Board Thread:Suggestions forum/@comment-25012056-20170404202511

The wide land of Núrn is one of my personal favorite places in Middle-Earth. Currently, the mod does a fantastic job of portraying this picturesque yet thoroughly evil land. Yet there are a few things missing, which here shall be addressed.

I split this one into two, with Nan Ungol being next.

Biomes
Núrn is currently more or less perfect as a biome, in my opinion, including sub-biomes and the Sea of Núrnen. However, the Núrn biome would get an addition biome variant: the Núrn Plantation.

Plantations would be similar to Dorwinion Vineyards. The ground here would be mostly tilled, with paths running between crop rows. Water sources would run in long ditches between strips of planted wheat. Slave farmers would manage the crops, and Slavers would spawn more or less constantly to keep the slaves in line. Chests with hoes would generate as small structures, and would contain whatever the slaves have farmed and emptied into the chests. Stealing crops with less than 200 Mordor alignment would merit an attack from any nearby Soldier-Orcs.

Crafting
The Núrn subfaction would get the following items.


 * Núrn Whip - Something evil players (and a few good players too, I daresay. Come on, admit it) have wanted for a while. The Núrn whip would be crafted in a diagonal S-pattern with one stick and three leather. Whips can be used to increase productivity in slaves. It would charge like a Balrog whip, and would produce a loud crack when used. When used, a target slave will receive speed II and haste II, while nearby slaves would get speed I and haste I, all for fairly short amounts of time. Alternatively, left-clicking with a whip will deal three damage. In addition to these, whips can be used to enslave enemy civilians. For players with over 500 Mordor alignment, cornered Gondorian civilian NPCs can be repeatedly whipped until they are pressed into submission (this takes a number of tries). This will create normal slaves, which can be equipped for farming or fighting. Be warned, however - captured slaves will revolt at the first chance they get for a full Minecraft week after their capture.
 * Spiked Núrn Whip - Made with a Núrn Whip and four orc steel. These function similarly to normal whips, but can be used as weapons that deal six damage. In addition, when charged and used on slaves, the target slave will receive three damage as well as effects.
 * Chains - There would be a number of variants of chains. All would be crafted with ingots in an X pattern, which would produce five sets of chains. The variants would be iron, bronze, mithril, Orc, and Uruk. All chains would function the same: they can be used to leash slaves to wall blocks or fences, or could be placed for decor and used as ladders.
 * Núrn Hoe - Made with a mix of Black Uruk Steel and Orc Steel with sticks in the normal pattern. The Núrn hoe would have exceptional durability.
 * Núrn Slaver Captain Helmet - Per normal, the Núrn Slaver Captain would get his own helmet, crafted with a normal Mordor helmet, two warg fur, and an orc steel ingot. The helmet would have a sort of face-mask to keep out the dust.

Mobs
The Núrn subfaction would get the following mobs.


 * Núrn Slave - The current Núrn Slave would become the Núrn Slave Farmer. Normal Núrn Slaves, from this point forward, would be used to carry stuff for players, or could be equipped as farmers or fighters. Normal slaves will have an additional inventory for the player to store items in, but beware: if slaves revolt, they don’t care if it’s your stuff they have on them…
 * Núrn Slave Farmer - The current Núrn Slave, just rebranded.
 * Núrn Slave-Warrior - Núrn Slaves given daggers and thrown at enemies in hordes. These would be cheap and easy to swarm enemies with, but would require a healthy force of Núrn Slavers to keep in line. As with all slaves, they can only be hired from Slaver Captains.
 * Núrn Bandit - Escaped slaves that have realized the painful truth: there is no escape from the Land of Shadow. Instead, these cutthroats steal what they can, and kill all allies of Mordor they can find. They spawn like normal bandits, but only around Mordor-allied players, and attack instead of stealing. They use scraps of leather and fur armors, and stolen Mordor daggers. Their appearance is very rare, and they are unhireable.
 * Núrn Slaver - Larger Orcs tasked with keeping the slave-worked fields of Núrn in line. These Orcs use full Mordor armor, and use whips to maximize productivity. One spawns in every Núrn Farm, many spawn in Núrn Plantations, and they also spawn uncommonly across Núrn. They can be hired to keep personal groups of slaves in line from Slaver Captains.
 * Núrn Hunter - Rugged Orcs tasked with hunting down and eliminating rogue slaves and the Núrn Bandits. They use both Orc Bows and Mordor Daggers, as well as a mix of Mordor and Fur armor. Núrn Hunters are unhireable but spawn semi-uncommonly across Núrn. When the Núrn Bandits appear, there is a chance a team of Núrn Hunters will appear nearby.

Structures
The following structures, in addition to normal Mordor Orc Camps, Núrn Slaver Towers, and Núrn Farms, would generate in Núrn.


 * Núrn Supply Fort - Small Mordor Brick structures that spawn uncommonly in Núrn. The forts will have a few Orcs, and will contain crafting tables and a number of chests with equipment and food.
 * Núrnen Port - This would probably be a bit hard to code. Ports have a chance on generating on the shores of the Sea of Núrnen. No ships (yet) would generate here, but there would be docks and a pier. The rest of the structure would consist of a small watchfort with supplies and piles of logs or hay.
 * Núrn Castle - Fairly rare structures that serve as a Núrn replacement for Mordor Towers. Castles would be similar to Gondor Fortresses, but slightly larger and more complex. Castles would have an outer wall with four watchtowers and a gatehouse, stalls for traders and blacksmiths inside, and a main keep with a Mordor Orc Commander. Núrn Castle Keeps would contain loot chests, crafting tables, banners, barrels, beds, tables of command, and just about everything you would expect in a fortress. The general structure of the build would be Mordor brick.

Slave Revolts
Slave revolts are exactly what they sound like. When Núrn Slaves get a certain distance away from Orcs, they will attempt a revolt: they will attack any Mordor-allied NPCs with whatever they have and try to escape. Hired slaves, if left unattended, can revolt in a similar manner as well. Revolting slaves can be hired by Gondor-aligned players with quests, in a similar fashion to Rohan shieldmaidens.

Titles
[Núrn Slaver] - Get 100 Mordor alignment.

[Núrn Hunter] - Get 100 Mordor alignment.

[Slave-Master] - Whip 20+ Gondorians into submission.

Achievements
[The Bandits of Mordor] - Kill a Núrn Bandit.

[Stalkers of the Fields] - Kill a Núrn Hunter.

[Bounty Hunter] - Kill an escaped slave.

[Taskmasters] - Kill a Núrn Slaver.

[Arrow-fodder] - Hire a Slave Warrior.

[Slave-Master] - Whip 20+ Gondorians into submission.

[Whip Warrior] - Kill an enemy with a Spiked Whip.

[Corporal Punishment] - Use a whip.

Credit where credit is due: Several of these, especially the concepts of whips and rebellions, were inspired by other suggestions I've seen over the years. I don't remember the details of these, however, never mind the posters, so I will just put out a general thank-you to those who inspired some of these.

Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:25, April 4, 2017 (UTC) 