Board Thread:Suggestions forum/@comment-34633578-20180313221928

Good morning, afternoon, or night. After several weeks of work, I’ve finished my suggestion for 2 new Far Harad factions. My inspiration came from several threads about Far Harad, several of which got closed due to various reasons. However, what struck me the most was the fact that nowhere was a successful proposal for the fate of the Numenorean colonies in Far Harad. So, I came up with this to not only fill that blank, but to spice up Far Harad. Before any lore Nazis start screeching, at least read the full suggestion before yelling “THERE ARE NO BLACK NUMENOREANS OUTSIDE OF MORDOR IN THE THIRD AGE!!!”. Without further ado, I give you the Falaswaith & Duinhoth.

-             Lore:

After the sinking of Numenor, a trading fleet had escaped the devastation & fled to a colony in Far Harad. Some of them stayed along the new coastline, while others went further north, upriver. While the southern Numenoreans continued to try & oppress the Taurethrim, the northerners struck up a good trade with their jungle neighbors. On the other hand, the northerners enslaved a tribe of Morwaith to farm their land for them. Over several decades, the two became further & further apart in their customs & eventually separated entirely. They didn’t even call themselves Numenorean, for their rivalry prevented them working together or claiming common blood. They became known as the Falaswaith, or coast folk, & Duinhoth, or river host.

The Falaswaith melded with the Morwaith over a few generations, for they were united in worship of the Dark Lord, & latter their worship of the Great Lion & their shared blood. Likewise, the Duinhoth became intermeshed with their ally in trade & war, the Taurethrim. Merely 3 generations on, & their rivalry turned into hatred & open warfare. The Falaswaith had spread along the coast, growing strong & numerous. However, compared to their forefathers, their crafts were pitiful, for they had lost the ‘secret’ of steel, falling as low as barely being capable of smelting iron.

The Duinhoth degraded as well, forgetting steel, but still capable of arming its common troops with iron. The people of the Duinhoth have more Numenorean blood than the Falaswaith, but still aren’t truly Numenorean. The Duinhoth where constantly on the defensive against their southern kin, for they were outnumbered. They slowly began to expand into the jungle by their river home, absorbing the Taurethrim into their ranks. The Falaswaith savaged the plains & unsuccessfully siege their fortified cities.

The jungle became home to many fortified towns, cities, & strongholds, as a fail-safe against the Falaswaith. This would pay off, as when the Corsairs arrived in the far south, they aided the Falaswaith against the Duinhoth, driving them out of their riverside home & into the jungle. The Falaswaith, confidant in their supposed superiority, tried to attack their jungle territory, but quickly found out about, & grew to fear, the Duinhoth’s guerrilla tactics.

Now though, the times are changing. The Corsairs aid is retreating like the tide. They sail north to the aid of the Dark Lord along with some of the Falaswaith warriors. With this news, the Duinhoth have stirred in their exile & alerted their Taurethrim allies, for the time of vengeance is at hand…

Falaswaith:

Descendants of some of the surviving Black Numenoreans & some of the Southern & Western Morwaith. Really though, it’s far too generous to call them Numenoreans. By the time of the War of the Ring, the commoners had negligible Numenorean blood while the Nobles had about 5% Numenorean Blood, if that. They’ve got a combine culture with aspects of the Morwaith & Black Numenoreans. They have greatly degenerated, barely able to smith iron. Like the Morwaith, they live & marshal armies in tribes, but they’re much more united, almost like the Greek city states of our world as they usually fight amongst themselves unless they’re presented with a common threat. They do, however, have an absolute monarch chosen in the early times by the tribal chieftains & their civil wars, latter by the Dark Lord. Queen Beruthel might have come from this land. They worship the Great Sea God*, & the Great Lion to a lesser extent. The Priests of the Tide have power only superseded by a chief or the Falaswaith monarch & keep the population under control. Allied with Near Harad, Morwaith, & Mordor. Hostile to the Taurethrim, Cerinrim, & their southern cousins, the Duinhoth.

