From World of Charun

"Man is preceded by forest and followed by desert."
- Old Niematharin saying

Niematharin Guardian
Niematharin Guardian



The Niemathar were once the greatest of the Mórail, but ancient treachery and more recent wars has greatly curtailed their strength. Their ancient forest realm is a menacing, seemingly-endless expanse of trees whose canopy chokes out the sun itself. Shadows seem to dance in the dim light that makes it through and from safe distances it is whispered those are the cruel Mórail patrolling their borders. The forest is still a place of primal magic and ancient beings the world has, for the most part forgotten. However, its demeanour to outsiders has changed dramatically. Where once it may have been viewed with wonder and awe as one of the great natural wonders of the world, today it is viewed with dread.

No one anymore knows how many Mórail may dwell there now: after their losses in the Dazak War their numbers are estimated to have been reduced dramatically. While it was always assumed that Mórail customs were adamant and slow-changing the 5th century of the Fourth Age saw a startling turnabout in the Niemathar. More reclusive than ever, many now aggressively drive outsiders away, especially the Dazak who swarm the plains to the north. Those who leave the glade now do so mostly by ship, most often by way of Sun Glade's merchant vessels, and from there to the Three Isles and into the world.

The Mórail of Green Glade are divided on their views of outsiders, now more than ever. No one is actually certain of what words and ideas are exchanged in their courts nowadays. Even the Uluthar seem perplexed and intrigued by the growing secrecy of the Niemathar. One thing is certain – the northern borders of the forest are a death sentence for any man (woman or child) setting forth in them. Exactly what happens to them is a mystery but few return, and those who do were fortunate enough that they simply made it out of the labyrinthine expanse of forest without encountering anyone or anything. Indeed it's quite likely most who enter that forest never to be seen again are quite simply lost in its sun-choked depths. Still many are found at forest's edge with arrows in their breast, or simply broken, though the means are uncertain. What truth and fact that can be gathered from it is simple: none are welcome there any longer.

Life expectancy and Fertility Rate

The Niemathar share their life expectancy and fertility rate with the rest of the Mórail.

More about: Mórail


Niemathar (ni-ema-tha-r) translates from the Mórail language to "those of divine origin who observe the creation". The Narghali called them Coilmórail, which translates to the "high born of the forest" in Ancient Narghalan. In ancient Necharam they were called Abašlu Emqu, which translates from Old Necharami to "land-surveying wise-ones".

History and Origins

The arrival of the Niemathar and the other Mórail kinships to Charun launched the Second Age. The Niemathar soon began an aggressive expansion that in the end resulted in the greatest realm yet to be seen in Charun. Their lands once encompassed a vast majority of Charun, stretching from the Kurashi wastelands to the former nation of Elmwood. Several hundreds of thousands Niemathar lived in mighty cities built with complex and advanced architecture, rivaled only in splendor by that of the Sun Glade. At the peak of the Second Age the Niemathar were the greatest of the Mórail; the wars against the Sauroids and Urmen were over, and relations with the fledgling race of man was in good standing, despite criticism from their Uluthar cousins.

The Niemathar saw humans, the poor survivors from their fallen realms and pitied them. They allowed them dwell in their lands, tutoring them in magic, arts and crafts. Three decades later, with a new generation of man born and grown, leaders emerged. With them grew the demand for more land, more rights and more power to the race of man. But the Niemathar failed to recognise the ambition living in the human heart, the desire to gain power, wealth and wisdom. The Niemathar agreed to handing over more power and territory to them, which finally led to their downfall. The first human who rose in power, Dunn Bloodhand, immediately began campaigning for equal land areas and an independent, self-governed human nation in 6013 II. The Niemathar, angered by this, stripped him of of all power and authority, making it clear that the humans were allowed upon Mórail lands soley in the capacity of guests. That sent a shock-wave across the lands and almost overnight all men revolted against their allies. Their numbers had swelled quickly in the safety of their hosts, by then even outnumbering the Niematharin population. A war was the last thing that the Mórail expected; taken by surprise, they were forced to flee the wrath of men, abandoning their great cities. The hot-tempered humans chased their former teachers and guardians further south into the great forest of Green Glade, killing any who refused to leave their homes. Many Mórail tales and songs tell of massacres taking place during the "Trail of Blood" as they refer to the occurrence.

