The New Notion Club Archives
The New Notion Club Archives
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==Preface: from Esgaroth to Dorwinion==
 
==Preface: from Esgaroth to Dorwinion==
   
==='''Hisimë''' T.A. 2970:===
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==='''Ringarë''' T.A. 2970:===
   
*Ormenel 1. Hisimë:[[Esgaroth]].Cloudless,near windless,4°.increasing moon. An [[Elf]] named [[Camthalion of Mirkwood|Camthalion]], supposedly an ambassador of the [[Woodland-king]] causes quite some attention, some younger folk act disgruntled.Some loud snoring [[dwarves]] have taken quarter in the same inn as us, the 'fiery flagon'.
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*Ormenel 1. Ringarë:[[Esgaroth]].Cloudless,near windless,4°.increasing moon. An [[Elf]] named [[Camthalion of Mirkwood|Camthalion]], supposedly an ambassador of the [[Woodland-king]] causes quite some attention, some younger folk act disgruntled.Some loud snoring [[dwarves]] have taken quarter in the same inn as us, the 'fiery flagon'.
*Oraearon 2. Hisimë:single clouds,windless, no rain, 4°.increasing moon.Taken a passage on board of the ''[[King Hengon]]'', a [[dorwinian merchant ship]] owned by a seemingly trustworthy [[Captain]] named [[Erfano]].
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*Oraearon 2. Ringarë:single clouds,windless, no rain, 4°.increasing moon.Taken a passage on board of the ''[[King Hengon]]'', a [[dorwinian merchant ship]] owned by a seemingly trustworthy [[Captain]] named [[Erfano]].
*Orbelain 3. Hisimë:cloudy with gaps,gentle breeze, no rain, 7°.almost full moon.A surprisingly big [[Owl]] watches us as we pass [[Iach Celduin]].
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*Orbelain 3. Ringarë:cloudy with gaps,gentle breeze, no rain, 7°.almost full moon.A surprisingly big [[Owl]] watches us as we pass [[Iach Celduin]].
*Orgilion 4. Hisimë:single clouds, light breeze, no rain, 1°.almost full moon.We arrive at [[Kaupobaurg|Kaupaborg]] where the entire village has gathered to celebrate the [[wedding]] of a local young couple named [[Grisla]]" and [[Boe]].
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*Orgilion 4. Ringarë:single clouds, light breeze, no rain, 1°.almost full moon.We arrive at [[Kaupobaurg|Kaupaborg]] where the entire village has gathered to celebrate the [[wedding]] of a local young couple named [[Grisla]]" and [[Boe]].
*Oranor 5. Hisimë:single clouds, light breeze,no rain,1°.almost full moon.From afar we spot armed villagers obviously looking for someone or something.
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*Oranor 5. Ringarë:single clouds, light breeze,no rain,1°.almost full moon.From afar we spot armed villagers obviously looking for someone or something.
*Orithil 6. Hisimë:Single clouds, strong wind, no rain, -20°.Full moon.We stop at [[Myrrborg]] where the villagers seem to have an argument.
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*Orithil 6. Ringarë:Single clouds, strong wind, no rain, -20°.Full moon.We stop at [[Myrrborg]] where the villagers seem to have an argument.
*Orgaladh 7. Hisimë:Cloudfree, windstill, sunny, no snow, 0°.Full Moon.arrival at [[Mearingburg|Merrborg]].We notice a sole standing tower in vicinity to the village, apparently home to a reclusive [[enchantress]] named [[Garlana]].
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*Orgaladh 7. Ringarë:Cloudfree, windstill, sunny, no snow, 0°.Full Moon.arrival at [[Mearingburg|Merrborg]].We notice a sole standing tower in vicinity to the village, apparently home to a reclusive [[enchantress]] named [[Garlana]].
   
 
==From Dorwinion to The Orocarni==
 
==From Dorwinion to The Orocarni==
   
*Ormenel 8. Hisimë:Single clouds, light breeze, no rain,- 34°,full moon.We stop at [[Caradsurga]] where there seems to be a local [[holiday]] of [[Waerez]] the weaver.
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*Ormenel 8. Ringarë:Single clouds, light breeze, no rain,- 34°,full moon.We stop at [[Caradsurga]] where there seems to be a local [[holiday]] of [[Waerez]] the weaver.
*Oraearon 9. Hisimë:cloudfree, windstill, no rain, -15°,slightly waning full moon.We arrive at [[Ilanin]] where the villagers [[leader]] a [[magistrate]] named [[Fulvo]] ask us for a sacrifice to their tribal [[god]] [[Kerkassk]].
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*Oraearon 9. Ringarë:cloudfree, windstill, no rain, -15°,slightly waning full moon.We arrive at [[Ilanin]] where the villagers [[leader]] a [[magistrate]] named [[Fulvo]] ask us for a sacrifice to their tribal [[god]] [[Kerkassk]].
*Orbelain 10. Hisimë:slightly waning full moon.Single clouds,light breeze, light snow, -20°.We arrive at [[Kardavan]] where all villagers seem to be involved at a ceremony at a local sacred grove of [[Montia]].
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*Orbelain 10. Ringarë:slightly waning full moon.Single clouds,light breeze, light snow, -20°.We arrive at [[Kardavan]] where all villagers seem to be involved at a ceremony at a local sacred grove of [[Montia]].
*Orgilion 11. Hisimë:single clouds, fresh breeze, no snow, -1°,waning full moon.We pass a bridge which seems to be currently under repair.
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*Orgilion 11. Ringarë:single clouds, fresh breeze, no snow, -1°,waning full moon.We pass a bridge which seems to be currently under repair.
*Oranor 12. Hisimë:single clouds, strong wind, no snow, -30°,waning full moon.We arrive at [[Pardfan]] where a local [[Easterling]] [[chieftain]] named [[Rult-Hôs]] has just recently seized power.
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*Oranor 12. Ringarë:single clouds, strong wind, no snow, -30°,waning full moon.We arrive at [[Pardfan]] where a local [[Easterling]] [[chieftain]] named [[Rult-Hôs]] has just recently seized power.
*Orithil 13. Hisimë:single clouds, light breeze, no snow, -16°,Almost half moon.We arrive at [[Holmgara]] where a troop of easterling [[Soldier]]s led by a Captain named [[Sagra-Kûb]] has recently arrived and demands to be supplied and housed.
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*Orithil 13. Ringarë:single clouds, light breeze, no snow, -16°,Almost half moon.We arrive at [[Holmgara]] where a troop of easterling [[Soldier]]s led by a Captain named [[Sagra-Kûb]] has recently arrived and demands to be supplied and housed.
*Orgaladh 14. Hisimë:Single clouds, fresh breeze, no snow, -25°,half moon.Arrival at [[Szrel-Kain]] where we watch the performance of a poorly clad travelling [[juggler|entertainer]] named [[Kelgi]] who can hardly hold himself up from hunger.
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*Orgaladh 14. Ringarë:Single clouds, fresh breeze, no snow, -25°,half moon.Arrival at [[Szrel-Kain]] where we watch the performance of a poorly clad travelling [[juggler|entertainer]] named [[Kelgi]] who can hardly hold himself up from hunger.
*ormenel 15. Hisimë:clouded with gaps, storm, no snow,-16°,waning crescent moon.Arrival at [[Riavod]] where a [[Sorcerer]] named [[Yûkath]] is intimidating a crowd.We switch to a sturdy [[dorwinian schooner]] named "[[Ice Fox]]" owned by a man called "[[Captain]] [[Evit]]" who seems to be of mixed easterling-[[Dorwinian]] descend.
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*ormenel 15. Ringarë:clouded with gaps, storm, no snow,-16°,waning crescent moon.Arrival at [[Riavod]] where a [[Sorcerer]] named [[Yûkath]] is intimidating a crowd.We switch to a sturdy [[dorwinian schooner]] named "[[Ice Fox]]" owned by a man called "[[Captain]] [[Evit]]" who seems to be of mixed easterling-[[Dorwinian]] descend.
*Oraearon 16. Hisimë:closed cloud cover,strong wind, strong snow, -15°, almost new moon.Having to stop along the freezing shoreline we stay at a forsaken campsite with a cooled fireplace which seems only recently abandoned and find the emptied bag of a messenger and some scattered worthless [[loot]].
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*Oraearon 16. Ringarë:closed cloud cover,strong wind, strong snow, -15°, almost new moon.Having to stop along the freezing shoreline we stay at a forsaken campsite with a cooled fireplace which seems only recently abandoned and find the emptied bag of a messenger and some scattered worthless [[loot]].
*Orbelain 17. Hisimë:closed cloud cover, strong wind, strong snow,-14°,new moon.Carefully travelling the freezing shoreline.
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*Orbelain 17. Ringarë:closed cloud cover, strong wind, strong snow,-14°,new moon.Carefully travelling the freezing shoreline.
*Orgilion 18. Hisimë:cloudless, light wind, no snow, -10°, almost new moon.Arrival at [[Tundera-Var]] where a [[missionary]] of sorts named [[Lisgarin]] preaches against sacrilege and sin.We attend the "Broken wand", a tavern where one of the patrons,[[Slubu]] has a huge [[dog]] with him who gives off an intensive smell.
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*Orgilion 18. Ringarë:cloudless, light wind, no snow, -10°, almost new moon.Arrival at [[Tundera-Var]] where a [[missionary]] of sorts named [[Lisgarin]] preaches against sacrilege and sin.We attend the "Broken wand", a tavern where one of the patrons,[[Slubu]] has a huge [[dog]] with him who gives off an intensive smell.
*Oranor 19. Hisimë:closed cover of clouds, no wind, no snow, -6°, almost new moon.Arrival at [[Fokerdo]] where we meet a crippled hunchback people call "[[Hylo]]" uttering incomprehensible gibberish murmurs.We attend the "Indigo scroll",a tavern of sorts where a pitiable [[minstrel]] named [[Caldigar]] is about to be thrown out because he seemingly did not meet the taste of his audience.
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*Oranor 19. Ringarë:closed cover of clouds, no wind, no snow, -6°, almost new moon.Arrival at [[Fokerdo]] where we meet a crippled hunchback people call "[[Hylo]]" uttering incomprehensible gibberish murmurs.We attend the "Indigo scroll",a tavern of sorts where a pitiable [[minstrel]] named [[Caldigar]] is about to be thrown out because he seemingly did not meet the taste of his audience.
*Orithil 20. Hisimë:clouded with gaps, light breeze, no snow, -4°,almost new moon.It is completely silent, no sound of birds the wind makes no sounds, from far we see the coastal forests but stay aboard.
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*Orithil 20. Ringarë:clouded with gaps, light breeze, no snow, -4°,almost new moon.It is completely silent, no sound of birds the wind makes no sounds, from far we see the coastal forests but stay aboard.
*Orgaladh 21. Hisimë:closed thicket of clouds, light breeze, stromg snowfall, -8°, new moon.Arrival at [[Kugavod]] where a villager named [[Siwe]] is seemingly severely sick,or injured.We try to enter the "fat pirste", a local meadhall but are told to be not welcome.
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*Orgaladh 21. Ringarë:closed thicket of clouds, light breeze, stromg snowfall, -8°, new moon.Arrival at [[Kugavod]] where a villager named [[Siwe]] is seemingly severely sick,or injured.We try to enter the "fat pirste", a local meadhall but are told to be not welcome.
*Ormenel 22. Hisimë: clouded sky with gaps, no wind, no snow, -3°,waning new moon.From afar we seem to witness an ambush between a group of [[Orc]] [[Soldier]]s and [[Woodelves]], we see a burned left and seemingly plundered cottage along the coast.
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*Ormenel 22. Ringarë: clouded sky with gaps, no wind, no snow, -3°,waning new moon.From afar we seem to witness an ambush between a group of [[Orc]] [[Soldier]]s and [[Woodelves]], we see a burned left and seemingly plundered cottage along the coast.
*Oraearon 23. Hisimë:closed thicket of clouds, strong breeze and heavy snowfall, -15°.We see an improvised [[hut]] along the coast and believe it may be the home of some deserted [[thrall]].
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*Oraearon 23. Ringarë:closed thicket of clouds, strong breeze and heavy snowfall, -15°.We see an improvised [[hut]] along the coast and believe it may be the home of some deserted [[thrall]].
*Orbelain 24. Hisimë:clouded sky with gaps, windstill, no snowfall, -10°, slightly ascending moon.We notice a snowed in grove along the coast, it seems to covered with iced [[giant spider]]webs.
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*Orbelain 24. Ringarë:clouded sky with gaps, windstill, no snowfall, -10°, slightly ascending moon.We notice a snowed in grove along the coast, it seems to covered with iced [[giant spider]]webs.
*Orgilion 25. Hisimë:single clouds, windstill, no snow, -12°,slightly ascending moon.We see hungry [[Plainscats]] stalking the ice along the coasts.
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*Orgilion 25. Ringarë:single clouds, windstill, no snow, -12°,slightly ascending moon.We see hungry [[Plainscats]] stalking the ice along the coasts.
*Oranor 26. Hisimë:cloudy sky with gaps, stiff breeze, no snow, -7°,ascending moon.Arrival at [[Kelepar]] where a local [[Lawyer]] named [[Dinnu]] is accused by a former client named [[Ogel]] to have wasted large sums of [[money]].We attend a local meadhall , the "yellow candle" where a [[thrall]] just refills the [[oil]]-lamps.We restock supplies and prepare to travel on of [[horse]]back or [[wagon]], perhaps joining a greater group or caravan east.
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*Oranor 26. Ringarë:cloudy sky with gaps, stiff breeze, no snow, -7°,ascending moon.Arrival at [[Kelepar]] where a local [[Lawyer]] named [[Dinnu]] is accused by a former client named [[Ogel]] to have wasted large sums of [[money]].We attend a local meadhall , the "yellow candle" where a [[thrall]] just refills the [[oil]]-lamps.We restock supplies and prepare to travel on of [[horse]]back or [[wagon]], perhaps joining a greater group or caravan east.
*Orithil 27. Hisimë:single clouds, slight breeze, no snow, -1°,nearly half moon.We are invited to a scarce meal by a woman named [[Irist]] who seems to be a pious follower of [[Ezande]], seemingly a local goddess of hospitality.
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*Orithil 27. Ringarë:single clouds, slight breeze, no snow, -1°,nearly half moon.We are invited to a scarce meal by a woman named [[Irist]] who seems to be a pious follower of [[Ezande]], seemingly a local goddess of hospitality.
*Orgaladh 28. Hisimë:cloudfree, windstill, no snow, -3°,half moon.We meet an easterling [[Merchant]] named [[Kuzu]] whose wagon seems to be stuck in the snow and who needs some help to continue his travels, he seems to be of a tribe called [[Khundolar]]. We camp at the ruins of a plundered [[farm]].
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*Orgaladh 28. Ringarë:cloudfree, windstill, no snow, -3°,half moon.We meet an easterling [[Merchant]] named [[Kuzu]] whose wagon seems to be stuck in the snow and who needs some help to continue his travels, he seems to be of a tribe called [[Khundolar]]. We camp at the ruins of a plundered [[farm]].
*Ormenel 29. Hisimë:clouded with gaps, slight breeze, no snow, -19°.increasing moon.It is completely silent, no sound of birds, even the wind is silent.we find a camp for the night near a clearing with a small river.
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*Ormenel 29.Ringarë:clouded with gaps, slight breeze, no snow, -19°.increasing moon.It is completely silent, no sound of birds, even the wind is silent.we find a camp for the night near a clearing with a small river.
*Oraearon 30. Hisimë:single clouds, slight wind, no snow,nearly full moon.We arrive at [[Dervgorod]], a large permanent easterling -camp surrounded by artificial burial mounds.The locals are hunting for a "white fury" (an [[elf]]) who is accused to be responsible for the missing of several local womenfolk.
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*Oraearon 30. Ringarë:single clouds, slight wind, no snow,nearly full moon.We arrive at [[Dervgorod]], a large permanent easterling -camp surrounded by artificial burial mounds.The locals are hunting for a "white fury" (an [[elf]]) who is accused to be responsible for the missing of several local womenfolk.
   
*Orbelain Mettarëë:single clouds, strong wind, no snow, -4°, almost full moon.We meet an ill favoured border-[[rider]] named [[Osgan]] who tells us that his [[master]] [[Kulshoda]]'s territory must not be set foot on without his Lord's allowance.The night we camp at a place which seems the [[ritual]]-place of a long forgotten culture, together we celebrate [[midwinter]] under the [[stars]] of the eastern plains clear sky.
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*Orbelain, Mettarë:single clouds, strong wind, no snow, -4°, almost full moon.We meet an ill favoured border-[[rider]] named [[Osgan]] who tells us that his [[master]] [[Kulshoda]]'s territory must not be set foot on without his Lord's allowance.The night we camp at a place which seems the [[ritual]]-place of a long forgotten culture, together we celebrate [[midwinter]] under the [[stars]] of the eastern plains clear sky.
   
  +
*Orgilion, Yestarë: single clouds, windstill, no precipitation, 3°,nearly full moon. Me met a lone [[Woodsman]] named [[Búlin]] and were passed by a troop of [[armor]]ed riders, seemingly members of some [[warrior]]-[[order]], who gave us suspicious looks.The night we arrived at a camp of [[nomad]]ic easterlings who name themselves the "[[Chayasir]]" and seem hospitable enough.It is New year today, but the Chayasîr do not seem to hold this day in high esteem.
==='''Ringárë'''===
 
   
*Orgilion 1.Ringárë: single clouds, windstill, no precipitation, 3°,nearly full moon. Me met a lone [[Woodsman]] named [[Búlin]] and were passed by a troop of [[armor]]ed riders, seemingly members of some [[warrior]]-[[order]], who gave us suspicious looks.The night we arrived at a camp of [[nomad]]ic easterlings who name themselves the "[[Chayasir]]" and seem hospitable enough.
 
*Oranor 2. Ringárë: single clouds, windstill, no precipitation, -1°, almost full moon.We met a group of [[Soldier]]s who were on the hunt for a band of [[Goblins]].The night we spent near an area with suspicious vegatationless circles surrounded by rings of high grass, the night we saw strange lights and voices, but had no further encounters.
 
*Orithil 3.Ringárë: densely clouded sky, stiff breeze, no precipitation,full moon,-23°.Two [[Wolfriders]] crossed our way.We spent the night at an abandoned log [[cabin]].
 
*Orgaladh 4.Ringárë: cloudfree, fresh breeze, no precipitation, 5°,full moon.We arrive at [[Draganrhod]], a fortified town, a local [[grocer]] named [[Obad]] harasses us with complaints on bad sales and high [[taxes]].We attend athe ""fool and chalice, local [[tavern]] and are surprised to find a table seemingly intended for dwarf-size patrons.Many men here still speak [[Westron]] or at last it's [[rhûnic]] dialect, but we are lucky to have met Kuzu who acts as our translator to those who don't.It seems we will have to start to pick up some local [[language]], luckily there seems to be a kind of [[barter]]-language or pidgin among the many tribes which seems to be easy enough to understand.Kuzu calls it the "[[plainstongue]]".
 
*Ormenel 5.Ringárë: thickly clouded sky, a fresh breeze, some slight flakes of snow, full moon, -12°.An armored company guarding a cage [[cart]] passes our way, theres one man sitting inside.We are told the captive is a dangerous [[conjurer]] named "[[Kohsam]] the night we spend near another group of these suspicious grass-circles.Again we witness noises and lights, but have no further encounters.
 
*Oraearon 6.Ringárë: cloudfree sky, slight wind, no precipitation, 6°.slightly waning moon.we met a single trapper who was just checking for prey.The night we spend at an uninhabited cave.
 
*Orbelain 7.Ringárë.single clouds, fresh breeze, no precipitation, 0°,sligtly waning moon.We arrive at another small nomad encampment, the place is named "[[Onassa]]".There is a [[mead]]-tent where another group of strange travellers has yet arrived and asks everybody strange questions.Again here is a dwarf-size table.
 
*Orgilion 8.Ringárë.densely clouded sky, light wind, a few flakes of snow, waning moon, -8°.We see fires on many hills far away, our companions tell us tonight is a regional tribal holiday called "[[Maiyesk-goda]]".
 
*Oranor 9.Ringárë:clouded sky with few gaps, slight breeze, heavy snowfall,waning moon, -2°.We meet a woman named [[Lito]] who professes to be an adherent to the local [[deity]] [[Arud]] and who seeks help in her search for "[[Bûrsthelas]]",some rare [[herb]] ... quite a difficult task in such a snow-covered steppe! The night we stay at a hunting lodge which incorporates a small [[shrine]] to [[Pael]], a local [[spirit]] of the hunt.
 
*Orithil 10. Ringárë:cloudfree sky, windstill, no precipitation, 8°,nearly half moon.We meet a barbarous looking ,stray ,wayled wanderer, seemingly [[Variag]] or man of [[Khand]] named [[Neida]].We spend the night at a ruined house with an almost intact roof.
 
*Orgaladh 11. Ringárë.densely clouded sky, stiff breeze, strong snowfall,half moon, -19°.Afar on a hilltop men seemingly were about to built a [[fortress]], at the moment however we hardly see the relatively new foundations.One of our companions tells us that today is the "[[day of the hart]]".Down in the river valleys we find a huge [[weeping willow]] where we choose to camp for the night.
 
*Ormenel 12. Ringárë.clouded sky with few gaps, windstill, some few flakes of snow,waning crescent, -20°.An arrogant mounted [[amazon]] named [[Ôgel]] questions us on our whereabouts, origins and and determination, we profess to be merely a group of [[trader]]s, [[nomad]]s and [[pilgrim]]s.The night we spend near a slope where we find tracks of wild [[animals]], Banaid conjects it might be that we have set up camp near a lair of [[plains hounds]]...
 
*Oraearon 13.Ringárë: cloudless sky, fresh breeze, no precipitation, -12°,waning crescent.we meet a simple [[peddlar]] named [[Tóst]] who has many cheap offers but nothing special.We arrive at [[Lan-Shai]] , a somewhat larger town, in the "Harper's staff", a local meadhall if a large [[festivity]], obviously a [[birthday]] party or wedding, we presume that the locals expect us to give a present of sorts...
 
*Orbelain 14.Ringárë:densely clouded sky, slight breeze, few flakes of snow, -10 °,near new moon.We met a [[Southerner]] [[Scholar]] named [[Péshtin]] who does not speak Westron nor easterling who seems to have lost his track on the search for some historical place - at last as far as we can understand.
 
*Orgilion 15. Ringárë:single clouds, fresh breeze, no precipitation, -9 °,near new moon.Near a small grove we met a boastful lesser [[dragon]] named [[Gragi]] who claimed to be the lord of this forest.
 
*Oranor 16.Ringárë: clouded with few gaps, light wind, no precipitation, near new moon.We passed a [[quarry]] where [[stone]] for [[building]]s is mined.The night we spent in a cave which turned out to be the lair of [[Great Wolfspiders]].
 
*Orithil 17.Ringárë:clouded sky with some gaps, slight breeze, no precipitation, -4 °,nearly full moon.Azgor walked through a [[bush]] and came out almost completely covered by [[burnocks]].The night we spend near a place of very noisy wild [[birds]].
 
*Orgaladh 18.Ringárë:dense thicket of clouds, windstill, no precipitation, new moon.-4°.We approach what seems to be the remnant of an [[extinct volcano]] where we meet a sole [[Dwarf]] named [[Izin]] who claims to be a devotee of [[Mahal]].We spend the night in an empty log-cabin.
 
*Ormenel 19. Ringárë:single clouds, light wind, no precipitation,-3 °,slightly ascending moon.we meet a group of [[serf]]s who break away stones from an old [[ruin]] to use them for building purposes in their village.We spend the night at a [[stone-circle]].
 
*Oraearon 20.Ringárë:clouded with gaps, strong wind, no rainfall, 5°,slightly ascending moon.Near [[Ilikh]], a small [[hamlet]] we meet starving children of a local [[day laborer]] family.We choose to camp near a closeby Grove which appears to be home of a [[wood-spirit]] named [[Dâwegûn]].
 
*Orbelain 21. Ringárë:densely clouded, stiff breeze, no rain, -14°, ascending moon.We find what appears to be a track leading to a [[brigand]]-camp.We spend the night in a forsaken log-cabin where a [[priestess]] of [[Ezande]] named [[Halli]] tries to convince us of the virtue of purely vegetarian nourishment.
 
*Orgilion 22. Ringárë:clouded with gaps, fresh breeze, 2°, no rain,ascending moon.we find what seems to be the abandoned camp of some [[knight]]-errand, there are traces of a fight.We spend the night beneath the branches of a great weeping willow.The country is getting more hilly and rocky and we see low mountains rise in the southeast.
 
*Oranor 23. Ringárë:clouded with gaps, strong wind, -5°, no snow,ascending moon.We encounter what seems to be the [[sanctuary]] of some strange [[cult]] and spend the night in a [[cave]].
 
*Orithil 24.Ringárë:densely clouded sky, slight breeze, 0°, no rain or snow,almost halfmoon.We meet a weird small lady named [[Krina]], presumably some local [[brownie]] or [[pixie]] who is fascinated by the to her seemingly strange concept of [[money]] and [[trade]].We spend the night in a small uninhabited cave.
 
*Orgaladh 25.Ringárë:cloudfree sky, strong wind, -14°, no snow, halfmoon.We run into a camp of fires and people ecstatic dancing, obviously some kind of [[witch]]es feast.A visitor named [[Slovas]] tells us about a great [[camel]]race in a city known as [[Old Ashkîr]].We spend the night in a wooden hut near a shrine of [[Vadan]], spirit of the Wilds.
 
*Ormenel 26.Ringárë:cloudfree sky, strong wind, -19 °, no snow, ascending moon.We meet a young horseman named [[Nôhm]], seemingly the [[noble]] son of some easterling tribe, he tells us he is on a quest for the "[[moon-horse]]" , seemingly a fabled creature of his peoples tales, to win the heart of [[Lhôi]] a beloved woman.We spend the night at a forsaken log-cabin.
 
*Oraearon 27.Ringárë: clouded with gaps, slight breeze, -11°, no snow,close to fullmoon.We meet a party of loggers on the search for firewood, they tell us they try to chop wood but a spirit of the forest named [[Frella]] keeps causing them trouble, eving killing members of their group through what seem to be accidents... we camp the night near a great old tree.
 
*Orbelain 28.Ringárë: clouded with gaps, windstill, 8 °, no snow or rain,almost full moon.Our companions tell us this is the end of what the Easterlings call the "[[Govedalend]]" which is as we believe the name of the land bordering the eastern shores of the [[Rhûnaer]],we believe we must be central in central [[Menelothriand]] now, as the [[Gondorians]] once called these far plains, though the snow-covered plains bear little similarity with the far flowering fields we know from old tale.We meet a man covered in [[animal]] [[skin]]s named [[Galvuz]] who tries to chase us away, obviously he is a [[savage]] [[conjurer]] or [[hermit]] of sorts.We camp the night in an uninhabited cave.
 
*Orgilion 29.Ringárë: clouded with gaps, fresh breeze, 9°, no rain,almost full moon.Parts of our provisions are rotten and full of [[maggots]].We camp near a small river.
 
*Oranor 30. Ringárë:densely clouded sky, fresh breeze, strong rain, 4°, Almost full moon.Two [[wolfriders]] cross our way, the night we spend again near one of those strange grass-circles which seem to attract weird lights and noises, but no hostile creatures.Our companions tell us today is the holiday of [[Oriana]].
 
   
==='''Yestárë'''===
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==='''narvinyë'''===
 
*Orithil 1. Yestárë:cloudfree Sky, slight breeze, -12°, no snow, full moon.We arrive what seems to be a forsaken [[temple]], the lands surrounding look infertile and barren.The temple's [[Warden]] is an aging man, half mad, named [[Rhukar-Hôsh]] who tells us he is a [[War-priest]] and that his [[sanctuary]] was built to commemorate the site of an ancient [[battle]], the "[[War of seven lances]]".
 
*Orgaladh 2. Yestárë.cloudfree sky, fresh breeze, 8°, no rain,full moon.We are surprised to find a flowering [[Finhereg]], which the easterlings call "[[Tûlaxar]]", but the flower seems strangely twisted, it's leaves are dotted with small eye-like red spots and have black, almost bone-like looking stalks.We camp the night near an area of [[rumareth]]-grass.
 
*Ormenel 3.Yestárë :cloudfree sky, slight breeze, 10°, no rain,full moon.It is really getting more gentle by now.We meet a woman named [[Remlis]], clad in a flowing blue [[robe]] who seems to be the member of an [[Order]] devoted to [[Peoni]], a spirit of [[Healing]].We camp at a clearing near a small river.
 
*Oraearon 4.Yestárë:clouded with gaps, slight breeze, 7°, slightly decreasing moon.We come to a hut inhabited by a woman named [[Hinrel]] with her child [[Ogni]], looking at it we believe the child may have [[orc]]-blood...
 
*Orbelain 5.Yestárë:clouded with gaps, stiff breeze, 2°, no rain, decreasing moon.We meet an old man named [[Kúr]] who seems to be a [[sage]] or [[scholar]], but half-mad.He tells us about a [[dragon]] named [[Sheglásh]] and a mythical [[hoard]].We spend the night at what seens to be the ruin of an old [[castle]].
 
*Orgilion 6.Yestárë:single clouds, windstill, 19°, no rain,decreasing moon.This is the warmest day so far,again we come to a place which we believe to be a ritual place for some strange cult, the night we spend at a cave, sadly it is inhabited by a large [[bear]]...
 
*Oranor 7.Yestárë:cloudfree, strong wind, 14°, no rain,decreasing moon.We met a run-down dwarf who introduces himself as [[Zôdik]] ,an "[[earth-reader]]" who is avid to join our company for a while.We camp the night near the place of a caravan-accident near the wreckage of destroyed wains and carriages.Apparently the site is haunted by a [[Ghost]] named [[Itazha]].
 
*Orithil 8.Yestárë:single clouds, light wind, -4°, no rain,almost halfmoon.We come upon a troop of diminuitive [[men]], the Easterlings call them "[[Grolms]]" and apparently have no high opinion on them.They think of them as greedy, homeless layabouts.We riddle if these Grolms could be a forgotten folk akin to the [[halflings]] or [[Drúedain]] though we are not sure if they have not some degree of [[goblin]]-blood.The Grolms leader, [[Tuva]], wants to sell us an [[amulet]] he tell us, is an official permission to travel the great eastern route and all lands controlled by the [[Golden army]].We are in dire need of such a permission to avoid further trouble and ensure a safe travel, but the Grolm's [[price]] is high... we spend the night near a [[farm]]house which seems to have been abandoned just recently.
 
*Orgaladh 9.Yestárë:single clouds, windstill, 19°,no rain, halfmoon.We seem to be far off the road as we come to a place of strange [[cottage]]s which seem to be abandoned but have some distinct [[elvish]] air about them.We wonder if this could be a place of the [[Avari]].The night we realize that our campsite lies within the hunting grounds of [[Pards]].
 
*Ormenel 10.Yestárë:single clouds, windstill, 19°, no rain,decreasing halfmoon.We are startled as we come upon what seem to be tracks of some unknown [[animal]] and then seem to become tracks of [[man]]nish feet.We camp the night near an ancient [[Stone-circle]].
 
*Oraearon 11.Yestárë:densely clouded sky, fresh breeze, 5°, dry, decreasing moon sickle.We find a seemingly friendly and trustful animal, the easterlings tell us this is a "[[Mongbat]]".The Mongbat keeps up appearing to us, we wonder if it has some sort of intelligence... The night we camp in the open Steppe, a pack of [[Bûkandas Wolves]] is near.
 
*Orbelain 12.Yestárë:cloudless sky, windstill,11°, dry,close to new moon.We meet a camp of [[armor]]ed [[Orcs]] led by one [[Murkha]] who seems to consider us potential prey, the night we spend near a small wood where we meet a [[leather]]-clad man named [[Salfand]] who tells us that this is his [[sacred grove]].
 
*Orgilion 13.Yestárë:cloudless sky, fresh breeze, 5°, close to new moon.We meet a man who camps near a large rock, he tells us he is [[Khagrôd]], a follower of [[Ûtha]], seemingly an easterling spirit of Knowledge, and is here since quite some time to examine the old [[runes]] and carvings of the place which are written in a [[script]] unknown to him, he asks us if we could be of help.Apparently we are on the right track again.We camp the night at a secluded glade near a small river.
 
*Oranor 14.Yestárë:single clouds, strong wind, -+9°, dry,Almost new moon.We have arrived at a large easterling settlement.We believe this to be the place of [[Ondovalonde|Lond Gondobal]], once the farthest outpost of [[Gondor]] in the east, built under [[Turambar of Gondor|Turambar Rómendacilion]].The city however shows only few signs of former gondorian grandeur, it looks pretty run-down, teeming with run-down clay-[[shack]]s, although the local [[temple]]s of the [[Nameless]] and [[Ôrash-Sagra]] ,the [[Governor]],'s palace look impressing.The town is nowadays known as "[[Bolgund-Stroh]]", and we are told it is the most important local river haven.We had indeed expected another [[inland sea]], but the "[[Nâvbrukh]]" is little more than a large lake and a navigable steppe-river connected to the great [[Talathrant]] in the east.We are surprised to see [[Orcs]] openly walk the Streets at night and we hear there are [[trolls]] being held in barracks below the city.However the [[amulet]] the Grolms sold us serves us well and the local [[guard]]smen are asking no more questions , though the Cityguard asks us to put down our [[weapons]], aparrently it is not allowed to openly wear [[arms]] in the "[[Golden realm]]".We say goodbye to our easterling friends and look for a [[river-craft]] taking us further east.
 
*Orithil 15.Yestárë:clouded with gaps, windstill, 14°, heavy rain,almost new moon, At the "Squirrel and badger", a [[tavern]], we meet an easterling river-[[captain]] named [[Durban]] who owns the "[[Ioghul's pride]]", a type of [[vessel]] the locals call a "[[Pultic river-runner]]" or "[[Pékalog]]".Now that we do not have to disguise ourselves as caravan-members anymore everything goes far easier for us, though the harbor is jammed by large craft and our departure is somewhat delayed.
 
*Orgaladh 16.Yestárë:Dense clouds, light wind, 5 °, dry, New moon.One of the passengers, [[Hisala-Pôs]]," is the snooty [[servant]] of some local order and demands expressions of admiration, but most of the other travellers seem sociable.We are somehow bewildered how many of the locals are tall, blonde and light-skinned... apparently many of them could easily pass as [[men of the west]] had we met them somewhere in northern [[Eriador]] or [[Rhovanion]], though still most of the easterlings are smaller, hirsute, swarthy and stocky... apparently the more [[northerner]]-like appearance is a local trait of the [[Kyn-folk]] and the easterlings pay no or little attention to their look or are used to it.All in all local tribal divisions and ethicity seem to be of far lesser importance among the eastfolk than they are in the realms of the [[Dúnedain]] and [[Northmen]].
 
*Ormenel 17.Yestárë:sunny weather, single clouds, light breeze, 3°, no rain slightly increasing moon.We socialize with [[Chofang]],one of the wandering traders on board who has some cheap offers but nothing special.The Nâvbrukh is small but well navigable and our [[boat]] so far makes good progress, me meet few other craft or men though.
 
*Oraearon 18.Yestárë:cloudless sky, stormy, 3°, no rain,slightly increasing moon.One of the passengers , a scholar named [[Orb-Makôw]] who seems confused brabbles continually of "elvish-intrigues...".
 
*Orbelain 19.Yestárë:densely clouded sky, -5°, stormy and strong snowfall,slightly increasing crescent.The ship has to anchor along the river bank for the night, near an old ruin.A local goblin tribe, the [[Gong-Barguyat]] approaches us, we are unused to goblins trying to openly [[barter]] with men, but probably they deem the ship's crew too dangerous to get into trouble with so their leader [[Grazókh]] prefers to act amicable.
 
*Orgilion 20.Yestárë: clouded with few gaps, 2°, storm and heavy rainfall,Slightly increasing crescent.Again we have to anchor near the river bank and spend the night near a peasant's house, though the building seems to have been abandoned just recently.
 
*Oranor 21.Yestárë:Clouded, rainy, windy, 2°,nearly half-moon.We arrive at "[[Fólagul]]", a small river-haven near the western rock-outcroppings of the lower [[kyn hills]].We leave the ship and go on land as we do not wish to follow the ship's route northeast towards the [[Mouths of the Kól]].The town looks decrepit, the local [[animals]] make strange noises, there are barking [[dogs]], screeching [[cats]], mooing [[cows]]... we choose to saddle our [[horses]] and leave this place as soon as we can.
 
*Orithil 22.Yestárë:clouded sky, slight rain, light breeze, 3°,Nearly halfmoon.We cross a [[bridge]] guarded by a [[troll]] named [[Babûga]], but she is satisfied with collecting a [[toll]].We spend the night at a [[guesthouse]] named "the [[grey veil]]" with deafening creaking wooden floor.
 
*Orgaladh 23. Yestárë:clouded with gaps, stiff breeze, ,dry, 6°, halfmoon.We meet a man named [[Ôran-îbar]] ,who professes to be a [[judge]] on the way to a village-tribunal.We spend the night near a [[hunting]]-[[lodge]] containing a small shrine of the Hunter-spirit ''Pael''.
 
*Ormenel 24.Yestárë:sunny, cloudless, 1°,inceasing moon.Again parts of our [[rations]] seem to be rotten or infested by [[maggots]].We spend the night at a recently abandoned campsite.
 
*Oraearon 25.Yestárë:some clouds, fresh breeze, dry, -5°,nearly fullmoon.We are attacked by a pack of hungry [[plains-hounds]].The night we spend near the wreckage of an old [[wain]].
 
*Orbelain 26.Yestárë:some clouds, fresh breeze, dry, -8°,Nearly full moon.As we pass a decaying [[tree]] a branch snapping off nearly hits [[Rhûrandir]] on his head, luckily his [[horse]] is not injured.We rest the night near the remains of a [[nomad]] campsite which seems to have been raided by Orcs, men or both, though it's people stay silent and repellent.
 
*Orgilion 27.Yestárë:clouded with gaps, soft hreeze, light rain, -3°,Nearly new moon.The night we camp near a lair of [[great wolfspiders]], we are not attacked but a sudden windblow flares up our campfire starting a small conflagration, nobody is seriously hurt.
 
*Oranor 28. Yestárë:cloudfree, strong wind, dry, 16°,nearly new moon.We hear a child shouting for help for a crashed and injured person.We rush to help and are able to help [[Marig]]'s,an easterling boy, father [[Taikhu]], a nomad-hunter.We stay the night at their refuge, a [[Taikhu's Cave|small cave]].
 
*Orithil 29. Yestárë:cloudless, fresh breeze, dry, 14°,almost new moon.Our new friends tell us a bit more about the locals, they are part of a people known as the "[[Rahiwenna]]", free nomads who are oppressed by the Cityfolk and ferociously hate the "[[smiling God]]", who seems to be the indigenous identity of the [[Nameless]].They tell us today is the "[[Day of renewal]]", a local [[holiday]] and a great [[bazaar]] in the [[town]]s and cities, though all larger settlements are at least three to four days away, yet we choose to depart and continue our trip.
 
*Orgaladh 30. Yestárë :clouded sky, strong wind, heavy rain, -6 °,new moon.We are advancing slowly, luckily we find refuge under a ramshackle hut.Azgor has been infested by [[fleas]]!
 
   
==='''Nárvinyë''' (Pâtong)===
 
   
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*Oranor 1. Narvinyë: single clouds, windstill, no precipitation, -1°, almost full moon.We met a group of [[Soldier]]s who were on the hunt for a band of [[Goblins]].The night we spent near an area with suspicious vegatationless circles surrounded by rings of high grass, the night we saw strange lights and voices, but had no further encounters.
*Ormenel 1.Nárvinyë:clouded with gaps, windstill, dry, 11°,slightly advancing crescent.We find a [[spring]] with an immensely beautiful maiden sitting beside it, singing an enchanting song in a [[language]] alien to our ears.we believe she , her name is [[Kashôhăn]],must be a [[dryad]] or other friendly [[spirit]].We can refill our [[waterskin]]s and rest for the night only to be visited by a great [[cat]],believing it to be one of those [[Trilkhun]] we had heard the easterlings speak of.
 