*Another name for Sauron/Melkor. Comes from their legends derived from the Fall of Numenor. Their legends say that their God sent them to fight false Gods to the west. When their invasion failed, their god punished them by sinking their land & scattering the remnants to the wind with the promise that if they failed his will again, no land would survive the new flood. He made the tides to remind them of this promise.

Gear:

Falaswaith Chieftain armor:

Fur trimmed variant of the Elite armor. 2 lion fur & 2 gold nuggets per piece. Same stats as Elite armor.

Falaswaith Elite armor:

Upgraded normal armor with 2 ingots of bronze & iron, gives 15 armor (7.5 shirts, 60% damage reduction).

Falaswaith armor:

Made of bronze & gemsbok hide in the Rohirric pattern, gives 13 armor (6.5 shirts, 52% damage reduction).

Falaswaith equipment:

Bronze made, base of 6 attack strength, 250 durability. Has sword, dagger, spear, war-spear (battle staff, halberd equivalent), battle-axe, & mace.

Falaswaith Bow:

Made the same way as the Vanilla bow, but on the Falaswaith’s crafting table. 110% power, 125% fire rate, 80% range.

Falaswaith Throwing club:

Equivalent of a throwing axe, but more damaging & closer range. Though it looks like an axe, it’s a club with iron spikes embedded in it. Iron ingot in the top row, wood log in the middle, stick in the bottom. 170% power, 65% range.

Falaswaith Elite equipment:

Iron made, base of 6.5 attack strength, 300 durability. Has sword, spear, war-spear, & battle-axe.

Falaswaith Horse armor:

Leather studded with bronze. 3 ingots of bronze (both bottom corners & 1 top corner) & 4 leather (in the bottom & middle rows). Gives 10 armor (5 full shirts, 40% damage reduction).

Falaswaith bricks:

Stone bricks. 4 stone makes 4 bricks.

Falaswaith crafting table:

Where Falaswaith items are made. 4 wood planks to make it.

Banner of the Tides:

The Falaswaith banner. A red setting sun in a blue sky & a blue-green-gray sea.

Npcs:

Citizen:

Normal Falaswaith tribesmen, uses a dagger to defend themselves.

Levy:

Slaves given a chance at freedom if they fight well. Armed & armored with whatever they can get. Could use wood, leather, & stone commonly, Morwaith gear uncommonly, & Falaswaith equipment rarely (only weapons). Costs 20 silver, +200 alignment

Warrior:

Armed & armored for war, uses standard equipment & armor. Infantry: 30 silver, +250 align, mounted (rides a zebra): 40 silver, +350 alignment.

Archer:

Using standard armor & a bow. Is unique in that it shoots poisoned arrows. 40 silver, +300 alignment.

Club thrower:

The Falaswaith equivalent of the Lossarnach Axemen. Throws clubs at range, swaps to another weapon at melee. Costs 50 silver, +400 align.

Elite:

Falaswaith warrior-nobles. Uses elite equipment & armor. Has 22 health (minor Numenorean blood, very well trained). Infantry: 40 silver, +350 align, mounted (on an armored horse): 55 silver, +450 alignment.

Banner bearer:

A warrior using a sword while bearing the Banner of the Tides. Costs 50 silver, +400 align.

Chief:

Nobles & leaders of troops. Has 25 health (minor Numenorean blood, chieftain) Uses Chieftain armor & an elite sword. Hiring Npc.

Traders:

Vendors & merchants of the Falaswaith. There are, smiths, slave masters, hunters, fishers, innkeeper, & orcharders.

Falaswaith smith:

Sells Falaswaith & elite gear & buys smithing supplies. Can reforge gear.

Buys (cost):

Iron ingot (2-4), bronze ingot (2-4), copper ingot (2-4), tin ingot (2-4), gold ingot (11-20), 8 sticks (1), 2-3 feathers (1), leather (2-3), gemsbok hide (2-3)

Sells (cost*):

Sword (10-18), dagger (6-11), spear (10-19), war-spear (11-18), battle-axe (12-20), Warhammer (12-21), bow (11-20), 4 arrows (2-4), helm (12-22), vest (18-35), greaves (16-28), boots (10-18), elite sword (20-36), elite spear (20-38), elite war-spear (22-36),elite battle-axe (24-40), elite helm (25-46), elite vest (37-73), elite greaves (33-58), elite boots (21-37)


 * please note this is the cost of unmodified gear.