Niematharin numbers have not crept up since that day, since Mórail are slow to reproduce, preventing growth. Conflicts during both the Third and the Fourth Age have further prevented a resurgance. The Slaughter of Sons in 393 IV was nothing short of a debacle, destroying nearly the entire Niematharin army.

The Niemathar have withdrawn into the Glade, their traditional distrust of non-Mórail now sharpened to a knife-edge. Few who enter even the borders of the Glade are said to survive. Outside of a few Half-men granted refugee status after the destruction of Port Farrowbar, no non-Mórail has actually seen a Niemathar within the Glade, and those who can say they have seen one outside the Glade are few indeed. Even their Uluthar cousins, with whom they traditionally trade once per year, are said to be alternately bemused and perplexed by the Niematharin withdrawal. What has happened since, none can say.


The Niemathar share the physical build of the Mórial. They differ in that they have red or brown hair.

More about: Mórail


The Niemathar share their language with the rest of the Mórail.

More about: Mórail


Governmental Form

The Niemathar are ruled by King and Queen, upon whom fall the task of defending and governing their people. They seldom exercise this power solely on their own whims however, tying into their belief that decisions are best considered by those most knowledgeable on the subject at hand. Counsel is frequently sought from their subjects, drawing upon the expertise of each to determine the best course of action. When the gravest of subjects arise, the entire population participates in one great council, allowing any to voice their opinions and concerns. These affairs can last days, and are reserved for the most important of issues. The last time a council of this scale was held was at the time of the Cataclysm, when it was determined that Abaddon intended to march upon the Half-men of Hillyfield. Amazingly, a consensus was reached in less than an hour, rumored to be the shortest ever held.

Green Glade is a monarchy that allows for the crown to pass to the eldest child regardless of gender.

More about: Green Glade Succession Order

Social Stratification

The Niemathar share their social stratification with the rest of the Mórail.

More about: Mórail


The Mórail of Green Glade are as self-sufficient as ever and even more reclusive, trading exlusively with the Uluthar of Sun Glade. Whatever Niematharin goods might make it into other markets are most likely second hand by way of Uluthar traders in foreign markets or else increasingly-rare Niemathar travellers.


The forest is a living, breathing thing and it houses many dangers the Niemathar use to their advantage, either through guile or genuine friendship. Forest spirits like dryads and treants are said to still roam the ancient forests and neither of those are particularly known for liking the savagery of men in their treatment of forests. These allies, combined with the sheer oppressively majestic scale of the wood itself has kept the Dazak at bay more than anything else in the face of Green Glade's crushing defeat on the plains in the Dazak War.

The Niematharin warriors are divided into three groups. The Green Cloaks consists of regular Mórail soldiers. The Wardancers on the other hand are members of a lethal warrior society that worships Burthios, the God of War. They can always be found in the frontline, throwing themselves upon the enemy. The last group are known as the Watchers. They act as scouts and guardians along the borders of the kingdom. The defeat against the Dazak in the battle of Slaughter of Sons left the Niematharin forces thoroughly devastated. The Wardancers and Green Cloaks were almost completely wiped out, and while members of both orders continued to exist the Niemathar had no illusions of confidence in them. However, with the passing of centuries, both the Green Cloaks and Wardancers have grown in number again, but not quite to what they once were.


The Niemathar share their technology with the rest of the Mórail.

More about: Mórail



Niematharin land is undivided by cities or provinces, their entire realm property of their race as a whole. Like Sun Glade, their realm is interspersed with buildings throughout. Unlike the construction of their cousins, where Mórail work both nature and architecture both into one unbroken image, the buildings of the Green Glade are fluid and organic, built to conform with the natural world rather than take precedence over it. Niematharin homes can commonly be found nestled gently amongst the roots of great trees, or almost as frequently, swaying delicately upon their boughs. These feats are a testament to the Niematharin craftsman; while any race might build a house among the treetops, only the Niemathar would do so without the use of nails, unwilling to damage their forest for the sake of a simple house.

Niematharin woodcraft is formed from meticulously gathered deadwood, fallen branches and trees; no axe has ever touched a tree within Green Glade without an armed band being sent after the would-be woodsman. Such patrols will follow to the ends of the earth in search of revenge for their forest.

