Now, I know the following suggestion seems a little large for Nurn, but I truely believe that it should be expanded to seem more important to Mordor than it currently does.I believe by adding more to Núrn would help expand Mordor more than giving it more and more subfactions, considering that it is the powerhouse of Mordor, and should seem like such!
Núrn would be split into several biomes: Núrn, Thaurband, Núrn Farmland, Settled Núrn, Desolate Núrn, and Núrn Wilderness
Núrn Wilderness would be sparse, and found mostly in the corners of Núrn or other spots far from waypoints / near rivers. It is forested with more trees, being a mix of living and dead, but is much less populated. The color of grass and plants is slightly darker, mixed in with podzol and mordor dirt, and animals can be found uncommonly. It would have two sub-biomes, forested and plains, along with a ‘populated’ variant for the Rebels, similar to the Morwaith-populated Savannahs. When seasons are added, this place will become foggy during winter.
Regular Núrn would not be changed very much. It would have a special color map, varying from a dried, wheat yellow to a sickly brown. Small game can be very rarely found here and a light mist is apparent here, and rain would be common. Sometimes, (as a weather type) a strong haze can be seen, and the sky turns into a slightly more brownish / orangish color. The ground would be a little more dangerous, with ocassional cliffs on the outskirts, though levelling out the closer you get to the lake.
Desolate Núrn would be areas of mass-deforestation and abandoned forges / living spaces that have been razed. The environment would be much more bleak and camps would be more easily found here. The grass is more sickly, and looks lifeless. Fires may start randomly, with big piles of waste sometimes littering the landscape, while occasional forges and abandoned pits can be found, but are uncommon.. A thick smog makes seeing people from afar seem like silhouettes, and bandits can be found here. The ground here is even more treacherous than in regular Núrn
Settled Núrn would be the hotspots of Núrn, with a much more dense population and a light orangish / brownish smog that fills the air. Large pits, boroughs, barracks, villages, fortresses and encampments can be found here. It is stark and bustling with economic life, with wealthy Southrons and Haradrim often coming to sell or buy goods. Sparring pits and slave quarters indicate a dark and grim underground for it’s inhabitants.
Thaurband would be similair to Dol Guldur in concept, and desolate Núrn in environment, except the smog would be slightly darker and NPCs and structures would spawn alot more. Núrn Prisons would scatter the landscape, and evil trader NPCs would be much more commonly found here. Staying in Thaurband would give the player a very weak mining fatigue effect from the smog.
Núrn Farmland would be enormous farms on the side of the lake. They would be similair to Orchards in generation, but much larger and usually growing crops instead of fruit. Slaver towers would dot the land, with many slaves laboring away. A low orange mist would sometimes appear during dusk or dawn. Rain is not uncommon here, and dark storms of ash come about rarely, partially damaging the crops and occasionally the NPCs.
(Semi-commonly, the sky would clear to reveal a blazing sun, which deals heat-damage like in the Harad Desert, yet weaker and slower, and can be protected by simply wearing a turban as a hat.)
Núrn Marshlands would have a constant fog, varying from a pea souper to a light swamp fog. Vegetation is more common here, but it’s ugly and decaying. Mordor moss grows occasionally on things placed by the water.
- Slave of Núrn - Once other NPC-functions are added, they should also be able to harvest wood and sugar cane. They should rarely spawn with brownish turbans.
- Núrn Smuggler - A trader of either southron, umbar, rhunic or orcish descent. They sell spices and luxury goods and buy meat, crops and other tidbits.
- Núrn Merchant - A wanderer type trader unit. They buy and sell various items relating to mordor and crops.
- Núrn Slave Milita - A mix of slaves of Núrn and snagae, they wear little to no armor, occasionally wielding black / dark brown leather and fur, and wield mordor, iron and bronze equipment (No warhammers or battleaxes).
- Mordor Orc Cook - A trader unit, they sell cooked meats, brews and bread (typically maggoty), and buy rotten, suspicous, and raw meat. They are typically found in mess-huts
- Mordor Snagae Laborer - Similar to Mordor Snagae mentioned by Gen. Griev, they wield no weapons and wear no armor. They wear grim and dark clothing wielding pickaxes or axes, and are typically found by forges, markets or mines across mordor. They may be able to be hired once miners are implemented.
