- This suggestion shares some similar ideas with this suggestion and this suggestion. I think that my ideas are still original, but I figured that I should point those out.
- I am in no way trying to shove my thoughts on Mod-lore onto people, but instead trying to throw out some ideas that will stay consistent with what I have heard of the Mod-lore, and make the game more interesting. If Mevans or the Mod Team dislikes part of this suggestion, or thinks that it is not compatible with Mod-lore, I will understand.
- If enough people dislike part of this suggestion, (and tell me so) I will probably change it accordingly.
- I believe that all of the notions in this suggestion fit together well, but if the mods/admins say that I should divide them into multiple, smaller suggestions, I will.
With those things being said, here we go!
The Far Harad Jungle is one of most beautiful places in the mod, in my opinion. There is quite a variety of plants, and it is nice to see the butterflies and the new birbs, but after a long hike through the jungle, trying to find a clearing, it gets a little boring. Please don't get me wrong, I appreciate all of the work that has gone into the jungle, but it would be nice if there was a little more excitement when traversing the jungle, as well as when going through the Savanna to get to the jungle in the first place. Many people have suggested the additions of new plants and animals, (check out the Overview Boards!) but I will be focusing on structures to spice up the jungle, and the surrounding area.
Abandoned Tauredain Villages
The Tauredain live simple lives in villages in clearings that they have made in the jungle, and seem to be relatively happy with those simple lives. Unfortunately, some of these happy, simple lives were taken by diseases that were carried and spread by the small animals and insects that live in the jungle. Because of this, some of those peaceful villages are now empty of all that used to live there, save the midges and scorpions that now thrive in the once happy homes of the now deceased Tauredain.
Abandoned Tauredain Villages would spawn rarely in the jungle (but not the edge), and would also have a 5% chance to replace a village in a clearing. They would be a ruined variant of the current village, but, unlike most ruins, would be more of a decayed version of it than a purposely destroyed one, because the late residents would have died from (more) natural causes. There would be no perishable food items in the chests, (i.e, no mangoes or bananas would generate, but corn bread might) and any drink item found in the chests or on tables has a 50% chance of being poisoned, just from being around scorpions and other random plants. Some rotted variants of foods avalable to the Tauredain (such as maggoty bread) might spawn in the chests, as well. (Last sentece credited to A Fandom User and Minecraftmage113.) They would also not replace any blocks when generated, as the forest would have grown around them, and would spawn with a 50% chance of either a small scorpion or a swarm of midges generating in each house.
In both the depths and the outskirts of the jungle, the brave Tauredain Blowgunners make their rounds, protecting their beloved forest and families from the barbaric Lion-men, and their allies, the Near Haradrim and the Half-Trolls. Although they keep up their seemingly tireless vigilance for days on end, they are still but mortal Men, and need to rest their weary legs. To save themselves the long march all the way back to their villages to rest, they build small hideouts in the trees in which they pass the perilous nights. Once built, they are often left where they are, so that the Blowgunners can use them again upon their return to that area.
Tauredain Outposts would be another structure given to the Tauredain. They would be small structures, very similar to the Wood-elf Lookout Platform, that would spawn uncommonly on 2x2 jungle trees in the Far Harad Jungle and Far Harad Jungle Edge. They would consist of a small platform surrounded by leaves, a chest with a little food and some equipment, (mostly daggers, blowguns, and darts) and a straw bed. A vine ladder would lead up the tree into the outpost. A single Tauredain Blowgunner would spawn in it 60% of the time, and 15% of the time, two blowgunners would spawn in it.
Ruined Tauredain Towns
Many long years ago, the Tauredain were a thriving empire, but those years are long gone, and now all that remains are memories and the few ruins that have lasted the tests of time and the Moredain. But now, even those are crumbled, and have very little to show the past might of that long lost empire.
These would be large, randomly generated, uninhabited structures that would spawn semi-rarely in Far Harad. There would be two versions of them - Destroyed and Decayed - which I will talk about later. All Ruined Tauredain Towns would follow a general format. There would be a (vanilla) Stone Brick road in a square around the center of the town, with Tauredain Mansions along the road, a new structure (somewhat like a small temple) in the center of the roads, and a Village Tree at each corner. Note: Tauredain Towns would never spawn exactly like this. This is a standard that would be modified to get the final result.
The Destroyed Variant
The first variant of the Ruined Tauredain Town would be the destroyed variant. These would spawn in the Far Harad Jungle Edge, the Far Harad Savanna, and the Far Harad Mangroves, preferably only in the Tauredain Sphere of Influence. They would be (as the name suggests) a destroyed version of what I described earlier. The trees would all be burned down, and, if anything was left, would be charred wood stumps. The buildings would have no valuable loot in them at all, and would be mosty destroyed, burnt down, and crumbled, so the majority of the bricks would be cracked or charred, almost all of the wood would be gone, but what is left would be charred, and there would be piles of debris everywhere. There would be very little (if any) loot, but what would be there would be mostly bones, Tauredain equipment, and gold rings.
The Decayed Variant
The second (and only other) variant would be the decayed variant. They would spawn only in the Far Harad Jungle, and almost never in clearings. This variant would be more worn down because of natural causes, as opposed to the destroyed variant, which would have been purposefully destroyed and ransacked. Since it is mostly worn down because of time, all of the wood would be rotten, most of the bricks would be mossy, and the only real damage done to it would be that some of the rooves would be fallen out or gone. These variants would not overwrite natural blocks (like the Abandoned Village) to give the feel of the jungle growing around it, as well as the Village Trees being larger, if possible. A jungle scorpion spawner would generate in the central structure, as well as small scorpions spawning in the surrounding buildings. The loot in this variant of the town would be much more valuable, consisting of certain food items, (similar to those in the abandoned village) gold ingots and rings, Tauredain equipment, and possibly even Golden Tauredain equipment.
Thanks for reading! If you would like to see images of my ideas for the structures, look here. As always, Comments, Kudos, and Criticism welcome!