Niematharin rites, of which there are four - birth, maturity, marriage, and death - are simple ceremonies compared to those of most Mórail, presided over by a priest of Ethalias Thunitar and attended by a small group of loved ones. For any individual Niemathar, the three rites of life can be expected to be held among the roots of the same mighty tree, bonding every Niemathar in the Glade to the forest itself. The death rite is similar, the Niemathar being interred beneath that same tree, to in turn nourish the tree that symbolically sustained them throughout their own life.

Niematharin are a very closely-knit people, believing strongly in their unity as a race, developing customs to further support closeness. The most well-known of these practices is the "arrow-gift", whereupon a Niemathar celebrating a great achievement is gifted an arrow by those he knows by way of congratulations. Despite the name and common practice, it is not always arrows given; if the feat achieved was not of archery or martial prowess, other tokens are occasionally given, though never as often. An arrow-giving can also be used to represent great debt from one Mórail to another, holding to the indebted elf's intent to repay it. It is very uncommon for a Niemathar to extend this ritual to a non-Mórail, dictating that the arrow's recipient has done monumental service to the elf or the Glade.

The dragons of Wyrmwood are a potent danger - especially since the Niemathar suffered great losses against the Dazak. Many speculate about what keeps the dragons from launching attacks into Niematharin territory and rumours persist that some Mórail even deal with them, actually stealing away Dazak in the night to feed to the dragons as tribute to keep them away from their lands.

More about: Mórail


Above all else, Niemathar respect the sovereignty of their forest home. Without exception, as all Mórail, the Niemathar are vegetarians, focusing upon low impact foraging and natural cultivation to sustain themselves.

More about: Mórail


The Niemathar share their view on marriage with the rest of the Mórail, with the ritual being performed as one out of four - birth, maturity, marriage, and death. It is presided over by a priest of Ethalias Thunitar and attended by a small group of loved ones. For any individual Niemathar, the three rites of life can be expected to be held among the roots of the same mighty tree, bonding every Niemathar in the Glade to the forest itself. The death rite is similar, the Niemathar being interred beneath that same tree, to in turn nourish the tree that symbolically sustained them throughout their own life.

More about: Mórail


It is not currently known what the Niemathar do within the Glade, but historically, Niematharin art has revolved around complex depictions of wood and trees, but other arts, particularly sculpture, are known to have existed within the Glade. Of the Mórail, the Niematharin are generally regarded as having the most elaborated artwork, with complex interwoven patterns being quite common in a way that tends to be absent in more abstract Eiotharin or Ulutharin artwork.


The Niemathar share their games with the rest of the Mórail, and engage in archery and bowyery as a pastime as well as a necessity of war.

More about: Mórail


Niematharin garb varies in design by craft or trade, but most is made of durable fabric, dyed in natural shades such as greens or browns. Gaudy jewelry or decoration is very uncommon among the Nimeathar. Those opting to wear such choose tasteful bracelets or rings of simple worked silver or copper, with perhaps small emeralds, if any gems are present.

Weapons and Armour

Niemathar are accustomed to living with the constant shadow of danger, and very few of them can be found unarmed even within their own realm. The average Niemathar possesses at least a rudimentary degree of martial training, enough to defend themselves in an emergency. Most are familiar with the use of bows, as well as a dagger or short sword. They favor longbows exclusively, smaller bows being reserved only for children and rarely seen. A Niemathar unaffiliated with the army almost always forgoes the use of armour or heavy weapons, relying on their own natural speed and grace for protection.

The Niemathar still possess some of the skills and knowledge of crafting salvaged from earlier ages. They are exceptionally skilled in the manufacture of bows, again primarily longbows. Their smithies, though few are present in the great forest, still produce bladed weapons of superb quality, focusing primarily upon leaf-shaped spearheads and daggers. Niematharin designs for these weapons have been the basis for most similar weapons throughout the Third Age, but the Mórail, with a several-millennia head start, still create some of the greatest examples. These same forges also turn out larger blades, such as rapiers and broadswords, as well as the occasional suit of mail.

Another Niematharin innovation, and a secret still held within their realm alone, is the creation of Leaf Armor. These are created by applying special treatments of resins and sap to carefully molded layers of leaves, slowly building up into a complete suit of leather-like armor. Otherwise similar to leather in most ways, Niematharin craftsman pride themselves upon their ability to make each suit a work of art, blending many different leaves into a solid defense and pleasing sight all at once. Most members of the Glade unwilling to wear heavier mail can be found wearing this type of armor instead.