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*Orithil 2.Narvinyë: densely clouded sky, stiff breeze, no precipitation,full moon,-23°.Two [[Wolfriders]] crossed our way.We spent the night at an abandoned log [[cabin]].
*Oraearon 2. Nárvinyë:clouded with gaps, stiff breeze, heavy rain, -5°,slightly increasing moon.We meet a small group of people led by a beggar-[[nun]] named [[Orlit]], of some [[Peoni]]an Order who tells us her folk were the victims of a raid and asks for alms and charity.At last we know civilization is close... we spend the night near a small [[hamlet]] named [[Arsh-Úbesh]] on the edge of [[Ûrsh-Ata]], what seems to be a large underground-[[tomb]] complex.
 
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*Orgaladh 3. Narvinyë: cloudfree, fresh breeze, no precipitation, 5°,full moon.We arrive at [[Draganrhod]], a fortified town, a local [[grocer]] named [[Obad]] harasses us with complaints on bad sales and high [[taxes]].We attend athe ""fool and chalice, local [[tavern]] and are surprised to find a table seemingly intended for dwarf-size patrons.Many men here still speak [[Westron]] or at last it's [[rhûnic]] dialect, but we are lucky to have met Kuzu who acts as our translator to those who don't.It seems we will have to start to pick up some local [[language]], luckily there seems to be a kind of [[barter]]-language or pidgin among the many tribes which seems to be easy enough to understand.Kuzu calls it the "[[plainstongue]]".
*Orbelain 3. Nárvinyë:clouded with gaps, light wind, dry, 15°,increasing moon.We arrive at a walled town called "[[Ashkir kú|Old Ashkir]]" , it is the main settlement of the central [[Kyn Hills]].In the city we come upon a tantalizing tribal [[dancer]] named [[Yeshan-Sâhd]].Some cur from the surrounding crowd seemingly misunderstands her attitude as an offer only to find himself cut down by her [[scimitar]]... at once the mob angrily demands the death of "that murderous [[harlot]]"... later we find the "Broken spear",a sufficient [[guesthouse]] where we are invited by [[gambling]] easterlings to join their round, seemingly they use small painted animal bones as [[Dice]].We also convince Azgor to take a hot bath and get rid of the fleas. (ca 1194 mi).
 
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*Ormenel 4.Narvinyë: thickly clouded sky, a fresh breeze, some slight flakes of snow, full moon, -12°.An armored company guarding a cage [[cart]] passes our way, theres one man sitting inside.We are told the captive is a dangerous [[conjurer]] named "[[Kohsam]] the night we spend near another group of these suspicious grass-circles.Again we witness noises and lights, but have no further encounters.
*Orgilion 4. Nárvinyë:Single clouds, fresh breeze, dry, 0°,increasing moon.We prepare to leave town for the hill-country getting new provisions and renewing necessary equipment as the Easterlings beget a Festivity of the local [[guild]]s.All Guildmasters have gathered and the Guild's ark is carried through town in a large procession ending at the Temple of Sûr, the smiling Lord of Gifts...
 
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*Oraearon 5.Narvinyë: cloudfree sky, slight wind, no precipitation, 6°.slightly waning moon.we met a single trapper who was just checking for prey.The night we spend at an uninhabited cave.
*Oranor 5. Nárvinyë: single clouds, light wind, dry, -1 °, increasing moon.We have entered the hill- country and are surprised by a sudden hailstorm.Luckily we find a place to camp at a sheltered clearing, putting up out tents Banaid is surprised to find a [[Mandrake]].
 
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*Orbelain 6.Narvinyë.single clouds, fresh breeze, no precipitation, 0°,sligtly waning moon.We arrive at another small nomad encampment, the place is named "[[Onassa]]".There is a [[mead]]-tent where another group of strange travellers has yet arrived and asks everybody strange questions.Again here is a dwarf-size table.
*Orithil 6. Nárvinyë:densely clouded sky, stiff breeze, a few flakes of snow, -2°, nearly crescent moon.As we make our way we come upon what we first thought to be a frozen corpse of a man, but examining closer it seems to be a sort of [[lizard]]-like creature, possibly in rigor of cold.Again we camp at a forsaken farm, we see swampstars far away in the horizon.
 
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*Orgilion 7.Narvinyë.densely clouded sky, light wind, a few flakes of snow, waning moon, -8°.We see fires on many hills far away, our companions tell us tonight is a regional tribal holiday called "[[Maiyesk-goda]]".
*Orgaladh 7. Nárvinyë:densely clouded sky, strong wind, no precipitation, -4°, crescent moon.We meet a strangely dressed young woman named [[Dinu]] who offers some help if any of us was in need of medical treatment,though she does not appear to be a professional healer, she has a bearing which makes us suspect she may be some sort of witch.Again we camp near some old standing stones.Our host tells us about a dragon-hoard, ist must be the same we have already heard about before.
 
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*Oranor 8.Narvinyë:clouded sky with few gaps, slight breeze, heavy snowfall,waning moon, -2°.We meet a woman named [[Lito]] who professes to be an adherent to the local [[deity]] [[Arud]] and who seeks help in her search for "[[Bûrsthelas]]",some rare [[herb]] ... quite a difficult task in such a snow-covered steppe! The night we stay at a hunting lodge which incorporates a small [[shrine]] to [[Pael]], a local [[spirit]] of the hunt.
*Ormenel 8. Nárvinyë:clouded with few gaps, windstill, no precipitation, 5°,waxing moon.We descend to the lowland steppes, from afar we see a strange appearing horse, feeling were being observed.We find a place to camp, the region is home to [[Sandcats]].
 
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*Orithil 9. Narvinyë:cloudfree sky, windstill, no precipitation, 8°,nearly half moon.We meet a barbarous looking ,stray ,wayled wanderer, seemingly [[Variag]] or man of [[Khand]] named [[Neida]].We spend the night at a ruined house with an almost intact roof.
*Oraearon 9. Nárvinyë:closed cloud cover, soft breeze, no rainfall, 3°, waxing moon.We come to a small encampment of easterling noblemen who relax from traveling and hunting, the leader is a woman named [[Magochil]] .It is a strange kind of [[beast]] called a "[[halflizard]]" they are looking for.
 
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*Orgaladh 10. Narvinyë.densely clouded sky, stiff breeze, strong snowfall,half moon, -19°.Afar on a hilltop men seemingly were about to built a [[fortress]], at the moment however we hardly see the relatively new foundations.One of our companions tells us that today is the "[[day of the hart]]".Down in the river valleys we find a huge [[weeping willow]] where we choose to camp for the night.
*Orbelain 10.Nárvinyë:sunny with single clouds, stiff breeze, no rainfall, 1°, nearly full moon.At the far horizon appear the shapes of hills.We come upon two Wolfriders, the night we camp at a place where what easterlings call "[[teargrass]]" grows.
 
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*Ormenel 11. Narvinyë.clouded sky with few gaps, windstill, some few flakes of snow,waning crescent, -20°.An arrogant mounted [[amazon]] named [[Ôgel]] questions us on our whereabouts, origins and and determination, we profess to be merely a group of [[trader]]s, [[nomad]]s and [[pilgrim]]s.The night we spend near a slope where we find tracks of wild [[animals]], Banaid conjects it might be that we have set up camp near a lair of [[plains hounds]]...
*Orgilion 11. Nárvinyë:clouded sky with few small gaps, light wind, no rainfall, 8°, nearly full moon.We have come to a hilly country and believe this must be the southernmost [[Langurian Kyn]] we heard about, named after an ancient Tribe of men who lived here some millenium before.We come upon a group of small, but very burly goblins, they seem to think of us as too dangerous to attack and propose to barter... we still are not used to be approached by Orcs in a seemingly amicable way, we do not trust them, but we trust our amulet which they seem to recognize as a badge of some authority and remember how the easterlings interact with these fiends.We camp not far from a herd of wild [[goats]].
 
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*Oraearon 12.Narvinyë: cloudless sky, fresh breeze, no precipitation, -12°,waning crescent.we meet a simple [[peddlar]] named [[Tóst]] who has many cheap offers but nothing special.We arrive at [[Lan-Shai]] , a somewhat larger town, in the "Harper's staff", a local meadhall if a large [[festivity]], obviously a [[birthday]] party or wedding, we presume that the locals expect us to give a present of sorts...
*Oranor 12. Nárvinyë: sunny cloudless sky, windstill, dry, about 25° we are surprised how unexpectedly hit is is, nearly full moon.We are surprised by a [[spectre]] seemingly descending from the sky in shape if a giant [[Bear]], but preparing for battle it just vanishes.We hear a a faint and monotonous female singing voice but cannot make it where it comes from.This can only be some sort of [[illusion]] [[spell]].We camp the night near an old but cold fireplace, people must come this route on regular terms, we must still be on the right road.
 
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*Orbelain 13.Narvinyë:densely clouded sky, slight breeze, few flakes of snow, -10 °,near new moon.We met a [[Southerner]] [[Scholar]] named [[Péshtin]] who does not speak Westron nor easterling who seems to have lost his track on the search for some historical place - at last as far as we can understand.
*Orithil 13. Nárvinyë:sunny cloudless sky, strong wind, no rain, -2°, full moon.We still travel a land of steppe and hills.No singing birds, no insectsounds, even the wind seems to be mute.We find a field of teargrass to camp safely.
 
*Orgaladh 14. Nárvinyë:single clouds, stormy, no rainfall, -12°, full moon.The hills on the horizon almost look like the shape of some sleeping [[giant]].We find an uninhabited cave to camp for the night.
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*Orgilion 14. Narvinyë:single clouds, fresh breeze, no precipitation, -9 °,near new moon.Near a small grove we met a boastful lesser [[dragon]] named [[Gragi]] who claimed to be the lord of this forest.
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*Oranor 15.Narvinyë: clouded with few gaps, light wind, no precipitation, near new moon.We passed a [[quarry]] where [[stone]] for [[building]]s is mined.The night we spent in a cave which turned out to be the lair of [[Great Wolfspiders]].
*Ormenel 15. Nárvinyë:Single clouds, sunny but stormy, no rainfall, 8°.We encounter a trek of wains, one if the wagon breaks down with a splintered wheel, we ask the Caravan-master, one [[Málban]], if we can help out but it's a common thing to happen to treks and the easterlings are well prepared.The nearest settlement cannot be far too far away,maybe a day's ride.We camp the night with the wain-easterlings but find their food detestable,though we try to be polite and eat wgat is kindly shared with us.
 
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*Orithil 16.Narvinyë:clouded sky with some gaps, slight breeze, no precipitation, -4 °,nearly full moon.Azgor walked through a [[bush]] and came out almost completely covered by [[burnocks]].The night we spend near a place of very noisy wild [[birds]].
*Oraearon 16.Nárvinyë: clouded sky with few gaps, stiff breeze, dry, 11°, full moon.We have come to the [[Talathrant]] Crossings, there us a quite large settlement here the natives call [[Vrai-Kól]].Street [[urchin]]s, small children really surround us as we enter town, staring amazed at us and our [[equipment]].Not for long time and as they gave vanished we realize some things from our saddlebags are missing.We find a Tavern named "the black Tankard" the furniture is surprisingly well made, true [[craftsman]]ship!
 
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*Orgaladh 17.Narvinyë:dense thicket of clouds, windstill, no precipitation, new moon.-4°.We approach what seems to be the remnant of an [[extinct volcano]] where we meet a sole [[Dwarf]] named [[Izin]] who claims to be a devotee of [[Mahal]].We spend the night in an empty log-cabin.
*Orbelain 17. Nárvinyë:single clouds, slight breeze, no rainfall, -3 °, slightly descescending moon.Vrai-kól is actually a pretty large city with a huge riverport and many fine buildings, but the run-down shanties of the poor are also sprawling out wide into the hills... we are not booking passage on one of the ships but take a ferry to the Talathrant's east bank where local priests are walking the fields, blessing the [[crops]].
 
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*Ormenel 18. Narvinyë:single clouds, light wind, no precipitation,-3 °,slightly ascending moon.we meet a group of [[serf]]s who break away stones from an old [[ruin]] to use them for building purposes in their village.We spend the night at a [[stone-circle]].
*Orgilion 18. Nárvinyë: densely clouded sky, fresh breeze, no rain, 8°, waning moon.A large travelling [[coach]] drawn by fout large black horses claims the entire width of the road, we step aside.The country is starting to be more and more wooded now, no doubt on the horizon stretches a large forestland, but we don't want to lose much time to bypassing it north or south as we have no idea of the woodlands real expansions, there certainly must be a road leading through it...
 
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*Oraearon 19.Narvinyë:clouded with gaps, strong wind, no rainfall, 5°,slightly ascending moon.Near [[Ilikh]], a small [[hamlet]] we meet starving children of a local [[day laborer]] family.We choose to camp near a closeby Grove which appears to be home of a [[wood-spirit]] named [[Dâwegûn]].
*Oranor 19. Nárvinyë:sunny, cloudless sky, fresh breeze, dry, 10°, waning moon. Following the track through the more and more dense getting woodlands we meet a company of rough looking lackeys led by a man named [[Hûndish]] professing to be on the hunt for some escaped Thralls.Seemingly the woods do not only provide an obstacle for travelers but also serve as a home and refuge. [[Kirgai]] the natives call it which translates just as "tall Forest", and indeed... aside from shorter [[birch]]es and a thick undergrowth the forest is dominated by very tall [[pine]]s that dwarf most trees we saw before in the many smaller woodlands which dotted the steppes... we camp the night at a secluded glade.
 
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*Orbelain 20. Narvinyë:densely clouded, stiff breeze, no rain, -14°, ascending moon.We find what appears to be a track leading to a [[brigand]]-camp.We spend the night in a forsaken log-cabin where a [[priestess]] of [[Ezande]] named [[Halli]] tries to convince us of the virtue of purely vegetarian nourishment.
*Orithil 20. Nárvinyë:densely clouded sky, windstill, heavy rain, 10°, nearly half-moon.Despite the dense forest, which however proves little shelter as long as we stay on the proper road, the heavy rain is an extreme discomfort. We observe a rugged, bearded and hairy man as he moves silently along the lower trees and less dense thickets... he has noticed us, watches us but passes on silently. As we camp we hear loud voices of birds and other animals from the forest.
 
*Orgaladh 21. Nárvinyë:dense clouded sky, soft breeze, drizzling rain, 3°, crescent moon.we find [[mushrooms]] but do not recognize them as edible or [[poison]]ous.We find an empty woodman's shack... so many caves and huts along the roads serve as shelter for travelers, who leave some [[food]] and other useful stuff for the next guest.An interesting custom this "steppe-code".
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*Orgilion 21. Narvinyë:clouded with gaps, fresh breeze, 2°, no rain,ascending moon.we find what seems to be the abandoned camp of some [[knight]]-errand, there are traces of a fight.We spend the night beneath the branches of a great weeping willow.The country is getting more hilly and rocky and we see low mountains rise in the southeast.
*Ormenel 22. Nárvinyë:densely clouded sky, windstill, no rain, 12°, waning moon.Following the road we come to a [[tall tower]] rising high over the sea of leaves, but we cannot enter, we decide to move on and camp near what we believe to be the remnant of a forsaken but not forgotten [[ritual place]].
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*Oranor 22. Narvinyë:clouded with gaps, strong wind, -5°, no snow,ascending moon.We encounter what seems to be the [[sanctuary]] of some strange [[cult]] and spend the night in a [[cave]].
*Oraearon 23. Nárvinyë:sunny single clouds, windstill, no rain, 18°, waning moon.We meet an arrogant armored horseman, [[Kaufang]], some kind of Knight who asks us for our destination and reason to travel, we spend the night at a clearing with a small river.
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*Orithil 23.Narvinyë:densely clouded sky, slight breeze, 0°, no rain or snow,almost halfmoon.We meet a weird small lady named [[Krina]], presumably some local [[brownie]] or [[pixie]] who is fascinated by the to her seemingly strange concept of [[money]] and [[trade]].We spend the night in a small uninhabited cave.
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*Orgaladh 24.Narvinyë:cloudfree sky, strong wind, -14°, no snow, halfmoon.We run into a camp of fires and people ecstatic dancing, obviously some kind of [[witch]]es feast.A visitor named [[Slovas]] tells us about a great [[camel]]race in a city known as [[Old Ashkîr]].We spend the night in a wooden hut near a shrine of [[Vadan]], spirit of the Wilds.
*Orbelain 24. Nárvinyë:some small gaps on the clouded sky,light wind, no rain,17°, almost new moon.Along the road we notice a tree with strangely marked signs, likely some sort of "totem" or "taboo" of the local woodland-tribes. We camp at a [[grove]], the trees are adorned with strange cords and markings, some small figures made of clay, others of bone, seemingly this is a sort of religious place, or maybe it was made to keep something in the forest and away from the road?
 
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*Ormenel 25.Narvinyë:cloudfree sky, strong wind, -19 °, no snow, ascending moon.We meet a young horseman named [[Nôhm]], seemingly the [[noble]] son of some easterling tribe, he tells us he is on a quest for the "[[moon-horse]]" , seemingly a fabled creature of his peoples tales, to win the heart of [[Lhôi]] a beloved woman.We spend the night at a forsaken log-cabin.
*Orgilion 25. Nárvinyë:single clouds, stormy, no rain, 3°, almost new moon.We encounter a group of men in [[robe]]s led by one [[Músrach]], they look like priests or [[monastic]]s though they are heavy armed like soldiers too.They ask us questions about the spirits of the dead and the "[[dead men of the forest]]" but we don't know anything and haven't encountered anything notewothy.The forest now is becoming less dense, soon we see larger areas of short grass.The night we stay at a small [[settlement of loggers]] who live near the forest eaves.
 
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*Oraearon 26.Narvinyë: clouded with gaps, slight breeze, -11°, no snow,close to fullmoon.We meet a party of loggers on the search for firewood, they tell us they try to chop wood but a spirit of the forest named [[Frella]] keeps causing them trouble, eving killing members of their group through what seem to be accidents... we camp the night near a great old tree.
*Oranor 26. Nárvinyë:densely clouded sky, stiff breeze, heavy rain, 1°, almost new moon. Passing smaller wooded areas we are now back in the steppes,in a way we feel more comfortable and safe here, where you believe you can see a potential enemy from afar and don't feel constantly threatened from whatever might be lurking in the thickets.Thinking so we are surprised to suddenly encounter: an [[Elf]]! He approaches us critically but decides we are not hostile.His name is [[Ôlandêr]] and he is able to converse with us , though he does not speak [[Westron]].He is surprised and amazed that Rhûrandir knows [[Sindarin]] and although he does not profess to know the language he learns amazingly quick and soon he and Rhûrandir talk in better Sindarin than the [[plainstogue]] gibberish we got used to.Unluckily the other three of us do not understand a single word!Ôlandêr leads us to a [[large tree]] whose foliage and undergrowth serves as a natural cave-like shelter.We camp the night here.
 
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*Orbelain 27.Narvinyë: clouded with gaps, windstill, 8 °, no snow or rain,almost full moon.Our companions tell us this is the end of what the Easterlings call the "[[Govedalend]]" which is as we believe the name of the land bordering the eastern shores of the [[Rhûnaer]],we believe we must be central in central [[Menelothriand]] now, as the [[Gondorians]] once called these far plains, though the snow-covered plains bear little similarity with the far flowering fields we know from old tale.We meet a man covered in [[animal]] [[skin]]s named [[Galvuz]] who tries to chase us away, obviously he is a [[savage]] [[conjurer]] or [[hermit]] of sorts.We camp the night in an uninhabited cave.
*Orithil 27. Nárvinyë:some cloudholes, stiff breeze, no rain, 6°, waxing moon.We travel along with Ôlandêr who tells us that his people are the [[Kindi]], "[[plains-elves]]", and they knew of us and our journey since quite some time,even before we had crossed the [[Talathrant]] or "[[Paldarattâ]]" as Ôlandêr pronounces it.His folk shun [[mortal]] men and especially the towns and large cities, but a few on and off have contact with the Nomads.He tells us that "[[Intondo Colindo]]" wants to see us and we will likely meet him at a place far east called "[[Linimer]]", but he also tells us that "[[Fimardi]] and Linimer are not safe anymore" and there is War and a kind of Siege.He leads us to a [[safe cave]] where we can camp for the night and refill rations,he will however not travel,any further with us as there are "men always nearby" and his folk shun the roads.Apparently there is a "great town of evil" about a week eastwards... but that is exactly where the roads lead to."We will in the east meet again" he says as a sort of goodbye.
 
*Orgaladh 28. Nárvinyë:cloudless sky, fresh breeze, no rain, 22°, waxing moon.A group of rugged, armed men led by one [[Hasdûrm]], camps alongside the road, we believe they must be [[mercenaries]] as they stare at us hostily.The night we camp at the ruin of an old house.
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*Orgilion 28.Narvinyë: clouded with gaps, fresh breeze, 9°, no rain,almost full moon.Parts of our provisions are rotten and full of [[maggots]].We camp near a small river.
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*Oranor 29. Narvinyë:densely clouded sky, fresh breeze, strong rain, 4°, Almost full moon.Two [[wolfriders]] cross our way, the night we spend again near one of those strange grass-circles which seem to attract weird lights and noises, but no hostile creatures.Our companions tell us today is the holiday of [[Oriana]].
*Ormenel 29. Nárvinyë:few cloudholes, windstill, no rain, 11°, waxing moon.We hear cries and sound of fighting... a group of travelers had been waylaid by steppe-[[bandit]]s at first unsure which side to choose we enter fight at support of what we believe to be the travelers, forcing the [[brigand]]s to flee... luckily they were not that many and the travelers were not as weak as they appeared.The troops leader [[Bolranth]] thanks us for the support, apparently he and his fellow travellers are on the way to "the great city" , we are asked to join them ... well, why not? Obviously there is safety in numbers.
 
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*Orithil 30. Narvinyë:cloudfree Sky, slight breeze, -12°, no snow, full moon.We arrive what seems to be a forsaken [[temple]], the lands surrounding look infertile and barren.The temple's [[Warden]] is an aging man, half mad, named [[Rhukar-Hôsh]] who tells us he is a [[War-priest]] and that his [[sanctuary]] was built to commemorate the site of an ancient [[battle]], the "[[War of seven lances]]".
*Oraearon 30. Nárvinyë:Sunny, cloudless, soft breeze, dry, 21°. Close to cescent.Our new friends seem friendly enough, Bolranth proves to be a good conversation partner, though he asks if we are "[[Nû]]" and "[[Westlings]]".We decide to cheat and pretend that we come from the lands surrounding the "great [[Inland sea]]", west of [[Govedalend]], Bolranth certainly believes us and assures us "there are many good people there at the great Sea" , however he certainly seems to hate the "devils of [[Ond]]" and the "blood-drinking [[strawheads]]" of the western lands, "Slaves of the [[white furies]]".Of course we agree.We stay the night at a wooden House along the road.Bolranth honors the "steppe code" by exchanging some of the left provisions with some of his own but angrily swears as he notices a small shrine of [[Vadan]] in a corner of the house "we should put that away, i would burn it but i dare not to!".Instead of putting it to the fire he takes it out of the house though we notice he does not throw it away but hides it carefully behind some foliage... who is he afraid of and why?
 
   
==='''Nénimë:''' (Ûg)===
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==='''Nénimë'''===
   
*Orbelain 1. Nénimë:cloudfree, stiff breeze, no rain.8°.half moon. We arrive at a small village named [[Ára-Alík]], people seem to be reluctant and timid.Some of the buildings have been damaged by a storm recently.We spend the night at a sort of guesthouse named "the Green staff", there is a minstrel named [[Niônye]] who plays only sad songs.
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*Orgaladh 1. Nénimë.cloudfree sky, fresh breeze, 8°, no rain,full moon.We are surprised to find a flowering [[Finhereg]], which the easterlings call "[[Tûlaxar]]", but the flower seems strangely twisted, it's leaves are dotted with small eye-like red spots and have black, almost bone-like looking stalks.We camp the night near an area of [[rumareth]]-grass.
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*Ormenel 2.Nénimë :cloudfree sky, slight breeze, 10°, no rain,full moon.It is really getting more gentle by now.We meet a woman named [[Remlis]], clad in a flowing blue [[robe]] who seems to be the member of an [[Order]] devoted to [[Peoni]], a spirit of [[Healing]].We camp at a clearing near a small river.
*Orgilion 2. Nénimë:cloudfree, strong wind, no rain.3°. Increasing moon.We move on along the great road, a sort of great canopy shelters a clumsy [[troll]] named [[Óbakh]] who demands road-toll, we pay.At the evening we arrive at the [[Great city of Palisor]], [[Dalgob-Fhagoi]], the "city of the plains".We enter it's great golden gates, a woman named [[Gyônyü]] in long white robes enlightens every visitor about the local laws and the non-tolerance policy against the sacrilege of [[magic]] and [[witch]]craft.The city streets are jammed by humans and [[animals]], people from all over [[Rhûn]] and beyond come here to trade or for all other sorts of business.The quarters of the poor are in terrible condition, armed patrols can be seen on every corner.The quarters of the wealthy are almost palace like, but heavily armed men (and [[orcs]]!) also here.We spend the night at a Meadhall named "Broken Thorn", the owner's [[cat]] seems to be quite infatuated with Rhurandir and doesn't stop to jump on his lap and prowl around his tankard and meal.We do not like this city.
 
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*Oraearon 3.Nénimë:clouded with gaps, slight breeze, 7°, slightly decreasing moon.We come to a hut inhabited by a woman named [[Hinrel]] with her child [[Ogni]], looking at it we believe the child may have [[orc]]-blood...
*Oranor 3. Nénimë:densely clouded sky,stiff breeze, slight rain,1°.increasing moon.The people of these lands call themselves the [[Kûl-Ahar]], yet we still see bronze-clad warriors everywhere and they seemingly come from many tribes and peoples, the locals speak a dialect of an ancient language called [[Aharian]], but almost all higher officials write and converse in a form which is no doubt heavily influenced by the [[Black Speech]], still all travelers, [[nomad]]s and [[merchant]]s know the plains tongue.We leave the city just as a local warlord named [[Mubhârikh]] returns home with his host in a triumphal ceremony and procession, no doubt from some victorious campaign against some pityable rebels.But so nobody pays attention to,our small group and generally the Kûl-Ahar seem to be people who ask few questions and tend to mind to their own business.Refreshed and with new provisions we leave the ugly behemoth of an easterling city and follow the road, outlying poor shantytowns follow sprawl put into the steppes, but they become smaller and look more lost hour after hour and before we notice we seem to have left the last outlying shack behind us and are back ro the vast grasslands.We breathe the cold air and already feel more free.
 
*Orithil 4. Nénimë:clouded with gaps, slight breeze,dry and sunny,20°.almost full moon.Still on the country road, which already has turned into a rough track again, often we only know we actually are on a road by passing another signpost, which mark,the track for the traveler.All of them show the sign of the eye.By the evening we meet an old grocer named [[Kiökhe]] with a small donkey drawn cart.She assigns us a suitable camping place for the night,
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*Orbelain 4.Nénimë:clouded with gaps, stiff breeze, 2°, no rain, decreasing moon.We meet an old man named [[Kúr]] who seems to be a [[sage]] or [[scholar]], but half-mad.He tells us about a [[dragon]] named [[Sheglásh]] and a mythical [[hoard]].We spend the night at what seens to be the ruin of an old [[castle]].
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*Orgilion 5.Nénimë:single clouds, windstill, 19°, no rain,decreasing moon.This is the warmest day so far,again we come to a place which we believe to be a ritual place for some strange cult, the night we spend at a cave, sadly it is inhabited by a large [[bear]]...
*Orgaladh 5. Nénimë:single clouds, windstill, heavy rain,5°.almost full moon. On the road we meet an armed horseman,[[Gôbeyanyû]], a professional bountyhunter looking for a fugitive, we ask what sort of crime the man, called [[Kêrdu]], is wanted for but the answer is "it is my business to hunt and kill, not to ask why". The night we camp at a large well which seemingly is home to some creature, the "[[well-monster]]" looks like a mix of a big [[lizard]] or almost a small four- footed wingless [[dragon]] and a [[frog]], it is strong but not very agressive.
 
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*Oranor 6.Nénimë:cloudfree, strong wind, 14°, no rain,decreasing moon.We met a run-down dwarf who introduces himself as [[Zôdik]] ,an "[[earth-reader]]" who is avid to join our company for a while.We camp the night near the place of a caravan-accident near the wreckage of destroyed wains and carriages.Apparently the site is haunted by a [[Ghost]] named [[Itazha]].
*Ormenel 6. Nénimë:clouded with gaps, windstill, dry,8°.almost full moon.A small river crossing the path is flooding with melt-water, we have to leave the common road for quite a stretch.The night we camp at a recently abandoned campsite, the fire must have just turned cold shortly before our arrival.
 
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*Orithil 7.Nénimë:single clouds, light wind, -4°, no rain,almost halfmoon.We come upon a troop of diminuitive [[men]], the Easterlings call them "[[Grolms]]" and apparently have no high opinion on them.They think of them as greedy, homeless layabouts.We riddle if these Grolms could be a forgotten folk akin to the [[halflings]] or [[Drúedain]] though we are not sure if they have not some degree of [[goblin]]-blood.The Grolms leader, [[Tuva]], wants to sell us an [[amulet]] he tell us, is an official permission to travel the great eastern route and all lands controlled by the [[Golden army]].We are in dire need of such a permission to avoid further trouble and ensure a safe travel, but the Grolm's [[price]] is high... we spend the night near a [[farm]]house which seems to have been abandoned just recently.
*Oraearon 7. Nénimë:clouded with gaps,slight breeze, dry,6°.full moon.we spend the night near sold large rock outcroppings, one almost in form of a [[giant Head]],closeby we find a track of rocks arranged in form of a large spiral.We assume this is some old and forgotten ritual place.
 
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*Orgaladh 8.Nénimë:single clouds, windstill, 19°,no rain, halfmoon.We seem to be far off the road as we come to a place of strange [[cottage]]s which seem to be abandoned but have some distinct [[elvish]] air about them.We wonder if this could be a place of the [[Avari]].The night we realize that our campsite lies within the hunting grounds of [[Pards]].
*Orbelain 8. Nénimë:clouded with gaps, fresh breeze,dry,-3°.full moon.A group of treecutters is on the road, having dragged their heavy logs by sturdy small horses.We camp the night near the ruin of some old fortress or castle.
 
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*Ormenel 9.Nénimë:single clouds, windstill, 19°, no rain,decreasing halfmoon.We are startled as we come upon what seem to be tracks of some unknown [[animal]] and then seem to become tracks of [[man]]nish feet.We camp the night near an ancient [[Stone-circle]].
*Orgilion 9. Nénimë:sunny, cloudfree,slight breeze, dry,12°.full moon.We meet a dwarf on a pony, he introduces himself as [[Ukhlar]] ,a [[prospector]] looking for mineral resources.We camp near a patch of [[teargrass]].
 
*Oranor 10. Nénimë:sunny, cloudfree, fresh breeze, dry,6°.slightly decreasing moon.The land is completely silent, we don't hear any voices of animals, not even birds.Even the wind seems to be silent.We spend the night at a lodge, there does not seem to be shrine of [[Vadan]] or [[Pael]] here, though we are sure there must be one closeby.
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*Oraearon 10.Nénimë:densely clouded sky, fresh breeze, 5°, dry, decreasing moon sickle.We find a seemingly friendly and trustful animal, the easterlings tell us this is a "[[Mongbat]]".The Mongbat keeps up appearing to us, we wonder if it has some sort of intelligence... The night we camp in the open Steppe, a pack of [[Bûkandas Wolves]] is near.
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*Orbelain 11.Nénimë:cloudless sky, windstill,11°, dry,close to new moon.We meet a camp of [[armor]]ed [[Orcs]] led by one [[Murkha]] who seems to consider us potential prey, the night we spend near a small wood where we meet a [[leather]]-clad man named [[Salfand]] who tells us that this is his [[sacred grove]].
*Orithil 11. Nénimë:clouded with gaps, strong wind, light rain,4°.decreasing moon.We meet a sole wanderer clad in leathers and furs, he is [[Alakû]], of a local tribe of wandering huntsmen.We spent the night an uninhabited cave.
 
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*Orgilion 12.Nénimë:cloudless sky, fresh breeze, 5°, close to new moon.We meet a man who camps near a large rock, he tells us he is [[Khagrôd]], a follower of [[Ûtha]], seemingly an easterling spirit of Knowledge, and is here since quite some time to examine the old [[runes]] and carvings of the place which are written in a [[script]] unknown to him, he asks us if we could be of help.Apparently we are on the right track again.We camp the night at a secluded glade near a small river.
*Orgaladh 12. Nénimë:clouded with gaps, light wind, heavy rain,8°.decreasing moon.Along the road we see a rotten tree, looking closer we notice a single fresh green leaf.We camp the night at a pool of brackish water.
 
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*Oranor 13.Nénimë:single clouds, strong wind, -+9°, dry,Almost new moon.We have arrived at a large easterling settlement.We believe this to be the place of [[Ondovalonde|Lond Gondobal]], once the farthest outpost of [[Gondor]] in the east, built under [[Turambar of Gondor|Turambar Rómendacilion]].The city however shows only few signs of former gondorian grandeur, it looks pretty run-down, teeming with run-down clay-[[shack]]s, although the local [[temple]]s of the [[Nameless]] and [[Ôrash-Sagra]] ,the [[Governor]],'s palace look impressing.The town is nowadays known as "[[Bolgund-Stroh]]", and we are told it is the most important local river haven.We had indeed expected another [[inland sea]], but the "[[Nâvbrukh]]" is little more than a large lake and a navigable steppe-river connected to the great [[Talathrant]] in the east.We are surprised to see [[Orcs]] openly walk the Streets at night and we hear there are [[trolls]] being held in barracks below the city.However the [[amulet]] the Grolms sold us serves us well and the local [[guard]]smen are asking no more questions , though the Cityguard asks us to put down our [[weapons]], aparrently it is not allowed to openly wear [[arms]] in the "[[Golden realm]]".We say goodbye to our easterling friends and look for a [[river-craft]] taking us further east.
*Ormenel 13. Nénimë: sunny, single clouds, fresh breeze, dry,18°.decreasing moon.We pass a group of goblins led by one [[Snakúr]] demanding toll.The evening we arrive at a small village called [[Elif-bôga]],it's inhabitants are quiet and shy.
 
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*Orithil 14.Nénimë:clouded with gaps, windstill, 14°, heavy rain,almost new moon, At the "Squirrel and badger", a [[tavern]], we meet an easterling river-[[captain]] named [[Durban]] who owns the "[[Ioghul's pride]]", a type of [[vessel]] the locals call a "[[Pultic river-runner]]" or "[[Pékalog]]".Now that we do not have to disguise ourselves as caravan-members anymore everything goes far easier for us, though the harbor is jammed by large craft and our departure is somewhat delayed.
*Oraearon 14. Nénimë:cloudfree, light wind, dry,10°.almost half moon.We have an encounter with a sort of agressive and brutish [[bull]].We spend the night near a small steppe stream, there is an abandoned [[skiff]] closeby.
 
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*Orgaladh 15.Nénimë:Dense clouds, light wind, 5 °, dry, New moon.One of the passengers, [[Hisala-Pôs]]," is the snooty [[servant]] of some local order and demands expressions of admiration, but most of the other travellers seem sociable.We are somehow bewildered how many of the locals are tall, blonde and light-skinned... apparently many of them could easily pass as [[men of the west]] had we met them somewhere in northern [[Eriador]] or [[Rhovanion]], though still most of the easterlings are smaller, hirsute, swarthy and stocky... apparently the more [[northerner]]-like appearance is a local trait of the [[Kyn-folk]] and the easterlings pay no or little attention to their look or are used to it.All in all local tribal divisions and ethicity seem to be of far lesser importance among the eastfolk than they are in the realms of the [[Dúnedain]] and [[Northmen]].
*Orbelain 15. Nénimë:clouded with gaps, windstill,dry,5°.half moon.We cross a pack of feral [[dogs]] chasing a [[brownfox]].We spend the night near what may have been once the entrance to a quarry or old mine.
 
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*Ormenel 16.Nénimë:sunny weather, single clouds, light breeze, 3°, no rain slightly increasing moon.We socialize with [[Chofang]],one of the wandering traders on board who has some cheap offers but nothing special.The Nâvbrukh is small but well navigable and our [[boat]] so far makes good progress, me meet few other craft or men though.
*Orgilion 16. Nénimë:clouded with gaps, fresh breeze, dry, 3°.decreasing crescent.Descending from behind a small hillchain we notice the local trees and scrubs along the road seem to be covered by something resembling big grey spiderwebs.We camp near a labyrinthine area of thornbushes.
 
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*Oraearon 17.Nénimë:cloudless sky, stormy, 3°, no rain,slightly increasing moon.One of the passengers , a scholar named [[Orb-Makôw]] who seems confused brabbles continually of "elvish-intrigues...".
*Oranor 17. Nénimë:single clouds, light wind,dry, 2°.decreasing crescent.We cross a [[misty glen]], we camp.the night near a small [[grove of gnarled trees]].
 
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*Orbelain 18.Nénimë:densely clouded sky, -5°, stormy and strong snowfall,slightly increasing crescent.The ship has to anchor along the river bank for the night, near an old ruin.A local goblin tribe, the [[Gong-Barguyat]] approaches us, we are unused to goblins trying to openly [[barter]] with men, but probably they deem the ship's crew too dangerous to get into trouble with so their leader [[Grazókh]] prefers to act amicable.
*Orithil 18. Nénimë:clouded with gaps, stiff breeze, dry,6°.decreasing crescent.As we ride along a dead bird falls afrom the sky, a closer examination reveals a small scroll written in a strange [[script]] tied to one of it's small claws.We camp the night near a secluded glade with a small river.
 
*Orgaladh 19. Nénimë:cloudfree, sunny, light wind, dry,2°.decreasing crescent.We notice footprints of an [[animal]] unknown to us.We spend the night near a [[stand of dead trees]].
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*Orgilion 19.Nénimë: clouded with few gaps, , storm and heavy rainfall,Slightly increasing crescent.Again we have to anchor near the river bank and spend the night near a peasant's house, though the building seems to have been abandoned just recently.
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*Oranor 20.Nénimë:Clouded, rainy, windy, 2°,nearly half-moon.We arrive at "[[Fólagul]]", a small river-haven near the western rock-outcroppings of the lower [[kyn hills]].We leave the ship and go on land as we do not wish to follow the ship's route northeast towards the [[Mouths of the Kól]].The town looks decrepit, the local [[animals]] make strange noises, there are barking [[dogs]], screeching [[cats]], mooing [[cows]]... we choose to saddle our [[horses]] and leave this place as soon as we can.
*Ormenel 20. Nénimë:clouded with gaps, strong wind, dry,-3°.almost new moon.Two [[wolfriders]] cross our way.Near evening we see colourful tents, we have come to a nomad camp named [[Pâdu-átu]] and are allowed to stay for the night.
 
*Oraearon 21. Nénimë:dendely clouded sky, fresh breeze, dry,0°.almost new moon.We meet a [[bee]]-keeper who must be living nearby, we spend the night near a small waterfall.
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*Orithil 21.Nénimë:clouded sky, slight rain, light breeze, 3°,Nearly halfmoon.We cross a [[bridge]] guarded by a [[troll]] named [[Babûga]], but she is satisfied with collecting a [[toll]].We spend the night at a [[guesthouse]] named "the [[grey veil]]" with deafening creaking wooden floor.
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*Orgaladh 22.Nénimë:clouded with gaps, stiff breeze, ,dry, 6°, halfmoon.We meet a man named [[Ôran-îbar]] ,who professes to be a [[judge]] on the way to a village-tribunal.We spend the night near a [[hunting]]-[[lodge]] containing a small shrine of the Hunter-spirit ''Pael''.
*Orbelain 22. Nénimë:cloudfree, storm, dry,-3°.new moon.On a hilltop nearby men have started to rise a fortress, though it is not finished yet and we only see the busy work-camp and early foundations.We camp near a [[small stone monolith]].
 
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*Ormenel 23.Nénimë:sunny, cloudless, 1°,inceasing moon.Again parts of our [[rations]] seem to be rotten or infested by [[maggots]].We spend the night at a recently abandoned campsite.
*Orgilion 23. Nénimë: clouded with gaps, windstill, dry,1°.slightly increasing crescent.We ride along what must be a quarry and a storage for timber.We camp near a little lake in a small valley.
 
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*Oraearon 24.Nénimë:some clouds, fresh breeze, dry, -5°,nearly fullmoon.We are attacked by a pack of hungry [[plains-hounds]].The night we spend near the wreckage of an old [[wain]].
*Oranor 24. Nénimë:single clouds, sunny, stiff breeze, dry,7°.slightly increasing crescent.We see a small tent, a young woman gives us startled looks, a fat, but well dressed easterlings climbs out of the tent, angrily shouting [[curse]]s at us raising his fist, we decide to move along. The night we camp near the edge of a swampland, as [[Azgor]] is collecting firewood something grasps him by the heel and tries to drag him into the bog, as the others arrive to help him they drag the "[[heelgrabber]]" out, seemingly a kind of very large [[newt]]-like creature.
 
