Board Thread:Suggestions forum/@comment-27831234-20160424043705

So thousands of years ago, arnor was destroyed and the remnants were but scattered villages throughout eriador, the lone-lands, and minhiriath struggling for survival against the threat of gundabad and angmar. Here is a few proposals I have, like many of my other suggestions, I believe would greatly improve travel, and give purpose to the vast wilderness of the north.

I propose that the Rangers of the North should be Renamed to Dunedain of the North or Remnants of Arnor.

Also,

Dunedain villages: These villages should spawn with 3-7 structures with men and women:

-rare in Minhiriath

-uncommonly in Eriador

-rare in the lone-lands

-The angle

The angle is an area of land south of the trollshaws and is between the rivers hoarwell and loudwater. This is where the majority of the remaining dunedain dwelt. It was home to most of the chieftains of the dunedain such as Arador, Arathorn II and Aragorn II. I propose that this becomes a biome, were rangers and civilians spawn more often and orcs, wargs, bandits, and invasions spawn considerably less than the rest of the lone lands. This Area can provide a safe haven for players travelling through the lone-lands, or it can be a source of good loot, man-flesh and more stuff to burn for those orcs out there. Dunedain villages would spawn commonly in this biome.



Structures in dunedain villages:

-House

-wells

-farms of wheat maybe 8 by 10 blocks with some water,

-smithies that can spawn with an anvil and alloy forge.

-Ranger watchtowers could possibly spawn with these.

Dunedain militia: These are men that volunteer to protect their homes along with the rangers of the north. They spawn exclusively in the angle. They can spawn with any Iron weapons but with no armor. They can be hireable from a ranger captain of the north. 