- Mordor Overseer - A large orc, they wield whips and have 24 health. They would wear Mordor armour (or Mordor Uruk armor, a la’ Grievous) save for the helmet and would increase the speed / haste of nearby slaves and units- occasionally hitting slaves. In combat, they would switch to a scimitar.
- Mordor Orc Slaver - Would now wield a whip, and you could also hire Mordor Slave Milita, Mordor Overseers and Mordor Orcs from them.
- Rogue Orc - Neutral, Hostile orcs that have fled and reside in the wilderness of Núrn. They have a randomized 14-18 health, wear a random assortment of leather, fur, bone and rarely mordor armor. They attack slaves, and are targeted by Mordor aligned units, they will attack you if you get too close. They wield stone equipment and occasionally mordor equipment.
- Rebel of Núrn - Slaves who have escaped from their masters. They have fled from the influence of Sauron and commit themselves to raiding the orcish settlements in Núrn. They are all militarily active. They have 18-20 health. They are similair to Bandits in function, but they are special in that they always attack in miniature-invasions, attack Mordor / Southron / Easterling Units and players with a Gondor alignment lower than 100. They wear leather or no armor, and wield randomized equipment, from axes and hoes to spears and swords. They will also try to trample crops, steal food-related items and (if possible) try to set fire to structures inside of Núrn
- Mordor Hog - Rather incorrectly named, but essentially a variant of the Giant Forest Hog, it’s a larger variant of the regular Wild Boar, they are darker, taller and have 21-30 health, with an attack of 6 and a knockback of 1. They can be found in the Núrn Wilderness
- Hares - A larger version of the bunny, their color changes depending on the biome they spawn in. Those in Núrn have a more brown color for better camouflage. They can be found in regular Núrn and the Núrn Wilderness, but are not Núrn specific.
- Ox - Commonly found across Núrn (and other regions, but that is to be mentioned elsewhere), they have a tamed and untamed variant. They have around 32-40 health, have 6 attack damage and knockback 1. Once tamed, they can drag small siege equipment and large farming utensils. Tamed variants can be found in farmland Núrn, and untamed across all of Núrn, but are not Núrn specific.
All domesticated animals would have a different skin associated to Mordor when spawned in the Mordor biome
- Núrn Shipment - A shipment which has stopped for a rest. Wains and wagons can be found here, transporting large amounts of food and weapons. Southrons and Easterlings can also be found employed here. Tents may spawn around here for rest, and mess-tents are not uncommon. They can be found in Núrn and Desolate Núrn. These are especially prone to attacks from Rebels.
- Núrn Wheat Farm - Would be removed, as it would be replaced by Núrn Farmlands.
- Mordor Fortified Camp - A variant of Gen. Grievous’ Mordor Camps, they would be slightly larger, have a large, charred, wooden palisade and Mordor Watchtowers across the wall. Huts can also be found here
- Mordor Hut - A small, sad little thing. Either made of Mordor rock or charred wood. It typically can house an orc or two, and is rather bleak and uninteresting in nature.
- Mordor Watchtower - A taller variant of the slaver tower, except it does not harbor Mordor Orc Slavers. It has barrels for drink and has a higher chance to spawn archers.
- Núrn Settlement - Akin to a Gondorian village in size, it has a walled and unwalled variant, though this is up to chance. Huts, houses, markets and slave-barracks can be found here, rarely with storage houses and/or wagons. Slaver-towers and Mordor Watchtowers can also be found, but that varies.
- Slave-barracks - A low-hanging, long, ugly building made to keep slaves. It is packed and cramped inside, with beds, baskets, rugs, thatch, and hammocks littering the floor. Loot would be common, but of not much value.
- Mess-hut - A weird mix between a house and a hut, it is round and usually has multiple fires and orc cooks in here. It is used as a feasting place for the orcs, as a variant for the Mess-tent.
