. Yet, both historically and contemporaneous with the usual mid-Third Age adventure dates, Umbareans generally do not fall into any of these categories. It is only during a short period in the Second Age, and the last millennia of the Third, that large enough portions of the population can be stereotyped this way.

Umbarean merchants travel the world, seeking profit from all they meet. Following the Kin-strife, the Corsairs (descendants of Castamir and his followers) continue the civil war with Eldacar and his heirs while dreaming of retaking Gondor. The pure-blooded Dúnedain seek to preserve their lineage against the tide of time and the effects of intermarriage with "lesser" peoples. A variety of interest groups, some culturally and others politically based, vie for advantage and position in Umbar's hierarchy. Meanwhile, remnants of the Cult of Melkor hide in the shadows, biding their time until they can seize power again.

Second Age Númenórean practices, beliefs, and culture will take an important place in this volume as a necessary basis for describing Third Age Umbarean society. Umbar's Númenórean population places great weight on ties to the sunken isle, and a strong, conservative, cultural view dominates in Umbar, even during the periods of Gondorian rule. However, the one twist I will introduce is that the strongest links are to traditions that evolved among the Númenóreans within the colony itself, rather than those in Númenor.

An extensive section on the Umbarean economy is warranted, given my view that Umbar is a world trading power. Others may dominate certain markets, but Umbarean traders or their agents can be found in every land. This allows them a unique access to markets and is the reason for Umbar's wealth. Without her fleets and caravans, Umbar would not be a power capable of threatening Gondor, nor of resisting it long after the loss of key territories (it took Gondor 120 years to defeat Umbar, even after Eärnil captured the city).

Tied in with the economy will be my explanation of the origin of the monetary/coinage systems of all Númenórean colonies (including Gondor, Arnor, and Umbar) and their influence on other nations. I have always been a bit confused about the origins of the "1/4 oz. gold piece," particularly when the Dwarves of Khazad-dûm produce a 1/7 oz. gp that is equal in value to the ¼ oz. "Mannish" gold coin. Before you get too bored by the thought of metal alloys, minting methods, and coinage conversion costs, this will be only a small portion of this section. While many of the lands of eastern Middle-earth are not yet defined, I do plan on identifying a few key nations (based on usage in other ICE products) and to provide trading information about them.

Umbarean power stems almost entirely from her maritime fleets. While the number of ships varies over time, during the mid-Third Age Umbar possesses around 4,000 ships of sizes ranging from small coastal vessels (25 tons displacement) to the great palanristi (2,000+ tons displacement). Descriptions of the most important ship types will be provided along with information about how to use them in adventures linked to Umbar's trading activities.

The Land

To my mind, one of the most serious failings of the original Umbar: Haven of the Corsairs was its overall lack of information about the land, water, towns, and ruins around the Nen Umbar. Central to supporting a separate volume will be an extensive gazetteer. Key cities, towns, fortresses, and ruins will receive an additional, in-depth description separate from the gazetteer itself. To date, I have not spent much time defining the scope of adventure material except as relates in a general way to the various sites which will receive detailed descriptions separate from the gazetteer. I intend to cover about a dozen such locations, each with at least one overview map. Depending on the site, additional maps may be provided to provide details for adventure material or for other sites.

In Southern Gondor: The Land, the gazetteer was almost 100 published pages long. I have no predictions regarding the final size of the Umbar gazetteer, but it will be large enough to support this second volume. It should be noted that there will be some overlap with sites described in Southern Gondor, particularly in Harondor. Where this overlap does occur, I intend to add additional information to each entry, typically something from an Umbarean point of view.

The City of Umbar is the most important site to be described. Yet within it are at least four sub-sites that will also be detailed: Tarma Tar-Calion, Minas Eärnil, the great ship-house in Umbar's main harbor, and the Temple of Melkor. Tarma Tar-Calion was built by the Númenórean king, Ar-Pharazôn, to commemorate his victory over Sauron. At over 700', it is tallest structure in Umbar and is crowed by a great orb (sister to the Erech Stone) upon which Sauron made powerful oaths to Ar-Pharazôn. The orb, the tower, and its inhabitants play an important role in Umbar. Minas Eärnil is built upon the ruins of the Temple of Melkor, both to ward them against reuse by the Mulkhêrhil. At various times it serves as a seat of power, a sanctuary, and a repository of lore. Yet, when the Mulkhêrhil regain power in Umbar and the Temple of Melkor is rebuilt, Minas Eärnil is incorporated into its structure and becomes a dark and evil place (much like Minas Ithil, though not with the permanent taint placed on the Tower of the Moon by the Witch-king). The great ship-house is an incredible feat of Númenórean engineering built during the rule of Tar-Ancalimon. It easily dwarfs all other structures in Umbar. Full rigged sailing ships, even the great palanristi, can enter through its massive doors for refit and repairs.