*Orithil 25. Nénimë:single clouds, windstill, fresh breeze, sunny and dry, 7°.slightly increasing crescent.We meet a group of armed villagers led by one [[Nialpâ]] who are on the tracks of some suspected robber they call [[Gûnah]].The night we spend at at ruined building with almost intact roof.
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*Orbelain 25.Nénimë:some clouds, fresh breeze, dry, -8°,Nearly full moon.As we pass a decaying [[tree]] a branch snapping off nearly hits [[Rhûrandir]] on his head, luckily his [[horse]] is not injured.We rest the night near the remains of a [[nomad]] campsite which seems to have been raided by Orcs, men or both, though it's people stay silent and repellent.
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*Orgilion 26.Nénimë:clouded with gaps, soft hreeze, light rain, -3°,Nearly new moon.The night we camp near a lair of [[great wolfspiders]], we are not attacked but a sudden windblow flares up our campfire starting a small conflagration, nobody is seriously hurt.
*Orgaladh 26. Nénimë:clouded with gaps, fresh breeze,dry,12 °.slightly increasing crescent.We meet a group of wanderers clad in black robes and seemingly armed, they ask us if we have "Seen the dead", we have to admit we neither saw nor talked to any dead people recently and continue on the road.We spend the night near some low bushes who seemimgly are home to an entire swarm of extremely loud and night-active birds.
 
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*Oranor 27.Nénimë:cloudfree, strong wind, dry, 16°,nearly new moon.We hear a child shouting for help for a crashed and injured person.We rush to help and are able to help [[Marig]]'s,an easterling boy, father [[Taikhu]], a nomad-hunter.We stay the night at their refuge, a [[Taikhu's Cave|small cave]].
*Ormenel 27. Nénimë: single clouds, fresh breeze, dry and sunny, 14°.increasing crescent.We come agross a flock of [[sheep]].We camp for the night near an almost [[skeleton-like rock]] formation.
 
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*Orithil 28.Nénimë:cloudless, fresh breeze, dry, 14°,almost new moon.Our new friends tell us a bit more about the locals, they are part of a people known as the "[[Rahiwenna]]", free nomads who are oppressed by the Cityfolk and ferociously hate the "[[smiling God]]", who seems to be the indigenous identity of the [[Nameless]].They tell us today is the "[[Day of renewal]]", a local [[holiday]] and a great [[bazaar]] in the [[town]]s and cities, though all larger settlements are at least three to four days away, yet we choose to depart and continue our trip.
*Oraearon 28. Nénimë: single clouds, fresh breeze,sunny and dry, 20° .almost half moon.We meet a lone message-shouter named [[Ziabâ]] on his way to the next outpost or waystation, questioning him about the road we are told that we are just on our way of leaving the plains of [[Rykholiz]].We spend the night on a [[bare hill]].
 
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*Orgaladh 29. Nénimë:clouded sky, strong wind, heavy rain, -6 °,new moon.We are advancing slowly, luckily we find refuge under a ramshackle hut.Azgor has been infested by [[fleas]]!
*Orbelain 29. Nénimë: densely clouded sky ,stiff breeze, slight rain, 6° . Half moon.We meet a Kind of easterling knight in shining armour acompanied by a servant.A short chat tells us he is named [[Nûnyulûg]] and on his way to enforce "law and order" on the region, he also tells us we are not far anymore from the western banks of great lake [[Daldúnair]].
 
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*Ormenel 30. Nénimë:clouded with gaps, windstill, dry, 11°,slightly advancing crescent.We find a [[spring]] with an immensely beautiful maiden sitting beside it, singing an enchanting song in a [[language]] alien to our ears.we believe she , her name is [[Kashôhăn]],must be a [[dryad]] or other friendly [[spirit]].We can refill our [[waterskin]]s and rest for the night only to be visited by a great [[cat]],believing it to be one of those [[Trilkhun]] we had heard the easterlings speak of.
*Orgilion 30. Nénimë: cloudfree, sunny, windstill, dry,16°.slightly increasing moon.On the road we meet a troop,of wandering mercenaries.By late evening we see the lakeside arising on the horizon, but we also see smoke rising, as we arrive near the lake we realise this is neither a settlement nor a nomad [[wain]]-burg, these are the fortifications of a large army encampment...
 
   
==='''Súlimë:''' (Skhôr)===
 
   
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==='''Súlimë''' (Skhôr)===
*Oranor 1. Súlimë: sunny, cloudfree sky, slight breeze, dry, -3°, slightly increasing moon. [[Kamát-Kozám]], this place is called, "Rain-coast"We pass armed guards and are questioned by red-robed [[civil servant]]s wearing the [[sign of the Eye]], however we are free to pass.As it seems there had been an uprising and the [[Golden Army]] conquered this land crushing all resistance.There is talk of [[rebels]] hiding out on the lake on swimming villages, but what we see are wharfs and the skeletons of newly built [[ships]].Soon the Army of the Eye will also have control of [[Lake Daldúnair]].We pass by marching soldiers and workers bringing building material before camping along the country road skirting the northern banks of lake Daldúnair.
 
*Orithil 2. Súlimë: sky clouded with few gaps, strong wind, dry, 0°, slightly increasing moon. We feel we have to avoid the open road and patrols and continue to travel within the southern eaves of the Great forests.As evening comes we meet people, a group of travellers who reluctantly invite us to their campfire realizing we are just travellers, not [[soldier]]s.They keep quiet though they are aeger to hear news of the war.We know little but they tell us the forestlands are known as the [[Kûawatal]].We believe they may be rebels or refugees but choose not to ask too many questions.
 
*Orgaladh 3. Súlimë:sunny, cloudless sky, windstill, dry, 5°,increasing moon.We meet a wild, leather clad man, [[Anrashû]] his name, we aks him of these lands but he tells us he also is a traveller far from his home.The night we rest at a natural cave which however seems to be the lair of wild [[bears]].
 
*Ormenel 4. Súlimë:clouded with few gaps, slight wind, no rain, 4°, nearly half-moon.We come to a high tower, but there seems to be no entering and no inhabitants outside.We spend the night at at site which has been used shortly before we arrived and has a cold fireplace.
 
*Oraearon 5. Súlimë:sky clouded with few gaps, strong wind, dry, 0°,nearly halfmoon.On our path we see a large [[spider]]web covering the [[trees]] before us.Again we camp at a cold fireplace which can't be out of use for too long.Someone is travelling right in front of us as it seems.
 
*Orbelain 6. Súlimë:sunny, cloudfree, stiff breeze, 10°, half-moon.We meet a lone man, [[Inikthúl]] his name,but he just tells us he is a simple [[storyteller]] who seeks inspiration in the wild, he professes not to know of any other travelling group.The night we stay at a safe clearing, something is moving out there in the forests just out of sight, we cannot distinguish it from the trees...
 
*Orgilion 7. Súlimë: single clouds, stiff breeze, dry ,8°,towards full moon. We meet a group of green-robed people, seemingly some eastern order, wearing the symbol of a golden [[serpent]] or [[dragon]].They profess to be "[[Nawâla]]",on the search for some long lost [[artifact]], but we are of little help.The night we camp beneath a large tree whose foliage serves as a natural tent or hall.
 
*Oranor 8. Súlimë: sunny, single clouds, mild breeze, dry, 2°,almost full-moon.We meet a woman named [[Nántil]], she professes to be exploring some old ruins.Indeed by evening we arrive at what may be the ruins of an old castle, we decide to camp for the night.
 
*Orithil 9. Súlimë:clouded sky with few gaps,windstill, dry, 5°, almost full-moon.Two [[Wargrider]]s cross our path, the night we arrive at another ruin where we camp.
 
*Orgaladh 10. Súlimë:sunny, cloudfree, stiff breeze, dry, 2°, near-fullmoon.We find a woodswoman, severely wounded, she claims to have been the victim of a [[boar]].She will not be able to leave and return to her home village by herself.We take care of her, [[Nechúthli]] by name, tending her wounds.We camp the night at a stand of trees hung with oracular bones and painted with strange symbols.An old man welcomes us and tells us he is [[Ólcethôl]] the [[warden]] of this sacred grove.He aids us with the wounded woman.We may stay for the night.
 
*Ormenel 11. Súlimë:clouded sky with few gaps, heavy storm,heavy snowfall, 8°, ,almost fullmoon.Our guest already feels better but still can't travel alone.Heavy sudden snowfall hinders us of making much progress on our journey as he wear loud voices and screaming through the snowfall.A band of [[bandit]]s has waylaid a lone woman, we come to help.[[Páhpiân]] is her name.A closeby [[Stone circle]] serves as our campsite this night.Our newest companions seem to know each other and converse in some [[easterling]] dialect alien to our ears.Both seem to be of the local forest tribe.
 
*Oraearon 12. Súlimë:clouded with gaps, strong wind, no snowfall, -1°, full moon.We continue to travel these snowcovered forest lands, trying to get the trust of our companions.They seem to be unsure of our allegiance but at last they think of us as honest and no threat so far.We come to what seems to be a village, but it is completely forsaken.The buildings seem strange to us but have a definite [[elvish]] air about them.Our two companions however seem not to be scared, or bewildered at all."It is the [[Kûiko]], the singers of the forests.They do not trust armed strangers, but they are watching us unseen from the trees".We decide not to take a risk and move on.Our companions lead us to a forest lodge where we stay at night.We notice the intact [[shrine]] to the [[spirit of the Hunt]] on it's doors.Our companions knee down to pray.We stay for the night and notice the "[[steppe-code]]" is also honored by the forestfolk, we eat from,the [[rations]] left in the hut and in return leave som of our own.Our companions are pleased we know and honor their customs.
 
*Orbelain 13. Súlimë:clouded with few gaps, slight breeze, dry ,-3°,full moon.We notice strange markings on the trees as we arrive at a hill-settlement.This if our companions home, a place of the forest-people of the [[Kûawatal]], or the [[Húalnimi]] as this particular tribe calls itself and [[Telcátepôk]] the place.We are invited as friends and our wounded companion is taken care of by the townsfolk.We are told these people are worshiping the spirit of the hunt and were followers of [[Líni the Blue]], an enemy of the [[Smiling God]].The Smiling God's army has broken the resistance and even the forestfolk are not safe anymore.We see palisades raised and the place being fortified, but as [[Orcs]] begin to roam the forest even the reclusive woodfolk will not be safe for long as soon as their scouts find their remote settlements.We join a sacrifice to the Spirit of the hunt and spend the night.
 
*Orgilion 14. Súlimë: single clouds, stiff breeze, dry, 6°,slightly decreasing full moon.We continue our journey as armed men break through the lower woods, luckily they are just a hunting party of the forest-folk and already were told about us.Nevertheless as evening comes by we come to a burned-down farmstead.War already is upon the forestfolk.Yet as there seem to be no enemies nearby we have camp for the night.
 
*Oranor 15. Súlimë:cloudfree, windstill, dry, 1°, slightly decreasing full-moon.As the trees become less dense we feel we are arriving at the forest edge.Soon we are spotted by a horseman from afar, an armed border-rider named [[Haminâz]] who tells us free-travelling without his master [[Ûldan-Tars]]' admission is forbidden in this country, yet our amulet again pays off and we may travel on.We spend the night in a ruined house with open roof.
 
*Orithil 16. Súlimë:densely clouded sky, storm, heavy snowfall, -17°,decreasing moon.Travelling is getting harder as we get into heavy weather outside the forestlands.We find footprints in the snow, again they seem to be animal paws but then bexome human feet.We have seen this before! Luckily we find a forsaken log-hut to stay.
 
*Orgaladh 17. Súlimë:clouded with gaps, windstill, no snowfall, -14°, decreasing moon.From afar we watch a strange white horse, if we didn't knew better we'd swear it had one single long horn on it's forehead! We have come to another plundered farmstead.No corpses or any hints of it's former inhabitants, still we stay for the night.
 
*Ormenel 18. Súlimë:cloudfree, strong wind, -16°, no snowfall, almost half moon.We think we almost see the banks of Lake Daldúnair but still keep away from the settled lands we know are on it's shores, after all there is an active war going on, yet we soon will have to find some greater settlement.We get attacked by a pack of starving [[plains hounds]], the night we stay at a safe clearing.
 
*Oraearon 19. Súlimë:clouded with few gaps,storm, heavy snowfall, -26°, near half-moon.As we wander the lakeshores we again come upon a more well travelled road.As we ride by we see children, seemingly starving and freezing , watching us.Can we affort to give away a share of our scarce provisions? We have to.We arrive at a lake-village named [[Tlámantlâk]] which is plundered by Armed soldiers, though there is no physical resistance.We can't do anything but are allowed to camp.We have to leave this land!
 
*Orbelain 20. Súlimë: clouded with few gaps, stiff breeze, no snowfall, -4°,half-moon.We arrive at [[Ayótatêph]], the large city of on Lake [[Daldúnair]]'s great eastbay.The local inspectors at the gates openly demand bribes.The town is completely taken over by the Great Eastern army,everywhere we see armed patrols and Civil servants dresded in black and red robes wearing the symbol of the eye.Yet we have to find a quarter and refresh and get new provisions.We find a cheap lodging for the night but every single look we get tells us we are not welcome.We must be on the road for about 2,400 miles already!
 
*Orgilion 21. Súlimë:single clouds, stiff breeze, no snowfall, 4°,decreasing moon-sickle.We get on our way and are almost lucky to set out for the steppes again.As we continue the road armed riders of some warrior-order give us distrustful looks.Another ravaged and forsaken farmstead on the road serves as a shelter for the night.
 
*Oranor 22. Súlimë: cloudfree sky,stiff breeze, 2°, no snow or rain, decreasing moon sickle.We are definitely out in the steppes now, yet there is no singing of a [[bird]], or any [[animals]], even the heavy wind seems to be silent.We spend the night in an uninhabited cave.
 
*Orithil 23. Súlimë: densely clouded sky, stiff breeze, endless snowfall, -3°,decreasing sickle moon.We come upon a tree with strange markings that remind us of the symbols of the Daldúnair Woodmen.We camp for the night, somewhere there must be loud birds of some kind.We wonder what sort of bird would still be active in these snow-covered cold lands.
 
*Orgaladh 24. Súlimë: single clouds, fresh breeze, no rain, 8°, almost new moon.A flooding river presses us to take a detour instead of just following sunrise.We stay the night at a regularly used campsite, the last visitors can't have left very soon.
 
*Ormenel 25. Súlimë:sunny cloudfree sky, windstill, 0°, no snowfall,almost new moon.We meet a horseman, [[Caníshtâl]], a woman claiming to be a travelling minstrel who thought there was a nearby village but got lost.There is no village, but near evening we come upon another devastated farmstead where we camp for the night.
 
*Oraearon 26. Súlimë:single clouds, strong wind, -18° but no snowfall, almost new moon.We meet an armed, rugged-looking horseman, he telks us he is [[Kokyozâz]], a headhunter on search for an escaped rebel, we have nothing to tell him.We spend the night in the ruins of an old fortress.
 
*Orbelain 27. Súlimë:densely clouded sky, storm, heavy snowfall, -8°,new moon.Our travel is hard, the harsh weather lasts heavy on our shoulders and we make slow progress.How much we would love some warm quarters now, in any hostile easterling settlement! Luckily we find a huge snowcovered hill which does not seem to be a natural hill but possibly some sort of articifial mound or cairn, we can camp here as there is a shelter and firewood! We can just guess this is or once was a religious place, but we are just happy for a resting place and warmth.
 
*Orgilion 28. Súlimë:single clouds, slight breeze,3°, no rain or snow, slightly increasing sickle-moon.Finally! At some old ruin men are taking rocks, they are villagers who need building material to fix collapsed huts in their nearby settlement.We may find shelter.The people of [[Ikhatpân]] prove to be friendly and hospitable, though they may also be afraid.Yet we find a large hut, filled with people gathering around a large fire.Even a minstrel sings for the crowd and these people have food for the winter sufficiently.
 
*Oranor 29. Súlimë:cloudfree, swift breeze, 12°, slightly increasing crescent.As it is getting warmer we leave the friendly steppefolk, not without leaving some presents of friendship.In the Steppe we come upon an aggressive [[wild ox]].The night we spend at a frequently used campsite with a cold fireplace.
 
*Orithil 30. Súlimë:densely clouded sky, windstill, 1°, no snow, slightly increasing crescent.In the snow we find the remains of a [[dove]] seemingly victim of some bird of prey.The night we camp at a clearing by a small river.
 
   
*Ôrila-bûli: clouded with gaps, strong wind, -4°, no snow, slightly increasing crescent. As we travel we spot an unexpectedly large [[wildcat]] warching us from afar.As the snow melts we find another patch of tear-grass and decide to set up camp for the night.If we recollect our days of travel rightly it is Orgaladh today, this means today is the high festival of [[tuilére]], but we spend it alone, in the wild grassplains of Rhûn the great, yet we share some [[waybread]] and [[brandy]] and [[Rhûrandir]] insists on the standing silence, only [[Azgor]] is a bit grumpy and turns away.
 
   
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*Oraearon 1. Súlimë:clouded with gaps, stiff breeze, heavy rain, -5°,slightly increasing moon.We meet a small group of people led by a beggar-[[nun]] named [[Orlit]], of some [[Peoni]]an Order who tells us her folk were the victims of a raid and asks for alms and charity.At last we know civilization is close... we spend the night near a small [[hamlet]] named [[Arsh-Úbesh]] on the edge of [[Ûrsh-Ata]], what seems to be a large underground-[[tomb]] complex.
==='''Víressë''' (Ördö)===
 
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*Orbelain 2.Súlimë:clouded with gaps, light wind, dry, 15°,increasing moon.We arrive at a walled town called "[[Ashkir kú|Old Ashkir]]" , it is the main settlement of the central [[Kyn Hills]].In the city we come upon a tantalizing tribal [[dancer]] named [[Yeshan-Sâhd]].Some cur from the surrounding crowd seemingly misunderstands her attitude as an offer only to find himself cut down by her [[scimitar]]... at once the mob angrily demands the death of "that murderous [[harlot]]"... later we find the "Broken spear",a sufficient [[guesthouse]] where we are invited by [[gambling]] easterlings to join their round, seemingly they use small painted animal bones as [[Dice]].We also convince Azgor to take a hot bath and get rid of the fleas. (ca 1194 mi).
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*Orgilion 3.Súlimë:Single clouds, fresh breeze, dry, 0°,increasing moon.We prepare to leave town for the hill-country getting new provisions and renewing necessary equipment as the Easterlings beget a Festivity of the local [[guild]]s.All Guildmasters have gathered and the Guild's ark is carried through town in a large procession ending at the Temple of Sûr, the smiling Lord of Gifts...
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*Oranor 4.Súlimë: single clouds, light wind, dry, -1 °, increasing moon.We have entered the hill- country and are surprised by a sudden hailstorm.Luckily we find a place to camp at a sheltered clearing, putting up out tents Banaid is surprised to find a [[Mandrake]].
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*Orithil 5.Súlimë:densely clouded sky, stiff breeze, a few flakes of snow, -2°, nearly crescent moon.As we make our way we come upon what we first thought to be a frozen corpse of a man, but examining closer it seems to be a sort of [[lizard]]-like creature, possibly in rigor of cold.Again we camp at a forsaken farm, we see swampstars far away in the horizon.
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*Orgaladh 6.Súlimë:densely clouded sky, strong wind, no precipitation, -4°, crescent moon.We meet a strangely dressed young woman named [[Dinu]] who offers some help if any of us was in need of medical treatment,though she does not appear to be a professional healer, she has a bearing which makes us suspect she may be some sort of witch.Again we camp near some old standing stones.Our host tells us about a dragon-hoard, ist must be the same we have already heard about before.
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*Ormenel 7.Súlimë:clouded with few gaps, windstill, no precipitation, 5°,waxing moon.We descend to the lowland steppes, from afar we see a strange appearing horse, feeling were being observed.We find a place to camp, the region is home to [[Sandcats]].
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*Oraearon 8.Súlimë:closed cloud cover, soft breeze, no rainfall, 3°, waxing moon.We come to a small encampment of easterling noblemen who relax from traveling and hunting, the leader is a woman named [[Magochil]] .It is a strange kind of [[beast]] called a "[[halflizard]]" they are looking for.
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*Orbelain 9.Súlimë:sunny with single clouds, stiff breeze, no rainfall, 1°, nearly full moon.At the far horizon appear the shapes of hills.We come upon two Wolfriders, the night we camp at a place where what easterlings call "[[teargrass]]" grows.
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*Orgilion 10.Súlimë:clouded sky with few small gaps, light wind, no rainfall, 8°, nearly full moon.We have come to a hilly country and believe this must be the southernmost [[Langurian Kyn]] we heard about, named after an ancient Tribe of men who lived here some millenium before.We come upon a group of small, but very burly goblins, they seem to think of us as too dangerous to attack and propose to barter... we still are not used to be approached by Orcs in a seemingly amicable way, we do not trust them, but we trust our amulet which they seem to recognize as a badge of some authority and remember how the easterlings interact with these fiends.We camp not far from a herd of wild [[goats]].
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*Oranor 11.Súlimë: sunny cloudless sky, windstill, dry, about 25° we are surprised how unexpectedly hit is is, nearly full moon.We are surprised by a [[spectre]] seemingly descending from the sky in shape if a giant [[Bear]], but preparing for battle it just vanishes.We hear a a faint and monotonous female singing voice but cannot make it where it comes from.This can only be some sort of [[illusion]] [[spell]].We camp the night near an old but cold fireplace, people must come this route on regular terms, we must still be on the right road.
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*Orithil 12. Súlimë:sunny cloudless sky, strong wind, no rain, -2°, full moon.We still travel a land of steppe and hills.No singing birds, no insectsounds, even the wind seems to be mute.We find a field of teargrass to camp safely.
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*Orgaladh 13.Súlimë:single clouds, stormy, no rainfall, -12°, full moon.The hills on the horizon almost look like the shape of some sleeping [[giant]].We find an uninhabited cave to camp for the night.
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*Ormenel 14.Súlimë:Single clouds, sunny but stormy, no rainfall, 8°.We encounter a trek of wains, one if the wagon breaks down with a splintered wheel, we ask the Caravan-master, one [[Málban]], if we can help out but it's a common thing to happen to treks and the easterlings are well prepared.The nearest settlement cannot be far too far away,maybe a day's ride.We camp the night with the wain-easterlings but find their food detestable,though we try to be polite and eat wgat is kindly shared with us.
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*Oraearon 15.Súlimë: clouded sky with few gaps, stiff breeze, dry, 11°, full moon.We have come to the [[Talathrant]] Crossings, there us a quite large settlement here the natives call [[Vrai-Kól]].Street [[urchin]]s, small children really surround us as we enter town, staring amazed at us and our [[equipment]].Not for long time and as they gave vanished we realize some things from our saddlebags are missing.We find a Tavern named "the black Tankard" the furniture is surprisingly well made, true [[craftsman]]ship!
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*Orbelain 16. Súlimë:single clouds, slight breeze, no rainfall, -3 °, slightly descescending moon.Vrai-kól is actually a pretty large city with a huge riverport and many fine buildings, but the run-down shanties of the poor are also sprawling out wide into the hills... we are not booking passage on one of the ships but take a ferry to the Talathrant's east bank where local priests are walking the fields, blessing the [[crops]].
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*Orgilion 17. Súlimë: densely clouded sky, fresh breeze, no rain, 8°, waning moon.A large travelling [[coach]] drawn by fout large black horses claims the entire width of the road, we step aside.The country is starting to be more and more wooded now, no doubt on the horizon stretches a large forestland, but we don't want to lose much time to bypassing it north or south as we have no idea of the woodlands real expansions, there certainly must be a road leading through it...
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*Oranor 18. Súlimë:sunny, cloudless sky, fresh breeze, dry, 10°, waning moon. Following the track through the more and more dense getting woodlands we meet a company of rough looking lackeys led by a man named [[Hûndish]] professing to be on the hunt for some escaped Thralls.Seemingly the woods do not only provide an obstacle for travelers but also serve as a home and refuge. [[Kirgai]] the natives call it which translates just as "tall Forest", and indeed... aside from shorter [[birch]]es and a thick undergrowth the forest is dominated by very tall [[pine]]s that dwarf most trees we saw before in the many smaller woodlands which dotted the steppes... we camp the night at a secluded glade.
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*Orithil 19.Súlimë:densely clouded sky, windstill, heavy rain, 10°, nearly half-moon.Despite the dense forest, which however proves little shelter as long as we stay on the proper road, the heavy rain is an extreme discomfort. We observe a rugged, bearded and hairy man as he moves silently along the lower trees and less dense thickets... he has noticed us, watches us but passes on silently. As we camp we hear loud voices of birds and other animals from the forest.
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*Orgaladh 20.Súlimë:dense clouded sky, soft breeze, drizzling rain, 3°, crescent moon.we find [[mushrooms]] but do not recognize them as edible or [[poison]]ous.We find an empty woodman's shack... so many caves and huts along the roads serve as shelter for travelers, who leave some [[food]] and other useful stuff for the next guest.An interesting custom this "steppe-code".
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*Ormenel 21.Súlimë:densely clouded sky, windstill, no rain, 12°, waning moon.Following the road we come to a [[tall tower]] rising high over the sea of leaves, but we cannot enter, we decide to move on and camp near what we believe to be the remnant of a forsaken but not forgotten [[ritual place]].
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*Oraearon 22.Súlimë:sunny single clouds, windstill, no rain, 18°, waning moon.We meet an arrogant armored horseman, [[Kaufang]], some kind of Knight who asks us for our destination and reason to travel, we spend the night at a clearing with a small river.
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*Orbelain 23.Súlimë:some small gaps on the clouded sky,light wind, no rain,17°, almost new moon.Along the road we notice a tree with strangely marked signs, likely some sort of "totem" or "taboo" of the local woodland-tribes. We camp at a [[grove]], the trees are adorned with strange cords and markings, some small figures made of clay, others of bone, seemingly this is a sort of religious place, or maybe it was made to keep something in the forest and away from the road?
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*Orgilion 24.Súlimë:single clouds, stormy, no rain, 3°, almost new moon.We encounter a group of men in [[robe]]s led by one [[Músrach]], they look like priests or [[monastic]]s though they are heavy armed like soldiers too.They ask us questions about the spirits of the dead and the "[[dead men of the forest]]" but we don't know anything and haven't encountered anything notewothy.The forest now is becoming less dense, soon we see larger areas of short grass.The night we stay at a small [[settlement of loggers]] who live near the forest eaves.
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*Oranor 25.Súlimë:densely clouded sky, stiff breeze, heavy rain, 1°, almost new moon. Passing smaller wooded areas we are now back in the steppes,in a way we feel more comfortable and safe here, where you believe you can see a potential enemy from afar and don't feel constantly threatened from whatever might be lurking in the thickets.Thinking so we are surprised to suddenly encounter: an [[Elf]]! He approaches us critically but decides we are not hostile.His name is [[Ôlandêr]] and he is able to converse with us , though he does not speak [[Westron]].He is surprised and amazed that Rhûrandir knows [[Sindarin]] and although he does not profess to know the language he learns amazingly quick and soon he and Rhûrandir talk in better Sindarin than the [[plainstogue]] gibberish we got used to.Unluckily the other three of us do not understand a single word!Ôlandêr leads us to a [[large tree]] whose foliage and undergrowth serves as a natural cave-like shelter.We camp the night here.
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*Orithil 26.Súlimë:some cloudholes, stiff breeze, no rain, 6°, waxing moon.We travel along with Ôlandêr who tells us that his people are the [[Kindi]], "[[plains-elves]]", and they knew of us and our journey since quite some time,even before we had crossed the [[Talathrant]] or "[[Paldarattâ]]" as Ôlandêr pronounces it.His folk shun [[mortal]] men and especially the towns and large cities, but a few on and off have contact with the Nomads.He tells us that "[[Intondo Colindo]]" wants to see us and we will likely meet him at a place far east called "[[Linimer]]", but he also tells us that "[[Fimardi]] and Linimer are not safe anymore" and there is War and a kind of Siege.He leads us to a [[safe cave]] where we can camp for the night and refill rations,he will however not travel,any further with us as there are "men always nearby" and his folk shun the roads.Apparently there is a "great town of evil" about a week eastwards... but that is exactly where the roads lead to."We will in the east meet again" he says as a sort of goodbye.
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*Orgaladh 27.Súlimë:cloudless sky, fresh breeze, no rain, 22°, waxing moon.A group of rugged, armed men led by one [[Hasdûrm]], camps alongside the road, we believe they must be [[mercenaries]] as they stare at us hostily.The night we camp at the ruin of an old house.
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*Ormenel 28.Súlimë:few cloudholes, windstill, no rain, 11°, waxing moon.We hear cries and sound of fighting... a group of travelers had been waylaid by steppe-[[bandit]]s at first unsure which side to choose we enter fight at support of what we believe to be the travelers, forcing the [[brigand]]s to flee... luckily they were not that many and the travelers were not as weak as they appeared.The troops leader [[Bolranth]] thanks us for the support, apparently he and his fellow travellers are on the way to "the great city" , we are asked to join them ... well, why not? Obviously there is safety in numbers.
  +
*Oraearon 29.Súlimë:Sunny, cloudless, soft breeze, dry, 21°. Close to cescent.Our new friends seem friendly enough, Bolranth proves to be a good conversation partner, though he asks if we are "[[Nû]]" and "[[Westlings]]".We decide to cheat and pretend that we come from the lands surrounding the "great [[Inland sea]]", west of [[Govedalend]], Bolranth certainly believes us and assures us "there are many good people there at the great Sea" , however he certainly seems to hate the "devils of [[Ond]]" and the "blood-drinking [[strawheads]]" of the western lands, "Slaves of the [[white furies]]".Of course we agree.We stay the night at a wooden House along the road.Bolranth honors the "steppe code" by exchanging some of the left provisions with some of his own but angrily swears as he notices a small shrine of [[Vadan]] in a corner of the house "we should put that away, i would burn it but i dare not to!".Instead of putting it to the fire he takes it out of the house though we notice he does not throw it away but hides it carefully behind some foliage... who is he afraid of and why?
  +
*Orbelain 30. Súlimë:cloudfree, stiff breeze, no rain.8°.half moon. We arrive at a small village named [[Ára-Alík]], people seem to be reluctant and timid.Some of the buildings have been damaged by a storm recently.We spend the night at a sort of guesthouse named "the Green staff", there is a minstrel named [[Niônye]] who plays only sad songs.
   
  +
*Tuilérë: cloudfree, strong wind, no rain.3°. Increasing moon.We move on along the great road, a sort of great canopy shelters a clumsy [[troll]] named [[Óbakh]] who demands road-toll, we pay.At the evening we arrive at the [[Great city of Palisor]], [[Dalgob-Fhagoi]], the "city of the plains".We enter it's great golden gates, a woman named [[Gyônyü]] in long white robes enlightens every visitor about the local laws and the non-tolerance policy against the sacrilege of [[magic]] and [[witch]]craft.The city streets are jammed by humans and [[animals]], people from all over [[Rhûn]] and beyond come here to trade or for all other sorts of business.The quarters of the poor are in terrible condition, armed patrols can be seen on every corner.The quarters of the wealthy are almost palace like, but heavily armed men (and [[orcs]]!) also here.We spend the night at a Meadhall named "Broken Thorn", the owner's [[cat]] seems to be quite infatuated with Rhurandir and doesn't stop to jump on his lap and prowl around his tankard and meal.We do not like this city.If we recollect our days of travel rightly it is Orgaladh today, this means today is the high festival of [[tuilére]], but we spend it in a run-down enemy city, yet we share some [[waybread]] and [[brandy]] and [[Rhûrandir]] insists on the standing silence, only [[Azgor]] is a bit grumpy and turns away.
*Ormenel 1. Víressë:no-men lands
 
*Oraearon 2. Víressë:
 
*Orbelain 3. Víressë:
 
*Orgilion 4. Víressë:
 
*Oranor 5. Víressë:
 
*Orithil 6. Víressë:
 
*Orgaladh 7. Víressë:
 
*Ormenel 8. Víressë:
 
*Oraearon 9. Víressë:
 
*Orbelain 10. Víressë:
 
*Orgilion 11. Víressë:
 
*Oranor 12. Víressë:
 
*Orithil 13. Víressë:
 
*Orgaladh 14. Víressë:[[Xâtl]]
 
*Ormenel 15. Víressë:
 
*Oraearon 16. Víressë:
 
*Orbelain 17. Víressë:
 
*Orgilion 18. Víressë:
 
*Oranor 19. Víressë:
 
*Orithil 20. Víressë:
 
*Orgaladh 21. Víressë:
 
*Ormenel 22. Víressë:[[Gûaman]]
 
*Oraearon 23. Víressë:
 
*Orbelain 24. Víressë:
 
*Orgilion 25. Víressë:
 
*Oranor 26. Víressë:
 
*Orithil 27. Víressë:
 
*Orgaladh 28. Víressë:
 
*Ormenel 29. Víressë:
 
*Oraearon 30. Víressë:western hills of [[Ûster Kryl]]
 
   
==='''Lótessë''' (Endilim)===
 
   
  +
==='''Víressë:''' (Ördö)===
*Orbelain 1. Lótessë
 
*Orgilion 2. Lótessë
 
*Oranor 3. Lótessë:[[Araz]] [[Zoreh]] rivers
 
*Orithil 4. Lótessë
 
*Orgaladh 5. Lótessë
 
*Ormenel 6. Lótessë:[[Sarqi]]-lands
 
*Oraearon 7. Lótessë
 
*Orbelain 8. Lótessë
 
*Orgilion 9. Lótessë
 
*Oranor 10. Lótessë
 
*Orithil 11. Lótessë
 
*Orgaladh 12. Lótessë:[[Qâz]]
 
*Ormenel 13. Lótessë
 
*Oraearon 14. Lótessë
 
*Orbelain 15. Lótessë
 
*Az-ölgli 16. Endilim
 
*Az-onôsh 17. Endilim
 
*Az-gölûn 18. Endilim
 
*Az-khôlü 19. Endilim
 
*Az-taltosh 20. Endilim
 
*Az-thêxe 21. Endilim
 
*Az-sûr 22. Endilim
 
*Az-ölgli 23. Endilim
 
*Az-onôsh 24. Endilim
 
*Az-gölûn 25. Endilim
 
*Az-khôlü 26. Endilim
 
*Az-taltosh 27. Endilim
 
*Az-thêxe 28. Endilim : easternnwastes of [[Ûster Kryl]]
 
*Az-Sûr 29. Endilim
 
*Az-ölgli 30. Endilim
 
   
==='''Nárië''' (Ôblai)===
 
   
  +
*Oranor 1. Víressë:densely clouded sky,stiff breeze, slight rain,1°.increasing moon.The people of these lands call themselves the [[Kûl-Ahar]], yet we still see bronze-clad warriors everywhere and they seemingly come from many tribes and peoples, the locals speak a dialect of an ancient language called [[Aharian]], but almost all higher officials write and converse in a form which is no doubt heavily influenced by the [[Black Speech]], still all travelers, [[nomad]]s and [[merchant]]s know the plains tongue.We leave the city just as a local warlord named [[Mubhârikh]] returns home with his host in a triumphal ceremony and procession, no doubt from some victorious campaign against some pityable rebels.But so nobody pays attention to,our small group and generally the Kûl-Ahar seem to be people who ask few questions and tend to mind to their own business.Refreshed and with new provisions we leave the ugly behemoth of an easterling city and follow the road, outlying poor shantytowns follow sprawl put into the steppes, but they become smaller and look more lost hour after hour and before we notice we seem to have left the last outlying shack behind us and are back ro the vast grasslands.We breathe the cold air and already feel more free.
*Az-onôsh 1. Ôblai:
 
  +
*Orithil 2. Víressë:clouded with gaps, slight breeze,dry and sunny,20°.almost full moon.Still on the country road, which already has turned into a rough track again, often we only know we actually are on a road by passing another signpost, which mark,the track for the traveler.All of them show the sign of the eye.By the evening we meet an old grocer named [[Kiökhe]] with a small donkey drawn cart.She assigns us a suitable camping place for the night,
*Az-gölûn 2. Ôblai:
 
  +
*Orgaladh 3. Víressë:single clouds, windstill, heavy rain,5°.almost full moon. On the road we meet an armed horseman,[[Gôbeyanyû]], a professional bountyhunter looking for a fugitive, we ask what sort of crime the man, called [[Kêrdu]], is wanted for but the answer is "it is my business to hunt and kill, not to ask why". The night we camp at a large well which seemingly is home to some creature, the "[[well-monster]]" looks like a mix of a big [[lizard]] or almost a small four- footed wingless [[dragon]] and a [[frog]], it is strong but not very agressive.
*Az-khôlü 3. Ôblai:
 
  +
*Ormenel 4. Víressë:clouded with gaps, windstill, dry,8°.almost full moon.A small river crossing the path is flooding with melt-water, we have to leave the common road for quite a stretch.The night we camp at a recently abandoned campsite, the fire must have just turned cold shortly before our arrival.
*Az-taltosh 4. Ôblai:[[Davarzan]]
 
  +
*Oraearon 5. Víressë:clouded with gaps,slight breeze, dry,6°.full moon.we spend the night near sold large rock outcroppings, one almost in form of a [[giant Head]],closeby we find a track of rocks arranged in form of a large spiral.We assume this is some old and forgotten ritual place.
*Az-thêxe 5. Ôblai:
 
  +
*Orbelain 6. Víressë:clouded with gaps, fresh breeze,dry,-3°.full moon.A group of treecutters is on the road, having dragged their heavy logs by sturdy small horses.We camp the night near the ruin of some old fortress or castle.
*Az-sûr 6. Ôblai:
 
  +
*Orgilion 7. Víressë:sunny, cloudfree,slight breeze, dry,12°.full moon.We meet a dwarf on a pony, he introduces himself as [[Ukhlar]] ,a [[prospector]] looking for mineral resources.We camp near a patch of [[teargrass]].
*Az-ölgli 7. Ôblai:
 
  +
*Oranor 8. Víressë:sunny, cloudfree, fresh breeze, dry,6°.slightly decreasing moon.The land is completely silent, we don't hear any voices of animals, not even birds.Even the wind seems to be silent.We spend the night at a lodge, there does not seem to be shrine of [[Vadan]] or [[Pael]] here, though we are sure there must be one closeby.
*Az-onôsh 8. Ôblai:
 
  +
*Orithil 9. Víressë:clouded with gaps, strong wind, light rain,4°.decreasing moon.We meet a sole wanderer clad in leathers and furs, he is [[Alakû]], of a local tribe of wandering huntsmen.We spent the night an uninhabited cave.
*Az-gölûn 9. Ôblai:
 
  +
*Orgaladh 10. Víressë:clouded with gaps, light wind, heavy rain,8°.decreasing moon.Along the road we see a rotten tree, looking closer we notice a single fresh green leaf.We camp the night at a pool of brackish water.
*Az-khôlü 10. Ôblai:
 
  +
*Ormenel 11. Víressë: sunny, single clouds, fresh breeze, dry,18°.decreasing moon.We pass a group of goblins led by one [[Snakúr]] demanding toll.The evening we arrive at a small village called [[Elif-bôga]],it's inhabitants are quiet and shy.
*Az-taltosh 11. Ôblai:[[Ecetérn Pihûn]]
 
  +
*Oraearon 12. Víressë:cloudfree, light wind, dry,10°.almost half moon.We have an encounter with a sort of agressive and brutish [[bull]].We spend the night near a small steppe stream, there is an abandoned [[skiff]] closeby.
*Az-thêxe 12. Ôblai:
 
  +
*Orbelain 13. Víressë:clouded with gaps, windstill,dry,5°.half moon.We cross a pack of feral [[dogs]] chasing a [[brownfox]].We spend the night near what may have been once the entrance to a quarry or old mine.
*Az-sûr 13. Ôblai:
 
  +
*Orgilion 14. Víressë:clouded with gaps, fresh breeze, dry, 3°.decreasing crescent.Descending from behind a small hillchain we notice the local trees and scrubs along the road seem to be covered by something resembling big grey spiderwebs.We camp near a labyrinthine area of thornbushes.
*Az-ölgli 14. Ôblai:
 
  +
*Oranor 15. Víressë:single clouds, light wind,dry, 2°.decreasing crescent.We cross a [[misty glen]], we camp.the night near a small [[grove of gnarled trees]].
*Az-onôsh 15. Ôblai:
 
  +
*Orithil 16. Víressë:clouded with gaps, stiff breeze, dry,6°.decreasing crescent.As we ride along a dead bird falls afrom the sky, a closer examination reveals a small scroll written in a strange [[script]] tied to one of it's small claws.We camp the night near a secluded glade with a small river.
*Az-gölûn 16. Ôblai:
 
  +
*Orgaladh 17. Víressë:cloudfree, sunny, light wind, dry,2°.decreasing crescent.We notice footprints of an [[animal]] unknown to us.We spend the night near a [[stand of dead trees]].
*Az-khôlü 17. Ôblai:[[Alsalyha]] northernmost reaches
 
  +
*Ormenel 18. Víressë:clouded with gaps, strong wind, dry,-3°.almost new moon.Two [[wolfriders]] cross our way.Near evening we see colourful tents, we have come to a nomad camp named [[Pâdu-átu]] and are allowed to stay for the night.
*Az-taltosh 18. Ôblai:
 
  +
*Oraearon 19. Víressë:dendely clouded sky, fresh breeze, dry,0°.almost new moon.We meet a [[bee]]-keeper named [[Nigizil]] who must be living nearby, we spend the night near a small waterfall.
*Az-thêxe 19. Ôblai:
 
  +
*Orbelain 20. Víressë:cloudfree, storm, dry,-3°.new moon.On a hilltop nearby men have started to rise a fortress, though it is not finished yet and we only see the busy work-camp and early foundations.We camp near a [[small stone monolith]].
*Az-sûr 20. Ôblai:
 
  +
*Orgilion 21. Víressë: clouded with gaps, windstill, dry,1°.slightly increasing crescent.We ride along what must be a quarry and a storage for timber.We camp near a little lake in a small valley.
*Az-ölgli 21.Ôblai:
 
  +
*Oranor 22. Víressë:single clouds, sunny, stiff breeze, dry,7°.slightly increasing crescent.We see a small tent, a young woman gives us startled looks, a fat, but well dressed easterlings climbs out of the tent, angrily shouting [[curse]]s at us raising his fist, we decide to move along. The night we camp near the edge of a swampland, as [[Azgor]] is collecting firewood something grasps him by the heel and tries to drag him into the bog, as the others arrive to help him they drag the "[[heelgrabber]]" out, seemingly a kind of very large [[newt]]-like creature.
*Az-onôsh 22. Ôblai:
 
  +
*Orithil 23. Víressë:single clouds, windstill, fresh breeze, sunny and dry, 7°.slightly increasing crescent.We meet a group of armed villagers led by one [[Nialpâ]] who are on the tracks of some suspected robber they call [[Gûnah]].The night we spend at at ruined building with almost intact roof.
*Az-gölûn 23. Ôblai:
 
  +
*Orgaladh 24. Víressë:clouded with gaps, fresh breeze,dry,12 °.slightly increasing crescent.We meet a group of wanderers clad in black robes and seemingly armed, they ask us if we have "Seen the dead", we have to admit we neither saw nor talked to any dead people recently and continue on the road.We spend the night near some low bushes who seemimgly are home to an entire swarm of extremely loud and night-active birds.
*Az-khôlü 24. Ôblai:
 
  +
*Ormenel 25. Víressë: single clouds, fresh breeze, dry and sunny, 14°.increasing crescent.We come agross a flock of [[sheep]].We camp for the night near an almost [[skeleton-like rock]] formation.
*Az-taltosh 25. Ôblai:
 
  +
*Oraearon 26. Víressë: single clouds, fresh breeze,sunny and dry, 20° .almost half moon.We meet a lone message-shouter named [[Ziabâ]] on his way to the next outpost or waystation, questioning him about the road we are told that we are just on our way of leaving the plains of [[Rykholiz]].We spend the night on a [[bare hill]].
*Az-thêxe 26. Ôblai:[[Keyf]]
 
  +
*Orbelain 27. Víressë: densely clouded sky ,stiff breeze, slight rain, 6° . Half moon.We meet a Kind of easterling knight in shining armour acompanied by a servant.A short chat tells us he is named [[Nûnyulûg]] and on his way to enforce "law and order" on the region, he also tells us we are not far anymore from the western banks of great lake [[Daldúnair]].
*Az-sûr 27. Ôblai:
 
  +
*Orgilion 28. Víressë: cloudfree, sunny, windstill, dry,16°.slightly increasing moon.On the road we meet a troop,of wandering mercenaries.By late evening we see the lakeside arising on the horizon, but we also see smoke rising, as we arrive near the lake we realise this is neither a settlement nor a nomad [[wain]]-burg, these are the fortifications of a large army encampment...
*Az-ölgli 28. Ôblai:
 
  +
*Oranor 29. Víressë: sunny, cloudfree sky, slight breeze, dry, -3°, slightly increasing moon. [[Kamát-Kozám]], this place is called, "Rain-coast"We pass armed guards and are questioned by red-robed [[civil servant]]s wearing the [[sign of the Eye]], however we are free to pass.As it seems there had been an uprising and the [[Golden Army]] conquered this land crushing all resistance.There is talk of [[rebels]] hiding out on the lake on swimming villages, but what we see are wharfs and the skeletons of newly built [[ships]].Soon the Army of the Eye will also have control of [[Lake Daldúnair]].We pass by marching soldiers and workers bringing building material before camping along the country road skirting the northern banks of lake Daldúnair.
*Az-onôsh 29. Ôblai:
 
  +
*Orithil 30. Víressë: sky clouded with few gaps, strong wind, dry, 0°, slightly increasing moon. We feel we have to avoid the open road and patrols and continue to travel within the southern eaves of the Great forests.As evening comes we meet people, a group of travellers who reluctantly invite us to their campfire realizing we are just travellers, not [[soldier]]s.They keep quiet though they are aeger to hear news of the war.We know little but they tell us the forestlands are known as the [[Kûawatal]].We believe they may be rebels or refugees but choose not to ask too many questions.
*Az-gölûn 30. Ôblai:
 
   
==='''Cermië''' (Pâlâi)===
 
   
  +
==='''Lótessë:''' (Endilim)===
[[Hunter' s Moon]], mid-month?
 
