Board Thread:Suggestions forum/@comment-25012056-20160707001047

I'm gonna run out of names for Gundabad suggestions soon.... But that aside, here goes the second in my series of posts about Gundabad subfactions, this time about the central subfaction, the Orcs of Mount Gundabad. Enjoy!

Territory
The Northern Clan of Gundabad is the basis of the Gundabad faction, and as such the normal Gundabad Orcs would be contained in it. However, for the sake of brevity, this section will largely ignore them, and will stick with the new mobs and Gundabad Uruks.

Northern Clan mobs would spawn throughout the Misty Mountains, as well as in the Coldfells, Ettenmoors, the Vales of Anduin (hills included), and the Northern Vales of Anduin suggested in my [|last suggestion].

In addition, Northern Clan mobs would spawn more densely in a new Mount Gundabad biome. This would be a variant of the Misty Mountains that spawns around the Mountain. Here mountains would be shorter, and the terrain would mostly be of large flat areas with mountains and very many boulders and rock-spikes. This is because, for one thing, maps make Gundabad seem separated from the three mountain ranges that meet there slightly, and for another, to make the actual mountain stand out more.

Mobs
The mobs of Mount Gundabad would be ferocious warriors, the famed dwarf-slayers the northern world fears. Much of their gear may not be the best, but they make up for it in fearsomeness. None of these new mobs can ride Wargs (leave that to the normal orcs), and Gundabad Uruks and normal Gundabad Orcs would remain unchanged.


 * Gundabad Warrior Orc - These Orcs would be footsoldiers of Mount Gundabad, of a stronger breed than the snagae that can be found across the North, but not as strong as the great Gundabad Uruks. They would have the health of Angmar Orcs (20 IIRC), and would wear Gundabad Armor. This would be cobbled together with Orc Steel and bronze in the old Rohirric pattern; it would have the strength of Rohirric armor. Their weapons would be made of Orc Steel and bones and would also be Rohan-grade; they would include cleavers, waraxes, maces, spears, and daggers. They would spawn in all the Northern Clan biomes listed above except the normal Anduin Vales at moderate rates. They would spawn commonly in the Misty Mountains and very commonly in the Gundabad biomes.


 * Gundabad Warrior Archer - Self-explanatory. They use Orc Bows, of course.


 * Gundabad Berserkers - These warriors would be the most powerful orcs to come out of the shadows of the Triple Peaks. They would have twenty-eight health and wear Gundabad Berserker Armor, which would have the protection of Morgul Armor and would be crafted with Uruk Steel and Bones in the old Rohirric pattern. They would wield large battleaxes (created by adding steel to a Gundabad Uruk Waraxe) that would do 9 damage and otherwise function as a normal battleaxe, but perhaps a bit slower due to its formidable size. In addition, these berserkers would have speed and strength effects, like Isengard berserkers. They would only spawn in Gundabad invasions and the Gundabad biome itself (rarely), and would be very expensive indeed.


 * Gundabad War-bats - Gundabats are the mobs us Gundabad players have waited for for a while. (And yes, they were in the books.) These mobs would be large bats, about the size of a normal Orc (except bat-shaped.) If possible they should be designed after the fashion of vampire bats to make them as terrifying as can be. They would have 20 health and would only spawn in the Gundabad biome (and in invasions.) Gundabats would fly above the armies of players, terrifying the enemy, and occasionally could swoop down and do six damage to a random mob or player. However, their main purpose is to block out the sun. Each bat would decrease the light level beneath them (let’s make it a twelve-block area) by one-half of a point (I know this isn’t all that accurate, but let’s try to prevent lag hordes here.) Every other wave in a Gundabad invasion would spawn enough Gundabats to shield the rest of the army from debuffs. When halted, hired Gundabats would either sleep on a roof (if there is one above them within a reasonable distance) or on the ground, with their wings folded up. Normal Gundabats do this when there is no player or non-Gundabat mob visible for a good distance, and there is a roof nearby.


 * Gundabad Blacksmith - Trader-orcs that would spawn in Gundabad Smithies. They would use Warg fur armors, like most traders, but with a Gundabad warrior helmet and poisoned dagger. They will have the typical trades for a blacksmith, but with Gundabad gear and items.

Structures
Several new structures would spawn in the Gundabad biome, alongside captured Dwarven Towers.


 * Gundabad Watch-Towers - Stone brick towers that would spawn around the Gundabad biome. They would spawn Gundabad Warrior and Uruk archers in a room at the top, which would contain chests, barrels, and crafting tables.


 * Gundabad Smithies - Structures that would spawn throughout the biome that are much like dwarven forges, except in stone brick. Gundabad Blacksmiths spawn here, and they would have orc forges, crafting tables, anvils, lava, and chests with loot.


 * Gundabad War-bat Eyries - These would be mini-mountains with small caves near the top. In these caves would be skulls and a War-bat respawner. Sizable amount of Gundabats would spawn here at a time, allowing for them to be a fixture in the look of the biome.

Other
There are a few miscellaneous additions that should also be added.

Gundabad Chieftain Helmets
These would be helmets crafted by putting a skull between two uruk steel ingots above a Gundabad Uruk helmet on a Gundabad crafting table. They would be worn by Gundabad Orc Chieftains. The only difference between it and the Gundabad Uruk helmet is looks. It would appear to be a Gundabad Uruk helmet with a skull fixed on the top by steel plates, sorta like the Orc from the RotK movie version.

Mount Gundabad
Mount Gundabad itself currently generates right at the waypoint, and is the same as any other mountain. I propose that it should generate a good distance north of the waypoint, like Weathertop. In addition, a smaller mountain would generate at either side to give the appearance of the iconic three peaks. If possible, the center of the side peaks would generate a little bit south of the central peak’s center, so that a valley would form for the gates to be built in.

Titles
[Gundabad Uruk] - Gain 100 Gundabad alignment

[Gundabad Berserker] - Gain 100 Gundabad alignment

Achievements
[The Triple Peaks] - Enter the Gundabad biome

[Warriors of the North] - Slay a Gundabad Berserker

[Wings of Death] - Slay a Gundabad War-bat

Gen. Grievous1138 (admin) comlink 00:10, July 7, 2016 (UTC) 