Slavemaster*:

Buys (cost):

Stone hoe (1), bronze hoe (4-8), iron hoe (6-10), bucket (2-4), water bucket (3-5), 6 bone meal (1)

Sells (cost):

Wheat (1-3), seeds (1), corn (1-3), corn stalk (1), potato (1-3), yam (1-3), melon slice (1)


 * Sells Falaswaith slaves (farm hand) for 50 silver, +100 align.

Hunter:

Buys (cost):

Falaswaith bow (9-12), 4 arrows (1-3), bronze dagger (2-4), iron dagger (2-5), wheat (1)

Sells (cost):

Zebra meat (3-5), Rhino meat (3-5), Lion meat (4-6), leather (2-4), Rhino horn (5-9), lion fur (4-6), feather (1-3), rotten flesh (2-3)

Fisher:

Buys (cost):

2 String (1), 8 sticks (1), bucket (2-4), iron dagger (2-5), bronze dagger (2-4), salt (9-14)

Cost (cost):

Fish (2-5), salmon (4-7), clownfish (6-10), pufferfish (7-15), boat (4-7), fishing rod (6-10), ink sac (3-5), sponge (6-10)

Innkeeper:

Buys (coast):

Raw zebra (2-4), raw rhino (2-4), wheat (1), corn (1), potato (1), yam (1), melon (1), 2 sugar (1), bucket (2-4), mug (1), clay plate (1), bowl (1), milk bucket (3-5), water bucket (3-5), cocoa bean (1-3), salt (8-16)

Sells (cost):

Bread (4-6), corn bread (4-6), banana bread (4-6), mug of corn liquor (weak, light , moderate , strong , potent ), Mango juice (5-8), mug of milk (2-4), mug of chocolate (3-6), cooked potato (2-5), cooked yam (2-5), cooked zebra (3-6), cooked rhino (3-6), melon soup (3-6)

Orcharder:

Buys (cost):

Stone axe (1), bronze axe (4-8), iron axe (6-10), bucket (2-4), water bucket (3-5), 6 bone meal (1)

Sells (cost):

Mango, banana, acacia, boboa woods (1) & saplings (3-5), mango (3-8), banana (1-5)

Structures:

Falaswaith village: Contains 1 town square, a chieftain house, 3-6 huts, 1-3 houses, 1-3 stalls, 1-4 gardens, 1-2 townhouses, 0-1 smithies, 0-1 stables.

Town square: a large grassy area in the center of town. Contains a well.

Falaswaith chieftain house: a large structure, serves as both a small barracks & the chieftains’ home. The barrack has an Npc respawner in it, in addition to some minor loot, such as food, drink, & worn weapons & armor. The chief’s part houses the chieftain & more valuable loot, like gold nuggets, silver coins, & lion hides.

Falaswaith hut: a small but functional home of Falaswaith civilians. Has both vanilla & Falaswaith crafting tables, a couple of beds, a barrel of drink, & a basket containing food & things like daggers, arrows, & hides.

Falaswaith house: the larger home of a wealthier Falaswaith citizen. As the residents of this house are wealthier, there is loot like gold, silver, & rarely elite weapons & armor.

Falaswaith Smithy: the home & workplace of a Falaswaith smith. Has a basket with metal ingots & ore out by the anvil & fire, & crafting tables, a basket with food, a barrel of drink, & a bed.

Falaswaith stable: This is where the zebras & horses of the Falaswaith are kept & bred for use by commoners & nobles, respectively. Has little loot aside from the mounts within & the hay for their food.

Falaswaith Fort: A large, defensive military structure. Has a wooden palisade, archer towers, & gate. Has a small smithy, barracks, training grounds, & several tethered horses. Has no loot apart an armor stand with Falaswaith armor & couple weapons in weapon racks. Houses some Falaswaith troops, & a chieftain. Uncommonly found in the coastal plains.