   
  +
*Orgaladh 1. Lótessë:sunny, cloudless sky, windstill, dry, 5°,increasing moon.We meet a wild, leather clad man, [[Anrashû]] his name, we aks him of these lands but he tells us he also is a traveller far from his home.The night we rest at a natural cave which however seems to be the lair of wild [[bears]].
*Az-khölû 1. Pâlâi:
 
  +
*Ormenel 2. Lótessë:clouded with few gaps, slight wind, no rain, 4°, nearly half-moon.We come to a high tower, but there seems to be no entering and no inhabitants outside.We spend the night at at site which has been used shortly before we arrived and has a cold fireplace.
*Az-taltosh 2. Pâlâi:
 
  +
*Oraearon 3. Lótessë:sky clouded with few gaps, strong wind, dry, 0°,nearly halfmoon.On our path we see a large [[spider]]web covering the [[trees]] before us.Again we camp at a cold fireplace which can't be out of use for too long.Someone is travelling right in front of us as it seems.
*Az-thêxe 3. Pâlâi:
 
  +
*Orbelain 4. Lótessë:sunny, cloudfree, stiff breeze, 10°, half-moon.We meet a lone man, [[Inikthúl]] his name,but he just tells us he is a simple [[storyteller]] who seeks inspiration in the wild, he professes not to know of any other travelling group.The night we stay at a safe clearing, something is moving out there in the forests just out of sight, we cannot distinguish it from the trees...
*Az-sûr 4. Pâlâi:abandoned tower
 
  +
*Orgilion 5. Lótessë: single clouds, stiff breeze, dry ,8°,towards full moon. We meet a group of green-robed people, seemingly some eastern order, wearing the symbol of a golden [[serpent]] or [[dragon]].They profess to be "[[Nawâla]]",on the search for some long lost [[artifact]], but we are of little help.The night we camp beneath a large tree whose foliage serves as a natural tent or hall.
*Az-ölgli 5. Pâlâi:
 
  +
*Oranor 6. Lótessë: sunny, single clouds, mild breeze, dry, 2°,almost full-moon.We meet a woman named [[Nántil]], she professes to be exploring some old ruins.Indeed by evening we arrive at what may be the ruins of an old castle, we decide to camp for the night.
*Az-onôsh 6. Pâlâi:
 
  +
*Orithil 7. Lótessë:clouded sky with few gaps,windstill, dry, 5°, almost full-moon.Two [[Wargrider]]s cross our path, the night we arrive at another ruin where we camp.
*Az-gölûn 7. Pâlâi:
 
  +
*Orgaladh 8. Lótessë:sunny, cloudfree, stiff breeze, dry, 2°, near-fullmoon.We find a woodswoman, severely wounded, she claims to have been the victim of a [[boar]].She will not be able to leave and return to her home village by herself.We take care of her, [[Nechúthli]] by name, tending her wounds.We camp the night at a stand of trees hung with oracular bones and painted with strange symbols.An old man welcomes us and tells us he is [[Ólcethôl]] the [[warden]] of this sacred grove.He aids us with the wounded woman.We may stay for the night.
*Az-khôlü 8. Pâlâi:
 
  +
*Ormenel 9. Lótessë:clouded sky with few gaps, heavy storm,heavy snowfall, 8°, ,almost fullmoon.Our guest already feels better but still can't travel alone.Heavy sudden snowfall hinders us of making much progress on our journey as he wear loud voices and screaming through the snowfall.A band of [[bandit]]s has waylaid a lone woman, we come to help.[[Páhpiân]] is her name.A closeby [[Stone circle]] serves as our campsite this night.Our newest companions seem to know each other and converse in some [[easterling]] dialect alien to our ears.Both seem to be of the local forest tribe.
*Az-taltosh 9. Pâlâi:
 
  +
*Oraearon 10. Lótessë:clouded with gaps, strong wind, no snowfall, -1°, full moon.We continue to travel these snowcovered forest lands, trying to get the trust of our companions.They seem to be unsure of our allegiance but at last they think of us as honest and no threat so far.We come to what seems to be a village, but it is completely forsaken.The buildings seem strange to us but have a definite [[elvish]] air about them.Our two companions however seem not to be scared, or bewildered at all."It is the [[Kûiko]], the singers of the forests.They do not trust armed strangers, but they are watching us unseen from the trees".We decide not to take a risk and move on.Our companions lead us to a forest lodge where we stay at night.We notice the intact [[shrine]] to the [[spirit of the Hunt]] on it's doors.Our companions knee down to pray.We stay for the night and notice the "[[steppe-code]]" is also honored by the forestfolk, we eat from,the [[rations]] left in the hut and in return leave som of our own.Our companions are pleased we know and honor their customs.
*Az-thêxe 10. Pâlâi:
 
  +
*Orbelain 11. Lótessë:clouded with few gaps, slight breeze, dry ,-3°,full moon.We notice strange markings on the trees as we arrive at a hill-settlement.This if our companions home, a place of the forest-people of the [[Kûawatal]], or the [[Húalnimi]] as this particular tribe calls itself and [[Telcátepôk]] the place.We are invited as friends and our wounded companion is taken care of by the townsfolk.We are told these people are worshiping the spirit of the hunt and were followers of [[Líni the Blue]], an enemy of the [[Smiling God]].The Smiling God's army has broken the resistance and even the forestfolk are not safe anymore.We see palisades raised and the place being fortified, but as [[Orcs]] begin to roam the forest even the reclusive woodfolk will not be safe for long as soon as their scouts find their remote settlements.We join a sacrifice to the Spirit of the hunt and spend the night.
*Az-sûr 11. Pâlâi:
 
  +
*Orgilion 12. Lótessë: single clouds, stiff breeze, dry, 6°,slightly decreasing full moon.We continue our journey as armed men break through the lower woods, luckily they are just a hunting party of the forest-folk and already were told about us.Nevertheless as evening comes by we come to a burned-down farmstead.War already is upon the forestfolk.Yet as there seem to be no enemies nearby we have camp for the night.
*Az-ölgli 12. Pâlâi:
 
  +
*Oranor 13. Lótessë:cloudfree, windstill, dry, 1°, slightly decreasing full-moon.As the trees become less dense we feel we are arriving at the forest edge.Soon we are spotted by a horseman from afar, an armed border-rider named [[Haminâz]] who tells us free-travelling without his master [[Ûldan-Tars]]' admission is forbidden in this country, yet our amulet again pays off and we may travel on.We spend the night in a ruined house with open roof.
*Az-onôsh 13. Pâlâi: ca. Central [[Lûrs Vorganís]]
 
  +
*Orithil 14. Lótessë:densely clouded sky, storm, heavy snowfall, -17°,decreasing moon.Travelling is getting harder as we get into heavy weather outside the forestlands.We find footprints in the snow, again they seem to be animal paws but then bexome human feet.We have seen this before! Luckily we find a forsaken log-hut to stay.
*Az-gölûn 14. Pâlâi:
 
  +
*Orgaladh 15. Lótessë:clouded with gaps, windstill, no snowfall, -14°, decreasing moon.From afar we watch a strange white horse, if we didn't knew better we'd swear it had one single long horn on it's forehead! We have come to another plundered farmstead.No corpses or any hints of it's former inhabitants, still we stay for the night.
*Az-khôlü 15. Pâlâi:
 
  +
*Ormenel 16. Lótessë:cloudfree, strong wind, -16°, no snowfall, almost half moon.We think we almost see the banks of Lake Daldúnair but still keep away from the settled lands we know are on it's shores, after all there is an active war going on, yet we soon will have to find some greater settlement.We get attacked by a pack of starving [[plains hounds]], the night we stay at a safe clearing.
*Az-taltosh 16. Pâlâi:
 
  +
*Oraearon 17. Lótessë:clouded with few gaps,storm, heavy snowfall, -26°, near half-moon.As we wander the lakeshores we again come upon a more well travelled road.As we ride by we see children, seemingly starving and freezing , watching us.Can we affort to give away a share of our scarce provisions? We have to.We arrive at a lake-village named [[Tlámantlâk]] which is plundered by Armed soldiers, though there is no physical resistance.We can't do anything but are allowed to camp.We have to leave this land!
*Az-thêxe 17. Pâlâi:
 
  +
*Orbelain 18. Lótessë: clouded with few gaps, stiff breeze, no snowfall, -4°,half-moon.We arrive at [[Ayótatêph]], the large city of on Lake [[Daldúnair]]'s great eastbay.The local inspectors at the gates openly demand bribes.The town is completely taken over by the Great Eastern army,everywhere we see armed patrols and Civil servants dresded in black and red robes wearing the symbol of the eye.Yet we have to find a quarter and refresh and get new provisions.We find a cheap lodging for the night but every single look we get tells us we are not welcome.We must be on the road for about 2,400 miles already!
*Az-sûr 18. Pâlâi:
 
  +
*Orgilion 19. Lótessë:single clouds, stiff breeze, no snowfall, 4°,decreasing moon-sickle.We get on our way and are almost lucky to set out for the steppes again.As we continue the road armed riders of some warrior-order give us distrustful looks.Another ravaged and forsaken farmstead on the road serves as a shelter for the night.
*Az-ölgli 19. Pâlâi:shadow-hall
 
  +
*Oranor 20. Lótessë: cloudfree sky,stiff breeze, 2°, no snow or rain, decreasing moon sickle.We are definitely out in the steppes now, yet there is no singing of a [[bird]], or any [[animals]], even the heavy wind seems to be silent.We spend the night in an uninhabited cave.
*Az-onôsh 20. Pâlâi:
 
  +
*Orithil 21. Lótessë: densely clouded sky, stiff breeze, endless snowfall, -3°,decreasing sickle moon.We come upon a tree with strange markings that remind us of the symbols of the Daldúnair Woodmen.We camp for the night, somewhere there must be loud birds of some kind.We wonder what sort of bird would still be active in these snow-covered cold lands.
*Az-gölûn 21. Pâlâi:
 
  +
*Orgaladh 22. Lótessë: single clouds, fresh breeze, no rain, 8°, almost new moon.A flooding river presses us to take a detour instead of just following sunrise.We stay the night at a regularly used campsite, the last visitors can't have left very soon.
*Az-kholü 22. Pâlâi:
 
  +
*Ormenel 23. Lótessë:sunny cloudfree sky, windstill, 0°, no snowfall,almost new moon.We meet a horseman, [[Caníshtâl]], a woman claiming to be a travelling minstrel who thought there was a nearby village but got lost.There is no village, but near evening we come upon another devastated farmstead where we camp for the night.
*Az-taltosh 23. Pâlâi:d'mallo
 
  +
*Oraearon 24. Lótessë:single clouds, strong wind, -18° but no snowfall, almost new moon.We meet an armed, rugged-looking horseman, he telks us he is [[Kokyozâz]], a headhunter on search for an escaped rebel, we have nothing to tell him.We spend the night in the ruins of an old fortress.
*Az-thêxe 24. Pâlâi:
 
  +
*Orbelain 25. Lótessë:densely clouded sky, storm, heavy snowfall, -8°,new moon.Our travel is hard, the harsh weather lasts heavy on our shoulders and we make slow progress.How much we would love some warm quarters now, in any hostile easterling settlement! Luckily we find a huge snowcovered hill which does not seem to be a natural hill but possibly some sort of articifial mound or cairn, we can camp here as there is a shelter and firewood! We can just guess this is or once was a religious place, but we are just happy for a resting place and warmth.
*Az-sûr 25. Pâlâi:
 
  +
*Orgilion 26. Lótessë:single clouds, slight breeze,3°, no rain or snow, slightly increasing sickle-moon.Finally! At some old ruin men are taking rocks, they are villagers who need building material to fix collapsed huts in their nearby settlement.We may find shelter.The people of [[Ikhatpân]] prove to be friendly and hospitable, though they may also be afraid.Yet we find a large hut, filled with people gathering around a large fire.Even a minstrel sings for the crowd and these people have food for the winter sufficiently.
*Az-ölgli 26. Pâlâi:
 
  +
*Oranor 27. Lótessë:cloudfree, swift breeze, 12°, slightly increasing crescent.As it is getting warmer we leave the friendly steppefolk, not without leaving some presents of friendship.In the Steppe we come upon an aggressive [[wild ox]].The night we spend at a frequently used campsite with a cold fireplace.
*Az-onôsh 27. Pâlâi:
 
  +
*Orithil 28. Lótessë:densely clouded sky, windstill, 1°, no snow, slightly increasing crescent.In the snow we find the remains of a [[dove]] seemingly victim of some bird of prey.The night we camp at a clearing by a small river.
*Az-gölûn 28. Pâlâi:
 
  +
*Orgaladh 29.Lótessë: clouded with gaps, strong wind, -4°, no snow, slightly increasing crescent. As we travel we spot an unexpectedly large [[wildcat]] warching us from afar.As the snow melts we find another patch of tear-grass and decide to set up camp for the night.
*Az-khôlü 29. Pâlâi:
 
  +
*Ormenel 30. Víressë: Waxing crescent,foggy, light breeze, cool, 0,1°. We have entered the "[[no-men lands]]" east of [[Daldúnair]], after a while we come upon a strange stone [[statue]],the remains of men and [[animals]] lie scattered around it...
*Az-taltosh 30. Pâlâi:[[Iardan]]
 
   
  +
==='''Nárië''' (Öblâi)===
*Ornazû ([[Lóëndë]]) 31. Pâlâi:
 
   
==='''Úrimë''' (Sat-Shäläk)===
 
   
  +
*Oraearon 1. Nárië:near new moon, heavy rain, stormy, cool, ca.2°.We continue to cross the plain as we hear beautyful voices singing, we have met a group of elven [[pilgrim]]s who profess to befriendly,they are on their way to the [[Vale of Anan]] to visit markets & [[games]], we camp together for the night.
*Az-thêxe 1. Sat-Shäläk:[[Zorian Wastes]]
 
  +
*Orbelain 2. Nárië:near new moon, clouded, stiff breeze, warm, ca. 10°.As we leave the friendly elves they tell us today is the [[Day of Ûtha]].We continue the journey and come upon a flock of [[raven]]s scaveging a large carcass which strangely seems to be that of a very large snake, albeit seemingly one with more than one head!The night we camp in the steppe but our campfire is visited by a large [[Thoosuchus|Wormlizard-creature]].
*Az-sûr 2. Sat-Shäläk:ruined city
 
  +
*Orgilion 3. Nárië:new moon, clouded, windstill, ca. 9 °.We continue our route and from afar see what appears to be the remnant of a [[great stone wall]] crossing the steppe... however we meet nobody, it seems to be ancient and forsaken.We camp the night one of its safer looking gates.
*Az-ölgli 3. Sat-Shäläk:
 
  +
*Oranor 4. Nárië:young waxing crescent, clouded, heavy rain, stiff breeze, cold, ca.3 °.We come upon a squad of stout looking [[Eastern Orcs]] who seemingly are working to dam a river,they give us suspicious looks but let us pass, we are about nine days from [[Xâtl]], the next larger city and camp near a small copse of wood, one which seems strangely alive at night!
*Az-onôsh 4. Sat-Shäläk:abandoned farmstead
 
  +
*Orithil 5. Nárië:young waxing crescent, heavy rain, heavy storm, cold, ca.1°.We come upon a thicket of large, [[strange looking funghi]]... they are emitting a cloud of some pollen which make us feel more than just a bit dizzy.We spend the night at a recently used campsite.
*Az-gölûn 5. Sat-Shäläk:[[Hounds of Densart]]
 
  +
*Orgaladh 6. Nárië:waxing crescent, clear weather, light breeze, warm, ca. 13°.We find a riderless warhorse and come upon a pack of dogs, today should be the easterling [[Feast of Immersion]].
*Az-khôlü 6. Sat-Shäläk:[[Fortress of Densart]]
 
  +
*Ormenel 7. Nárië:waxing crescent, heavy cloudbreak, strong rain, heavy storm, very cold, ca. -10°.We find a cart drawn by a giant ochs, its driver is stuck in quicksand, we rescue the man. Today is the [[Day of Seeding]].
*Az-taltosh 7. Sat-Shäläk:
 
  +
*Oraearon 8. Nárië:near half-moon, clouded, strong rain, heavy storm, cold, ca. -10°.We come about a group of travelling jugglers, strangely theres an orc and a huge big-bellied monstrous man part of the troupe.They tell us today is [[day of Archers]], we try to get along peacefully with these strange travellers but also not to stay inncontact for too long.
*Az-thêxe 8. Sat-Shäläk:
 
  +
*Orbelain 9. Nárië:half-moon, clear, fresh breeze, warm, ca 8°.The road is frequented more thannuszal, me meet a roper, a steeder and a man and woman arguing.We camp for the night and are awakened by a cock's crow.
*Az-sûr 9. Sat-Shäläk: Crater of [[Verzor]]
 
  +
*Orgilion 10. Nárië:waxing gibbous, clouded, windstill, warm, ca 16°.We come about a cave we like to explore and find it a lost settlement if wild men.They have gathered for [[Thalmîl]]'s day.
*Az-ölgli 10. Sat-Shäläk:
 
  +
*Oranor 11. Nárië:waxing gibbous, clouded, heavy rain, light breeze, cool, ca 8°.It is the waxing gibbous phase, with clouded skies, heavy rain, a light breeze, and cool temperatures at approximately 8°C. One of their ponies is missing, and they camp for the night. They are botherted by thousands of creeping flies and spiders. Today marks the beginning of the Chanter's gathering, which lasts for six days
*Az-onôsh 11. Sat-Shäläk:northern fringes of the [[last desert]]
 
  +
*Orithil 12. Nárië: near full moon, clouded, heavy rain, light breeze, ca. 6°.lair of monster, place to hide, somebody affected by madness
*Az-gölûn 12. Sat-Shäläk:
 
  +
*Orgaladh 13. Nárië:near full moon, clouded, light breeze, slight rain,cool, ca.8°. , [[Xâtl]]! The group arrives in the bustling city of Xâtl, a melting pot of different cultures and races. As they navigate the crowded streets, they are approached by a mysterious man named Hûsis, a pupil of the blue wizards who warns them of an enemy group that is also in the city, searching for them. The wizard advises them to seek out a renowned healer named Tamhûge who may be able to provide valuable information about the Blue Wizards and Aragorn.
*Az-khôlü 13. Sat-Shäläk:
 
  +
*Ormenel 14. Nárië:near full moon, clear sky, windstill, ca 9°. Seeking to evade the pursuing enemy group, the fellowship orchestrates a daring escape from Xâtl. They manage to elude their pursuers temporarily and find respite at a hidden spring of clear water.
*Az-taltosh 14. Sat-Shäläk:
 
  +
*Oraearon 15. Nárië:full moon, clouded, dry, warm, ca. 7°While camping for the night, the fellowship stumbles upon a small hut occupied by a young girl. She shares tales of the area's dangers and warns them of a creature known as the "claw-beast". Suddenly, the hut is attacked by the fearsome creature, forcing the heroes to flee once again.
*Az-thêxe 15. Sat-Shäläk:
 
  +
*Orbelain 16. Nárië:full moon, clouded, heavy rain, stormy, ca 8°.The group finds themselves in a desperate chase, running away from the relentless pursuit of both their enemy group and the deadly claw-beast. Exhausted, they are eventually welcomed into the safety of an elven forest named the Anutôri, where they find sanctuary for a brief respite.
*Az-sûr 16. Sat-Shäläk:
 
  +
*Orgilion 17. Nárië:full moon, foggy, fresh breeze, warm, ca 7°.,The fellowship spends time in the Anuntôri elven forest, grateful for the temporary sanctuary it provides. They encounter Thraszad, a nomadic ranger who has tamed a great wolf named Okra. Thraszad shares his knowledge of the lands and warns them of lurking dangers.
*Az-ölgli 17. Sat-Shäläk:
 
  +
*Oranor 18. Nárië:waning gibbous, clouded, strong rain, slight breeze, cold, ca.3°.The lurking monster has not given up its pursuit, silently tracking the fellowship through the forest. At night, it attacks their camp, catching them off guard. The heroes manage to fend off the monster, but they realize they must remain vigilant throughout their journey.
*Az-onôsh 18. Sat-Shäläk:
 
  +
*Orithil 19. Nárië: waning gibbous, clear sky, windstill, warm, ca. 16°.Leaving the Anutôri forest behind, the fellowship continues their quest, now more determined than ever. They encounter a giant metal statue in the wilderness, surrounded by mysterious herbs, which seems to hold some ancient significance.
*Az-gölûn 19. Sat-Shäläk:[[oasis of Pilgrims]]
 
  +
*Orgaladh 20. Nárië:waning gibbous, clouded, slight rain, stormy, cool, ca 3°.As they journey through the lands, they come across a swarm of semi-intelligent ants. These creatures prove to be both helpful and dangerous, guiding them to safety but also testing their trust and resourcefulness.
*Az-khôlü 20. Sat-Shäläk:
 
  +
*Ormenel 21. Nárië:waning gibbous, clouded, strong breeze, warm, ca. 9°.The group is ambushed by a band of wicked dwarves who seek to exploit them for their own gains. A fierce battle ensues, and the heroes manage to escape the dwarves' clutches, determined to be more cautious about whom they trust.
*Az-taltosh 21. Sat-Shäläk:
 
  +
*Oraearon 22. Nárië:near half-moon, clouded, slight rain, strong breeze, ca 10°.Their journey takes them to a treacherous lakeworm-infested region. They must navigate carefully, ensuring they do not attract the attention of these dangerous creatures.
*Az-thëxe 22. Sat-Shäläk:
 
  +
*Orbelain 23. Nárië:half-moon, clouded, slight rain, strong breeze, ca. 10°.[[Day of Faithfulness]].The fellowship stumbles upon a strange, cone-shaped structure adorned with a bleached skeleton. They are unsure of its origins or purpose but feel an air of mystery surrounding it.
*Az-sûr 23. Sat-Shäläk: ([[Sklehú]])
 
  +
*Orgilion 24. Nárië:waning crescent,clouded, light rain, fresh breeze, ca 11°.[[Feast of the people]] (5days)The heroes arrive in Kabiz, a village of Guaman, a remote settlement in the wilderness. The villagers are wary of outsiders, but after some time, they open up to the fellowship and share local lore and legends.
*Az-ölgli 24. Sat-Shäläk:
 
  +
*Oranor 25. Nárië:waning crescent, clouded sky, light rain, fresh breeze, ca. 10°.While staying in Guaman, the group learns about an ancient abandoned tower rumored to hold hidden treasures. They consider exploring the tower but also know the dangers that lie within.
*Az-onôsh 25. Sat-Shäläk:
 
  +
*Orithil 26. Nárië:waning crescent, clear sky, light breeze, warm, ca. 15°. The heroes encounter a series of challenging trials and tribulations that test their resolve and unity. They must overcome obstacles, confront inner conflicts, and rely on each other's strengths to push forward.
*Az-gölûn 26. Sat-Shäläk:
 
  +
*Orgaladh 27. Nárië: waning crescent, heavy cloudbreak, orcan, ca 6°. Amidst the trials and adventures, the fellowship presses onward, drawing closer to their ultimate goal.
*Az-khôlü 27. Sat-Shäläk:
 
  +
*Ormenel 28. Nárië:near new moon, foggy, windstill, cold, ca.5°. Along the way, they encounter intriguing individuals and diverse cultures, each contributing to their experiences and knowledge.
*Az-taltosh 28. Sat-Shäläk:
 
  +
*Oraearon 29. Nárië:near new moon, clouded sky, light rain, windstill, cool, ca. 9°.cloudbreak, storm, cold 0°,Their journey leads them to the western hills of Uster Kryl, where they face unique challenges posed by the rugged terrain and the lurking dangers that inhabit these lands.
*Az-thêxe 29. Sat-Shäläk:
 
  +
*Orbelain ,30. Nárië :new moon, clouded, light greeze, cool,9°, 4th [[day of the nameless]]. The heroes stumble upon a hidden cave filled with ancient artifacts, some of which may hold clues to their quest.
*Az-sûr 30. Sat-Shäläk:
 
  +
*Orgilion Loëndë:waxing crescent, sunny, clear weather, stiff breeze, 1w°,[[boat]] race The fellowship encounters a group of friendly forest dwellers who offer them shelter and guidance for the night.
  +
  +
==='''Cermië''' (Pâlâi)===
  +
*Oranor 1. Cermië:waxing crescent, clouded, heavy rain, light breeze,3°,Their quest takes them to the Araz Zoreh rivers, where they must navigate treacherous waters and confront obstacles from both natural and supernatural forces.A mysterious old hermit approaches the heroes, claiming to have knowledge of a powerful relic that could aid them on their journey.
  +
*Orithil 2. Cermië:waxing crescent, clouded, light breeze, 6°,[[night of the grove|night of the groveWhile traveling through a dense forest, the heroes find themselves in the middle of a territorial dispute between two magical creatures.]]
  +
*Orgaladh 3. Cermië:waxing crescent, clear, sunny, windstill, 6°,[[day of the island|day of the islandThe heroes come across an abandoned village with eerie markings on the walls, hinting at a forgotten ancient ritual.]]
  +
*Ormenel 4. Cermië:waxing crescent, clouded, stprmy, heavy rain, -2°,The fellowship arrives in the Sarqi lands, a region rich in history and mystery. They delve deeper into the secrets of this ancient land and encounter new allies and adversaries.The fellowship encounters a traveling circus troupe that offers to entertain them, but something feels off about the performers.
  +
*Oraearon 5. Cermië:near half-moon, cloudex, slight rain, stiff breeze, 7°,The heroes stumble upon an enchanted spring that possesses healing properties, but it is guarded by a mysterious spirit.
  +
*Orbelain 6. Cermië:half-moon, clouded, windstill 9°,While crossing a vast desert, the heroes must solve riddles to pass through a magical barrier protecting an ancient tomb.
  +
*Orgilion 7. Cermië:waxing gibbous,foggy, fresh breeze, 6°, [[day of fire|day of fireThe fellowship discovers an ancient library hidden deep within a mountain, holding valuable information about their quest.]]
  +
*Oranor 8. Cermië:waxing gibbous, clouded, rainy, cool, 1°,A mischievous group of fairies steals the heroes' supplies, leading to a chase through an enchanted forest.
  +
*Orithil 9. Cermië:waxing gibbous,light rain,stormy, cool, 5° The heroes, including Olander the Elf and Prugergin the Dark Ambassador, arrive at the bustling city of Eldoria to participate in the annual Feast of the Stars. Little do they know that Davix the God of Drinking has disguised himself as a jester to join in the festivities.
  +
*Orgaladh 10. Cermië:near full moon,clouded, heavy rain, fresh breeze, cool, 12°,tradeshow (4 days) [[Qâz]]
  +
*Ormenel 11. Cermië:near full moon, foggy, light breeze, warm, 15°,At the Feast of the Stars, the heroes find themselves in a drinking contest unknowingly hosted by Davix himself. As they indulge in the revelry, they catch the attention of Bolthar Lord of the Steppes, who is impressed by their resilience and skills.
  +
*Oraearon 12. Cermië:full moon, sunny, clear, windstill, warm 16°,Bolthar approaches the heroes and invites them to his grand steppes to witness the majestic Midnight Hunt. Olander, intrigued by Bolthar's tales of honor and bravery, persuades the others to accept the invitation.
  +
*Orbelain 13. Cermië:full moon, clouded, windstill, warm, 15°,The heroes, accompanied by Bolthar, journey to the vast Steppes of Norgalad. Along the way, they encounter a treacherous band of raiders led by Prugergin, who has dark intentions to disrupt Bolthar's peaceful reign.
  +
*Az-ölgli 14. Cermië:full moon, day of renouncement,sunny, clear, light breeze, 14°,The heroes manage to thwart Prugergin's ambush and form an alliance with Bolthar's steppes warriors. Bolthar pledges to aid the heroes in their quest as they have proven their worth and bravery.
  +
*Az-onôsh 15. Cermië:waning gibbous,sunny, clear, stiff breeze, hot, 25°,[[day of the departure|day of the departure The fellowship, now joined by Bolthar and his warriors, hears rumors of an ancient artifact known as the "Chalice of Eternity" that could grant immense power to its possessor. Determined to prevent it from falling into the wrong hands, the group sets out on a new quest.]]
  +
*Az-gölûn 16. Cermië:waning gibbous, clear, windstill, sunny, 9°, [[day of whirls|day of whirlsWhile traveling through the mysterious Forest of Whispers, Olander senses a hidden presence watching them. They encounter an enigmatic figure known as the "Watcher," who possesses vital knowledge about the location of the Chalice.]]
  +
*Az-khôlü 17. Pâlâi:waning gibbous,clear, windstill, fresh breeze, warm, sunny, 20°,The Watcher leads the heroes to the ancient ruins of Zandor, where the Chalice is said to be hidden. However, they must solve intricate puzzles and face trials to gain access to the artifact's chamber.
  +
*Az-taltosh 18. Pâlâi:waning gibbous,cloudbreK, heavy storm, cool, 14°,Prugergin, seeking the power of the Chalice for his sinister plans, catches up to the fellowship in the ruins. A fierce battle ensues, testing the heroes' strength and unity.
  +
*Az-thêxe 19. Pâlâi:waning gibbous,clouded, slight rain, stiff breeze, 17°After a hard-fought battle, the heroes emerge victorious, with Prugergin defeated and the Chalice of Eternity secured. Olander, Davix, Bolthar, and the rest of the fellowship part ways, forever bonded by their shared adventures and triumphs.
  +
*Az-sûr 20. Pâlâi:half-moon, clouded,stiff breeze, cold, 5°With the Chalice of Eternity in their possession, the heroes, Olander, Davix, and Bolthar, decide to return to Eldoria for the final night of the Feast of the Stars. The city's inhabitants celebrate their victory, unaware of the dangerous artifact within their midst.
  +
*Az-ölgli 21. Pâlâi:waning crescent,clouded, slight rain, light breeze, cool, 11°, [[day of the dragon-slaying]],foggy, windstill, cool, 6°, As the fellowship gathers to enjoy the festivities, they are approached by Nhurweni, an ancient seer with profound knowledge of powerful relics. She warns them of the true nature of the Chalice and the malevolent forces that seek to claim it.
  +
*Az-onôsh 22. Pâlâi:waning crescent, sunny, clear, hot, 26°, Nhurweni reveals that the Chalice of Eternity has the power to bring great prosperity or unleash untold destruction, depending on the heart of its wielder. She urges the heroes to make a choice - to either keep the artifact hidden forever or to embark on a perilous journey to destroy it.
  +
*Az-gölûn 23. Pâlâi:waning crescent,cloudy, slight breeze, warm,16°The fellowship, led by Olander's wisdom, Bolthar's strength, and Davix's wit, resolves to take the path of responsibility and destroy the Chalice. The journey to its resting place, the Forbidden Caldera, is fraught with peril and challenges that test their unity and resolve.
  +
*Az-khôlü 24. Pâlâi: waning crescent, clouded, windstill, slight rain, cool, 6°,[[chariot]] races and tournament (4 days)Upon reaching the Forbidden Caldera, the heroes must face the ancient guardians sworn to protect the Chalice. The trials are arduous, and the mountain's wrath is fierce, but the fellowship remains steadfast.
  +
*Az-taltosh 25. Pâlâi:near new moon, clouded, stiff breeze, heavy rain, 9°Waxing gibbous, clear, light breeze, 18°. As they descend into the heart of the caldera, the heroes confront the Chalice, guarded by a malevolent spirit seeking to possess its power. A climactic battle ensues, where the true strength of their bond and purpose is tested.
  +
*Az-thêxe 26. Pâlâi : near new moon, clouded, light rain, light breeze, cool, 7°,eastern wastes of [[Ûster Kryl]], [[day of the cataclysm|day of the cataclysmThe fellowship, with Olander's sword, Davix's divine intervention, and Bolthar's steely determination, manages to destroy the Chalice, freeing its malevolent essence. The caldera returns to peace, and the heroes have a moment of respite to reflect on their journey.]]
  +
*Az-Sûr 27. Pâlâi:new moon,sunny, warm,clear, windstill, 17°As the fellowship emerges from the Forbidden Caldera, they are met by Ithryn Luin, the legendary elven scouts, led by the wise and enigmatic Aragorn. He commends the heroes for their bravery and selflessness in safeguarding the world from the Chalice's peril.
  +
*Az-ölgli 28. Pâlâi:waxing crescent,clouded, light rain, slight breeze, cool 12°Aragorn reveals that he has been tracking the malevolent forces behind the Chalice's appearance. He enlists the fellowship's aid in a new quest - to thwart the dark ambitions of a secret cult planning to unleash chaos upon the realm.
  +
*Az-onôsh 29. Pâlâi:waxing crescent, clouded, light rain, slight breeze, cpol, 8°, [[troll-gates]] memorialThe fellowship, now joined by Ithryn Luin, sets forth on their new adventure. Along the way, they uncover ancient prophecies and clues that reveal a larger plot endangering the entire realm.
  +
*Az-gölûn 30. Pâlâi:waxing crescent, warm, sunny, clear, windstill, 15°, [[day of the rapture]] The fellowship faces their first challenge as they traverse treacherous terrains to reach the ancient ruins where Ithryn Luin's last known location lies.
  +
  +
==='''Urimë''' (Sat-shäläk)===
  +
  +
*Az-khôlü 1. Sat-shäläk:waxing crescent,sunny, clear, warm, storm, 20°The group encounters Olander, an enigmatic elven archer, and Bolthar, Lord of the Steppes, who join their cause, drawn by the urgency of their mission.Nightfall brings the fellowship to a mysterious grove, where they uncover a clue leading to the location of Ithryn Luin.
  +
*Az-taltosh 2. Sat-shäläk,waxing crescent, cloudbreak, warm, stiff breeze, 11°,[[Davarzan|DavarzanThe group faces internal conflicts and must overcome their differences to maintain unity in the face of darkness.]]
  +
*Az-thêxe 3. Sat-shäläk:near half-moon,clouded, heavy rain, light breeze, cool, 11°, The fellowship finds a hidden scroll that holds crucial information about the artifacts' whereabouts and the perilous path they must tread.
  +
*Az-sûr 4. Sat-shäläki:half-moon, foggy, windstill, cold, 3°,The fellowship encounters Agagorn, a wise and enigmatic figure, who provides cryptic guidance about their quest and warns of the dangers ahead.
  +
*Az-ölgli 5. Sat-shäläk: waxing gibbous,clouded, light breeze, light rain, 11°, The fellowship faces a turning point as they uncover Prugergin's dark presence, the villain seeking the same artifacts for nefarious purposes.
  +
*Az-onôsh 6. Sat-shäläk: waxing gibbous, sunny, clear, slight breeze, very warm, 23°,The heroes learn about the legendary Paazin and Lianis, who may hold vital knowledge about Ithryn Luin and the artifacts' powers.
  +
*Az-gölûn 7. Sat-shäläk: waxing gibbous, clouded, sloght rain,,light hreeze, warm, 18°The fellowship travels to Qâz, the land of the enigmatic Paazin and Lianis, to unravel the mysteries of the past.
  +
*Az-khôlü 8. Sat-shäläk: near full moon,clouded, fresh breeze, cool, 12°, [[dog]] races (16 days) In the heart of Qâz, the fellowship encounters Nhurweni, an ancient guardian with secrets crucial to their quest.
  +
*Az-taltosh 9. Sat-shäläk:near full moon, clouded, slight rain,light breeze, cool, 11°,[[Ecetérn Pihûn|Ecetérn PihûnThe fellowship unites with Aragorn, whose knowledge of the artifacts proves invaluable in their quest.]]
  +
*Az-thêxe 10. Sat-shäläk,full moon, sunny, clear, storm, 12°,Armed with new knowledge and allies, the fellowship sets out for the final confrontation with Prugergin.
  +
*Az-sûr 11. Sat-shäläk:full moon, cloudy, windstill, 15°,The fellowship discovers the location of Prugergin's lair and prepares for a climactic battle.
  +
*Az-ölgli 12. Sat-shäläk:full moon, cloudbreak, heavy stor, warm, 20°,The final showdown ensues as the heroes confront Prugergin and his minions, striving to prevent the rise of darkness.
  +
*Az-onôsh 13. Sat-shäläk:waning gibbous, clouded, windstill, warm, 12°The fellowship prevails, thwarting Prugergin's wicked plan. Though he escapes into the shadows, they know their quest is not over.
  +
*Az-gölûn 14. Sat-shäläk:waning gibbous, sunny, clear, stiff breeze, very warm, 24°The fellowship celebrates their victory but remains vigilant, knowing that Prugergin's malevolence still lurks.
  +
*Az-khôlü 15. Sat-shäläk:waning gibbous, clouded, heavy rain, stiff hreeze, very cold, 2°, [[Alsalyha]] northernmost reachesA sense of hope and purpose drives the fellowship forward, as they continue their quest to find Ithryn Luin and uncover the artifacts' true power.A sense of hope and purpose drives the fellowship forward, as they continue their quest to find Ithryn Luin and uncover the artifacts' true power.
  +
*Az-taltosh 16. Sat-shäläk:waning gibbous, sunny, clear, fresh breeze, warm, 20°,As the fellowship searches for Ithryn Luin, they uncover ancient prophecies hinting at the artifacts' role in saving the realm.
  +
*Az-thêxe 17. Sat-shäläk: near half-moon,cloudy, sloght breeze, 17°The fellowship faces their most challenging trial yet, as they draw closer to finding Ithryn Luin and revealing the ultimate truth behind the looming darkness.
  +
*Az-sûr 18. Sat-shäläk:half-moon, clouded,,light breeze, warm, 15°. The fellowship's journey takes them deep into the heart of the Ofrad Forest, an ancient and mystical place rumored to hold the key to unlocking the secrets of Ithryn Luin.
  +
*Az-ölgli 19.Sat-shäläk: waning crescent,cloudbreak, stiff breeze, cool, 10°.In the heart of Ofrad, they encounter Olander, the enigmatic elven archer. Olander joins their quest, feeling a deep connection to the fate of the realm.
  +
*Az-onôsh 20. Sat-shäläk:waning crescent,clouded, freah breeze, light rain, 12° The fellowship faces trials and tribulations within the ancient trees of Ofrad, confronting both natural obstacles and malevolent forces that guard the secrets they seek.
  +
*Az-gölûn 21. Sat-shäläk:waning crescent,clouded, light rain, light breeze, 20°As they continue their quest, they discover an ancient prophecy foretelling the rise of darkness and the heroes destined to prevent it.
  +
*Az-khôlü 22. Sat-shäläk: waning crescent,clouded, slight wind, 16° Bolthar, Lord of the Steppes, returns to aid the fellowship once more, having gathered valuable information that could lead them closer to Ithryn Luin.
  +
*Az-taltosh 23. Sat-shäläk: waning crescent,clouded, warm, stiff breeze, 23°The fellowship's resolve is tested as they encounter treacherous allies who seek the power of the artifacts for their own dark purposes.
  +
*Az-thêxe 24. Sat-shäläk:waning crescent, [[Keyf]], [[sacrifice to ancestors and doom]] Despite the challenges, the group's bond strengthens, and they learn to trust one another implicitly, understanding that their individual strengths combine to form an unbreakable force.
  +
*Az-sûr 25. Sat-shäläk:new moon, sunny, clear, stormy, very warm, 25°In a moment of reflection, they share tales of their past, the struggles they faced, and the dreams that drive them forward on this quest.
  +
*Az-ölgli 26. Sat-shäläk:waxing crescent, cloudbreak, storm, 17°The fellowship's path leads them to the ancient city of Elerond, where they hope to find further clues about Ithryn Luin and the location of the artifacts.
  +
*Az-onôsh 27. Sat-shäläk:waxing crescent, sunny, clear, windstill, warm, 20°Inside the ruins of Elerond, they stumble upon a hidden chamber filled with forgotten knowledge and ancient texts that might hold the answer to their quest.
  +
*Az-gölûn 28. Sat-shäläk:waxing crescent,clouded, stiff breeze, heavy rain, cold 7°Rhurandir's keen ranger senses detect the presence of a powerful artifact nearby, drawing the fellowship further into the heart of Elerond.
  +
*Az-khölû 29. Sat-shäläk:waxing crescent,clouded, fresh breeze, warm, 20°The artifact leads them on a perilous chase through Elerond's treacherous catacombs, where they encounter ancient guardians determined to protect its sanctity.
  +
*Az-taltosh 30. Sat-shäläk:waxing crescent,clouded, fresh breeze, slight rain, 23 °As they finally lay their hands on the artifact, they are faced with a moral dilemma, realizing that its power could be used for good or evil.
   