After the City of Umbar, the haven of Dûsalan is next largest in size. Founded by the Númenóreans during Tar-Ancalimon's reign, it has always maintained its independence from its larger neighbor to the north. However, at times it has been forced to assume a subservient role that equates to being a protectorate of Umbar or Gondor (particularly during Castamir's reign). Its importance as an independent power becomes evident during the late Third Age. After Umbar falls under Sauron's black shadow and the Mulkhêrhil are resurgent, it is the people of Dûsalan that keep a check on Umbarean aggression for many years. For any wishing to travel south along the Hyarmentië, Dûsalan is the last major city before skirting the western edge of the Talath Naur. The city maintains a series of waystations in that arid waste to facilitate caravan travel.

To the north of Umbar, both Ramlond and Mírlond rate further description. They are among the largest settlements controlled by Umbar, but they also play a crucial role in the wars between Umbar and Gondor. As sister cities, they are often rivals, but together they control usage of the Ethir Harnen and access to the Harnen itself. Of the two, Ramlond has the most significant role in Umbarean history because, after Umbar is lost to Gondor in TA 1810, it becomes the capital of the exile Umbareans who later retake Umbar in 1944.

Gobel Ancalimon and Tharven guard the two ends of the Iant Harnen, perhaps the greatest bridge ever built in Middle-earth. Like many of the works in this region, both the bridge and the cities date from the reign of Tar-Ancalimon and immediately follow Adûnaphel's rebellion in SA 2280. Rather than focusing on the town of Gobel Ancalimon, the Iant Harnen will be the centerpiece. Gobel Ancalimon and Tharven will be mapped, and some additional information not included in their gazetteer entries will be provided. At over five miles in length, the Iant Harnen and its associated structures rival those of any city or town. Expect maps of all the significant features of associated with the bridge.

The ruins of Suul-dhurn and Vamag are two ruins with a black history associated with an evil power escaping the wreck of Angband at the end of the First Age. Vamag is later settled by the Númenórean lady, Adûnaphel, who later accepts a Ring of Power from Sauron. Vamag permanently bears a evil name. The ruins of Suul-dhurn likewise bear a similar taint, for it is used by dark cultists, including the Mulkhêrhil, off and on until the Fourth Age. Each will be good adventure sites for players wishing to smite Evil, rather than fighting Gondorians or sailing the world as part of a trading venture.

South of the Annabrith lie the ruins of Khurd. It was once the proud town and estate of a powerful Númenórean lord who sailed with Ar-Pharazôn for Aman. Like all the other King's Men who sailed west, none returned. The town was destroyed in fighting after no legitimate heir could be found and the local Melkor-temple was thrown down. For two thousand years it was abandoned, possessing a dark reputation of ghosts and wights seeking the blood any who visit. Yet, at various times, it is the haven for pirates. Perhaps the spirits rest for a time, allowing the pirates to use the ruined but functional harbor. Or perhaps the pirates make dark sacrifices to appease the spirits. Gird yourself for battle, any who wish to challenge the dark forces here. Perhaps you will be the one to cleanse the taint from the town and enable it to be rebuilt.

The Caves of Aelin-Kelia and the forest of the Cuiviërant, south of Dûsalan and on the margin of the Talath Naur, house a number of secrets. Though I do not intend for the caves or forest to be an adventure site for a dungeon crawl, the inhabitants are interesting enough to warrant at least a visit. Perhaps you can engage them in a bit of trade. Of course, this assumes that the inhabitants wish to see you.

On the northern edge of the Talath Naur, atop the escarpment forming the southern boundary of the Nan Gondeithel, lie the ruins of Sarkaana and the fortress that guards them. A place of mystery, few visit this citadel. Yet a slow, constant stream of gold and precious stones make their way from this area to Dûsalan. Coveted by Umbar, it has resisted all attempts to take it. Its ties to Dûsalan are unknown to all but a few. Three types of adventures can be tied to this site: capture of the fortress and uncover its secrets, attempt to trade with its denizens, or explore the ruins of Sarkaana.

Umbar has been a long time in development. As stated in the beginning of this article, I believe the events which have delayed completion of the manuscript will allow me to produce a significantly improved product as compared to my original vision six years ago. I will make no explicit predictions for completion at this time, but my goal is to finish by mid-1997.