Duinhoth:

The descendants of the Repentant Numenoreans & the Taurethrim. Like the Falaswaith, It’s still too generous to call them Numenorean, but they haven’t degraded to the same extent. Unlike their southern kin, they hate Sauron, or the Sea God as they call him, & blame him for the destruction of Numenor. The Priests of the Tide are responsible for their rebellion, as they tried to bully the Duinhoth into being their way of seizing power from the Falaswaith Chiefs. They worship the River Goddess, who opposes the evil Sea God & blessed the land of the Duinhoth. The commoners have about 1% Numenorean blood while the Nobles are much purer, some even boasting 15%. Hostile to the Morwaith, Half-trolls, Falaswaith, Near Haradrim, Cerinrim, & Mordor. Allied with the Taurethrim.

Gear:

Commander armor:

Silver trimmed version of the Duinhoth armor. Same stats as the standard armor.

Duinhoth armor:

Made of iron & bronze in the Rohirric pattern (substitute iron with bronze, & leather with iron), gives 14 armor (7 shirts, 56% damage reduction). Repaired with bronze.

Duinhoth hunter armor:

Made of bronze & leather in the Rohirric pattern (substitute iron with bronze), gives 11 armor (5.5 shirts, 44% damage reduction), decreases enemy Npc detection range.

Duinhoth Equipment:

Iron made, base of 6.5 attack strength, 350 durability. Has sword, dagger, spear, war-spear (battle staff, halberd), battle-axe, & Warhammer.

Duinhoth Bow:

A decent wooden bow. 110% attack, 80% fire rate, 135% range.

Duinhoth Horse armor:

Made of iron & bronze. 3 iron (bottom 2 & 1 top corners), 3 bronze (middle left & right slots, bottom center), & 1 leather in the middle. Gives 15 armor (7.5 shirts, 60% damage reduction).

Duinhoth bricks:

Stone bricks. 4 bricks for 4 stone.

Duinhoth crafting table:

Used to make Duinhoth items. 2 planks on top & 2 Duinhoth bricks on the bottom.

Banner of the River:

The banner of the Duinhoth. A sword & blue-green river on a background of green & outline of white.

Npcs:

Citizen:

A citizen of the Duinhoth kingdom. No armor, uses a dagger to defend themselves. Has 21 health (minor Numenorean blood).

Warrior:

Prepared to defend the Duinhoth, & armed for the occasion. Uses Duinhoth equipment & armor. Has 21 health (minor Numenorean blood). Costs 30 silver, +200 align, mounted 45 silver, +300 alignment.

Archer:

A warrior trained in use of the bow. Has 21 health. Costs 45 silver, +250 align.

Hunter:

A Guerrilla fighter & hunter of men & beasts, uses Duinhoth hunter armor, Duinhoth bow, & switches to a dagger at close range, 21 health, decreased enemy detection range (see note). Costs 55 silver, +400 align.

NOTE: this is NOT the ridiculous ranger invisibility, just decreases the range at which enemy Npcs detect them.

Banner bearer:

A warrior using a Duinhoth sword while bearing the Banner of the River. Costs 50 silver, +400 align.

Commander:

A noble & leader of troops. Uses a Duinhoth sword & commander armor. You hire soldiers from them, except for the Hunter. Has 25 health (minor Numenorean blood, commander).

Traders:

Vendors & merchants of the Duinhoth. There are smiths, slave keepers, hunters, fishers, builders, & orcharders.

Smith:

Buys (cost):

Iron ingot (2-4), bronze ingot (2-4), copper ingot (2-4), tin ingot (2-4), gold ingot (11-20), 8 sticks (1), 2-3 feathers (1), leather (2-3)

Sells (cost*):

Sword (11-20), dagger (6-12), spear (11-21), war-spear (12-20), battle-axe (13-22), Warhammer (13-23), bow (11-20), 4 arrows (2-4), helm (13-24), chest plate (20-38), greaves (17-31), boots (11-20)


 * please note this is the cost of unmodified gear.