 
==='''Yavannië''' (Hûnmor)===
 
==='''Yavannië''' (Hûnmor)===
   
  +
*Az-thêxe 1. Hûnmor:near halfmoon,clouded, light breeze, 11°The fellowship decides to keep the artifact secure until they find the remaining pieces of Ithryn Luin, knowing that Prugergin is still out there, seeking the artifacts for his nefarious plans.
*Az-ölgli 1. Hûnmor:[[Regh o Ainak]]
 
  +
*Az-sûr 2. Hûnmor:near halfmoon,heavy rain, fresh breeze, cool, 15°,[[abandoned tower]]Bolthar, Olander, and Davix reaffirm their commitment to the fellowship's cause, vowing to aid Rhurandir, Azgor, Banaid, and Thralin on their perilous journey.
*Az-onôsh 2. Hûnmor:
 
  +
*Az-ölgli 3. Hûnmor:halfmoon,sunny, clear sky, windstill, hot, 27°,The fellowship meets a wise and enigmatic figure in Maalon. He provides them with cryptic guidance and a warning about the perils that await them on their quest.
*Az-gölûn 3. Hûnmor:
 
  +
*Az-onôsh 4. Hûnmor:waxing gibbous,clouded, heavy rain, fresh breeze, 18° The fellowship continues their quest, following the ancient prophecies that hint at the next location where they might find the remaining artifacts.
*Az-khôlü 4. Hûnmor:
 
  +
*Az-taltosh 5. Hûnmor:
 
  +
*Az-gölûn 5. Hûnmor:waxing gibbous,sunny, clear, windstill, 18° As they travel through the desolate wastes of the Karak Drûn Mountains, they encounter a group of nomadic seers who share cryptic visions of their future path.
*Az-thêxe 6. Hûnmor:
 
  +
*Az-khôlü 6. Hûnmor:near fullmoon,sunny, clear, stiff breeze, 16° The seers warn them of the dark path that lies ahead and the sacrifices they must make to safeguard the realm from Prugergin's malevolence.
*Az-sûr 7. Hûnmor:[[Narkehlil]]
 
  +
*Az-taltosh 7. Hûnmor:near fullmoon,cloudbreak, heavy storm, warm, 15° The fellowship faces a series of trials, both physical and emotional, as they journey through the dangerous Karak Drûn Mountains.
*Az-ölgli 8. Hûnmor:[[Khelgardh]]
 
  +
*Az-thêxe 8. Hûnmor:near fullmoon,sunny, light wind, clear, hot, 29° Thralin's knowledge of ancient dwarven lore becomes invaluable, leading the group to a hidden cave where they might uncover more clues about the remaining artifacts.
*Az-onôsh 9. Hûnmor:
 
  +
*Az-sûr 9. Hûnmor:fullmoon, sunny, clear, stiff breeze, 25°Within the cave, they discover ancient writings that speak of a forgotten citadel hidden deep beneath the Karak Drûn Mountains, a place that might hold the key to their quest.
*Az-gölûn 10. Hûnmor:
 
  +
*Az-ölgli 10. Hûnmor:fullmoon,sunny, clear, light breeze, 20° The fellowship braves the dangers of the forgotten citadel, facing ancient traps and guardians left behind by those who once inhabited the place.
*Az-khôlü 11. Hûnmor:
 
  +
*Az-onôsh 11. Hûnmor:fullmoon,sunny, clear, windstill, 22°, ca. Central [[Lûrs Vorganís]] Inside the heart of the citadel, they find a map that points to the final location of Ithryn Luin, hidden deep within the Gloomwood Forest.
*Az-taltosh 12. Hûnmor:
 
  +
*Az-gölûn 12. Hûnmor:waning gibbous,sunny, clear, storm, 13° As they leave the Karak Drûn Mountains behind and make their way to the Gloomwood Forest, they are unaware that Prugergin's spies have been tracking their every move.
*Az-thêxe 13. Hûnmor:
 
  +
*Az-khôlü 13. Hûnmor:waning gibbous,clouded, heavy storm, rain, cold, 9°Prugergin, now fully recovered and more powerful than ever, gathers his dark forces, preparing for a final confrontation with Rhurandir, Azgor, Banaid, and Thralin.
*Az-sûr 14. Hûnmor:
 
  +
*Az-taltosh 14. Hûnmor:waning gibbous,clouded, slight rain, windstill, warm, 25° The fellowship arrives at the outskirts of the Gloomwood Forest, a place shrouded in darkness and rumored to be cursed.
*Az-ölgli 15. Hûnmor: [[Rhuden Por]]
 
  +
*Az-thêxe 15. Hûnmor:waning gibbous,sunny, clear, storm, 22° As they venture deeper into the Gloomwood, they encounter the elusive and enigmatic Ithryn Luin, who has been hiding from Prugergin's grasp for centuries.
*Az-onôsh 16. Hûnmor:
 
  +
*Az-sûr 16. Hûnmor:near halfmoon, clouded, windstill, cool, 9° Ithryn Luin reveals the true nature of the artifacts and the peril they pose if they fall into the wrong hands.
*Az-gölûn 17. Hûnmor:
 
  +
*Az-ölgli 17. Hûnmor:halfmoon, sunny, clear, storm, 13°, [[shadow-hall]] The fellowship faces a choice that will determine the fate of the realm: to destroy the artifacts or to use their power to confront Prugergin and end his reign of darkness once and for all.
*Az-khôlü 18. Hûnmor:
 
  +
*Az-onôsh 18. Hûnmor:waning crescent, sunny, clear, storm, very warm, 27° United and determined, Rhurandir, Azgor, Banaid, Thralin, Olander, Bolthar, Davix, and Ithryn Luin march towards the final confrontation with Prugergin and his dark forces.
*Az-taltosh 19. Hûnmor:
 
  +
*Az-gölûn 19. Hûnmor:waning crescent, clouded, stiff breeze, warm, 25° The Battle of Gloomwood Forest ensues, with the fate of the realm hanging in the balance. The fellowship fights with valor and determination, knowing that this is the hour they have been destined for.
*Az-thêxe 20. Hûnmor:
 
  +
*Az-kholü 20. Hûnmor:waning crescent,clouded, heavy storm, heavy rain, cold, 9° In the midst of the battle, Rhurandir and Prugergin face each other in a final, epic duel of light against darkness.
*Az-sûr 21. Hûnmor:the Enclave
 
  +
*Az-taltosh 21. Hûnmor:waning crescent,cloudbreak, fresh breeze, 20°, [[d'mallo]] With a mighty blow, Rhurandir defeats Prugergin, banishing him and his malevolent forces from the realm forever.
*Az-ölgli 22. Hûnmor:
 
  +
*Az-thêxe 22. Hûnmor:near new moon,sunny, clear, stiff breeze, warm, 25° The battle won, the fellowship stands triumphant, but not without sacrifice. They bid farewell to Ithryn Luin and Olander, who must return to their respective realms.
*Az-onôsh 23. Hûnmor:
 
  +
*Az-sûr 23. Hûnmor:near new moon, clouded, fresh breeze, 18° The realms celebrate the heroes who saved them from the brink of darkness, and their tale becomes a legend passed down through generations.
*Az-gölûn 24. Hûnmor:
 
  +
*Az-ölgli 24. Hûnmor:new moon, cloudbreak, stiff breeze, cool, 11° a new moon's eve, when a mysterious figure reveals a prophecy that speaks of an artifact called the "Moonstone Heart." This powerful gem is said to harness the essence of the moon, granting its wielder unparalleled abilities. However, the Moonstone Heart is shattered into fragments scattered across Izinöl and Hûnkka, and only during the moon's unique phases can its power be restored.
*Az-khôlü 25. Hûnmor:
 
  +
*Az-onôsh 25. Hûnmor:waxing crescent, clouded, fresh breeze, warm, 24°guided by the waxing crescent moon's glow. Their first encounter comes when they stumble upon a clouded glade housing ancient spirits known as the "Veiled Ones." These spirits warn of dark forces seeking the Moonstone Heart for nefarious purposes. The companions resolve to safeguard the fragments and restore the gem to its former glory.
*Az-taltosh 26. Hûnmor:
 
  +
*Az-gölûn 26. Hûnmor:waxing crescent, clouded, slight wind, warm, 24° the companions infiltrate an underground network of tunnels inhabited by a tribe of lunar creatures called the "Nykthars." In the depths of the caverns, they face a formidable challenge—a guardian creature known as the "Lunar Serpent." Rhurandir's mastery of the bow, Banaid's deadly accuracy, Azgor's stealth, and Thralin's brute strength combine to overcome the creature and secure the first fragment of the Moonstone Heart.
*Az-thêxe 27. Hûnmor:
 
  +
*Az-khôlü 27. Hûnmor:waxing crescent, sunny, clear, fresh breeze, hot, 29° the companions travel to a hidden glen guarded by forest spirits. There, they face trials of skill and wisdom to gain the second fragment. Banaid's tracking prowess, Azgor's deft fingers, Thralin's keen wit, and Rhurandir's reverence for nature earn them the spirits' blessing.
*Az-sûr 28. Hûnmor:
 
  +
*Az-taltosh 28. Hûnmor:waxing crescent, sunny, clear, light breeze, 21°,[[Iardan|Iardanthe group reaches a mystical lake guarded by ethereal water spirits known as the "Aquanites." To prove their worthiness, they must pass a series of tests involving water manipulation and solving riddles. Through courage and cunning, the companions retrieve the third fragment.]]
*Az-ölgli 29. Hûnmor: [[Urulis Pass]]
 
  +
*Az-thêxe 29. Hûnmor:waxing crescent, sunny, clear, fresh breeze, warm,24° the weather shifts, and they find themselves in a desert, facing the treacherous heat and sandstorms. Their path leads them to the ancient ruins of a city overtaken by merciless sand djinns. The companions must outwit the djinns to obtain the fourth fragment.
*Az-onôsh 30. Hûnmor:
 
  +
*Az-sûr 30. Hûnmor:waxing crescent, sunny, clear, fresh breeze, warm, 25°,[[Zorian Wastes]] Hûnmor, they reach an oasis, only to discover a hidden society of moon-worshipping nomads known as the "Lunari." These nomads guard the fifth fragment in their lunar temple. To earn the fragment's guardianship, they participate in a celestial dance ritual under the Hunter's Moon, an awe-inspiring display of the moon's power.
*Ôrila-poi ([[Yávierë]]) 31. Hûnmor: [[Orocarni]]
 
  +
  +
*Yáviérë (Sâka-Iawas) halfmoon, sunny, clear, windstill, 20°, [[omitted day|omitted day the companions' bond strengthens as they share laughter and stories around a campfire.]] they find themselves amidst an ancient forest, where the trees seem to come alive. Rhurandir's calming presence and Banaid's knowledge of woodland creatures befriend the forest's sentient guardian, who rewards them with the sixth fragment.
  +
  +
==='''Narquelië''' (Izinöl)===
  +
  +
*Az-ölgli 1.Izinöl:waxing gibbous,clouded, light rain, stiff breeze, 20°, [[ruined city]] they reach a forgotten city ravaged by a fierce storm. In the ruins, they encounter a tribe of half-orc outcasts led by Azgor's estranged father, who seeks redemption. Overcoming their differences, Azgor's father provides insight into the fragment's location.
  +
*Az-onôsh 2. Izinöl:waxing gibbous,cloudbreak, heavy storm, warm, 24°, abandoned farmstead, they delve deep into the heart of a volcano, where ancient fire spirits known as the "Ignus" reside. They must prove their bravery by braving molten rivers and volcanic eruptions to gain the eighth fragment.
  +
*Az-gölûn 3. Izinöl:waxing gibbous,sunny, clear, light breeze, 22°[[Hounds of Densart|Hounds of Densartas the near full moon shines, they arrive at an icy wasteland inhabited by frost giants. Thralin's heritage and Azgor's negotiation skills are put to the test to secure the ninth fragment.]]
  +
*Az-khôlü 4. Izinöl:waxing gibbous, clouded, windstill, dry, cool, 11°, [[Fortress of Densart|Fortress of Densartdawns, they approach a forgotten temple hidden amidst dense fog. Inside, they confront a magical construct protecting the tenth fragment. Banaid's unerring aim and Azgor's quick reflexes prove invaluable in overcoming the construct.]]
  +
*Az-taltosh 5. Izinöl:near fullmoon,heavy rain, fresh brerze, cool, 11°,the quest brings them to a tranquil grove guarded by enigmatic druids known as the "Silent Circle." In a test of valor, they must communicate without words. Thralin's jovial spirit and Rhurandir's empathy impress the druids, who reveal the eleventh fragment's location.
  +
*Az-thêxe 6. Izinöl:near fullmoon,clouded, light rain, storm, 20°they reach a celestial observatory where the final fragment is kept. There, they encounter a powerful sorcerer who seeks the Moonstone Heart for himself. A climactic battle ensues, with each companion showcasing their unique abilities. In the end, the combined strength and camaraderie of Rhurandir, Banaid, Azgor, and Thralin triumph over darkness.
  +
*Az-sûr 7. Izinöl:fullmoon, cloudbreak, fresh breeze, 21°, Crater of [[Verzor]], [[Hunter' s Moon|Hunter' s MoonMoonstone Heart is restored under the full moon's light, unlocking its full potential. Each companion gains newfound powers imbued by the moon, unifying their strengths and forging an unbreakable bond.]]
  +
*Az-ölgli 8. Izinöl:fullmoon,cloudbreak, slight rain, slight breeze, cool, 11° they receive an urgent message from Zargôm, a wise and noble wizard from a distant land. Zargôm reveals that the shattered Moonstone Heart, when fully restored, can also open a portal to other realms, including one of great danger.
  +
*Az-onôsh 9. Izinöl:fullmoon,sunny, clear, slight breeze, 22°, northern fringes of the [[last desert]]
  +
*Az-gölûn 10. Izinöl:waning gibbous,clouded, stiff breeze, light rain, cool, 11°,they encounter a tribe of forest-dwelling creatures known as the "Shiftral." These shape-shifters aid the Moonlit Shadows in their quest and provide valuable information about Prugergin's whereabouts.
  +
*Az-khôlü 11. Izinöl:waning gibbous, clouded, windstill, 22°they arrive at the shadowy lair of Prugergin, a dark fortress hidden within an ever-shifting maze. The Moonlit Shadows must navigate a labyrinth of illusions and face their deepest fears to reach the heart of the fortress.
  +
*Az-taltosh 12. Izinöl:waning gibbous,cloudbreak, heavy storm, cool, 11°the companions engage in a fierce battle with Prugergin's minions, including monstrous creations conjured by forbidden magic. Azgor's rogue skills, Thralin's mighty warhammer, Banaid's swift arrows, and Rhurandir's mastery of nature prove invaluable in overcoming these sinister creatures.
  +
*Az-thêxe 13. Izinöl:waning gibbous, cloudbreak, stiff breeze, 22°Upon confronting Prugergin himself, they discover the villain has already obtained the twelfth fragment. He taunts them with his twisted version of the Moonstone Heart's purpose—to unleash an army of shadows to conquer the realms and plunge them into eternal darkness.
  +
*Az-sûr 14. Izinöl:near halfmoon, sunny, clear, storm, 22° Zargôm and the Blue Wizards join their powers to counter Prugergin's dark spells. A mighty battle ensues, with magic and blades clashing in a mesmerizing dance.
  +
*Az-ölgli 15. Izinöl:halfmoon, clouded, light wind, 22°Prugergin, driven to desperation, shatters the Moonstone Heart once more, seeking to absorb its fractured power into himself. But the Moonlit Shadows channel their newfound abilities, harnessing the moon's essence to purify the gem's fragments. With unity and resolve, they restore the Moonstone Heart, making it more potent than before.
  +
*Az-onôsh 16. Izinöl:waning crescent, clouded, light rain, light wind, warm, 24°the Moonstone Heart blazes with radiant light, enveloping the realm. Prugergin's dark forces are vanquished, and he is banished to a realm of eternal shadows.
  +
*Az-gölûn 17. Izinöl:waning crescent,sunny, clear, storm, hot, 30°,[[oasis of Pilgrims|oasis of PilgrimsIn the aftermath, the Blue Wizards and Zargôm commend the Moonlit Shadows for their courage and selflessness. The companions bid farewell to their allies, promising to stand vigilant against any future threats.]]
  +
*Az-khôlü 18. Izinöl:waning crescent,clouded, light rain, storm, 23°the Moonlit Shadows part ways, knowing their paths may diverge, but their bonds remain unbreakable. Rhurandir returns to his duties as a ranger, protecting the wild places of Izinöl. Banaid continues to roam the forests, defending the innocent from harm. Azgor embraces his heroic destiny, using his skills for noble causes. Thralin returns to the dwarven halls, spreading the tale of their adventures.
  +
*Az-taltosh 19. Izinöl:waning crescent,sunny, clear, light breeze, hot, 29°The Moonlit Shadows travel to a quaint village renowned for its enchanting music and mesmerizing dance performances. As the half-moon shines through the clouds, they are invited to partake in a celebration of unity and harmony. The villagers share stories of their own encounters with mysterious beings and ancient artifacts, adding to the lore of the Moonlit Shadows.
  +
*Az-thëxe 20. Izinöl:near newmoon,clouded, windstill, very warm, 28°The companions journey to a sacred forest where the spirits of the ancients rest. Here, they face the challenge of unlocking a hidden path through a dense mist. Rhurandir's bond with nature allows him to sense the right way, and the forest spirits offer their blessings for safe passage.
  +
*Az-sûr 21. Izinöl: near newmoon, clouded, light breeze, warm, 24°([[Sklehú]]) Oasis of Pilgrims: The Moonlit Shadows find themselves in an oasis renowned for its miraculous healing waters. However, they discover that the oasis is plagued by a powerful curse. Working together, they cleanse the waters and lift the curse, earning the gratitude of the oasis' inhabitants.
  +
*Az-ölgli 22. Izinöl:newmoon, clouded, fresh breeze, cool, 11°The companions trek through a treacherous mountain pass known for its unpredictable weather and dangerous creatures. Facing avalanches and rockslides, they demonstrate their unwavering determination and overcome the obstacles.
  +
*Az-onôsh 23. Izinöl:waxing crescent, sunny, clear, warm, light wind, 24°The Moonlit Shadows reach a tranquil valley of lush meadows and crystal-clear streams. Here, they encounter a community of skilled artisans who craft exquisite moon-themed jewelry and artifacts. They are gifted with unique moonstone amulets, which enhance their abilities during moonlit nights.
  +
*Az-gölûn 24. Izinöl:waxing crescent,sunny, clear, warm, windstill, 24°The companions venture into a mystical woodland where fireflies create a wondrous display of light. They learn from the guardian spirits of the forest that Prugergin's influence still lingers in distant realms, and the threat of darkness looms. The Moonlit Shadows renew their commitment to protect the realms from malevolent forces.
  +
*Az-khôlü 25. Izinöl:waxing crescent,sunny, clear, light breeze, 22°The Moonlit Shadows reach the ruins of Sklehú, a place of ancient knowledge guarded by enigmatic stone statues. They uncover ancient texts about moon magic and hidden realms, providing valuable insight into the moon's cosmic significance.
  +
*Az-taltosh 26. Izinöl:waxing crescent,clouded, windstill, cool, 11°On the night of the new moon, the companions stumble upon a mysterious portal in the heart of a mystical forest. Driven by a sense of duty, they decide to venture through the portal, uncertain of what lies beyond.
  +
*Az-thêxe 27. Izinöl:waxing crescent,clouded, windstill, 21°As the Moonlit Shadows traverse through the enigmatic portal, they find themselves in a realm unlike any they have encountered before. The air is charged with an otherworldly energy, and the very fabric of reality seems to shift around them. In this realm of portals and interdimensional pathways, they come face to face with a familiar figure: Aragorn, the Ranger.Aragorn, a seasoned and noble warrior, has been tracking the movements of Prugergin and his malevolent allies across various realms. When he learned of the Moonlit Shadows' quest to protect the Moonstone Heart, he decided to follow their trail, for he knew that their destinies were entwined.Welcoming Aragorn to their company, the Moonlit Shadows find solace in his wisdom and experience. As a united force, they journey deeper into the unknown realm, seeking the fragments of the Moonstone Heart scattered across this mysterious landscape.
  +
*Az-sûr 28. Izinöl:near halfmoon,sunny, clear, windstill, warm, 25° they arrive in an ethereal forest bathed in the soft glow of the waning crescent moon. Here, the realm's guardian, a spectral being called Lumindar, challenges the companions to prove their worthiness. Each member of the Moonlit Shadows faces a personal trial that tests their resolve and commitment to the quest.Rhurandir must demonstrate his unwavering dedication to preserving the balance of nature, while Banaid's unyielding determination to protect the innocent is put to the test. Azgor is challenged to prove his loyalty and noble intentions, and Thralin's strength of heart and steadfastness are examined. Aragorn, too, faces his own trial of leadership and the burdens of the past.United by their unwavering determination and the trust they place in each other, the Moonlit Shadows pass the trials, and Lumindar grants them a fragment of the Moonstone Heart.
  +
*Az-ölgli 29. Izinöl:halfmoon, sunny, clear, fresh breeze, hot, 30°,[[Regh o Ainak]] they venture through a shifting desert of sands and mirages. Here, they encounter mirage-like illusions meant to lead them astray. Relying on Aragorn's experience and Thralin's innate intuition, they navigate the desert's treacherous paths and obtain the next fragment.
  +
*Az-onôsh 30. Izinöl:waxing gibbous,clouded, heavy rain, light breeze, 22°the companions find themselves in an ancient, crumbling cityscape filled with riddles and puzzles. As they decipher ancient inscriptions and unlock the city's secrets, they gain the fifth fragment, bolstering their determination to stop Prugergin's dark designs.
  +
  +
==='''Hísimë''' (Hûnkka)===
  +
  +
  +
*Az-gölûn 1. Hûnkka:waxing gibbous, clouded, heavy rain, stormy, 6°. they arrive at a celestial observatory, where a wise, star-wielding oracle awaits. She reveals that Prugergin has sought to unravel the very fabric of reality and merge different realms to create a nightmarish plane of eternal darkness. The Moonstone Heart, fully restored, becomes the key to stopping this malevolent plan.
  +
*Az-khôlü 2. Hûnkka:waxing gibbous, clouded,light rain, stiff breeze, 12°. the companions reach the realm's core, where the last fragment of the Moonstone Heart lies, guarded by a colossal, ever-shifting crystal construct. The Moonlit Shadows combine their strengths, each member seamlessly complementing the others. In an awe-inspiring display of unity and power, they defeat the construct, claiming the final fragment.
  +
*Az-taltosh 3. Hûnkka:near fullmoon, sunny, cloudfree, dry, 9°. beneath the radiant moon, the Moonstone Heart is fully restored. Its ethereal light resonates with the realm's energies, forming a portal that leads them back to their own world.
  +
*Az-thêxe 4. Hûnkka:near fullmoon, cloudfree, windstill, dry, 25°.Returning to Izinöl and Hûnkka, the Moonlit Shadows are now fully prepared to face Prugergin and his dark allies. Guided by the wisdom of Aragorn and empowered by the moon's essence, they vow to protect the realms from the impending darkness.As they converge on Prugergin's hidden fortress, a battle of epic proportions unfolds. Prugergin, fueled by dark magic and an insatiable thirst for power, throws his malevolent forces at the Moonlit Shadows. Aragorn's leadership and tactical prowess prove indispensable as they coordinate their efforts to counter the onslaught.
  +
*Az-sûr 5. Hûnkka:fullmoon, densely clouded, stiff breeze, 7°. [[Narkehlil]] Regh o Ainak: The companions arrive in the desert city of Regh o Ainak, where they find the city's inhabitants oppressed by a tyrannical ruler. Utilizing their collective strengths, the Moonlit Shadows help the people of Regh o Ainak rise against their oppressor, and with a moonlit rebellion, they restore freedom and justice to the city.
  +
*Az-ölgli 6. Hûnkka:fullmoon, densely clouded, strong wimd, 5°.[[Khelgardh|KhelgardhThe Moonlit Shadows return to Hûnkka, where they are met with a sudden deluge that floods the land. Recognizing this as an unnatural occurrence, they follow the trail of Prugergin's dark influence. Uniting with the people of Hísimë, they uncover an ancient artifact, the "Tear of the Moon," which can control the tides. Restoring balance, they protect Hûnkka from further disaster.]]
  +
*Az-onôsh 7. Hûnkka:fullmoon, clouded with gaps, storm, dry, 5°.In the aftermath of the flood, the Moonlit Shadows discover a hidden underground network that Prugergin had used to manipulate the waters. Delving deeper, they come across an ancient library filled with forbidden knowledge. Fearing the dark powers it may hold, they decide to seal the library, vowing to protect the realm from its hidden dangers.
  +
*Az-gölûn 8. Hûnkka:waning gibbous, clouded w gaps, fresh breeze, cloudbreak, 14°.The companions encounter a tribe of forest-dwelling beings known as the "Trelmors." The Trelmors have been living in harmony with nature but face threats from encroaching dark forces. The Moonlit Shadows aid the Trelmors in defending their home, forging an alliance that will stand against any future darkness.
  +
*Az-khôlü 9. Hûnkka:waning gibbous, clouded w gaps, storm, dry, -4°.The Moonlit Shadows journey to the heart of a sacred mountain range. Here, they find ancient monoliths imbued with lunar magic, which holds the secret to unlocking their full potential. Each companion undergoes a personal revelation, unlocking new abilities and harnessing the moon's energy in unique ways.
  +
*Az-taltosh 10. Hûnkka:waning gibbous, densely clouded,,light wind, cloudbreak, 10°In a vast expanse of open plains, the companions encounter a nomadic tribe called the "Eclipsarians." This tribe holds ancient knowledge about celestial events and the balance between light and darkness. The Moonlit Shadows learn of a coming solar eclipse, which could awaken dormant powers in the Moonstone Heart.
  +
*Az-thêxe 11. Hûnkka:waning gibbous, single clouds, strong wind, dry, 16°.The Moonlit Shadows reach the fabled city of Narkehlil, where ancient prophecies speak of a "Celestial Convergence" that occurs once every thousand years. During this convergence, the Moonstone Heart's power can be amplified manifold. With the solar eclipse approaching, they prepare for a confrontation with Prugergin, who seeks to harness this unique event for his dark ambitions.
  +
*Az-sûr 12. Hûnkka:near halfmoon, single clouds,light wind, dry, 19°.arrive in Khelgardh, a majestic dwarven city renowned for its craftsmanship. Here, they forge powerful alliances with the dwarves, who create enchanted armor and weapons infused with the essence of the moon. Strengthened by these gifts, the Moonlit Shadows are better equipped to face future challenges.
  +
*Az-ölgli 13. Hûnkka: halfmoon, densely clouded, stiff breeze, 6°.[[Rhuden Por|Rhuden Porarrive in Khelgardh, a majestic dwarven city renowned for its craftsmanship. Here, they forge powerful alliances with the dwarves, who create enchanted armor and weapons infused with the essence of the moon. Strengthened by these gifts, the Moonlit Shadows are better equipped to face future challenges.]]
  +
*Az-onôsh 14. Hûnkka:waning crescent, clouded w gaps, slight breeze, dry, 12°.hear whispers of an ancient temple that holds a secret related to the moon's celestial energies. Venturing deep into a dense forest, they uncover the Temple of Lysaria, where they learn the art of moon magic from the temple's keepers. Their connection to the moon strengthens, granting them new abilities and insight into the realms' hidden mysteries.
  +
*Az-gölûn 15. Hûnkka:waning crescent, single clouds, fresh breeze, dry, 12°.During a snowstorm in the frozen tundra of Hûnkka, the companions encounter a tribe of nomadic warriors known as the Frostguard. These fierce warriors have been battling against supernatural creatures that threaten their land. The Moonlit Shadows join forces with the Frostguard, learning to navigate the treacherous terrain and honing their combat skills in the icy battlegrounds.
  +
*Az-khôlü 16. Hûnkka:waning crescent, densely clouded, stiff breeze, dry, 5°.stumble upon an ancient elven sanctuary hidden within an enchanted forest. Here, they encounter the guardian spirit of the sanctuary, who tests their bond and understanding of the moon's mysteries. Passing the test, they are granted access to the sanctuary's well of moonlight, a source of rejuvenation and healing that they can draw upon in times of need.
  +
*Az-taltosh 17. Hûnkka:waning crescent, single clouds, fresh breeze, dry, 8°.The companions venture into a sprawling marshland haunted by shadowy apparitions. Guided by the wisdom of Thralin's dwarven ancestors, they uncover an ancient artifact known as the "Moonshade Mirror." This mirror holds the power to reflect and purify dark energies. Using the mirror, they cleanse the marshland, freeing the souls trapped there
  +
*Az-thêxe 18. Hûnkka:waning crescent, single clouds, fresh breeze, dry, 14°.On the night of the half-moon, the Moonlit Shadows encounter a group of celestial travelers from distant stars. These ethereal beings, known as the "Stellar Wanderers," are seekers of cosmic knowledge. In exchange for tales of their heroic exploits, the Stellar Wanderers share ancient cosmic wisdom, broadening the Moonlit Shadows' understanding of the multiverse.
  +
*Az-sûr 19. Hûnkka:waning crescent,densely clouded, fresh breeze, slight rain, 6°.the [[Enclave|Enclavereceive a distress call from a remote village under attack by a horde of shadow creatures. Racing against time, they arrive to find the village on the brink of destruction. Combining their moon-infused abilities, the companions repel the shadow creatures and unveil the sinister presence behind the attack—a rogue necromancer seeking to raise an army of darkness. With a strategic assault, they thwart the necromancer's plans and restore peace to the village.]]
  +
*Az-ölgli 20. Hûnkka:new moon, clouded w gaps, stiff breeze, dry,7°. journey to a mystical forest where rumors abound about the "Eternal Moonflower." This legendary flower is said to bloom only once a century, and its petals hold the essence of the moon's eternal light. Guided by ancient elven scripts, they locate the moonflower's hidden grove. As they witness the flower's ephemeral bloom, they are granted a potent elixir imbued with moon magic, enhancing their resilience and healing abilities.
  +
*Az-onôsh 21. Hûnkka:waxing crescent, clouded w gaps, light wind, dry, 12°.In the heart of a sunlit desert, the Moonlit Shadows encounter a caravan of merchants whose precious cargo has been stolen by sand bandits. Determined to restore justice, they embark on a thrilling chase across the dunes, showcasing Azgor's dexterity and Thralin's ingenious traps. In a captivating showdown, they reclaim the stolen goods and earn the gratitude of the merchants.
  +
*Az-gölûn 22. Hûnkka:waxing crescent, densely clouded, slight breeze, strong rain, 5°. [[day of silence|day of silenceAt the edge of a serene lake lies a mysterious island rumored to hold the "Moonlit Fountain." This enchanted fountain is said to bless those who drink from it with the ability to see through illusions and find truth in darkness. Rhurandir's bond with nature guides them to the island, where they quench their thirst with the fountain's magical waters, gaining a deeper understanding of their own inner selves.]]
  +
*Az-khôlü 23. Hûnkka: waxing crescent,clouded w gaps,light wind, dry, 12°. venture into the heart of a sprawling enchanted forest where mystical guardians protect an ancient crystal imbued with moon energy. With each challenge faced, the guardians test the companions' unity and resolve. By working together as one, they pass the trials and are granted a boon—an enchanted compass that will guide them to the next fragment of the Moonstone Heart.
  +
*Az-taltosh 24. Hûnkka:waxing crescent, densely clouded, windstill, slight rain, 7°.The companions traverse a mystical canyon where the night sky mirrors itself in the reflective walls, creating the illusion of an endless twilight. Here, they face a manifestation of their darkest fears, confronting their insecurities and doubts. Through unwavering support and trust in each other, they overcome these illusions, emerging stronger and more united than ever.
  +
*Az-thêxe 25. Hûnkka:waxing crescent, clouded w gaps, windstill, dry, 18°.The Moonlit Shadows arrive at the Enclave, a neutral ground where beings from diverse realms converge. Here, they encounter enigmatic beings known as the "Lunar Arbiters," who safeguard cosmic balance. The Lunar Arbiters share cryptic insights into the multiverse and warn of an impending cosmic anomaly that may disturb the moon's harmony. The Moonlit Shadows vow to protect the realms from this impending threat.
  +
*Az-sûr 26. Hûnkka:near halfmoon, single clouds, strong wind, dry, 13°. Aragorn expresses his gratitude to the fellowship for their unwavering support and selflessness. He reveals that his mission in the far east is part of a grand plan to counter Sauron's growing influence and to aid the people living in those lands. The fellowship marvels at the scope of Aragorn's vision and agrees to support him in his new quest.The story ends with the fellowship parting ways, forever changed by their journey, as they look forward to new adventures and challenges. The Blue Wizards and Aragorn continue their fight in the East, knowing they have allies they can rely on. The relic's power remains safeguarded, and the regions of Rhûn and its inhabitants stand united against any future threats, upholding the lessons of unity and understanding.
  +
*Az-ölgli 27. Hûnkka: halfmoon, single clouds, windstill, dry, 16°,[[Urulis Pass]].The fellowship faces trials and guardians in the Urulis Pass, where they believe they can find information about the Blue Wizards and Aragorn. They must also confront a group of agents trying to prevent their discovery. The character who betrayed the fellowship seeks redemption and plays a crucial role in overcoming the challenges.
  +
*Az-onôsh 28. Hûnkka:waxing gibbous, clouded w gaps, windstill, cloudbreak, 11°.The time comes for the fellowship to part ways, as each member has their own path to follow. They promise to keep in touch and reunite whenever the need arises. The bond they forged during their journey remains strong, and they know that they will always be friends.
  +
*Ôrila-poi 30. Hûnkka: waxing gibbous, single clouds, strong wind, dry, 10°.[[Orocarni]] . As the fellowship gazes over the red mountains in the far east, they are filled with a sense of wonder and anticipation. The landscape before them is unfamiliar, promising new mysteries and untold stories. They feel a mix of excitement and trepidation, ready to embrace the challenges of exploring the uncharted territory.As they venture into the new land, the heroes' hearts are filled with hope, knowing that their adventures have just begun. The story concludes with the fellowship embracing the unknown, eager to face the challenges and wonders that await them in the far east.
   
 
==See==
 
==See==
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==Notes==
 
==Notes==
   
The route does not use the scale of Pete Fenlon's artistic map but more realistic measurements of approx. 4777 miles, for which the small fellowship, traveling mostly by [[pony]] or light [[wagon]] needs ca. 370 days. The lands [[roads]] are not paved but marked by tall wooden signposts, well traveled and held in acceptable condition by [[Sauron]]'s armies and [[easterling]] caravans.
+
The route does not use the scale of Pete Fenlon's artistic map but more realistic measurements of approx. 4777 miles, for which the small fellowship, traveling mostly by [[pony]] or light [[wagon]] needs ca. 370 days. The lands [[roads]] are not paved but marked by tall wooden signposts, well traveled and held in acceptable condition by [[Sauron]]'s armies and [[easterling]] caravans.Various caves and lodges along the route provide safe shelter and are taken care of by travellers themselves.
   