After the slaughter of the Niematharin army in the Slaughter of Sons war, the Green Cloaks and Wardancers have nearly ceased to exist -- those Niemathar who patrol the Glade against outsiders tend to follow the Watchers' traditional archery. Before their defeat at the hands of the Dazak, the Green Cloaks were typically seen armed with spears, or a combination of sword and shield, as well as longbows.The Wardancers were of the opposite mind, favoring melee alone, typically putting broadswords or rapiers to use in a fierce two-weapon style


Ethalias Thunitar is the most popular deity among the Niematharin, though the rest of the Mórail pantheon earns worship as well. The Niematharin are absolute believers in the presence of the Old Gods, the New Powers finding absolutely hold within their realm. No Mórail within Green Glade would dare pay homage to such a being, with those that do finding themselves gently "encouraged" to leave. As such it is impossible to find Niemathar sorcerers within the Glade, though perhaps a handful exist in the world without.

Player Characters

Niemathar names for your character: Mórail Names


The Niemathar are part of the Civilized Faction, along with other Mórail and (most) humans.


Location in Charun: Green Glade

Population: Unknown. Estimated around 10 000.

Settlements: None. The realm is interspersed with buildings throughout

Army: An estimated 1000 warriors and various creatures of the forest. If needed, all able to string a bow will count as warriors and a significant number of them in fact are doing just that -- and have been for decades.

Government form: Monarchy.

Heritable Mutations

The Niemathar are prone to genetic, heritable mutations, some of which are harmful. They have the following ingame effects:

Genetic immunological memory:
Mórail immunological memory leads to a very effective immune system that quickly detects and defeats diseases encountered in their bloodline's past. All Mórail are immune vs diseases.

Tertiary infertility:
Mórail females suffer from tertiary infertility among the females, where the women have difficulties conceiving after already having done so twice. Even those rare females without the mutation have great difficulty in childbirth. Mórail female characters will have difficulties conceiving thrice.

Keen Senses:
Mórail have an ability to combine sensory information from visual, auditory and tactile senses into a very detailed perception of the enviroment. As an example, they are able to use echolation through the noise they are making, and then interpreting the sound waves reflected by nearby objects. This lets them identify the location and size of nearby objects, steer around them and also detect small movements relative to objects. All Mórail gain a racial +2 bonus to the listen, spot and search skills. They also gain the Keen Sense feat.

Heritable haemophilia:
Mórail suffer from a genetic disorder that impair the body's ability to control blood clotting or coagulation, which is used to stop bleeding when a blood vessel is broken. All Mórail have a weakened regeneration of Stamina out of combat.

Meat intollerance:
Mórail are subjected to a mutation that makes it near impossible for them to digest meat, poultry or fish as a result of being vegetarians for thousands of years.

Heritable Intelligence:
The Niematharin genetic mutation in an ability of using their bodies, or parts of their bodies, with utmost control to solve problems or to fashion products. This is evident in their bow-making as well as in their athletic and physical abilities. Where others need to practice motor skills, the Niematharin learn by mere observation and are able to reproduce the skill almost immediatly – be it a facial expression or an athletic movement – with the only limitations being their own physique. They also possess extra-ordinary fine motor skills, particularly in the fingers and in hand-eye coordination.

Ability Modifiers:
DEX +4, STR -2, CON -2


The Niemathar have the following cultural classes, which they can choose from during character creation. Following levels may be taken in the general classes (rogue, mystic, warrior) or in the cultural class chosen during character creation.


Native Tongue: Mórail
You can always speak your native tongue as long as your INT is above 0, but you will not have any "language slots" at INT 7 or lower.
If your INT is 7 or lower you will not be able to understand languages other than your native tongue, regardless of whether you know them or not.

Faction Common Tongue: Islean
At INT 8 you will be given your first language slot, which if starting with INT 8 or higher will always be used for your faction's common tongue. If the native tongue is the same as the faction tongue, the slot can be used for a secondary language.

Secondary Languages: Dazaki, Urman
At INT 10 and each 2 INT after that you will be given another language slot, which can be used upon entering the game for the first time to pick a language from the secondary languages list. Language slots may also be used later to learn new languages.

Back to: Mórail | Races