Slave Keeper*:

Buys (cost):

Stone hoe (1), bronze hoe (4-8), iron hoe (6-10), bucket (2-4), water bucket (3-5), 6 bone meal (1)

Sells (cost):

Wheat (1-3), seeds (1), corn (1-3), corn stalk (1), potato (1-3), yam (1-3), melon slice (1)


 * sells Morwaith slaves for 45 silver, +150 align

Huntsman*:

Buys (cost):

Duinhoth bow (9-12), 4 arrows (1-3), bronze dagger (2-4), iron dagger (2-5), wheat (1)

Sells (cost):

Zebra meat (3-5), Rhino meat (3-5), Lion meat (4-6), leather (2-4), Rhino horn (5-9), lion fur (4-6), feather (1-3)


 * you hire the hunters from them.

Fisher:

Buys (cost):

2 String (1), 8 sticks (1), bucket (2-4), iron dagger (2-5), bronze dagger (2-4), salt (9-14)

Cost (cost):

Fish (2-5), salmon (4-7), clownfish (6-10), pufferfish (7-15), boat (4-7), fishing rod (6-10), ink sac (3-5), sponge (6-10)

Builder:

Buys (cost):

Cooked zebra (2-4), cooked rhino (2-4), cooked lion (3-5), bread (2-8), corn bread (2-8), cooked potato (1-3), cooked yam (1-3), melon soup (2-3)

Sells (cost):

8 dirt (1), 8 cobble (1), 8 stone (1-3), 8 Duinhoth bricks (2-4), carved Duinhoth brick (2), 8 stone brick (1-3), 4 reed block (1-3)

Orecharder:

Buys (cost):

Stone axe (1), bronze axe (4-8), iron axe (6-10), bucket (2-4), water bucket (3-5), 6 bone meal (1)

Sells (cost):

Mango, banana, jungle mahogany woods (1) & saplings (3-5), mango (3-8), banana (1-5), cocoa bean (6-11)

Structures:

Duinhoth village: contains 1 common green, 2-5 houses, 0-1 stalls, & 1-3 gardens. Uncommonly found in the River plains, semi rarely in the Reclaimed jungles.

Duinhoth house: A simple house where a couple of civilians live. Contains household items, like food, drink, daggers & vanilla bows, & the occasional silver coin.

Duinhoth stalls: A permanent stall of a Duinhoth farmer, fisher, builder, or orcharder. Spawns around the common green or town square. No loot whatsoever.

Duinhoth garden: a small community garden growing some vegetables for the village. Spawns on the outskirts of the village. Could grow potatoes, yams, carrots, or melons.

Duinhoth common green: a large, open area surrounded by a ring of dirt paths in the middle of the village. Could have 0-2 animal pens on it. Pens could contain 2-5 zebras & 2-4 gemsboks.

Duinhoth town: bigger than the village, but not the size of a Gondorian town. Contains 1 town square, 4-7 houses, 1-3 stalls, 2-5 gardens, 1-2 townhouses, 0-1 smithies, 0-1 stables. Rarely found in the River plains, uncommonly in the Reclaimed jungles.

Town square: a large brick paved area in the center of town. Contains a well & 1-3 trees around the edges.

Duinhoth townhouse: A house of wealthier civilians. Has more valuable things like gold or silver.

Duinhoth Smithy: the home & workplace of a Duinhoth smith. The outside basket contains ingots & ores for making gear, the inside basket contains food & drink.

Duinhoth stable: This is where the horses of the Duinhoth are kept & bred for use in transport & war. The basket contains saddles, leads, horse food, & other various things for taking care of the horses.

Duinhoth Fort: A large, defensive military structure. Has a wall with brick base, wooden upper part & walkways. Has a small smithy, barracks, & training grounds. Uncommon in the Reclaimed jungle & River plains, rare in the Jungle battlefields. Has a basket of various metals for repairing the inhabitants gear & an armor stand & weapon racks with spare gear.

Duinhoth hunter hideout: a treehouse built in a tall jungle tree. Houses a Duinhoth huntsman & 0-2 Duinhoth hunters. Uncommon in the Reclaimed jungle, rare in the Jungle battlefields. Has a basket with daggers, Duinhoth bows, & arrows, & another basket with meat & hides of the beasts they hunt. 