 
Apart from MERP the campaign made use of the travelling system from [[the Dark Eye]] and found the "Hordelands" setting from [[D&D]]'s forgotten realms and some elements from Earthdawn's "Barsaive", The Dark Eye's "Orkland" and "Shadowlands", 7th seas "the East" and "Ussura" and Conan's Zamoria and Shadizar useful to flesh out the underdescribed [[Wild Lands]] of [[central Middle-Earth]].Outside of Roleplaying material turk and mongol mythology and folk and fairytales, Prester John, and the Conan comics set in Turan and Hyarkania proved good reads.Computer games in Worlds similar to Middle-Earth, describing travels in Lands ruled by Orcs or oppressive regimes, influenced by asian fantasy or medieval eastern europe were some minor influence: Ishar I-III and Gothic 3.Also nice: Steppe Warrior or "Sword & Saddle" movies such as "The Secret of the Black Dragon" and Marco Polo movies and documentaries.
 
Apart from MERP the campaign made use of the travelling system from [[the Dark Eye]] and found the "Hordelands" setting from [[D&D]]'s forgotten realms and some elements from Earthdawn's "Barsaive", The Dark Eye's "Orkland" and "Shadowlands", 7th seas "the East" and "Ussura" and Conan's Zamoria and Shadizar useful to flesh out the underdescribed [[Wild Lands]] of [[central Middle-Earth]].Outside of Roleplaying material turk and mongol mythology and folk and fairytales, Prester John, and the Conan comics set in Turan and Hyarkania proved good reads.Computer games in Worlds similar to Middle-Earth, describing travels in Lands ruled by Orcs or oppressive regimes, influenced by asian fantasy or medieval eastern europe were some minor influence: Ishar I-III and Gothic 3.Also nice: Steppe Warrior or "Sword & Saddle" movies such as "The Secret of the Black Dragon" and Marco Polo movies and documentaries.

Latest revision as of 13:09, 24 July 2023

Rhurandirsjourney
Rhurandircampaignwriteup

This journey is an example for the travels of a small fellowship along the great eastern route through Rhûn, starting in Dorwinion, crossing the Rhûnaer and the wide plains of Palisor to finally the Urulis pass west of the Orocarni.

The Chronicle of Rhûrandir[]

The fellowship includes Rhûrandir,Dúnadan ranger, Azgor, Half-Orc Thief, Banaid, Eriadorian rogue and Thralin Green-eye, Dwarven Warrior.

Preface: from Esgaroth to Dorwinion[]

Ringarë T.A. 2970:[]

  • Ormenel 1. Ringarë:Esgaroth.Cloudless,near windless,4°.increasing moon. An Elf named Camthalion, supposedly an ambassador of the Woodland-king causes quite some attention, some younger folk act disgruntled.Some loud snoring dwarves have taken quarter in the same inn as us, the 'fiery flagon'.
  • Oraearon 2. Ringarë:single clouds,windless, no rain, 4°.increasing moon.Taken a passage on board of the King Hengon, a dorwinian merchant ship owned by a seemingly trustworthy Captain named Erfano.
  • Orbelain 3. Ringarë:cloudy with gaps,gentle breeze, no rain, 7°.almost full moon.A surprisingly big Owl watches us as we pass Iach Celduin.
  • Orgilion 4. Ringarë:single clouds, light breeze, no rain, 1°.almost full moon.We arrive at Kaupaborg where the entire village has gathered to celebrate the wedding of a local young couple named Grisla" and Boe.
  • Oranor 5. Ringarë:single clouds, light breeze,no rain,1°.almost full moon.From afar we spot armed villagers obviously looking for someone or something.
  • Orithil 6. Ringarë:Single clouds, strong wind, no rain, -20°.Full moon.We stop at Myrrborg where the villagers seem to have an argument.
  • Orgaladh 7. Ringarë:Cloudfree, windstill, sunny, no snow, 0°.Full Moon.arrival at Merrborg.We notice a sole standing tower in vicinity to the village, apparently home to a reclusive enchantress named Garlana.

From Dorwinion to The Orocarni[]

  • Ormenel 8. Ringarë:Single clouds, light breeze, no rain,- 34°,full moon.We stop at Caradsurga where there seems to be a local holiday of Waerez the weaver.
  • Oraearon 9. Ringarë:cloudfree, windstill, no rain, -15°,slightly waning full moon.We arrive at Ilanin where the villagers leader a magistrate named Fulvo ask us for a sacrifice to their tribal god Kerkassk.
  • Orbelain 10. Ringarë:slightly waning full moon.Single clouds,light breeze, light snow, -20°.We arrive at Kardavan where all villagers seem to be involved at a ceremony at a local sacred grove of Montia.
  • Orgilion 11. Ringarë:single clouds, fresh breeze, no snow, -1°,waning full moon.We pass a bridge which seems to be currently under repair.
  • Oranor 12. Ringarë:single clouds, strong wind, no snow, -30°,waning full moon.We arrive at Pardfan where a local Easterling chieftain named Rult-Hôs has just recently seized power.
  • Orithil 13. Ringarë:single clouds, light breeze, no snow, -16°,Almost half moon.We arrive at Holmgara where a troop of easterling Soldiers led by a Captain named Sagra-Kûb has recently arrived and demands to be supplied and housed.
  • Orgaladh 14. Ringarë:Single clouds, fresh breeze, no snow, -25°,half moon.Arrival at Szrel-Kain where we watch the performance of a poorly clad travelling entertainer named Kelgi who can hardly hold himself up from hunger.
  • ormenel 15. Ringarë:clouded with gaps, storm, no snow,-16°,waning crescent moon.Arrival at Riavod where a Sorcerer named Yûkath is intimidating a crowd.We switch to a sturdy dorwinian schooner named "Ice Fox" owned by a man called "Captain Evit" who seems to be of mixed easterling-Dorwinian descend.
  • Oraearon 16. Ringarë:closed cloud cover,strong wind, strong snow, -15°, almost new moon.Having to stop along the freezing shoreline we stay at a forsaken campsite with a cooled fireplace which seems only recently abandoned and find the emptied bag of a messenger and some scattered worthless loot.
  • Orbelain 17. Ringarë:closed cloud cover, strong wind, strong snow,-14°,new moon.Carefully travelling the freezing shoreline.
  • Orgilion 18. Ringarë:cloudless, light wind, no snow, -10°, almost new moon.Arrival at Tundera-Var where a missionary of sorts named Lisgarin preaches against sacrilege and sin.We attend the "Broken wand", a tavern where one of the patrons,Slubu has a huge dog with him who gives off an intensive smell.
  • Oranor 19. Ringarë:closed cover of clouds, no wind, no snow, -6°, almost new moon.Arrival at Fokerdo where we meet a crippled hunchback people call "Hylo" uttering incomprehensible gibberish murmurs.We attend the "Indigo scroll",a tavern of sorts where a pitiable minstrel named Caldigar is about to be thrown out because he seemingly did not meet the taste of his audience.
  • Orithil 20. Ringarë:clouded with gaps, light breeze, no snow, -4°,almost new moon.It is completely silent, no sound of birds the wind makes no sounds, from far we see the coastal forests but stay aboard.
  • Orgaladh 21. Ringarë:closed thicket of clouds, light breeze, stromg snowfall, -8°, new moon.Arrival at Kugavod where a villager named Siwe is seemingly severely sick,or injured.We try to enter the "fat pirste", a local meadhall but are told to be not welcome.
  • Ormenel 22. Ringarë: clouded sky with gaps, no wind, no snow, -3°,waning new moon.From afar we seem to witness an ambush between a group of Orc Soldiers and Woodelves, we see a burned left and seemingly plundered cottage along the coast.
  • Oraearon 23. Ringarë:closed thicket of clouds, strong breeze and heavy snowfall, -15°.We see an improvised hut along the coast and believe it may be the home of some deserted thrall.
  • Orbelain 24. Ringarë:clouded sky with gaps, windstill, no snowfall, -10°, slightly ascending moon.We notice a snowed in grove along the coast, it seems to covered with iced giant spiderwebs.
  • Orgilion 25. Ringarë:single clouds, windstill, no snow, -12°,slightly ascending moon.We see hungry Plainscats stalking the ice along the coasts.
  • Oranor 26. Ringarë:cloudy sky with gaps, stiff breeze, no snow, -7°,ascending moon.Arrival at Kelepar where a local Lawyer named Dinnu is accused by a former client named Ogel to have wasted large sums of money.We attend a local meadhall , the "yellow candle" where a thrall just refills the oil-lamps.We restock supplies and prepare to travel on of horseback or wagon, perhaps joining a greater group or caravan east.
  • Orithil 27. Ringarë:single clouds, slight breeze, no snow, -1°,nearly half moon.We are invited to a scarce meal by a woman named Irist who seems to be a pious follower of Ezande, seemingly a local goddess of hospitality.
  • Orgaladh 28. Ringarë:cloudfree, windstill, no snow, -3°,half moon.We meet an easterling Merchant named Kuzu whose wagon seems to be stuck in the snow and who needs some help to continue his travels, he seems to be of a tribe called Khundolar. We camp at the ruins of a plundered farm.
  • Ormenel 29.Ringarë:clouded with gaps, slight breeze, no snow, -19°.increasing moon.It is completely silent, no sound of birds, even the wind is silent.we find a camp for the night near a clearing with a small river.
  • Oraearon 30. Ringarë:single clouds, slight wind, no snow,nearly full moon.We arrive at Dervgorod, a large permanent easterling -camp surrounded by artificial burial mounds.The locals are hunting for a "white fury" (an elf) who is accused to be responsible for the missing of several local womenfolk.
  • Orbelain, Mettarë:single clouds, strong wind, no snow, -4°, almost full moon.We meet an ill favoured border-rider named Osgan who tells us that his master Kulshoda's territory must not be set foot on without his Lord's allowance.The night we camp at a place which seems the ritual-place of a long forgotten culture, together we celebrate midwinter under the stars of the eastern plains clear sky.
  • Orgilion, Yestarë: single clouds, windstill, no precipitation, 3°,nearly full moon. Me met a lone Woodsman named Búlin and were passed by a troop of armored riders, seemingly members of some warrior-order, who gave us suspicious looks.The night we arrived at a camp of nomadic easterlings who name themselves the "Chayasir" and seem hospitable enough.It is New year today, but the Chayasîr do not seem to hold this day in high esteem.


narvinyë[]

  • Oranor 1. Narvinyë: single clouds, windstill, no precipitation, -1°, almost full moon.We met a group of Soldiers who were on the hunt for a band of Goblins.The night we spent near an area with suspicious vegatationless circles surrounded by rings of high grass, the night we saw strange lights and voices, but had no further encounters.
  • Orithil 2.Narvinyë: densely clouded sky, stiff breeze, no precipitation,full moon,-23°.Two Wolfriders crossed our way.We spent the night at an abandoned log cabin.
  • Orgaladh 3. Narvinyë: cloudfree, fresh breeze, no precipitation, 5°,full moon.We arrive at Draganrhod, a fortified town, a local grocer named Obad harasses us with complaints on bad sales and high taxes.We attend athe ""fool and chalice, local tavern and are surprised to find a table seemingly intended for dwarf-size patrons.Many men here still speak Westron or at last it's rhûnic dialect, but we are lucky to have met Kuzu who acts as our translator to those who don't.It seems we will have to start to pick up some local language, luckily there seems to be a kind of barter-language or pidgin among the many tribes which seems to be easy enough to understand.Kuzu calls it the "plainstongue".
  • Ormenel 4.Narvinyë: thickly clouded sky, a fresh breeze, some slight flakes of snow, full moon, -12°.An armored company guarding a cage cart passes our way, theres one man sitting inside.We are told the captive is a dangerous conjurer named "Kohsam the night we spend near another group of these suspicious grass-circles.Again we witness noises and lights, but have no further encounters.
  • Oraearon 5.Narvinyë: cloudfree sky, slight wind, no precipitation, 6°.slightly waning moon.we met a single trapper who was just checking for prey.The night we spend at an uninhabited cave.
  • Orbelain 6.Narvinyë.single clouds, fresh breeze, no precipitation, 0°,sligtly waning moon.We arrive at another small nomad encampment, the place is named "Onassa".There is a mead-tent where another group of strange travellers has yet arrived and asks everybody strange questions.Again here is a dwarf-size table.
  • Orgilion 7.Narvinyë.densely clouded sky, light wind, a few flakes of snow, waning moon, -8°.We see fires on many hills far away, our companions tell us tonight is a regional tribal holiday called "Maiyesk-goda".
  • Oranor 8.Narvinyë:clouded sky with few gaps, slight breeze, heavy snowfall,waning moon, -2°.We meet a woman named Lito who professes to be an adherent to the local deity Arud and who seeks help in her search for "Bûrsthelas",some rare herb ... quite a difficult task in such a snow-covered steppe! The night we stay at a hunting lodge which incorporates a small shrine to Pael, a local spirit of the hunt.
  • Orithil 9. Narvinyë:cloudfree sky, windstill, no precipitation, 8°,nearly half moon.We meet a barbarous looking ,stray ,wayled wanderer, seemingly Variag or man of Khand named Neida.We spend the night at a ruined house with an almost intact roof.
  • Orgaladh 10. Narvinyë.densely clouded sky, stiff breeze, strong snowfall,half moon, -19°.Afar on a hilltop men seemingly were about to built a fortress, at the moment however we hardly see the relatively new foundations.One of our companions tells us that today is the "day of the hart".Down in the river valleys we find a huge weeping willow where we choose to camp for the night.
  • Ormenel 11. Narvinyë.clouded sky with few gaps, windstill, some few flakes of snow,waning crescent, -20°.An arrogant mounted amazon named Ôgel questions us on our whereabouts, origins and and determination, we profess to be merely a group of traders, nomads and pilgrims.The night we spend near a slope where we find tracks of wild animals, Banaid conjects it might be that we have set up camp near a lair of plains hounds...
  • Oraearon 12.Narvinyë: cloudless sky, fresh breeze, no precipitation, -12°,waning crescent.we meet a simple peddlar named Tóst who has many cheap offers but nothing special.We arrive at Lan-Shai , a somewhat larger town, in the "Harper's staff", a local meadhall if a large festivity, obviously a birthday party or wedding, we presume that the locals expect us to give a present of sorts...
  • Orbelain 13.Narvinyë:densely clouded sky, slight breeze, few flakes of snow, -10 °,near new moon.We met a Southerner Scholar named Péshtin who does not speak Westron nor easterling who seems to have lost his track on the search for some historical place - at last as far as we can understand.
  • Orgilion 14. Narvinyë:single clouds, fresh breeze, no precipitation, -9 °,near new moon.Near a small grove we met a boastful lesser dragon named Gragi who claimed to be the lord of this forest.
  • Oranor 15.Narvinyë: clouded with few gaps, light wind, no precipitation, near new moon.We passed a quarry where stone for buildings is mined.The night we spent in a cave which turned out to be the lair of Great Wolfspiders.
  • Orithil 16.Narvinyë:clouded sky with some gaps, slight breeze, no precipitation, -4 °,nearly full moon.Azgor walked through a bush and came out almost completely covered by burnocks.The night we spend near a place of very noisy wild birds.
  • Orgaladh 17.Narvinyë:dense thicket of clouds, windstill, no precipitation, new moon.-4°.We approach what seems to be the remnant of an extinct volcano where we meet a sole Dwarf named Izin who claims to be a devotee of Mahal.We spend the night in an empty log-cabin.
  • Ormenel 18. Narvinyë:single clouds, light wind, no precipitation,-3 °,slightly ascending moon.we meet a group of serfs who break away stones from an old ruin to use them for building purposes in their village.We spend the night at a stone-circle.
  • Oraearon 19.Narvinyë:clouded with gaps, strong wind, no rainfall, 5°,slightly ascending moon.Near Ilikh, a small hamlet we meet starving children of a local day laborer family.We choose to camp near a closeby Grove which appears to be home of a wood-spirit named Dâwegûn.
  • Orbelain 20. Narvinyë:densely clouded, stiff breeze, no rain, -14°, ascending moon.We find what appears to be a track leading to a brigand-camp.We spend the night in a forsaken log-cabin where a priestess of Ezande named Halli tries to convince us of the virtue of purely vegetarian nourishment.
  • Orgilion 21. Narvinyë:clouded with gaps, fresh breeze, 2°, no rain,ascending moon.we find what seems to be the abandoned camp of some knight-errand, there are traces of a fight.We spend the night beneath the branches of a great weeping willow.The country is getting more hilly and rocky and we see low mountains rise in the southeast.
  • Oranor 22. Narvinyë:clouded with gaps, strong wind, -5°, no snow,ascending moon.We encounter what seems to be the sanctuary of some strange cult and spend the night in a cave.
  • Orithil 23.Narvinyë:densely clouded sky, slight breeze, 0°, no rain or snow,almost halfmoon.We meet a weird small lady named Krina, presumably some local brownie or pixie who is fascinated by the to her seemingly strange concept of money and trade.We spend the night in a small uninhabited cave.
  • Orgaladh 24.Narvinyë:cloudfree sky, strong wind, -14°, no snow, halfmoon.We run into a camp of fires and people ecstatic dancing, obviously some kind of witches feast.A visitor named Slovas tells us about a great camelrace in a city known as Old Ashkîr.We spend the night in a wooden hut near a shrine of Vadan, spirit of the Wilds.
  • Ormenel 25.Narvinyë:cloudfree sky, strong wind, -19 °, no snow, ascending moon.We meet a young horseman named Nôhm, seemingly the noble son of some easterling tribe, he tells us he is on a quest for the "moon-horse" , seemingly a fabled creature of his peoples tales, to win the heart of Lhôi a beloved woman.We spend the night at a forsaken log-cabin.
  • Oraearon 26.Narvinyë: clouded with gaps, slight breeze, -11°, no snow,close to fullmoon.We meet a party of loggers on the search for firewood, they tell us they try to chop wood but a spirit of the forest named Frella keeps causing them trouble, eving killing members of their group through what seem to be accidents... we camp the night near a great old tree.
  • Orbelain 27.Narvinyë: clouded with gaps, windstill, 8 °, no snow or rain,almost full moon.Our companions tell us this is the end of what the Easterlings call the "Govedalend" which is as we believe the name of the land bordering the eastern shores of the Rhûnaer,we believe we must be central in central Menelothriand now, as the Gondorians once called these far plains, though the snow-covered plains bear little similarity with the far flowering fields we know from old tale.We meet a man covered in animal skins named Galvuz who tries to chase us away, obviously he is a savage conjurer or hermit of sorts.We camp the night in an uninhabited cave.
  • Orgilion 28.Narvinyë: clouded with gaps, fresh breeze, 9°, no rain,almost full moon.Parts of our provisions are rotten and full of maggots.We camp near a small river.
  • Oranor 29. Narvinyë:densely clouded sky, fresh breeze, strong rain, 4°, Almost full moon.Two wolfriders cross our way, the night we spend again near one of those strange grass-circles which seem to attract weird lights and noises, but no hostile creatures.Our companions tell us today is the holiday of Oriana.
  • Orithil 30. Narvinyë:cloudfree Sky, slight breeze, -12°, no snow, full moon.We arrive what seems to be a forsaken temple, the lands surrounding look infertile and barren.The temple's Warden is an aging man, half mad, named Rhukar-Hôsh who tells us he is a War-priest and that his sanctuary was built to commemorate the site of an ancient battle, the "War of seven lances".

Nénimë[]

  • Orgaladh 1. Nénimë.cloudfree sky, fresh breeze, 8°, no rain,full moon.We are surprised to find a flowering Finhereg, which the easterlings call "Tûlaxar", but the flower seems strangely twisted, it's leaves are dotted with small eye-like red spots and have black, almost bone-like looking stalks.We camp the night near an area of rumareth-grass.
  • Ormenel 2.Nénimë :cloudfree sky, slight breeze, 10°, no rain,full moon.It is really getting more gentle by now.We meet a woman named Remlis, clad in a flowing blue robe who seems to be the member of an Order devoted to Peoni, a spirit of Healing.We camp at a clearing near a small river.
  • Oraearon 3.Nénimë:clouded with gaps, slight breeze, 7°, slightly decreasing moon.We come to a hut inhabited by a woman named Hinrel with her child Ogni, looking at it we believe the child may have orc-blood...
  • Orbelain 4.Nénimë:clouded with gaps, stiff breeze, 2°, no rain, decreasing moon.We meet an old man named Kúr who seems to be a sage or scholar, but half-mad.He tells us about a dragon named Sheglásh and a mythical hoard.We spend the night at what seens to be the ruin of an old castle.
  • Orgilion 5.Nénimë:single clouds, windstill, 19°, no rain,decreasing moon.This is the warmest day so far,again we come to a place which we believe to be a ritual place for some strange cult, the night we spend at a cave, sadly it is inhabited by a large bear...
  • Oranor 6.Nénimë:cloudfree, strong wind, 14°, no rain,decreasing moon.We met a run-down dwarf who introduces himself as Zôdik ,an "earth-reader" who is avid to join our company for a while.We camp the night near the place of a caravan-accident near the wreckage of destroyed wains and carriages.Apparently the site is haunted by a Ghost named Itazha.
  • Orithil 7.Nénimë:single clouds, light wind, -4°, no rain,almost halfmoon.We come upon a troop of diminuitive men, the Easterlings call them "Grolms" and apparently have no high opinion on them.They think of them as greedy, homeless layabouts.We riddle if these Grolms could be a forgotten folk akin to the halflings or Drúedain though we are not sure if they have not some degree of goblin-blood.The Grolms leader, Tuva, wants to sell us an amulet he tell us, is an official permission to travel the great eastern route and all lands controlled by the Golden army.We are in dire need of such a permission to avoid further trouble and ensure a safe travel, but the Grolm's price is high... we spend the night near a farmhouse which seems to have been abandoned just recently.
  • Orgaladh 8.Nénimë:single clouds, windstill, 19°,no rain, halfmoon.We seem to be far off the road as we come to a place of strange cottages which seem to be abandoned but have some distinct elvish air about them.We wonder if this could be a place of the Avari.The night we realize that our campsite lies within the hunting grounds of Pards.
  • Ormenel 9.Nénimë:single clouds, windstill, 19°, no rain,decreasing halfmoon.We are startled as we come upon what seem to be tracks of some unknown animal and then seem to become tracks of mannish feet.We camp the night near an ancient Stone-circle.
  • Oraearon 10.Nénimë:densely clouded sky, fresh breeze, 5°, dry, decreasing moon sickle.We find a seemingly friendly and trustful animal, the easterlings tell us this is a "Mongbat".The Mongbat keeps up appearing to us, we wonder if it has some sort of intelligence... The night we camp in the open Steppe, a pack of Bûkandas Wolves is near.
  • Orbelain 11.Nénimë:cloudless sky, windstill,11°, dry,close to new moon.We meet a camp of armored Orcs led by one Murkha who seems to consider us potential prey, the night we spend near a small wood where we meet a leather-clad man named Salfand who tells us that this is his sacred grove.
  • Orgilion 12.Nénimë:cloudless sky, fresh breeze, 5°, close to new moon.We meet a man who camps near a large rock, he tells us he is Khagrôd, a follower of Ûtha, seemingly an easterling spirit of Knowledge, and is here since quite some time to examine the old runes and carvings of the place which are written in a script unknown to him, he asks us if we could be of help.Apparently we are on the right track again.We camp the night at a secluded glade near a small river.
  • Oranor 13.Nénimë:single clouds, strong wind, -+9°, dry,Almost new moon.We have arrived at a large easterling settlement.We believe this to be the place of Lond Gondobal, once the farthest outpost of Gondor in the east, built under Turambar Rómendacilion.The city however shows only few signs of former gondorian grandeur, it looks pretty run-down, teeming with run-down clay-shacks, although the local temples of the Nameless and Ôrash-Sagra ,the Governor,'s palace look impressing.The town is nowadays known as "Bolgund-Stroh", and we are told it is the most important local river haven.We had indeed expected another inland sea, but the "Nâvbrukh" is little more than a large lake and a navigable steppe-river connected to the great Talathrant in the east.We are surprised to see Orcs openly walk the Streets at night and we hear there are trolls being held in barracks below the city.However the amulet the Grolms sold us serves us well and the local guardsmen are asking no more questions , though the Cityguard asks us to put down our weapons, aparrently it is not allowed to openly wear arms in the "Golden realm".We say goodbye to our easterling friends and look for a river-craft taking us further east.
  • Orithil 14.Nénimë:clouded with gaps, windstill, 14°, heavy rain,almost new moon, At the "Squirrel and badger", a tavern, we meet an easterling river-captain named Durban who owns the "Ioghul's pride", a type of vessel the locals call a "Pultic river-runner" or "Pékalog".Now that we do not have to disguise ourselves as caravan-members anymore everything goes far easier for us, though the harbor is jammed by large craft and our departure is somewhat delayed.
  • Orgaladh 15.Nénimë:Dense clouds, light wind, 5 °, dry, New moon.One of the passengers, Hisala-Pôs," is the snooty servant of some local order and demands expressions of admiration, but most of the other travellers seem sociable.We are somehow bewildered how many of the locals are tall, blonde and light-skinned... apparently many of them could easily pass as men of the west had we met them somewhere in northern Eriador or Rhovanion, though still most of the easterlings are smaller, hirsute, swarthy and stocky... apparently the more northerner-like appearance is a local trait of the Kyn-folk and the easterlings pay no or little attention to their look or are used to it.All in all local tribal divisions and ethicity seem to be of far lesser importance among the eastfolk than they are in the realms of the Dúnedain and Northmen.
  • Ormenel 16.Nénimë:sunny weather, single clouds, light breeze, 3°, no rain slightly increasing moon.We socialize with Chofang,one of the wandering traders on board who has some cheap offers but nothing special.The Nâvbrukh is small but well navigable and our boat so far makes good progress, me meet few other craft or men though.
  • Oraearon 17.Nénimë:cloudless sky, stormy, 3°, no rain,slightly increasing moon.One of the passengers , a scholar named Orb-Makôw who seems confused brabbles continually of "elvish-intrigues...".
  • Orbelain 18.Nénimë:densely clouded sky, -5°, stormy and strong snowfall,slightly increasing crescent.The ship has to anchor along the river bank for the night, near an old ruin.A local goblin tribe, the Gong-Barguyat approaches us, we are unused to goblins trying to openly barter with men, but probably they deem the ship's crew too dangerous to get into trouble with so their leader Grazókh prefers to act amicable.
  • Orgilion 19.Nénimë: clouded with few gaps, 2°, storm and heavy rainfall,Slightly increasing crescent.Again we have to anchor near the river bank and spend the night near a peasant's house, though the building seems to have been abandoned just recently.
  • Oranor 20.Nénimë:Clouded, rainy, windy, 2°,nearly half-moon.We arrive at "Fólagul", a small river-haven near the western rock-outcroppings of the lower kyn hills.We leave the ship and go on land as we do not wish to follow the ship's route northeast towards the Mouths of the Kól.The town looks decrepit, the local animals make strange noises, there are barking dogs, screeching cats, mooing cows... we choose to saddle our horses and leave this place as soon as we can.
  • Orithil 21.Nénimë:clouded sky, slight rain, light breeze, 3°,Nearly halfmoon.We cross a bridge guarded by a troll named Babûga, but she is satisfied with collecting a toll.We spend the night at a guesthouse named "the grey veil" with deafening creaking wooden floor.
  • Orgaladh 22.Nénimë:clouded with gaps, stiff breeze, ,dry, 6°, halfmoon.We meet a man named Ôran-îbar ,who professes to be a judge on the way to a village-tribunal.We spend the night near a hunting-lodge containing a small shrine of the Hunter-spirit Pael.
  • Ormenel 23.Nénimë:sunny, cloudless, 1°,inceasing moon.Again parts of our rations seem to be rotten or infested by maggots.We spend the night at a recently abandoned campsite.
  • Oraearon 24.Nénimë:some clouds, fresh breeze, dry, -5°,nearly fullmoon.We are attacked by a pack of hungry plains-hounds.The night we spend near the wreckage of an old wain.
  • Orbelain 25.Nénimë:some clouds, fresh breeze, dry, -8°,Nearly full moon.As we pass a decaying tree a branch snapping off nearly hits Rhûrandir on his head, luckily his horse is not injured.We rest the night near the remains of a nomad campsite which seems to have been raided by Orcs, men or both, though it's people stay silent and repellent.
  • Orgilion 26.Nénimë:clouded with gaps, soft hreeze, light rain, -3°,Nearly new moon.The night we camp near a lair of great wolfspiders, we are not attacked but a sudden windblow flares up our campfire starting a small conflagration, nobody is seriously hurt.
  • Oranor 27.Nénimë:cloudfree, strong wind, dry, 16°,nearly new moon.We hear a child shouting for help for a crashed and injured person.We rush to help and are able to help Marig's,an easterling boy, father Taikhu, a nomad-hunter.We stay the night at their refuge, a small cave.
  • Orithil 28.Nénimë:cloudless, fresh breeze, dry, 14°,almost new moon.Our new friends tell us a bit more about the locals, they are part of a people known as the "Rahiwenna", free nomads who are oppressed by the Cityfolk and ferociously hate the "smiling God", who seems to be the indigenous identity of the Nameless.They tell us today is the "Day of renewal", a local holiday and a great bazaar in the towns and cities, though all larger settlements are at least three to four days away, yet we choose to depart and continue our trip.
  • Orgaladh 29. Nénimë:clouded sky, strong wind, heavy rain, -6 °,new moon.We are advancing slowly, luckily we find refuge under a ramshackle hut.Azgor has been infested by fleas!
  • Ormenel 30. Nénimë:clouded with gaps, windstill, dry, 11°,slightly advancing crescent.We find a spring with an immensely beautiful maiden sitting beside it, singing an enchanting song in a language alien to our ears.we believe she , her name is Kashôhăn,must be a dryad or other friendly spirit.We can refill our waterskins and rest for the night only to be visited by a great cat,believing it to be one of those Trilkhun we had heard the easterlings speak of.


Súlimë (Skhôr)[]

  • Oraearon 1. Súlimë:clouded with gaps, stiff breeze, heavy rain, -5°,slightly increasing moon.We meet a small group of people led by a beggar-nun named Orlit, of some Peonian Order who tells us her folk were the victims of a raid and asks for alms and charity.At last we know civilization is close... we spend the night near a small hamlet named Arsh-Úbesh on the edge of Ûrsh-Ata, what seems to be a large underground-tomb complex.
  • Orbelain 2.Súlimë:clouded with gaps, light wind, dry, 15°,increasing moon.We arrive at a walled town called "Old Ashkir" , it is the main settlement of the central Kyn Hills.In the city we come upon a tantalizing tribal dancer named Yeshan-Sâhd.Some cur from the surrounding crowd seemingly misunderstands her attitude as an offer only to find himself cut down by her scimitar... at once the mob angrily demands the death of "that murderous harlot"... later we find the "Broken spear",a sufficient guesthouse where we are invited by gambling easterlings to join their round, seemingly they use small painted animal bones as Dice.We also convince Azgor to take a hot bath and get rid of the fleas. (ca 1194 mi).
  • Orgilion 3.Súlimë:Single clouds, fresh breeze, dry, 0°,increasing moon.We prepare to leave town for the hill-country getting new provisions and renewing necessary equipment as the Easterlings beget a Festivity of the local guilds.All Guildmasters have gathered and the Guild's ark is carried through town in a large procession ending at the Temple of Sûr, the smiling Lord of Gifts...
  • Oranor 4.Súlimë: single clouds, light wind, dry, -1 °, increasing moon.We have entered the hill- country and are surprised by a sudden hailstorm.Luckily we find a place to camp at a sheltered clearing, putting up out tents Banaid is surprised to find a Mandrake.
  • Orithil 5.Súlimë:densely clouded sky, stiff breeze, a few flakes of snow, -2°, nearly crescent moon.As we make our way we come upon what we first thought to be a frozen corpse of a man, but examining closer it seems to be a sort of lizard-like creature, possibly in rigor of cold.Again we camp at a forsaken farm, we see swampstars far away in the horizon.
  • Orgaladh 6.Súlimë:densely clouded sky, strong wind, no precipitation, -4°, crescent moon.We meet a strangely dressed young woman named Dinu who offers some help if any of us was in need of medical treatment,though she does not appear to be a professional healer, she has a bearing which makes us suspect she may be some sort of witch.Again we camp near some old standing stones.Our host tells us about a dragon-hoard, ist must be the same we have already heard about before.
  • Ormenel 7.Súlimë:clouded with few gaps, windstill, no precipitation, 5°,waxing moon.We descend to the lowland steppes, from afar we see a strange appearing horse, feeling were being observed.We find a place to camp, the region is home to Sandcats.
  • Oraearon 8.Súlimë:closed cloud cover, soft breeze, no rainfall, 3°, waxing moon.We come to a small encampment of easterling noblemen who relax from traveling and hunting, the leader is a woman named Magochil .It is a strange kind of beast called a "halflizard" they are looking for.
  • Orbelain 9.Súlimë:sunny with single clouds, stiff breeze, no rainfall, 1°, nearly full moon.At the far horizon appear the shapes of hills.We come upon two Wolfriders, the night we camp at a place where what easterlings call "teargrass" grows.
  • Orgilion 10.Súlimë:clouded sky with few small gaps, light wind, no rainfall, 8°, nearly full moon.We have come to a hilly country and believe this must be the southernmost Langurian Kyn we heard about, named after an ancient Tribe of men who lived here some millenium before.We come upon a group of small, but very burly goblins, they seem to think of us as too dangerous to attack and propose to barter... we still are not used to be approached by Orcs in a seemingly amicable way, we do not trust them, but we trust our amulet which they seem to recognize as a badge of some authority and remember how the easterlings interact with these fiends.We camp not far from a herd of wild goats.
  • Oranor 11.Súlimë: sunny cloudless sky, windstill, dry, about 25° we are surprised how unexpectedly hit is is, nearly full moon.We are surprised by a spectre seemingly descending from the sky in shape if a giant Bear, but preparing for battle it just vanishes.We hear a a faint and monotonous female singing voice but cannot make it where it comes from.This can only be some sort of illusion spell.We camp the night near an old but cold fireplace, people must come this route on regular terms, we must still be on the right road.
  • Orithil 12. Súlimë:sunny cloudless sky, strong wind, no rain, -2°, full moon.We still travel a land of steppe and hills.No singing birds, no insectsounds, even the wind seems to be mute.We find a field of teargrass to camp safely.
  • Orgaladh 13.Súlimë:single clouds, stormy, no rainfall, -12°, full moon.The hills on the horizon almost look like the shape of some sleeping giant.We find an uninhabited cave to camp for the night.
  • Ormenel 14.Súlimë:Single clouds, sunny but stormy, no rainfall, 8°.We encounter a trek of wains, one if the wagon breaks down with a splintered wheel, we ask the Caravan-master, one Málban, if we can help out but it's a common thing to happen to treks and the easterlings are well prepared.The nearest settlement cannot be far too far away,maybe a day's ride.We camp the night with the wain-easterlings but find their food detestable,though we try to be polite and eat wgat is kindly shared with us.
  • Oraearon 15.Súlimë: clouded sky with few gaps, stiff breeze, dry, 11°, full moon.We have come to the Talathrant Crossings, there us a quite large settlement here the natives call Vrai-Kól.Street urchins, small children really surround us as we enter town, staring amazed at us and our equipment.Not for long time and as they gave vanished we realize some things from our saddlebags are missing.We find a Tavern named "the black Tankard" the furniture is surprisingly well made, true craftsmanship!
  • Orbelain 16. Súlimë:single clouds, slight breeze, no rainfall, -3 °, slightly descescending moon.Vrai-kól is actually a pretty large city with a huge riverport and many fine buildings, but the run-down shanties of the poor are also sprawling out wide into the hills... we are not booking passage on one of the ships but take a ferry to the Talathrant's east bank where local priests are walking the fields, blessing the crops.
  • Orgilion 17. Súlimë: densely clouded sky, fresh breeze, no rain, 8°, waning moon.A large travelling coach drawn by fout large black horses claims the entire width of the road, we step aside.The country is starting to be more and more wooded now, no doubt on the horizon stretches a large forestland, but we don't want to lose much time to bypassing it north or south as we have no idea of the woodlands real expansions, there certainly must be a road leading through it...
  • Oranor 18. Súlimë:sunny, cloudless sky, fresh breeze, dry, 10°, waning moon. Following the track through the more and more dense getting woodlands we meet a company of rough looking lackeys led by a man named Hûndish professing to be on the hunt for some escaped Thralls.Seemingly the woods do not only provide an obstacle for travelers but also serve as a home and refuge. Kirgai the natives call it which translates just as "tall Forest", and indeed... aside from shorter birches and a thick undergrowth the forest is dominated by very tall pines that dwarf most trees we saw before in the many smaller woodlands which dotted the steppes... we camp the night at a secluded glade.
  • Orithil 19.Súlimë:densely clouded sky, windstill, heavy rain, 10°, nearly half-moon.Despite the dense forest, which however proves little shelter as long as we stay on the proper road, the heavy rain is an extreme discomfort. We observe a rugged, bearded and hairy man as he moves silently along the lower trees and less dense thickets... he has noticed us, watches us but passes on silently. As we camp we hear loud voices of birds and other animals from the forest.
  • Orgaladh 20.Súlimë:dense clouded sky, soft breeze, drizzling rain, 3°, crescent moon.we find mushrooms but do not recognize them as edible or poisonous.We find an empty woodman's shack... so many caves and huts along the roads serve as shelter for travelers, who leave some food and other useful stuff for the next guest.An interesting custom this "steppe-code".
  • Ormenel 21.Súlimë:densely clouded sky, windstill, no rain, 12°, waning moon.Following the road we come to a tall tower rising high over the sea of leaves, but we cannot enter, we decide to move on and camp near what we believe to be the remnant of a forsaken but not forgotten ritual place.
  • Oraearon 22.Súlimë:sunny single clouds, windstill, no rain, 18°, waning moon.We meet an arrogant armored horseman, Kaufang, some kind of Knight who asks us for our destination and reason to travel, we spend the night at a clearing with a small river.
  • Orbelain 23.Súlimë:some small gaps on the clouded sky,light wind, no rain,17°, almost new moon.Along the road we notice a tree with strangely marked signs, likely some sort of "totem" or "taboo" of the local woodland-tribes. We camp at a grove, the trees are adorned with strange cords and markings, some small figures made of clay, others of bone, seemingly this is a sort of religious place, or maybe it was made to keep something in the forest and away from the road?
  • Orgilion 24.Súlimë:single clouds, stormy, no rain, 3°, almost new moon.We encounter a group of men in robes led by one Músrach, they look like priests or monastics though they are heavy armed like soldiers too.They ask us questions about the spirits of the dead and the "dead men of the forest" but we don't know anything and haven't encountered anything notewothy.The forest now is becoming less dense, soon we see larger areas of short grass.The night we stay at a small settlement of loggers who live near the forest eaves.
  • Oranor 25.Súlimë:densely clouded sky, stiff breeze, heavy rain, 1°, almost new moon. Passing smaller wooded areas we are now back in the steppes,in a way we feel more comfortable and safe here, where you believe you can see a potential enemy from afar and don't feel constantly threatened from whatever might be lurking in the thickets.Thinking so we are surprised to suddenly encounter: an Elf! He approaches us critically but decides we are not hostile.His name is Ôlandêr and he is able to converse with us , though he does not speak Westron.He is surprised and amazed that Rhûrandir knows Sindarin and although he does not profess to know the language he learns amazingly quick and soon he and Rhûrandir talk in better Sindarin than the plainstogue gibberish we got used to.Unluckily the other three of us do not understand a single word!Ôlandêr leads us to a large tree whose foliage and undergrowth serves as a natural cave-like shelter.We camp the night here.
  • Orithil 26.Súlimë:some cloudholes, stiff breeze, no rain, 6°, waxing moon.We travel along with Ôlandêr who tells us that his people are the Kindi, "plains-elves", and they knew of us and our journey since quite some time,even before we had crossed the Talathrant or "Paldarattâ" as Ôlandêr pronounces it.His folk shun mortal men and especially the towns and large cities, but a few on and off have contact with the Nomads.He tells us that "Intondo Colindo" wants to see us and we will likely meet him at a place far east called "Linimer", but he also tells us that "Fimardi and Linimer are not safe anymore" and there is War and a kind of Siege.He leads us to a safe cave where we can camp for the night and refill rations,he will however not travel,any further with us as there are "men always nearby" and his folk shun the roads.Apparently there is a "great town of evil" about a week eastwards... but that is exactly where the roads lead to."We will in the east meet again" he says as a sort of goodbye.
  • Orgaladh 27.Súlimë:cloudless sky, fresh breeze, no rain, 22°, waxing moon.A group of rugged, armed men led by one Hasdûrm, camps alongside the road, we believe they must be mercenaries as they stare at us hostily.The night we camp at the ruin of an old house.
  • Ormenel 28.Súlimë:few cloudholes, windstill, no rain, 11°, waxing moon.We hear cries and sound of fighting... a group of travelers had been waylaid by steppe-bandits at first unsure which side to choose we enter fight at support of what we believe to be the travelers, forcing the brigands to flee... luckily they were not that many and the travelers were not as weak as they appeared.The troops leader Bolranth thanks us for the support, apparently he and his fellow travellers are on the way to "the great city" , we are asked to join them ... well, why not? Obviously there is safety in numbers.
  • Oraearon 29.Súlimë:Sunny, cloudless, soft breeze, dry, 21°. Close to cescent.Our new friends seem friendly enough, Bolranth proves to be a good conversation partner, though he asks if we are "" and "Westlings".We decide to cheat and pretend that we come from the lands surrounding the "great Inland sea", west of Govedalend, Bolranth certainly believes us and assures us "there are many good people there at the great Sea" , however he certainly seems to hate the "devils of Ond" and the "blood-drinking strawheads" of the western lands, "Slaves of the white furies".Of course we agree.We stay the night at a wooden House along the road.Bolranth honors the "steppe code" by exchanging some of the left provisions with some of his own but angrily swears as he notices a small shrine of Vadan in a corner of the house "we should put that away, i would burn it but i dare not to!".Instead of putting it to the fire he takes it out of the house though we notice he does not throw it away but hides it carefully behind some foliage... who is he afraid of and why?
  • Orbelain 30. Súlimë:cloudfree, stiff breeze, no rain.8°.half moon. We arrive at a small village named Ára-Alík, people seem to be reluctant and timid.Some of the buildings have been damaged by a storm recently.We spend the night at a sort of guesthouse named "the Green staff", there is a minstrel named Niônye who plays only sad songs.
  • Tuilérë: cloudfree, strong wind, no rain.3°. Increasing moon.We move on along the great road, a sort of great canopy shelters a clumsy troll named Óbakh who demands road-toll, we pay.At the evening we arrive at the Great city of Palisor, Dalgob-Fhagoi, the "city of the plains".We enter it's great golden gates, a woman named Gyônyü in long white robes enlightens every visitor about the local laws and the non-tolerance policy against the sacrilege of magic and witchcraft.The city streets are jammed by humans and animals, people from all over Rhûn and beyond come here to trade or for all other sorts of business.The quarters of the poor are in terrible condition, armed patrols can be seen on every corner.The quarters of the wealthy are almost palace like, but heavily armed men (and orcs!) also here.We spend the night at a Meadhall named "Broken Thorn", the owner's cat seems to be quite infatuated with Rhurandir and doesn't stop to jump on his lap and prowl around his tankard and meal.We do not like this city.If we recollect our days of travel rightly it is Orgaladh today, this means today is the high festival of tuilére, but we spend it in a run-down enemy city, yet we share some waybread and brandy and Rhûrandir insists on the standing silence, only Azgor is a bit grumpy and turns away.