- Núrn Market - A bustling place typically found around camps and pits. It is filled with Núrn Smugglers and other Mordor, Southron and Easterling traders. They have multiple stalls, and are crude in nature
- Mordor Orc-pit - A deep pit, similair to a dwarven mine in concept. It is circular, and can vary in size, becoming wider / thinner as you go deeper. It is filled with walksways, ladders and holes. It has cells to keep captives, small chambers for the orcs to sleep and multiple furnaces. They are found all throughout mordor, but can also be found in Settled Núrn
- Mordor Orc-hold - A orcish equivalent to a fortified town. It is partially underground and above ground, typically made out of carved out areas. It has multiple entrances, and inside has both a main chamber and several dug-out passageways leading to different structures, both underground and above ground. It is filled with walkways, ladders and paths, and though seemingly chaotic serves it’s purpose of protection and supression. From it you can different pits, which range in size and purpose. Found mostly in Udun / Gorgoroth, and can only rarely be found in Settled Núrn.
All structures found in Settled Núrn can also be found in Thaurband.
- Núrn Prison - A large structure, partially underground and partially above ground, typically found as a part of a Núrn Settlement and Orc-holds. (only in Thaurband) . They house massive amounts of Slaves, along with patrolling guards. Orc slavers can be found here as well
- Núrn Shanty - A narrow, low, ugly but practical permanent-residence home for residents in Núrn. It has a hammock / a bed, some baskets, a water-source and occasionally a furnace / forge. Orcs and employed evil Men tend to live here. They come in a stacked variant, going all the way up to three levels. They occasionally have windows.
- Núrn Lamp - Self-explanatory
- Núrn Slums - A large village-style structure, filled with shanties, huts, markets and barracks, with nearly straight roads, which are poorly lit by Núrn Lamps.
- Mordor Forge - Giant chimney-like structures, with several rooms and passage ways that are attached to cliffs. but it is filled with furnaces, forges and giant chimneys. Small doorways inside can lead to forging rooms, anvils and lava pools. Smiths and snagae laborers are scattered throughout. They are mostly found in Mordor, but can be commonly seen in Desolate Núrn.
- Ruined Mordor Pit - A variant of the Mordor Orc-pit. It is collapsed, and most rooms are flooded with gravel and rock. Loot is still common, but no NPCs can be found here. It is common in Desolate Núrn, but can be found rarely across most of Mordor.
- Ruined Mordor Forge - A ruined variant of the Mordor Forge
- Núrn Barn - A rather large, factory-like barn. Ox can be found here, along with other domesticated animals.
- Núrn Warehouse - A fairly rare big building, also found in Settled Nurn and Thaurband, which is filled to the brim with food and harvest crops, and is filled with orcs guarding it. Stealing from chests within here would be the same as harvesting grapes in Dorwinion, and could cause a drop in alignment if caught. (would not happen anymore after a major quest or reaching 1500 alignment)
- Mordor Camp - Found only rarely in the Núrn Wilderness.
- Rebel Camp - Not very hard to explain, it is about the same in size as a Dunedain camp. Rebels of Núrn can be found a plenty here, thought they are hard to find. They are rather crude, and have a few fireplaces, tents, and huts in a scattered area, with small gravel paths leading to one another.
- Rebel Tent - Self-explanatory
- Rebel Hut - A small, typically wooden hut. It has a chest, a fur bed, and rarely a wargskin.
[Núrn] - Get 100 Mordor alignment.
[Slaver] - Get 500 Mordor alignment / Hire a Slave of Núrn
[Rebel of Núrn] - Get 100 Gondor alignment.
[Merchant of Núrn] - Get 100 Mordor alignment
[Smuggler] - Get 100 Mordor alignment
[Thaurband] - Get 100 Mordor alignment.
[Toil and Trouble] - Enter Núrn
[Of Slaves and Slavers] - Enter Thaurband
[Remnants of Fertility] - Enter Núrn Wilderness
[Stolen goods!] - Trade with a Núrn Smuggler
[Spice!] - Trade with a Núrn Merchant
A final quick add-in. Hammocks would be crafted by putting rope in a trapdoor pattern. It acts like a bed, but can be put on walls instead of the floor, and be connected to each other.
Thanks for reading my suggestion! Please suggest things to be added!
1. Changed description of regular Núrn
2. Included very weak sun-damage during clear days in Farmland Núrn
3. Included effects of smog
4. Added multiple above-ground structures, and edited current structures
5. Renamed Wild Orcs to Rogue Orcs
6. Changed Rebels of Núrn to a bandit-like NPC
7. Added Hammocks (as a mini-suggestion to this suggestion)
8. Included Changelog