Víressë: (Ördö)[]

  • Oranor 1. Víressë:densely clouded sky,stiff breeze, slight rain,1°.increasing moon.The people of these lands call themselves the Kûl-Ahar, yet we still see bronze-clad warriors everywhere and they seemingly come from many tribes and peoples, the locals speak a dialect of an ancient language called Aharian, but almost all higher officials write and converse in a form which is no doubt heavily influenced by the Black Speech, still all travelers, nomads and merchants know the plains tongue.We leave the city just as a local warlord named Mubhârikh returns home with his host in a triumphal ceremony and procession, no doubt from some victorious campaign against some pityable rebels.But so nobody pays attention to,our small group and generally the Kûl-Ahar seem to be people who ask few questions and tend to mind to their own business.Refreshed and with new provisions we leave the ugly behemoth of an easterling city and follow the road, outlying poor shantytowns follow sprawl put into the steppes, but they become smaller and look more lost hour after hour and before we notice we seem to have left the last outlying shack behind us and are back ro the vast grasslands.We breathe the cold air and already feel more free.
  • Orithil 2. Víressë:clouded with gaps, slight breeze,dry and sunny,20°.almost full moon.Still on the country road, which already has turned into a rough track again, often we only know we actually are on a road by passing another signpost, which mark,the track for the traveler.All of them show the sign of the eye.By the evening we meet an old grocer named Kiökhe with a small donkey drawn cart.She assigns us a suitable camping place for the night,
  • Orgaladh 3. Víressë:single clouds, windstill, heavy rain,5°.almost full moon. On the road we meet an armed horseman,Gôbeyanyû, a professional bountyhunter looking for a fugitive, we ask what sort of crime the man, called Kêrdu, is wanted for but the answer is "it is my business to hunt and kill, not to ask why". The night we camp at a large well which seemingly is home to some creature, the "well-monster" looks like a mix of a big lizard or almost a small four- footed wingless dragon and a frog, it is strong but not very agressive.
  • Ormenel 4. Víressë:clouded with gaps, windstill, dry,8°.almost full moon.A small river crossing the path is flooding with melt-water, we have to leave the common road for quite a stretch.The night we camp at a recently abandoned campsite, the fire must have just turned cold shortly before our arrival.
  • Oraearon 5. Víressë:clouded with gaps,slight breeze, dry,6°.full moon.we spend the night near sold large rock outcroppings, one almost in form of a giant Head,closeby we find a track of rocks arranged in form of a large spiral.We assume this is some old and forgotten ritual place.
  • Orbelain 6. Víressë:clouded with gaps, fresh breeze,dry,-3°.full moon.A group of treecutters is on the road, having dragged their heavy logs by sturdy small horses.We camp the night near the ruin of some old fortress or castle.
  • Orgilion 7. Víressë:sunny, cloudfree,slight breeze, dry,12°.full moon.We meet a dwarf on a pony, he introduces himself as Ukhlar ,a prospector looking for mineral resources.We camp near a patch of teargrass.
  • Oranor 8. Víressë:sunny, cloudfree, fresh breeze, dry,6°.slightly decreasing moon.The land is completely silent, we don't hear any voices of animals, not even birds.Even the wind seems to be silent.We spend the night at a lodge, there does not seem to be shrine of Vadan or Pael here, though we are sure there must be one closeby.
  • Orithil 9. Víressë:clouded with gaps, strong wind, light rain,4°.decreasing moon.We meet a sole wanderer clad in leathers and furs, he is Alakû, of a local tribe of wandering huntsmen.We spent the night an uninhabited cave.
  • Orgaladh 10. Víressë:clouded with gaps, light wind, heavy rain,8°.decreasing moon.Along the road we see a rotten tree, looking closer we notice a single fresh green leaf.We camp the night at a pool of brackish water.
  • Ormenel 11. Víressë: sunny, single clouds, fresh breeze, dry,18°.decreasing moon.We pass a group of goblins led by one Snakúr demanding toll.The evening we arrive at a small village called Elif-bôga,it's inhabitants are quiet and shy.
  • Oraearon 12. Víressë:cloudfree, light wind, dry,10°.almost half moon.We have an encounter with a sort of agressive and brutish bull.We spend the night near a small steppe stream, there is an abandoned skiff closeby.
  • Orbelain 13. Víressë:clouded with gaps, windstill,dry,5°.half moon.We cross a pack of feral dogs chasing a brownfox.We spend the night near what may have been once the entrance to a quarry or old mine.
  • Orgilion 14. Víressë:clouded with gaps, fresh breeze, dry, 3°.decreasing crescent.Descending from behind a small hillchain we notice the local trees and scrubs along the road seem to be covered by something resembling big grey spiderwebs.We camp near a labyrinthine area of thornbushes.
  • Oranor 15. Víressë:single clouds, light wind,dry, 2°.decreasing crescent.We cross a misty glen, we camp.the night near a small grove of gnarled trees.
  • Orithil 16. Víressë:clouded with gaps, stiff breeze, dry,6°.decreasing crescent.As we ride along a dead bird falls afrom the sky, a closer examination reveals a small scroll written in a strange script tied to one of it's small claws.We camp the night near a secluded glade with a small river.
  • Orgaladh 17. Víressë:cloudfree, sunny, light wind, dry,2°.decreasing crescent.We notice footprints of an animal unknown to us.We spend the night near a stand of dead trees.
  • Ormenel 18. Víressë:clouded with gaps, strong wind, dry,-3°.almost new moon.Two wolfriders cross our way.Near evening we see colourful tents, we have come to a nomad camp named Pâdu-átu and are allowed to stay for the night.
  • Oraearon 19. Víressë:dendely clouded sky, fresh breeze, dry,0°.almost new moon.We meet a bee-keeper named Nigizil who must be living nearby, we spend the night near a small waterfall.
  • Orbelain 20. Víressë:cloudfree, storm, dry,-3°.new moon.On a hilltop nearby men have started to rise a fortress, though it is not finished yet and we only see the busy work-camp and early foundations.We camp near a small stone monolith.
  • Orgilion 21. Víressë: clouded with gaps, windstill, dry,1°.slightly increasing crescent.We ride along what must be a quarry and a storage for timber.We camp near a little lake in a small valley.
  • Oranor 22. Víressë:single clouds, sunny, stiff breeze, dry,7°.slightly increasing crescent.We see a small tent, a young woman gives us startled looks, a fat, but well dressed easterlings climbs out of the tent, angrily shouting curses at us raising his fist, we decide to move along. The night we camp near the edge of a swampland, as Azgor is collecting firewood something grasps him by the heel and tries to drag him into the bog, as the others arrive to help him they drag the "heelgrabber" out, seemingly a kind of very large newt-like creature.
  • Orithil 23. Víressë:single clouds, windstill, fresh breeze, sunny and dry, 7°.slightly increasing crescent.We meet a group of armed villagers led by one Nialpâ who are on the tracks of some suspected robber they call Gûnah.The night we spend at at ruined building with almost intact roof.
  • Orgaladh 24. Víressë:clouded with gaps, fresh breeze,dry,12 °.slightly increasing crescent.We meet a group of wanderers clad in black robes and seemingly armed, they ask us if we have "Seen the dead", we have to admit we neither saw nor talked to any dead people recently and continue on the road.We spend the night near some low bushes who seemimgly are home to an entire swarm of extremely loud and night-active birds.
  • Ormenel 25. Víressë: single clouds, fresh breeze, dry and sunny, 14°.increasing crescent.We come agross a flock of sheep.We camp for the night near an almost skeleton-like rock formation.
  • Oraearon 26. Víressë: single clouds, fresh breeze,sunny and dry, 20° .almost half moon.We meet a lone message-shouter named Ziabâ on his way to the next outpost or waystation, questioning him about the road we are told that we are just on our way of leaving the plains of Rykholiz.We spend the night on a bare hill.
  • Orbelain 27. Víressë: densely clouded sky ,stiff breeze, slight rain, 6° . Half moon.We meet a Kind of easterling knight in shining armour acompanied by a servant.A short chat tells us he is named Nûnyulûg and on his way to enforce "law and order" on the region, he also tells us we are not far anymore from the western banks of great lake Daldúnair.
  • Orgilion 28. Víressë: cloudfree, sunny, windstill, dry,16°.slightly increasing moon.On the road we meet a troop,of wandering mercenaries.By late evening we see the lakeside arising on the horizon, but we also see smoke rising, as we arrive near the lake we realise this is neither a settlement nor a nomad wain-burg, these are the fortifications of a large army encampment...
  • Oranor 29. Víressë: sunny, cloudfree sky, slight breeze, dry, -3°, slightly increasing moon. Kamát-Kozám, this place is called, "Rain-coast"We pass armed guards and are questioned by red-robed civil servants wearing the sign of the Eye, however we are free to pass.As it seems there had been an uprising and the Golden Army conquered this land crushing all resistance.There is talk of rebels hiding out on the lake on swimming villages, but what we see are wharfs and the skeletons of newly built ships.Soon the Army of the Eye will also have control of Lake Daldúnair.We pass by marching soldiers and workers bringing building material before camping along the country road skirting the northern banks of lake Daldúnair.
  • Orithil 30. Víressë: sky clouded with few gaps, strong wind, dry, 0°, slightly increasing moon. We feel we have to avoid the open road and patrols and continue to travel within the southern eaves of the Great forests.As evening comes we meet people, a group of travellers who reluctantly invite us to their campfire realizing we are just travellers, not soldiers.They keep quiet though they are aeger to hear news of the war.We know little but they tell us the forestlands are known as the Kûawatal.We believe they may be rebels or refugees but choose not to ask too many questions.


Lótessë: (Endilim)[]

  • Orgaladh 1. Lótessë:sunny, cloudless sky, windstill, dry, 5°,increasing moon.We meet a wild, leather clad man, Anrashû his name, we aks him of these lands but he tells us he also is a traveller far from his home.The night we rest at a natural cave which however seems to be the lair of wild bears.
  • Ormenel 2. Lótessë:clouded with few gaps, slight wind, no rain, 4°, nearly half-moon.We come to a high tower, but there seems to be no entering and no inhabitants outside.We spend the night at at site which has been used shortly before we arrived and has a cold fireplace.
  • Oraearon 3. Lótessë:sky clouded with few gaps, strong wind, dry, 0°,nearly halfmoon.On our path we see a large spiderweb covering the trees before us.Again we camp at a cold fireplace which can't be out of use for too long.Someone is travelling right in front of us as it seems.
  • Orbelain 4. Lótessë:sunny, cloudfree, stiff breeze, 10°, half-moon.We meet a lone man, Inikthúl his name,but he just tells us he is a simple storyteller who seeks inspiration in the wild, he professes not to know of any other travelling group.The night we stay at a safe clearing, something is moving out there in the forests just out of sight, we cannot distinguish it from the trees...
  • Orgilion 5. Lótessë: single clouds, stiff breeze, dry ,8°,towards full moon. We meet a group of green-robed people, seemingly some eastern order, wearing the symbol of a golden serpent or dragon.They profess to be "Nawâla",on the search for some long lost artifact, but we are of little help.The night we camp beneath a large tree whose foliage serves as a natural tent or hall.
  • Oranor 6. Lótessë: sunny, single clouds, mild breeze, dry, 2°,almost full-moon.We meet a woman named Nántil, she professes to be exploring some old ruins.Indeed by evening we arrive at what may be the ruins of an old castle, we decide to camp for the night.
  • Orithil 7. Lótessë:clouded sky with few gaps,windstill, dry, 5°, almost full-moon.Two Wargriders cross our path, the night we arrive at another ruin where we camp.
  • Orgaladh 8. Lótessë:sunny, cloudfree, stiff breeze, dry, 2°, near-fullmoon.We find a woodswoman, severely wounded, she claims to have been the victim of a boar.She will not be able to leave and return to her home village by herself.We take care of her, Nechúthli by name, tending her wounds.We camp the night at a stand of trees hung with oracular bones and painted with strange symbols.An old man welcomes us and tells us he is Ólcethôl the warden of this sacred grove.He aids us with the wounded woman.We may stay for the night.
  • Ormenel 9. Lótessë:clouded sky with few gaps, heavy storm,heavy snowfall, 8°, ,almost fullmoon.Our guest already feels better but still can't travel alone.Heavy sudden snowfall hinders us of making much progress on our journey as he wear loud voices and screaming through the snowfall.A band of bandits has waylaid a lone woman, we come to help.Páhpiân is her name.A closeby Stone circle serves as our campsite this night.Our newest companions seem to know each other and converse in some easterling dialect alien to our ears.Both seem to be of the local forest tribe.
  • Oraearon 10. Lótessë:clouded with gaps, strong wind, no snowfall, -1°, full moon.We continue to travel these snowcovered forest lands, trying to get the trust of our companions.They seem to be unsure of our allegiance but at last they think of us as honest and no threat so far.We come to what seems to be a village, but it is completely forsaken.The buildings seem strange to us but have a definite elvish air about them.Our two companions however seem not to be scared, or bewildered at all."It is the Kûiko, the singers of the forests.They do not trust armed strangers, but they are watching us unseen from the trees".We decide not to take a risk and move on.Our companions lead us to a forest lodge where we stay at night.We notice the intact shrine to the spirit of the Hunt on it's doors.Our companions knee down to pray.We stay for the night and notice the "steppe-code" is also honored by the forestfolk, we eat from,the rations left in the hut and in return leave som of our own.Our companions are pleased we know and honor their customs.
  • Orbelain 11. Lótessë:clouded with few gaps, slight breeze, dry ,-3°,full moon.We notice strange markings on the trees as we arrive at a hill-settlement.This if our companions home, a place of the forest-people of the Kûawatal, or the Húalnimi as this particular tribe calls itself and Telcátepôk the place.We are invited as friends and our wounded companion is taken care of by the townsfolk.We are told these people are worshiping the spirit of the hunt and were followers of Líni the Blue, an enemy of the Smiling God.The Smiling God's army has broken the resistance and even the forestfolk are not safe anymore.We see palisades raised and the place being fortified, but as Orcs begin to roam the forest even the reclusive woodfolk will not be safe for long as soon as their scouts find their remote settlements.We join a sacrifice to the Spirit of the hunt and spend the night.
  • Orgilion 12. Lótessë: single clouds, stiff breeze, dry, 6°,slightly decreasing full moon.We continue our journey as armed men break through the lower woods, luckily they are just a hunting party of the forest-folk and already were told about us.Nevertheless as evening comes by we come to a burned-down farmstead.War already is upon the forestfolk.Yet as there seem to be no enemies nearby we have camp for the night.
  • Oranor 13. Lótessë:cloudfree, windstill, dry, 1°, slightly decreasing full-moon.As the trees become less dense we feel we are arriving at the forest edge.Soon we are spotted by a horseman from afar, an armed border-rider named Haminâz who tells us free-travelling without his master Ûldan-Tars' admission is forbidden in this country, yet our amulet again pays off and we may travel on.We spend the night in a ruined house with open roof.
  • Orithil 14. Lótessë:densely clouded sky, storm, heavy snowfall, -17°,decreasing moon.Travelling is getting harder as we get into heavy weather outside the forestlands.We find footprints in the snow, again they seem to be animal paws but then bexome human feet.We have seen this before! Luckily we find a forsaken log-hut to stay.
  • Orgaladh 15. Lótessë:clouded with gaps, windstill, no snowfall, -14°, decreasing moon.From afar we watch a strange white horse, if we didn't knew better we'd swear it had one single long horn on it's forehead! We have come to another plundered farmstead.No corpses or any hints of it's former inhabitants, still we stay for the night.
  • Ormenel 16. Lótessë:cloudfree, strong wind, -16°, no snowfall, almost half moon.We think we almost see the banks of Lake Daldúnair but still keep away from the settled lands we know are on it's shores, after all there is an active war going on, yet we soon will have to find some greater settlement.We get attacked by a pack of starving plains hounds, the night we stay at a safe clearing.
  • Oraearon 17. Lótessë:clouded with few gaps,storm, heavy snowfall, -26°, near half-moon.As we wander the lakeshores we again come upon a more well travelled road.As we ride by we see children, seemingly starving and freezing , watching us.Can we affort to give away a share of our scarce provisions? We have to.We arrive at a lake-village named Tlámantlâk which is plundered by Armed soldiers, though there is no physical resistance.We can't do anything but are allowed to camp.We have to leave this land!
  • Orbelain 18. Lótessë: clouded with few gaps, stiff breeze, no snowfall, -4°,half-moon.We arrive at Ayótatêph, the large city of on Lake Daldúnair's great eastbay.The local inspectors at the gates openly demand bribes.The town is completely taken over by the Great Eastern army,everywhere we see armed patrols and Civil servants dresded in black and red robes wearing the symbol of the eye.Yet we have to find a quarter and refresh and get new provisions.We find a cheap lodging for the night but every single look we get tells us we are not welcome.We must be on the road for about 2,400 miles already!
  • Orgilion 19. Lótessë:single clouds, stiff breeze, no snowfall, 4°,decreasing moon-sickle.We get on our way and are almost lucky to set out for the steppes again.As we continue the road armed riders of some warrior-order give us distrustful looks.Another ravaged and forsaken farmstead on the road serves as a shelter for the night.
  • Oranor 20. Lótessë: cloudfree sky,stiff breeze, 2°, no snow or rain, decreasing moon sickle.We are definitely out in the steppes now, yet there is no singing of a bird, or any animals, even the heavy wind seems to be silent.We spend the night in an uninhabited cave.
  • Orithil 21. Lótessë: densely clouded sky, stiff breeze, endless snowfall, -3°,decreasing sickle moon.We come upon a tree with strange markings that remind us of the symbols of the Daldúnair Woodmen.We camp for the night, somewhere there must be loud birds of some kind.We wonder what sort of bird would still be active in these snow-covered cold lands.
  • Orgaladh 22. Lótessë: single clouds, fresh breeze, no rain, 8°, almost new moon.A flooding river presses us to take a detour instead of just following sunrise.We stay the night at a regularly used campsite, the last visitors can't have left very soon.
  • Ormenel 23. Lótessë:sunny cloudfree sky, windstill, 0°, no snowfall,almost new moon.We meet a horseman, Caníshtâl, a woman claiming to be a travelling minstrel who thought there was a nearby village but got lost.There is no village, but near evening we come upon another devastated farmstead where we camp for the night.
  • Oraearon 24. Lótessë:single clouds, strong wind, -18° but no snowfall, almost new moon.We meet an armed, rugged-looking horseman, he telks us he is Kokyozâz, a headhunter on search for an escaped rebel, we have nothing to tell him.We spend the night in the ruins of an old fortress.
  • Orbelain 25. Lótessë:densely clouded sky, storm, heavy snowfall, -8°,new moon.Our travel is hard, the harsh weather lasts heavy on our shoulders and we make slow progress.How much we would love some warm quarters now, in any hostile easterling settlement! Luckily we find a huge snowcovered hill which does not seem to be a natural hill but possibly some sort of articifial mound or cairn, we can camp here as there is a shelter and firewood! We can just guess this is or once was a religious place, but we are just happy for a resting place and warmth.
  • Orgilion 26. Lótessë:single clouds, slight breeze,3°, no rain or snow, slightly increasing sickle-moon.Finally! At some old ruin men are taking rocks, they are villagers who need building material to fix collapsed huts in their nearby settlement.We may find shelter.The people of Ikhatpân prove to be friendly and hospitable, though they may also be afraid.Yet we find a large hut, filled with people gathering around a large fire.Even a minstrel sings for the crowd and these people have food for the winter sufficiently.
  • Oranor 27. Lótessë:cloudfree, swift breeze, 12°, slightly increasing crescent.As it is getting warmer we leave the friendly steppefolk, not without leaving some presents of friendship.In the Steppe we come upon an aggressive wild ox.The night we spend at a frequently used campsite with a cold fireplace.
  • Orithil 28. Lótessë:densely clouded sky, windstill, 1°, no snow, slightly increasing crescent.In the snow we find the remains of a dove seemingly victim of some bird of prey.The night we camp at a clearing by a small river.
  • Orgaladh 29.Lótessë: clouded with gaps, strong wind, -4°, no snow, slightly increasing crescent. As we travel we spot an unexpectedly large wildcat warching us from afar.As the snow melts we find another patch of tear-grass and decide to set up camp for the night.
  • Ormenel 30. Víressë: Waxing crescent,foggy, light breeze, cool, 0,1°. We have entered the "no-men lands" east of Daldúnair, after a while we come upon a strange stone statue,the remains of men and animals lie scattered around it...

Nárië (Öblâi)[]

  • Oraearon 1. Nárië:near new moon, heavy rain, stormy, cool, ca.2°.We continue to cross the plain as we hear beautyful voices singing, we have met a group of elven pilgrims who profess to befriendly,they are on their way to the Vale of Anan to visit markets & games, we camp together for the night.
  • Orbelain 2. Nárië:near new moon, clouded, stiff breeze, warm, ca. 10°.As we leave the friendly elves they tell us today is the Day of Ûtha.We continue the journey and come upon a flock of ravens scaveging a large carcass which strangely seems to be that of a very large snake, albeit seemingly one with more than one head!The night we camp in the steppe but our campfire is visited by a large Wormlizard-creature.
  • Orgilion 3. Nárië:new moon, clouded, windstill, ca. 9 °.We continue our route and from afar see what appears to be the remnant of a great stone wall crossing the steppe... however we meet nobody, it seems to be ancient and forsaken.We camp the night one of its safer looking gates.
  • Oranor 4. Nárië:young waxing crescent, clouded, heavy rain, stiff breeze, cold, ca.3 °.We come upon a squad of stout looking Eastern Orcs who seemingly are working to dam a river,they give us suspicious looks but let us pass, we are about nine days from Xâtl, the next larger city and camp near a small copse of wood, one which seems strangely alive at night!
  • Orithil 5. Nárië:young waxing crescent, heavy rain, heavy storm, cold, ca.1°.We come upon a thicket of large, strange looking funghi... they are emitting a cloud of some pollen which make us feel more than just a bit dizzy.We spend the night at a recently used campsite.
  • Orgaladh 6. Nárië:waxing crescent, clear weather, light breeze, warm, ca. 13°.We find a riderless warhorse and come upon a pack of dogs, today should be the easterling Feast of Immersion.
  • Ormenel 7. Nárië:waxing crescent, heavy cloudbreak, strong rain, heavy storm, very cold, ca. -10°.We find a cart drawn by a giant ochs, its driver is stuck in quicksand, we rescue the man. Today is the Day of Seeding.
  • Oraearon 8. Nárië:near half-moon, clouded, strong rain, heavy storm, cold, ca. -10°.We come about a group of travelling jugglers, strangely theres an orc and a huge big-bellied monstrous man part of the troupe.They tell us today is day of Archers, we try to get along peacefully with these strange travellers but also not to stay inncontact for too long.
  • Orbelain 9. Nárië:half-moon, clear, fresh breeze, warm, ca 8°.The road is frequented more thannuszal, me meet a roper, a steeder and a man and woman arguing.We camp for the night and are awakened by a cock's crow.
  • Orgilion 10. Nárië:waxing gibbous, clouded, windstill, warm, ca 16°.We come about a cave we like to explore and find it a lost settlement if wild men.They have gathered for Thalmîl's day.
  • Oranor 11. Nárië:waxing gibbous, clouded, heavy rain, light breeze, cool, ca 8°.It is the waxing gibbous phase, with clouded skies, heavy rain, a light breeze, and cool temperatures at approximately 8°C. One of their ponies is missing, and they camp for the night. They are botherted by thousands of creeping flies and spiders. Today marks the beginning of the Chanter's gathering, which lasts for six days
  • Orithil 12. Nárië: near full moon, clouded, heavy rain, light breeze, ca. 6°.lair of monster, place to hide, somebody affected by madness
  • Orgaladh 13. Nárië:near full moon, clouded, light breeze, slight rain,cool, ca.8°. , Xâtl! The group arrives in the bustling city of Xâtl, a melting pot of different cultures and races. As they navigate the crowded streets, they are approached by a mysterious man named Hûsis, a pupil of the blue wizards who warns them of an enemy group that is also in the city, searching for them. The wizard advises them to seek out a renowned healer named Tamhûge who may be able to provide valuable information about the Blue Wizards and Aragorn.
  • Ormenel 14. Nárië:near full moon, clear sky, windstill, ca 9°. Seeking to evade the pursuing enemy group, the fellowship orchestrates a daring escape from Xâtl. They manage to elude their pursuers temporarily and find respite at a hidden spring of clear water.
  • Oraearon 15. Nárië:full moon, clouded, dry, warm, ca. 7°While camping for the night, the fellowship stumbles upon a small hut occupied by a young girl. She shares tales of the area's dangers and warns them of a creature known as the "claw-beast". Suddenly, the hut is attacked by the fearsome creature, forcing the heroes to flee once again.
  • Orbelain 16. Nárië:full moon, clouded, heavy rain, stormy, ca 8°.The group finds themselves in a desperate chase, running away from the relentless pursuit of both their enemy group and the deadly claw-beast. Exhausted, they are eventually welcomed into the safety of an elven forest named the Anutôri, where they find sanctuary for a brief respite.
  • Orgilion 17. Nárië:full moon, foggy, fresh breeze, warm, ca 7°.,The fellowship spends time in the Anuntôri elven forest, grateful for the temporary sanctuary it provides. They encounter Thraszad, a nomadic ranger who has tamed a great wolf named Okra. Thraszad shares his knowledge of the lands and warns them of lurking dangers.
  • Oranor 18. Nárië:waning gibbous, clouded, strong rain, slight breeze, cold, ca.3°.The lurking monster has not given up its pursuit, silently tracking the fellowship through the forest. At night, it attacks their camp, catching them off guard. The heroes manage to fend off the monster, but they realize they must remain vigilant throughout their journey.
  • Orithil 19. Nárië: waning gibbous, clear sky, windstill, warm, ca. 16°.Leaving the Anutôri forest behind, the fellowship continues their quest, now more determined than ever. They encounter a giant metal statue in the wilderness, surrounded by mysterious herbs, which seems to hold some ancient significance.
  • Orgaladh 20. Nárië:waning gibbous, clouded, slight rain, stormy, cool, ca 3°.As they journey through the lands, they come across a swarm of semi-intelligent ants. These creatures prove to be both helpful and dangerous, guiding them to safety but also testing their trust and resourcefulness.
  • Ormenel 21. Nárië:waning gibbous, clouded, strong breeze, warm, ca. 9°.The group is ambushed by a band of wicked dwarves who seek to exploit them for their own gains. A fierce battle ensues, and the heroes manage to escape the dwarves' clutches, determined to be more cautious about whom they trust.
  • Oraearon 22. Nárië:near half-moon, clouded, slight rain, strong breeze, ca 10°.Their journey takes them to a treacherous lakeworm-infested region. They must navigate carefully, ensuring they do not attract the attention of these dangerous creatures.
  • Orbelain 23. Nárië:half-moon, clouded, slight rain, strong breeze, ca. 10°.Day of Faithfulness.The fellowship stumbles upon a strange, cone-shaped structure adorned with a bleached skeleton. They are unsure of its origins or purpose but feel an air of mystery surrounding it.
  • Orgilion 24. Nárië:waning crescent,clouded, light rain, fresh breeze, ca 11°.Feast of the people (5days)The heroes arrive in Kabiz, a village of Guaman, a remote settlement in the wilderness. The villagers are wary of outsiders, but after some time, they open up to the fellowship and share local lore and legends.
  • Oranor 25. Nárië:waning crescent, clouded sky, light rain, fresh breeze, ca. 10°.While staying in Guaman, the group learns about an ancient abandoned tower rumored to hold hidden treasures. They consider exploring the tower but also know the dangers that lie within.
  • Orithil 26. Nárië:waning crescent, clear sky, light breeze, warm, ca. 15°. The heroes encounter a series of challenging trials and tribulations that test their resolve and unity. They must overcome obstacles, confront inner conflicts, and rely on each other's strengths to push forward.
  • Orgaladh 27. Nárië: waning crescent, heavy cloudbreak, orcan, ca 6°. Amidst the trials and adventures, the fellowship presses onward, drawing closer to their ultimate goal.
  • Ormenel 28. Nárië:near new moon, foggy, windstill, cold, ca.5°. Along the way, they encounter intriguing individuals and diverse cultures, each contributing to their experiences and knowledge.
  • Oraearon 29. Nárië:near new moon, clouded sky, light rain, windstill, cool, ca. 9°.cloudbreak, storm, cold 0°,Their journey leads them to the western hills of Uster Kryl, where they face unique challenges posed by the rugged terrain and the lurking dangers that inhabit these lands.
  • Orbelain ,30. Nárië :new moon, clouded, light greeze, cool,9°, 4th day of the nameless. The heroes stumble upon a hidden cave filled with ancient artifacts, some of which may hold clues to their quest.
  • Orgilion Loëndë:waxing crescent, sunny, clear weather, stiff breeze, 1w°,boat race The fellowship encounters a group of friendly forest dwellers who offer them shelter and guidance for the night.

Cermië (Pâlâi)[]

  • Oranor 1. Cermië:waxing crescent, clouded, heavy rain, light breeze,3°,Their quest takes them to the Araz Zoreh rivers, where they must navigate treacherous waters and confront obstacles from both natural and supernatural forces.A mysterious old hermit approaches the heroes, claiming to have knowledge of a powerful relic that could aid them on their journey.
  • Orithil 2. Cermië:waxing crescent, clouded, light breeze, 6°,night of the groveWhile traveling through a dense forest, the heroes find themselves in the middle of a territorial dispute between two magical creatures.
  • Orgaladh 3. Cermië:waxing crescent, clear, sunny, windstill, 6°,day of the islandThe heroes come across an abandoned village with eerie markings on the walls, hinting at a forgotten ancient ritual.
  • Ormenel 4. Cermië:waxing crescent, clouded, stprmy, heavy rain, -2°,The fellowship arrives in the Sarqi lands, a region rich in history and mystery. They delve deeper into the secrets of this ancient land and encounter new allies and adversaries.The fellowship encounters a traveling circus troupe that offers to entertain them, but something feels off about the performers.
  • Oraearon 5. Cermië:near half-moon, cloudex, slight rain, stiff breeze, 7°,The heroes stumble upon an enchanted spring that possesses healing properties, but it is guarded by a mysterious spirit.
  • Orbelain 6. Cermië:half-moon, clouded, windstill 9°,While crossing a vast desert, the heroes must solve riddles to pass through a magical barrier protecting an ancient tomb.
  • Orgilion 7. Cermië:waxing gibbous,foggy, fresh breeze, 6°, day of fireThe fellowship discovers an ancient library hidden deep within a mountain, holding valuable information about their quest.
  • Oranor 8. Cermië:waxing gibbous, clouded, rainy, cool, 1°,A mischievous group of fairies steals the heroes' supplies, leading to a chase through an enchanted forest.
  • Orithil 9. Cermië:waxing gibbous,light rain,stormy, cool, 5° The heroes, including Olander the Elf and Prugergin the Dark Ambassador, arrive at the bustling city of Eldoria to participate in the annual Feast of the Stars. Little do they know that Davix the God of Drinking has disguised himself as a jester to join in the festivities.
  • Orgaladh 10. Cermië:near full moon,clouded, heavy rain, fresh breeze, cool, 12°,tradeshow (4 days) Qâz
  • Ormenel 11. Cermië:near full moon, foggy, light breeze, warm, 15°,At the Feast of the Stars, the heroes find themselves in a drinking contest unknowingly hosted by Davix himself. As they indulge in the revelry, they catch the attention of Bolthar Lord of the Steppes, who is impressed by their resilience and skills.
  • Oraearon 12. Cermië:full moon, sunny, clear, windstill, warm 16°,Bolthar approaches the heroes and invites them to his grand steppes to witness the majestic Midnight Hunt. Olander, intrigued by Bolthar's tales of honor and bravery, persuades the others to accept the invitation.
  • Orbelain 13. Cermië:full moon, clouded, windstill, warm, 15°,The heroes, accompanied by Bolthar, journey to the vast Steppes of Norgalad. Along the way, they encounter a treacherous band of raiders led by Prugergin, who has dark intentions to disrupt Bolthar's peaceful reign.
  • Az-ölgli 14. Cermië:full moon, day of renouncement,sunny, clear, light breeze, 14°,The heroes manage to thwart Prugergin's ambush and form an alliance with Bolthar's steppes warriors. Bolthar pledges to aid the heroes in their quest as they have proven their worth and bravery.
  • Az-onôsh 15. Cermië:waning gibbous,sunny, clear, stiff breeze, hot, 25°,day of the departure The fellowship, now joined by Bolthar and his warriors, hears rumors of an ancient artifact known as the "Chalice of Eternity" that could grant immense power to its possessor. Determined to prevent it from falling into the wrong hands, the group sets out on a new quest.
  • Az-gölûn 16. Cermië:waning gibbous, clear, windstill, sunny, 9°, day of whirlsWhile traveling through the mysterious Forest of Whispers, Olander senses a hidden presence watching them. They encounter an enigmatic figure known as the "Watcher," who possesses vital knowledge about the location of the Chalice.
  • Az-khôlü 17. Pâlâi:waning gibbous,clear, windstill, fresh breeze, warm, sunny, 20°,The Watcher leads the heroes to the ancient ruins of Zandor, where the Chalice is said to be hidden. However, they must solve intricate puzzles and face trials to gain access to the artifact's chamber.
  • Az-taltosh 18. Pâlâi:waning gibbous,cloudbreK, heavy storm, cool, 14°,Prugergin, seeking the power of the Chalice for his sinister plans, catches up to the fellowship in the ruins. A fierce battle ensues, testing the heroes' strength and unity.
  • Az-thêxe 19. Pâlâi:waning gibbous,clouded, slight rain, stiff breeze, 17°After a hard-fought battle, the heroes emerge victorious, with Prugergin defeated and the Chalice of Eternity secured. Olander, Davix, Bolthar, and the rest of the fellowship part ways, forever bonded by their shared adventures and triumphs.
  • Az-sûr 20. Pâlâi:half-moon, clouded,stiff breeze, cold, 5°With the Chalice of Eternity in their possession, the heroes, Olander, Davix, and Bolthar, decide to return to Eldoria for the final night of the Feast of the Stars. The city's inhabitants celebrate their victory, unaware of the dangerous artifact within their midst.
  • Az-ölgli 21. Pâlâi:waning crescent,clouded, slight rain, light breeze, cool, 11°, day of the dragon-slaying,foggy, windstill, cool, 6°, As the fellowship gathers to enjoy the festivities, they are approached by Nhurweni, an ancient seer with profound knowledge of powerful relics. She warns them of the true nature of the Chalice and the malevolent forces that seek to claim it.
  • Az-onôsh 22. Pâlâi:waning crescent, sunny, clear, hot, 26°, Nhurweni reveals that the Chalice of Eternity has the power to bring great prosperity or unleash untold destruction, depending on the heart of its wielder. She urges the heroes to make a choice - to either keep the artifact hidden forever or to embark on a perilous journey to destroy it.
  • Az-gölûn 23. Pâlâi:waning crescent,cloudy, slight breeze, warm,16°The fellowship, led by Olander's wisdom, Bolthar's strength, and Davix's wit, resolves to take the path of responsibility and destroy the Chalice. The journey to its resting place, the Forbidden Caldera, is fraught with peril and challenges that test their unity and resolve.
  • Az-khôlü 24. Pâlâi: waning crescent, clouded, windstill, slight rain, cool, 6°,chariot races and tournament (4 days)Upon reaching the Forbidden Caldera, the heroes must face the ancient guardians sworn to protect the Chalice. The trials are arduous, and the mountain's wrath is fierce, but the fellowship remains steadfast.
  • Az-taltosh 25. Pâlâi:near new moon, clouded, stiff breeze, heavy rain, 9°Waxing gibbous, clear, light breeze, 18°. As they descend into the heart of the caldera, the heroes confront the Chalice, guarded by a malevolent spirit seeking to possess its power. A climactic battle ensues, where the true strength of their bond and purpose is tested.
  • Az-thêxe 26. Pâlâi : near new moon, clouded, light rain, light breeze, cool, 7°,eastern wastes of Ûster Kryl, day of the cataclysmThe fellowship, with Olander's sword, Davix's divine intervention, and Bolthar's steely determination, manages to destroy the Chalice, freeing its malevolent essence. The caldera returns to peace, and the heroes have a moment of respite to reflect on their journey.
  • Az-Sûr 27. Pâlâi:new moon,sunny, warm,clear, windstill, 17°As the fellowship emerges from the Forbidden Caldera, they are met by Ithryn Luin, the legendary elven scouts, led by the wise and enigmatic Aragorn. He commends the heroes for their bravery and selflessness in safeguarding the world from the Chalice's peril.
  • Az-ölgli 28. Pâlâi:waxing crescent,clouded, light rain, slight breeze, cool 12°Aragorn reveals that he has been tracking the malevolent forces behind the Chalice's appearance. He enlists the fellowship's aid in a new quest - to thwart the dark ambitions of a secret cult planning to unleash chaos upon the realm.
  • Az-onôsh 29. Pâlâi:waxing crescent, clouded, light rain, slight breeze, cpol, 8°, troll-gates memorialThe fellowship, now joined by Ithryn Luin, sets forth on their new adventure. Along the way, they uncover ancient prophecies and clues that reveal a larger plot endangering the entire realm.
  • Az-gölûn 30. Pâlâi:waxing crescent, warm, sunny, clear, windstill, 15°, day of the rapture The fellowship faces their first challenge as they traverse treacherous terrains to reach the ancient ruins where Ithryn Luin's last known location lies.

Urimë (Sat-shäläk)[]

  • Az-khôlü 1. Sat-shäläk:waxing crescent,sunny, clear, warm, storm, 20°The group encounters Olander, an enigmatic elven archer, and Bolthar, Lord of the Steppes, who join their cause, drawn by the urgency of their mission.Nightfall brings the fellowship to a mysterious grove, where they uncover a clue leading to the location of Ithryn Luin.
  • Az-taltosh 2. Sat-shäläk,waxing crescent, cloudbreak, warm, stiff breeze, 11°,DavarzanThe group faces internal conflicts and must overcome their differences to maintain unity in the face of darkness.
  • Az-thêxe 3. Sat-shäläk:near half-moon,clouded, heavy rain, light breeze, cool, 11°, The fellowship finds a hidden scroll that holds crucial information about the artifacts' whereabouts and the perilous path they must tread.
  • Az-sûr 4. Sat-shäläki:half-moon, foggy, windstill, cold, 3°,The fellowship encounters Agagorn, a wise and enigmatic figure, who provides cryptic guidance about their quest and warns of the dangers ahead.
  • Az-ölgli 5. Sat-shäläk: waxing gibbous,clouded, light breeze, light rain, 11°, The fellowship faces a turning point as they uncover Prugergin's dark presence, the villain seeking the same artifacts for nefarious purposes.
  • Az-onôsh 6. Sat-shäläk: waxing gibbous, sunny, clear, slight breeze, very warm, 23°,The heroes learn about the legendary Paazin and Lianis, who may hold vital knowledge about Ithryn Luin and the artifacts' powers.
  • Az-gölûn 7. Sat-shäläk: waxing gibbous, clouded, sloght rain,,light hreeze, warm, 18°The fellowship travels to Qâz, the land of the enigmatic Paazin and Lianis, to unravel the mysteries of the past.
  • Az-khôlü 8. Sat-shäläk: near full moon,clouded, fresh breeze, cool, 12°, dog races (16 days) In the heart of Qâz, the fellowship encounters Nhurweni, an ancient guardian with secrets crucial to their quest.
  • Az-taltosh 9. Sat-shäläk:near full moon, clouded, slight rain,light breeze, cool, 11°,Ecetérn PihûnThe fellowship unites with Aragorn, whose knowledge of the artifacts proves invaluable in their quest.
  • Az-thêxe 10. Sat-shäläk,full moon, sunny, clear, storm, 12°,Armed with new knowledge and allies, the fellowship sets out for the final confrontation with Prugergin.
  • Az-sûr 11. Sat-shäläk:full moon, cloudy, windstill, 15°,The fellowship discovers the location of Prugergin's lair and prepares for a climactic battle.
  • Az-ölgli 12. Sat-shäläk:full moon, cloudbreak, heavy stor, warm, 20°,The final showdown ensues as the heroes confront Prugergin and his minions, striving to prevent the rise of darkness.
  • Az-onôsh 13. Sat-shäläk:waning gibbous, clouded, windstill, warm, 12°The fellowship prevails, thwarting Prugergin's wicked plan. Though he escapes into the shadows, they know their quest is not over.
  • Az-gölûn 14. Sat-shäläk:waning gibbous, sunny, clear, stiff breeze, very warm, 24°The fellowship celebrates their victory but remains vigilant, knowing that Prugergin's malevolence still lurks.
  • Az-khôlü 15. Sat-shäläk:waning gibbous, clouded, heavy rain, stiff hreeze, very cold, 2°, Alsalyha northernmost reachesA sense of hope and purpose drives the fellowship forward, as they continue their quest to find Ithryn Luin and uncover the artifacts' true power.A sense of hope and purpose drives the fellowship forward, as they continue their quest to find Ithryn Luin and uncover the artifacts' true power.
  • Az-taltosh 16. Sat-shäläk:waning gibbous, sunny, clear, fresh breeze, warm, 20°,As the fellowship searches for Ithryn Luin, they uncover ancient prophecies hinting at the artifacts' role in saving the realm.
  • Az-thêxe 17. Sat-shäläk: near half-moon,cloudy, sloght breeze, 17°The fellowship faces their most challenging trial yet, as they draw closer to finding Ithryn Luin and revealing the ultimate truth behind the looming darkness.
  • Az-sûr 18. Sat-shäläk:half-moon, clouded,,light breeze, warm, 15°. The fellowship's journey takes them deep into the heart of the Ofrad Forest, an ancient and mystical place rumored to hold the key to unlocking the secrets of Ithryn Luin.
  • Az-ölgli 19.Sat-shäläk: waning crescent,cloudbreak, stiff breeze, cool, 10°.In the heart of Ofrad, they encounter Olander, the enigmatic elven archer. Olander joins their quest, feeling a deep connection to the fate of the realm.
  • Az-onôsh 20. Sat-shäläk:waning crescent,clouded, freah breeze, light rain, 12° The fellowship faces trials and tribulations within the ancient trees of Ofrad, confronting both natural obstacles and malevolent forces that guard the secrets they seek.
  • Az-gölûn 21. Sat-shäläk:waning crescent,clouded, light rain, light breeze, 20°As they continue their quest, they discover an ancient prophecy foretelling the rise of darkness and the heroes destined to prevent it.
  • Az-khôlü 22. Sat-shäläk: waning crescent,clouded, slight wind, 16° Bolthar, Lord of the Steppes, returns to aid the fellowship once more, having gathered valuable information that could lead them closer to Ithryn Luin.
  • Az-taltosh 23. Sat-shäläk: waning crescent,clouded, warm, stiff breeze, 23°The fellowship's resolve is tested as they encounter treacherous allies who seek the power of the artifacts for their own dark purposes.
  • Az-thêxe 24. Sat-shäläk:waning crescent, Keyf, sacrifice to ancestors and doom Despite the challenges, the group's bond strengthens, and they learn to trust one another implicitly, understanding that their individual strengths combine to form an unbreakable force.
  • Az-sûr 25. Sat-shäläk:new moon, sunny, clear, stormy, very warm, 25°In a moment of reflection, they share tales of their past, the struggles they faced, and the dreams that drive them forward on this quest.
  • Az-ölgli 26. Sat-shäläk:waxing crescent, cloudbreak, storm, 17°The fellowship's path leads them to the ancient city of Elerond, where they hope to find further clues about Ithryn Luin and the location of the artifacts.
  • Az-onôsh 27. Sat-shäläk:waxing crescent, sunny, clear, windstill, warm, 20°Inside the ruins of Elerond, they stumble upon a hidden chamber filled with forgotten knowledge and ancient texts that might hold the answer to their quest.
  • Az-gölûn 28. Sat-shäläk:waxing crescent,clouded, stiff breeze, heavy rain, cold 7°Rhurandir's keen ranger senses detect the presence of a powerful artifact nearby, drawing the fellowship further into the heart of Elerond.
  • Az-khölû 29. Sat-shäläk:waxing crescent,clouded, fresh breeze, warm, 20°The artifact leads them on a perilous chase through Elerond's treacherous catacombs, where they encounter ancient guardians determined to protect its sanctity.
  • Az-taltosh 30. Sat-shäläk:waxing crescent,clouded, fresh breeze, slight rain, 23 °As they finally lay their hands on the artifact, they are faced with a moral dilemma, realizing that its power could be used for good or evil.

Yavannië (Hûnmor)[]

  • Az-thêxe 1. Hûnmor:near halfmoon,clouded, light breeze, 11°The fellowship decides to keep the artifact secure until they find the remaining pieces of Ithryn Luin, knowing that Prugergin is still out there, seeking the artifacts for his nefarious plans.
  • Az-sûr 2. Hûnmor:near halfmoon,heavy rain, fresh breeze, cool, 15°,abandoned towerBolthar, Olander, and Davix reaffirm their commitment to the fellowship's cause, vowing to aid Rhurandir, Azgor, Banaid, and Thralin on their perilous journey.
  • Az-ölgli 3. Hûnmor:halfmoon,sunny, clear sky, windstill, hot, 27°,The fellowship meets a wise and enigmatic figure in Maalon. He provides them with cryptic guidance and a warning about the perils that await them on their quest.
  • Az-onôsh 4. Hûnmor:waxing gibbous,clouded, heavy rain, fresh breeze, 18° The fellowship continues their quest, following the ancient prophecies that hint at the next location where they might find the remaining artifacts.
  • Az-gölûn 5. Hûnmor:waxing gibbous,sunny, clear, windstill, 18° As they travel through the desolate wastes of the Karak Drûn Mountains, they encounter a group of nomadic seers who share cryptic visions of their future path.
  • Az-khôlü 6. Hûnmor:near fullmoon,sunny, clear, stiff breeze, 16° The seers warn them of the dark path that lies ahead and the sacrifices they must make to safeguard the realm from Prugergin's malevolence.
  • Az-taltosh 7. Hûnmor:near fullmoon,cloudbreak, heavy storm, warm, 15° The fellowship faces a series of trials, both physical and emotional, as they journey through the dangerous Karak Drûn Mountains.
  • Az-thêxe 8. Hûnmor:near fullmoon,sunny, light wind, clear, hot, 29° Thralin's knowledge of ancient dwarven lore becomes invaluable, leading the group to a hidden cave where they might uncover more clues about the remaining artifacts.
  • Az-sûr 9. Hûnmor:fullmoon, sunny, clear, stiff breeze, 25°Within the cave, they discover ancient writings that speak of a forgotten citadel hidden deep beneath the Karak Drûn Mountains, a place that might hold the key to their quest.
  • Az-ölgli 10. Hûnmor:fullmoon,sunny, clear, light breeze, 20° The fellowship braves the dangers of the forgotten citadel, facing ancient traps and guardians left behind by those who once inhabited the place.
  • Az-onôsh 11. Hûnmor:fullmoon,sunny, clear, windstill, 22°, ca. Central Lûrs Vorganís Inside the heart of the citadel, they find a map that points to the final location of Ithryn Luin, hidden deep within the Gloomwood Forest.
  • Az-gölûn 12. Hûnmor:waning gibbous,sunny, clear, storm, 13° As they leave the Karak Drûn Mountains behind and make their way to the Gloomwood Forest, they are unaware that Prugergin's spies have been tracking their every move.
  • Az-khôlü 13. Hûnmor:waning gibbous,clouded, heavy storm, rain, cold, 9°Prugergin, now fully recovered and more powerful than ever, gathers his dark forces, preparing for a final confrontation with Rhurandir, Azgor, Banaid, and Thralin.
  • Az-taltosh 14. Hûnmor:waning gibbous,clouded, slight rain, windstill, warm, 25° The fellowship arrives at the outskirts of the Gloomwood Forest, a place shrouded in darkness and rumored to be cursed.
  • Az-thêxe 15. Hûnmor:waning gibbous,sunny, clear, storm, 22° As they venture deeper into the Gloomwood, they encounter the elusive and enigmatic Ithryn Luin, who has been hiding from Prugergin's grasp for centuries.
  • Az-sûr 16. Hûnmor:near halfmoon, clouded, windstill, cool, 9° Ithryn Luin reveals the true nature of the artifacts and the peril they pose if they fall into the wrong hands.
  • Az-ölgli 17. Hûnmor:halfmoon, sunny, clear, storm, 13°, shadow-hall The fellowship faces a choice that will determine the fate of the realm: to destroy the artifacts or to use their power to confront Prugergin and end his reign of darkness once and for all.
  • Az-onôsh 18. Hûnmor:waning crescent, sunny, clear, storm, very warm, 27° United and determined, Rhurandir, Azgor, Banaid, Thralin, Olander, Bolthar, Davix, and Ithryn Luin march towards the final confrontation with Prugergin and his dark forces.
  • Az-gölûn 19. Hûnmor:waning crescent, clouded, stiff breeze, warm, 25° The Battle of Gloomwood Forest ensues, with the fate of the realm hanging in the balance. The fellowship fights with valor and determination, knowing that this is the hour they have been destined for.
  • Az-kholü 20. Hûnmor:waning crescent,clouded, heavy storm, heavy rain, cold, 9° In the midst of the battle, Rhurandir and Prugergin face each other in a final, epic duel of light against darkness.
  • Az-taltosh 21. Hûnmor:waning crescent,cloudbreak, fresh breeze, 20°, d'mallo With a mighty blow, Rhurandir defeats Prugergin, banishing him and his malevolent forces from the realm forever.
  • Az-thêxe 22. Hûnmor:near new moon,sunny, clear, stiff breeze, warm, 25° The battle won, the fellowship stands triumphant, but not without sacrifice. They bid farewell to Ithryn Luin and Olander, who must return to their respective realms.
  • Az-sûr 23. Hûnmor:near new moon, clouded, fresh breeze, 18° The realms celebrate the heroes who saved them from the brink of darkness, and their tale becomes a legend passed down through generations.
  • Az-ölgli 24. Hûnmor:new moon, cloudbreak, stiff breeze, cool, 11° a new moon's eve, when a mysterious figure reveals a prophecy that speaks of an artifact called the "Moonstone Heart." This powerful gem is said to harness the essence of the moon, granting its wielder unparalleled abilities. However, the Moonstone Heart is shattered into fragments scattered across Izinöl and Hûnkka, and only during the moon's unique phases can its power be restored.
  • Az-onôsh 25. Hûnmor:waxing crescent, clouded, fresh breeze, warm, 24°guided by the waxing crescent moon's glow. Their first encounter comes when they stumble upon a clouded glade housing ancient spirits known as the "Veiled Ones." These spirits warn of dark forces seeking the Moonstone Heart for nefarious purposes. The companions resolve to safeguard the fragments and restore the gem to its former glory.
  • Az-gölûn 26. Hûnmor:waxing crescent, clouded, slight wind, warm, 24° the companions infiltrate an underground network of tunnels inhabited by a tribe of lunar creatures called the "Nykthars." In the depths of the caverns, they face a formidable challenge—a guardian creature known as the "Lunar Serpent." Rhurandir's mastery of the bow, Banaid's deadly accuracy, Azgor's stealth, and Thralin's brute strength combine to overcome the creature and secure the first fragment of the Moonstone Heart.
  • Az-khôlü 27. Hûnmor:waxing crescent, sunny, clear, fresh breeze, hot, 29° the companions travel to a hidden glen guarded by forest spirits. There, they face trials of skill and wisdom to gain the second fragment. Banaid's tracking prowess, Azgor's deft fingers, Thralin's keen wit, and Rhurandir's reverence for nature earn them the spirits' blessing.
  • Az-taltosh 28. Hûnmor:waxing crescent, sunny, clear, light breeze, 21°,Iardanthe group reaches a mystical lake guarded by ethereal water spirits known as the "Aquanites." To prove their worthiness, they must pass a series of tests involving water manipulation and solving riddles. Through courage and cunning, the companions retrieve the third fragment.
  • Az-thêxe 29. Hûnmor:waxing crescent, sunny, clear, fresh breeze, warm,24° the weather shifts, and they find themselves in a desert, facing the treacherous heat and sandstorms. Their path leads them to the ancient ruins of a city overtaken by merciless sand djinns. The companions must outwit the djinns to obtain the fourth fragment.
  • Az-sûr 30. Hûnmor:waxing crescent, sunny, clear, fresh breeze, warm, 25°,Zorian Wastes Hûnmor, they reach an oasis, only to discover a hidden society of moon-worshipping nomads known as the "Lunari." These nomads guard the fifth fragment in their lunar temple. To earn the fragment's guardianship, they participate in a celestial dance ritual under the Hunter's Moon, an awe-inspiring display of the moon's power.
  • Yáviérë (Sâka-Iawas) halfmoon, sunny, clear, windstill, 20°, omitted day the companions' bond strengthens as they share laughter and stories around a campfire. they find themselves amidst an ancient forest, where the trees seem to come alive. Rhurandir's calming presence and Banaid's knowledge of woodland creatures befriend the forest's sentient guardian, who rewards them with the sixth fragment.

Narquelië (Izinöl)[]

  • Az-ölgli 1.Izinöl:waxing gibbous,clouded, light rain, stiff breeze, 20°, ruined city they reach a forgotten city ravaged by a fierce storm. In the ruins, they encounter a tribe of half-orc outcasts led by Azgor's estranged father, who seeks redemption. Overcoming their differences, Azgor's father provides insight into the fragment's location.
  • Az-onôsh 2. Izinöl:waxing gibbous,cloudbreak, heavy storm, warm, 24°, abandoned farmstead, they delve deep into the heart of a volcano, where ancient fire spirits known as the "Ignus" reside. They must prove their bravery by braving molten rivers and volcanic eruptions to gain the eighth fragment.
  • Az-gölûn 3. Izinöl:waxing gibbous,sunny, clear, light breeze, 22°Hounds of Densartas the near full moon shines, they arrive at an icy wasteland inhabited by frost giants. Thralin's heritage and Azgor's negotiation skills are put to the test to secure the ninth fragment.
  • Az-khôlü 4. Izinöl:waxing gibbous, clouded, windstill, dry, cool, 11°, Fortress of Densartdawns, they approach a forgotten temple hidden amidst dense fog. Inside, they confront a magical construct protecting the tenth fragment. Banaid's unerring aim and Azgor's quick reflexes prove invaluable in overcoming the construct.
  • Az-taltosh 5. Izinöl:near fullmoon,heavy rain, fresh brerze, cool, 11°,the quest brings them to a tranquil grove guarded by enigmatic druids known as the "Silent Circle." In a test of valor, they must communicate without words. Thralin's jovial spirit and Rhurandir's empathy impress the druids, who reveal the eleventh fragment's location.
  • Az-thêxe 6. Izinöl:near fullmoon,clouded, light rain, storm, 20°they reach a celestial observatory where the final fragment is kept. There, they encounter a powerful sorcerer who seeks the Moonstone Heart for himself. A climactic battle ensues, with each companion showcasing their unique abilities. In the end, the combined strength and camaraderie of Rhurandir, Banaid, Azgor, and Thralin triumph over darkness.
  • Az-sûr 7. Izinöl:fullmoon, cloudbreak, fresh breeze, 21°, Crater of Verzor, Hunter' s MoonMoonstone Heart is restored under the full moon's light, unlocking its full potential. Each companion gains newfound powers imbued by the moon, unifying their strengths and forging an unbreakable bond.
  • Az-ölgli 8. Izinöl:fullmoon,cloudbreak, slight rain, slight breeze, cool, 11° they receive an urgent message from Zargôm, a wise and noble wizard from a distant land. Zargôm reveals that the shattered Moonstone Heart, when fully restored, can also open a portal to other realms, including one of great danger.
  • Az-onôsh 9. Izinöl:fullmoon,sunny, clear, slight breeze, 22°, northern fringes of the last desert
  • Az-gölûn 10. Izinöl:waning gibbous,clouded, stiff breeze, light rain, cool, 11°,they encounter a tribe of forest-dwelling creatures known as the "Shiftral." These shape-shifters aid the Moonlit Shadows in their quest and provide valuable information about Prugergin's whereabouts.
  • Az-khôlü 11. Izinöl:waning gibbous, clouded, windstill, 22°they arrive at the shadowy lair of Prugergin, a dark fortress hidden within an ever-shifting maze. The Moonlit Shadows must navigate a labyrinth of illusions and face their deepest fears to reach the heart of the fortress.
  • Az-taltosh 12. Izinöl:waning gibbous,cloudbreak, heavy storm, cool, 11°the companions engage in a fierce battle with Prugergin's minions, including monstrous creations conjured by forbidden magic. Azgor's rogue skills, Thralin's mighty warhammer, Banaid's swift arrows, and Rhurandir's mastery of nature prove invaluable in overcoming these sinister creatures.
  • Az-thêxe 13. Izinöl:waning gibbous, cloudbreak, stiff breeze, 22°Upon confronting Prugergin himself, they discover the villain has already obtained the twelfth fragment. He taunts them with his twisted version of the Moonstone Heart's purpose—to unleash an army of shadows to conquer the realms and plunge them into eternal darkness.
  • Az-sûr 14. Izinöl:near halfmoon, sunny, clear, storm, 22° Zargôm and the Blue Wizards join their powers to counter Prugergin's dark spells. A mighty battle ensues, with magic and blades clashing in a mesmerizing dance.
  • Az-ölgli 15. Izinöl:halfmoon, clouded, light wind, 22°Prugergin, driven to desperation, shatters the Moonstone Heart once more, seeking to absorb its fractured power into himself. But the Moonlit Shadows channel their newfound abilities, harnessing the moon's essence to purify the gem's fragments. With unity and resolve, they restore the Moonstone Heart, making it more potent than before.
  • Az-onôsh 16. Izinöl:waning crescent, clouded, light rain, light wind, warm, 24°the Moonstone Heart blazes with radiant light, enveloping the realm. Prugergin's dark forces are vanquished, and he is banished to a realm of eternal shadows.
  • Az-gölûn 17. Izinöl:waning crescent,sunny, clear, storm, hot, 30°,oasis of PilgrimsIn the aftermath, the Blue Wizards and Zargôm commend the Moonlit Shadows for their courage and selflessness. The companions bid farewell to their allies, promising to stand vigilant against any future threats.
  • Az-khôlü 18. Izinöl:waning crescent,clouded, light rain, storm, 23°the Moonlit Shadows part ways, knowing their paths may diverge, but their bonds remain unbreakable. Rhurandir returns to his duties as a ranger, protecting the wild places of Izinöl. Banaid continues to roam the forests, defending the innocent from harm. Azgor embraces his heroic destiny, using his skills for noble causes. Thralin returns to the dwarven halls, spreading the tale of their adventures.
  • Az-taltosh 19. Izinöl:waning crescent,sunny, clear, light breeze, hot, 29°The Moonlit Shadows travel to a quaint village renowned for its enchanting music and mesmerizing dance performances. As the half-moon shines through the clouds, they are invited to partake in a celebration of unity and harmony. The villagers share stories of their own encounters with mysterious beings and ancient artifacts, adding to the lore of the Moonlit Shadows.
  • Az-thëxe 20. Izinöl:near newmoon,clouded, windstill, very warm, 28°The companions journey to a sacred forest where the spirits of the ancients rest. Here, they face the challenge of unlocking a hidden path through a dense mist. Rhurandir's bond with nature allows him to sense the right way, and the forest spirits offer their blessings for safe passage.
  • Az-sûr 21. Izinöl: near newmoon, clouded, light breeze, warm, 24°(Sklehú) Oasis of Pilgrims: The Moonlit Shadows find themselves in an oasis renowned for its miraculous healing waters. However, they discover that the oasis is plagued by a powerful curse. Working together, they cleanse the waters and lift the curse, earning the gratitude of the oasis' inhabitants.
  • Az-ölgli 22. Izinöl:newmoon, clouded, fresh breeze, cool, 11°The companions trek through a treacherous mountain pass known for its unpredictable weather and dangerous creatures. Facing avalanches and rockslides, they demonstrate their unwavering determination and overcome the obstacles.
  • Az-onôsh 23. Izinöl:waxing crescent, sunny, clear, warm, light wind, 24°The Moonlit Shadows reach a tranquil valley of lush meadows and crystal-clear streams. Here, they encounter a community of skilled artisans who craft exquisite moon-themed jewelry and artifacts. They are gifted with unique moonstone amulets, which enhance their abilities during moonlit nights.
  • Az-gölûn 24. Izinöl:waxing crescent,sunny, clear, warm, windstill, 24°The companions venture into a mystical woodland where fireflies create a wondrous display of light. They learn from the guardian spirits of the forest that Prugergin's influence still lingers in distant realms, and the threat of darkness looms. The Moonlit Shadows renew their commitment to protect the realms from malevolent forces.
  • Az-khôlü 25. Izinöl:waxing crescent,sunny, clear, light breeze, 22°The Moonlit Shadows reach the ruins of Sklehú, a place of ancient knowledge guarded by enigmatic stone statues. They uncover ancient texts about moon magic and hidden realms, providing valuable insight into the moon's cosmic significance.
  • Az-taltosh 26. Izinöl:waxing crescent,clouded, windstill, cool, 11°On the night of the new moon, the companions stumble upon a mysterious portal in the heart of a mystical forest. Driven by a sense of duty, they decide to venture through the portal, uncertain of what lies beyond.
  • Az-thêxe 27. Izinöl:waxing crescent,clouded, windstill, 21°As the Moonlit Shadows traverse through the enigmatic portal, they find themselves in a realm unlike any they have encountered before. The air is charged with an otherworldly energy, and the very fabric of reality seems to shift around them. In this realm of portals and interdimensional pathways, they come face to face with a familiar figure: Aragorn, the Ranger.Aragorn, a seasoned and noble warrior, has been tracking the movements of Prugergin and his malevolent allies across various realms. When he learned of the Moonlit Shadows' quest to protect the Moonstone Heart, he decided to follow their trail, for he knew that their destinies were entwined.Welcoming Aragorn to their company, the Moonlit Shadows find solace in his wisdom and experience. As a united force, they journey deeper into the unknown realm, seeking the fragments of the Moonstone Heart scattered across this mysterious landscape.
  • Az-sûr 28. Izinöl:near halfmoon,sunny, clear, windstill, warm, 25° they arrive in an ethereal forest bathed in the soft glow of the waning crescent moon. Here, the realm's guardian, a spectral being called Lumindar, challenges the companions to prove their worthiness. Each member of the Moonlit Shadows faces a personal trial that tests their resolve and commitment to the quest.Rhurandir must demonstrate his unwavering dedication to preserving the balance of nature, while Banaid's unyielding determination to protect the innocent is put to the test. Azgor is challenged to prove his loyalty and noble intentions, and Thralin's strength of heart and steadfastness are examined. Aragorn, too, faces his own trial of leadership and the burdens of the past.United by their unwavering determination and the trust they place in each other, the Moonlit Shadows pass the trials, and Lumindar grants them a fragment of the Moonstone Heart.
  • Az-ölgli 29. Izinöl:halfmoon, sunny, clear, fresh breeze, hot, 30°,Regh o Ainak they venture through a shifting desert of sands and mirages. Here, they encounter mirage-like illusions meant to lead them astray. Relying on Aragorn's experience and Thralin's innate intuition, they navigate the desert's treacherous paths and obtain the next fragment.
  • Az-onôsh 30. Izinöl:waxing gibbous,clouded, heavy rain, light breeze, 22°the companions find themselves in an ancient, crumbling cityscape filled with riddles and puzzles. As they decipher ancient inscriptions and unlock the city's secrets, they gain the fifth fragment, bolstering their determination to stop Prugergin's dark designs.

Hísimë (Hûnkka)[]

  • Az-gölûn 1. Hûnkka:waxing gibbous, clouded, heavy rain, stormy, 6°. they arrive at a celestial observatory, where a wise, star-wielding oracle awaits. She reveals that Prugergin has sought to unravel the very fabric of reality and merge different realms to create a nightmarish plane of eternal darkness. The Moonstone Heart, fully restored, becomes the key to stopping this malevolent plan.
  • Az-khôlü 2. Hûnkka:waxing gibbous, clouded,light rain, stiff breeze, 12°. the companions reach the realm's core, where the last fragment of the Moonstone Heart lies, guarded by a colossal, ever-shifting crystal construct. The Moonlit Shadows combine their strengths, each member seamlessly complementing the others. In an awe-inspiring display of unity and power, they defeat the construct, claiming the final fragment.
  • Az-taltosh 3. Hûnkka:near fullmoon, sunny, cloudfree, dry, 9°. beneath the radiant moon, the Moonstone Heart is fully restored. Its ethereal light resonates with the realm's energies, forming a portal that leads them back to their own world.
  • Az-thêxe 4. Hûnkka:near fullmoon, cloudfree, windstill, dry, 25°.Returning to Izinöl and Hûnkka, the Moonlit Shadows are now fully prepared to face Prugergin and his dark allies. Guided by the wisdom of Aragorn and empowered by the moon's essence, they vow to protect the realms from the impending darkness.As they converge on Prugergin's hidden fortress, a battle of epic proportions unfolds. Prugergin, fueled by dark magic and an insatiable thirst for power, throws his malevolent forces at the Moonlit Shadows. Aragorn's leadership and tactical prowess prove indispensable as they coordinate their efforts to counter the onslaught.
  • Az-sûr 5. Hûnkka:fullmoon, densely clouded, stiff breeze, 7°. Narkehlil Regh o Ainak: The companions arrive in the desert city of Regh o Ainak, where they find the city's inhabitants oppressed by a tyrannical ruler. Utilizing their collective strengths, the Moonlit Shadows help the people of Regh o Ainak rise against their oppressor, and with a moonlit rebellion, they restore freedom and justice to the city.
  • Az-ölgli 6. Hûnkka:fullmoon, densely clouded, strong wimd, 5°.KhelgardhThe Moonlit Shadows return to Hûnkka, where they are met with a sudden deluge that floods the land. Recognizing this as an unnatural occurrence, they follow the trail of Prugergin's dark influence. Uniting with the people of Hísimë, they uncover an ancient artifact, the "Tear of the Moon," which can control the tides. Restoring balance, they protect Hûnkka from further disaster.
  • Az-onôsh 7. Hûnkka:fullmoon, clouded with gaps, storm, dry, 5°.In the aftermath of the flood, the Moonlit Shadows discover a hidden underground network that Prugergin had used to manipulate the waters. Delving deeper, they come across an ancient library filled with forbidden knowledge. Fearing the dark powers it may hold, they decide to seal the library, vowing to protect the realm from its hidden dangers.
  • Az-gölûn 8. Hûnkka:waning gibbous, clouded w gaps, fresh breeze, cloudbreak, 14°.The companions encounter a tribe of forest-dwelling beings known as the "Trelmors." The Trelmors have been living in harmony with nature but face threats from encroaching dark forces. The Moonlit Shadows aid the Trelmors in defending their home, forging an alliance that will stand against any future darkness.
  • Az-khôlü 9. Hûnkka:waning gibbous, clouded w gaps, storm, dry, -4°.The Moonlit Shadows journey to the heart of a sacred mountain range. Here, they find ancient monoliths imbued with lunar magic, which holds the secret to unlocking their full potential. Each companion undergoes a personal revelation, unlocking new abilities and harnessing the moon's energy in unique ways.
  • Az-taltosh 10. Hûnkka:waning gibbous, densely clouded,,light wind, cloudbreak, 10°In a vast expanse of open plains, the companions encounter a nomadic tribe called the "Eclipsarians." This tribe holds ancient knowledge about celestial events and the balance between light and darkness. The Moonlit Shadows learn of a coming solar eclipse, which could awaken dormant powers in the Moonstone Heart.
  • Az-thêxe 11. Hûnkka:waning gibbous, single clouds, strong wind, dry, 16°.The Moonlit Shadows reach the fabled city of Narkehlil, where ancient prophecies speak of a "Celestial Convergence" that occurs once every thousand years. During this convergence, the Moonstone Heart's power can be amplified manifold. With the solar eclipse approaching, they prepare for a confrontation with Prugergin, who seeks to harness this unique event for his dark ambitions.
  • Az-sûr 12. Hûnkka:near halfmoon, single clouds,light wind, dry, 19°.arrive in Khelgardh, a majestic dwarven city renowned for its craftsmanship. Here, they forge powerful alliances with the dwarves, who create enchanted armor and weapons infused with the essence of the moon. Strengthened by these gifts, the Moonlit Shadows are better equipped to face future challenges.
  • Az-ölgli 13. Hûnkka: halfmoon, densely clouded, stiff breeze, 6°.Rhuden Porarrive in Khelgardh, a majestic dwarven city renowned for its craftsmanship. Here, they forge powerful alliances with the dwarves, who create enchanted armor and weapons infused with the essence of the moon. Strengthened by these gifts, the Moonlit Shadows are better equipped to face future challenges.
  • Az-onôsh 14. Hûnkka:waning crescent, clouded w gaps, slight breeze, dry, 12°.hear whispers of an ancient temple that holds a secret related to the moon's celestial energies. Venturing deep into a dense forest, they uncover the Temple of Lysaria, where they learn the art of moon magic from the temple's keepers. Their connection to the moon strengthens, granting them new abilities and insight into the realms' hidden mysteries.
  • Az-gölûn 15. Hûnkka:waning crescent, single clouds, fresh breeze, dry, 12°.During a snowstorm in the frozen tundra of Hûnkka, the companions encounter a tribe of nomadic warriors known as the Frostguard. These fierce warriors have been battling against supernatural creatures that threaten their land. The Moonlit Shadows join forces with the Frostguard, learning to navigate the treacherous terrain and honing their combat skills in the icy battlegrounds.
  • Az-khôlü 16. Hûnkka:waning crescent, densely clouded, stiff breeze, dry, 5°.stumble upon an ancient elven sanctuary hidden within an enchanted forest. Here, they encounter the guardian spirit of the sanctuary, who tests their bond and understanding of the moon's mysteries. Passing the test, they are granted access to the sanctuary's well of moonlight, a source of rejuvenation and healing that they can draw upon in times of need.
  • Az-taltosh 17. Hûnkka:waning crescent, single clouds, fresh breeze, dry, 8°.The companions venture into a sprawling marshland haunted by shadowy apparitions. Guided by the wisdom of Thralin's dwarven ancestors, they uncover an ancient artifact known as the "Moonshade Mirror." This mirror holds the power to reflect and purify dark energies. Using the mirror, they cleanse the marshland, freeing the souls trapped there
  • Az-thêxe 18. Hûnkka:waning crescent, single clouds, fresh breeze, dry, 14°.On the night of the half-moon, the Moonlit Shadows encounter a group of celestial travelers from distant stars. These ethereal beings, known as the "Stellar Wanderers," are seekers of cosmic knowledge. In exchange for tales of their heroic exploits, the Stellar Wanderers share ancient cosmic wisdom, broadening the Moonlit Shadows' understanding of the multiverse.
  • Az-sûr 19. Hûnkka:waning crescent,densely clouded, fresh breeze, slight rain, 6°.the Enclavereceive a distress call from a remote village under attack by a horde of shadow creatures. Racing against time, they arrive to find the village on the brink of destruction. Combining their moon-infused abilities, the companions repel the shadow creatures and unveil the sinister presence behind the attack—a rogue necromancer seeking to raise an army of darkness. With a strategic assault, they thwart the necromancer's plans and restore peace to the village.
  • Az-ölgli 20. Hûnkka:new moon, clouded w gaps, stiff breeze, dry,7°. journey to a mystical forest where rumors abound about the "Eternal Moonflower." This legendary flower is said to bloom only once a century, and its petals hold the essence of the moon's eternal light. Guided by ancient elven scripts, they locate the moonflower's hidden grove. As they witness the flower's ephemeral bloom, they are granted a potent elixir imbued with moon magic, enhancing their resilience and healing abilities.
  • Az-onôsh 21. Hûnkka:waxing crescent, clouded w gaps, light wind, dry, 12°.In the heart of a sunlit desert, the Moonlit Shadows encounter a caravan of merchants whose precious cargo has been stolen by sand bandits. Determined to restore justice, they embark on a thrilling chase across the dunes, showcasing Azgor's dexterity and Thralin's ingenious traps. In a captivating showdown, they reclaim the stolen goods and earn the gratitude of the merchants.
  • Az-gölûn 22. Hûnkka:waxing crescent, densely clouded, slight breeze, strong rain, 5°. day of silenceAt the edge of a serene lake lies a mysterious island rumored to hold the "Moonlit Fountain." This enchanted fountain is said to bless those who drink from it with the ability to see through illusions and find truth in darkness. Rhurandir's bond with nature guides them to the island, where they quench their thirst with the fountain's magical waters, gaining a deeper understanding of their own inner selves.
  • Az-khôlü 23. Hûnkka: waxing crescent,clouded w gaps,light wind, dry, 12°. venture into the heart of a sprawling enchanted forest where mystical guardians protect an ancient crystal imbued with moon energy. With each challenge faced, the guardians test the companions' unity and resolve. By working together as one, they pass the trials and are granted a boon—an enchanted compass that will guide them to the next fragment of the Moonstone Heart.
  • Az-taltosh 24. Hûnkka:waxing crescent, densely clouded, windstill, slight rain, 7°.The companions traverse a mystical canyon where the night sky mirrors itself in the reflective walls, creating the illusion of an endless twilight. Here, they face a manifestation of their darkest fears, confronting their insecurities and doubts. Through unwavering support and trust in each other, they overcome these illusions, emerging stronger and more united than ever.
  • Az-thêxe 25. Hûnkka:waxing crescent, clouded w gaps, windstill, dry, 18°.The Moonlit Shadows arrive at the Enclave, a neutral ground where beings from diverse realms converge. Here, they encounter enigmatic beings known as the "Lunar Arbiters," who safeguard cosmic balance. The Lunar Arbiters share cryptic insights into the multiverse and warn of an impending cosmic anomaly that may disturb the moon's harmony. The Moonlit Shadows vow to protect the realms from this impending threat.
  • Az-sûr 26. Hûnkka:near halfmoon, single clouds, strong wind, dry, 13°. Aragorn expresses his gratitude to the fellowship for their unwavering support and selflessness. He reveals that his mission in the far east is part of a grand plan to counter Sauron's growing influence and to aid the people living in those lands. The fellowship marvels at the scope of Aragorn's vision and agrees to support him in his new quest.The story ends with the fellowship parting ways, forever changed by their journey, as they look forward to new adventures and challenges. The Blue Wizards and Aragorn continue their fight in the East, knowing they have allies they can rely on. The relic's power remains safeguarded, and the regions of Rhûn and its inhabitants stand united against any future threats, upholding the lessons of unity and understanding.
  • Az-ölgli 27. Hûnkka: halfmoon, single clouds, windstill, dry, 16°,Urulis Pass.The fellowship faces trials and guardians in the Urulis Pass, where they believe they can find information about the Blue Wizards and Aragorn. They must also confront a group of agents trying to prevent their discovery. The character who betrayed the fellowship seeks redemption and plays a crucial role in overcoming the challenges.
  • Az-onôsh 28. Hûnkka:waxing gibbous, clouded w gaps, windstill, cloudbreak, 11°.The time comes for the fellowship to part ways, as each member has their own path to follow. They promise to keep in touch and reunite whenever the need arises. The bond they forged during their journey remains strong, and they know that they will always be friends.
  • Ôrila-poi 30. Hûnkka: waxing gibbous, single clouds, strong wind, dry, 10°.Orocarni . As the fellowship gazes over the red mountains in the far east, they are filled with a sense of wonder and anticipation. The landscape before them is unfamiliar, promising new mysteries and untold stories. They feel a mix of excitement and trepidation, ready to embrace the challenges of exploring the uncharted territory.As they venture into the new land, the heroes' hearts are filled with hope, knowing that their adventures have just begun. The story concludes with the fellowship embracing the unknown, eager to face the challenges and wonders that await them in the far east.

See[]

Notes[]

The route does not use the scale of Pete Fenlon's artistic map but more realistic measurements of approx. 4777 miles, for which the small fellowship, traveling mostly by pony or light wagon needs ca. 370 days. The lands roads are not paved but marked by tall wooden signposts, well traveled and held in acceptable condition by Sauron's armies and easterling caravans.Various caves and lodges along the route provide safe shelter and are taken care of by travellers themselves.

Apart from MERP the campaign made use of the travelling system from the Dark Eye and found the "Hordelands" setting from D&D's forgotten realms and some elements from Earthdawn's "Barsaive", The Dark Eye's "Orkland" and "Shadowlands", 7th seas "the East" and "Ussura" and Conan's Zamoria and Shadizar useful to flesh out the underdescribed Wild Lands of central Middle-Earth.Outside of Roleplaying material turk and mongol mythology and folk and fairytales, Prester John, and the Conan comics set in Turan and Hyarkania proved good reads.Computer games in Worlds similar to Middle-Earth, describing travels in Lands ruled by Orcs or oppressive regimes, influenced by asian fantasy or medieval eastern europe were some minor influence: Ishar I-III and Gothic 3.Also nice: Steppe Warrior or "Sword & Saddle" movies such as "The Secret of the Black Dragon" and Marco Polo movies and documentaries.

All in all "the Rhûn" in this campaign started off as a vaguely tolkienized-Mongolia or Persia but pretty soon evolved into an oppressive dark theocratic realm in many ways closer to an early czarist-russia or a largely fictionalized version of the early Ottoman empire rather than a Khaganate.

Donjon actually provided some nice tools which came to use on and off:[1]

See also: