When the mod updates to 1.17, I believe that vanilla Goats should be made ridable as well as being made to sometimes generate with a Dwarf riding it.
When the mod updates to 1.18, I believe that the Deepslate layer should generate in Middle Earth since it is just real life Slate, another layer of Stone. It could in the mod represent the deepest depths. There could even be some first age mobs hiding in the Deepslate area, devolved into an animal form. Perhaps Werewolf Dens and Vampire Nests could generate there to represent that other first age creatures besides Durin’s Bane went into hiding. However, if they are added, they should just be hostile on sight and not factions in order to heighten the effects that hiding for so long had on them, showing that the dangers of the depths don’t care about good vs evil. There could also be Void Fog that would generate down there as well as a new fog called Nameless Fog, which could represent the Nameless Things. This new fog would generate within Void Fog which would make it difficult to see anything while Nameless Fog would cause illusions and nausea to convey the sense of the mystery and powerlessness of the deepest depths. The horror of not knowing what might be just out of sight would be terrifying, but it does make sense to be added to represent the Nameless Things. The only thing that the Nameless Fog would not do would be dealing any damage to health.
Amethyst Geodes should generate in Middle Earth.
Vanilla Emeralds and Diamonds should generate in Middle Earth. Though Diamond weapons and armor would be disabled.
Vanilla Copper Ore should generate in Middle Earth.
Vanilla Rabbits should spawn in Middle Earth.
Bees should spawn in the Shire.
Dripstone Clusters should generate in Middle Earth alongside the mod’s Dripstones.
The Deepslate layer should generate in Middle Earth since it is just another layer of Stone, only it is Slate.
Azalea Trees should generate in Jungles.
The Dripstone Caves should generate in Middle Earth.
The Deep Dark and Wardens should generate and spawn in Middle Earth, representing the Nameless Things.
I have been thinking about this mod recently and why not just by the way add some new things I want added to this mod.
Elephants (not Mûmakil) - Large peaceful beasts that drop Ivory when killed and can be sold to the Haradrim. Can be ridden
Toucans- Similar to the parrot and can drop feathers.
Hyenas- Cowardly animals that hunt small animals and runs away when approached
Ostrich- Proud animals that have a superb speed and drops feathers with killed. Can be ridden
Desert mouse- a mouse that have small holes in the desert.
The Scorpion worshippers of Wardith
Savage tribes of Scorpion Worshippers dwelling in their tree forts of the Far Harad Forest. Fierce warriors in the service of the One eye, riding Jungle scorpions to the destruction of the Taurethrim tribes. Poisonous scorpion stingers and claws they use with the normal weapons, they control the Far Harad forest. The forest men and all of Middle-Earth shall be poisoned by the Great Scorpion!
The items for the Wardith (Pickaxe, Spear, sword, Banner e.t.c ..... )
Wains: Large carts used for transporting goods and Soldiers.
Ivory: Drops from elephants. Bought by the Harad for great prices.
These are just suggestions but I would love to see some of them added!
Can someone add elk horn attack? It could be similar to the rhino horn attack. In the movies I remember Thranduil charging through the orc packs with a giant elk. In real life elks use these horns to attack so why not in this mod? This would really help in the combat system and more realistic. Maybe the Elk could be throwing NPCs away. Also there might be a new stat for how strong the horn is and how much damage it deals.
In my post, I am proposing that Harad, Rhun, and the other loose cannon aspects of the mob should be made into Data-packs and be replaced with only the pure cannon aspects of them in the mod. There should be options in the settings to configure them, but the default should always lean more towards the pure cannon. The following is how I believe the mod should handle cannon. The mod should start with things leaning more towards things directly published by Tolkien during his lifetime. After that, they should focus on things from Tolkien’s later writings. Then after that would be Tolkien’s earlier writings. After that would be things from the Tolkien Estate. Only after that should the go into loose cannon.
So like all the rest of u I am happy that the mobs of the mod are being ported to renewed.
However I was hoping that the look of some outdated mobs (especially Hobbits) would change with the renewed update.
Almost 1 year ago (time flies) @Ersúlë posted this post on the forum: https://lotrminecraftmod.fandom.com/f/p/3833294785347910746/r/3885104791290183546 He modeled, coded and textured a (I.m.h.o) WAY better looking Hobbit skin/model.
I do not know if Mevans or some of the mods saw the post back in the day, or may have forgoten about it, so I wanted to remind all of you again and hope to see this version (or a other updated version of the mod team themselfs) in the mod someday.
I obtained all of this information from the Tolkien Gateway wiki.
Gull: In the article, Seagulls are referred to solely as Gulls.
Also, smaller Gulls should be renamed to Panes or Petrels as that is how they are referred to in Telerin.
I just found an article on Tolkien Gateway that is about creatures known as Phantoms.
Phantoms: In the Elder Days, creatures of dreadful shapes, among whom are said to have been phantoms, haunted the Elves, dragging people into the darkness surrounding the borders of the Elven dwellings never to reappear.
In Beleriand, the forest of Taur-nu-Fuin was an infamous locale of phantoms of terror said to strangle or pursue lost wanderers.
Using wizardry, it was possible to summon phantoms of delusion. Sauron, master of shadows and of phantoms, devised a phantom resembling Eilinel to entrap Gorlim. In the late Third Age, Saruman was rumored to also be able to craft such phantoms.
It is also told that disembodied, phantom-like Elf-souls, from Elves who had been slain in the course of some wrong-doing, could maliciously appear before living beings to induce fear, being envious of people still alive.
Beings called phantoms also appear in the poem Oilima Markirya.
In a hastily written manuscript on small slips of paper, entitled Reincarnation of Elves, Tolkien discussed different possibilities of how the houseless fea of an Elf can have a memory so strong that it can in another fea(incarnate) induce a picture of it, so that it seems a phantom form. Such a phantom cannot be touched, but can be walked through.
Based on the etymology of qímari, linguists have suggested that Tolkien intended, in this stage of the legendarium, that a phantom was a awake...but not...living hence a mind or spirit that is incorporeal or disembodied.
In The Mod, Phantoms could have mentions in lore books and they should spawn somewhere, though I don’t know where.
I believe that the undead mobs in vanilla Minecraft should be able to spawn alongside the Barrow-Wight mob in the Barrow-Downs within Middle-Earth. With certain exceptions, the undead mobs that should spawn are as follows:
Zombies, Baby Zombies, Husks, Baby Husks, Zombie Horses, Skeletons, Strays, and Skeleton Horse Traps: They are all undead mobs and including them within the Barrow-Downs would give diversity to the Barrow-Wights. While these undead mobs aren’t Barrow-Wights, they do fit the Barrow-Downs and they don’t need to be called Barrow-Wights to be among those that the Witch-King cursed to haunt that land.
I believe that the Silverfish mob in vanilla Minecraft should be able to spawn in specific places within Middle-Earth. They are in fact a real life insect.
In the mod, they should be able to spawn within dark places and ruins. Specifically they should be able to spawn within Infested Blocks in structures that include:
Ancient Harad Fortresses.
Ruined Beacon Towers.
Ruined Harnennor Settlements.
Ruined High Elven Turrets.
Ruined Dwarven Towers.
Ruined Dunedain Towers.
Ruined Gondor Towers.
Ruined Wood-elven Towers.
Small Stone Ruins.
Underwater Elven Ruins.
Ruined Overgrown Roads.
Late last year, I made a post on suggesting that the vanilla mobs are added as the Nameless Creatures. Currently my own views on my old post have shifted a bit.
Since then, my view on the Nameless Things are similar to my old view when I made that post. The difference is that after a lot of close readings and analyses, I have come to the conclusion that the Nameless Things fit into the category of the Cosmic Horror genre. I no longer believe that actual mobs should be added to the mod to represent them. I think that there should be Cosmic Horror Lore Books of them. I also think that “evidence of their existence” should be added to “the deepest depths of the world (Near Bedrock)” in order to invoke a sort of “fear” from the player. One example that would be very good is the unused vanilla Void Fog. Obviously, there should be no actual physical mobs, but instead, there should be the fear that there is a mob lurking just out of the player’s vision. This is a bit similar to the upcoming Warden mob for 1.17, but I still don’t think any physical mob would do a good job at representing the Nameless Creatures. They thrive because we have no idea what they look like, a bit like the Mewlips and a few of Tolkien’s other creatures. If the mod has to have at least one mob to represent them, just use the Warden and the Deep Dark since they are clearly inspired by Cosmic Horror. Going back to what I said about Lore Books, I might suggest a few cosmic horror ones when I find the time.
On a side note, the reason why my views changed is partly due to understanding a bit more on the nature of Cosmic Horror as well as partly due to writing my own Cosmic Horror in my own short stories.
I really do not like it how you are going out of your way to replace vanilla features with your own variants. All you need to do is keep the vanilla features and add features to them. When I play the mod, I love the combination of vanilla features and mod features. I feel like it would be to your benefit if you focus on adding things unique to J.R.R. Tolkien’s universe. The mod has been taking so much of a toll on my computer, especially the Middle-Earth creative inventory tabs. There is so much within those tabs. I love the mod, but it is so hard to play it now. I just think that the easiest way to fix this is for you to add things that are exclusively in Tolkien’s universe that do not have real life counterparts.
These are some minor and somewhat major mobs that I would like to see eventually added to the mod. I found all this information on Tolkien Gateway:
Kirinki: This was one of the many species of birds found in Numenor, and doubtless Amen, that were not known in Middle-Earth. The kirinki were said to be smaller than wrens, with bright scarlet feathers, and voices so high that they could hardly be heard by Men. I think that the Kirinki should spawn exclusively in Meneltarna
Gorcrows: I know that these birds are already in the mod, but I have a few suggestions. They should croak in their sleep, and the Long Marshes should have a tiny subbiome called the marsh of Tode. Gorcrows should spawn there instead of the Long Marshes itself. Gorcrows are said to have a 4 ft. wingspan and to be smaller cousins of the crebain, and to be attracted to shiny things. They should also spawn in the Lone-lands and appear frequently in Mordor. There should also be a variant called the Northern Gorcrow, spawning within Forodwaith. This variant should be a larger version of the common gorcrow. The Lossoth are said to regard the northern gorcrows as birds of ill-omen. My suggestion is that they could attack similarly to Minecraft Phantoms, swooping down to attack before flying back up again.
Pards: These were feline creatures. Apparently the pards lived in wooded lands of the East (perhaps referring to the lands beyond Rhun, the Uttermost East). The beast, "fleet upon feet", leaped on its prey from above. At the Bodleian Library in Oxford are kept several manuscripts of medieval bestiaries containing descriptions of the legendary pard. The animal is described as very swift, killing its prey with a single leap. It was believed that the mating of a pard and a lion produced the leopard. In 1962 Tolkien published the poem “Cat,” which, carrying many similarities with this medieval notion, shows that he was likely familiar with these manuscripts.
Lintips: were mysterious creatures only mentioned in verse. They appear at night under the moon; Tom wondered whether they slide down from the Moon, or come in star-winks. Apparently they are very small, and smell mousy.
Tom noticed them from their smell, one night they came too early; he told them to drink up the dew from the grass, but minding his feet. They just ran away and laughed at him to Tom's dismay who wished them to stay, leaving him complaining that they are the only things that won't talk to him, and wondered if they hide something.
Hummerhorns: These were a race of winged insects. The hummerhorns are described as aggressive creatures, weighing 6-8 lbs and resembling gigantic black and grey wasps. They probably should spawn in the Midgewater Marshes. They should also spawn as a variant of the Minecraft Bee.
Dumbledors: These are described as being large winged insects weighing 6-8 pounds, carrying illness or poison, and to live in the Midgewater Marshes. Because they are another word for Bees, they should spawn as a variant of the Minecraft Bee.
The Swans of Gorbelgod: These were a race of Swans remembered in legend on Numenor. They were white and of an unusually great size. Little else is known about these creatures, or about the location of Gorbelgod. In a manuscript, J.R.R. Tolkien used the name Dur nor-Belgoth and changed it later to Gorbelgod. I think that these should maybe spawn alongside the Kirinki.
Turtle-fish: These were a legendary race of giant sea monsters. The last of the Turtle-fish was named Fastitocalon. Turtle-fish appeared as treacherous islands, really being monsters capable of drowning seafarers. It is never explained whether the turtle-fish was an actual race or just a fictional character for the poem "Fastitocalon". In an earlier version of the legendarium, Ulmo, Lord of the Waters, uses his giant whale, Uin, to drag Tol Eressea towards Aman. This whale reappears in J.R.R. Tolkien’s story “Roverandom.” It is thinkable that Tolkien, in an early phase of the mythology, imagined the Fastitocalon to be another one of Ulmo's creatures. The Turtle-fish could maybe spawn in Belegar. These creatures are what I really most want to see in the mod. Even if they are added in the form of lore books.
Were-worms: These were creatures of an unknown kind, possibly mythical and presumably related to Dragons, that were said to dwell in the Last Desert. Thus Were-worms, if they did exist, could be a man-like type of Dragon, though this must remain in the realm of speculation.
Sea-serpents: These were also called the Fish-dragons, were a breed of dragons only mentioned fleetingly in Elvish linguistic writings. No story tells of their appearance in the history of Arda. Water Drakes, or Water Serpents, are drakes who have adapted to a life in freshwater pools or in the ocean. The smaller varieties, who only live in fresh-water, are called Rain-drakes, or Lake-worms, while the larger, who prey in all types of water, are called True Water-drakes or Sea Serpents. An individual Water-drake, Séahmatha, or Lake Serpent in the tongue of the Northmen, inhabits the Long Lake.
Great Beasts: were used to pull the battering ram Grond during the siege of Minas Tirith. Whether these beasts of burden used by Sauron were a foul breed of Mumakil, or a race of unknown animals from distant lands, is impossible to say for certain as we lack a more detailed description of the creatures. In The Lord of The Rings Online, the great beasts are depicted as warty, multi-horned rhinoceros-like creatures known as "Sûlokil". They can be found on the Plateau of Gorgoroth.
Glowworms: These were tiny animals which glimmered in dark environments. Glowworms are also said to have been creeping about the borders of the deep pools of Murmuran. Maybe when the mod gets updated to 1.17, these Glowworms could spawn in the Deepslate layer.
Great Glow-worms: are said to have crept about the grassy borders of Olore Malle, the Path of Dreams. As these creatures are mentioned only fleetingly, it is impossible to say if they were related to wingless dragons or if they were giant versions of regular Glowworms. One can assume however that they glowed in the dark. Maybe when the mod gets updated to 1.17, these creatures could spawn in the Deepslate layer.
Spark-dragons: These were a wingless breed of dragons of whom all that is known is from the nomenclature by the Eldar. No story tells of their appearance in the history of Arda, but one can assume that somehow they radiated light. They prefer to fight with their tails, which hold an electrically charged fluid that delivers a sting analogous to the impact of a lightning bolt. Maybe when the mod gets updated to 1.17, these creatures could spawn in the Deepslate layer. There could also be an Utumno variant spawning in the fire layer of Utumno.
Neekerbreekers: These were large and loud insects related to crickets. They dwelt in the Midgewater Marshes and squeaked all through the night, calling "neek-breek, breek-neek.” Samwise Gamgee gave them the name Neekerbreekers. Neekerbreekers were named so because of their sound, perhaps like that of a cricket. These actually exist in the lore, so they should be added.
Ogres: These were monstrous and destructive creatures of legend and folklore of Middle-Earth, although it cannot be said if they indeed existed.
During the Riddle-game with Gollum, Bilbo Baggins, in his attempt to solve Gollum's fifth riddle, sat thinking of all the horrible names of all the giants and ogres he had ever heard told of in tales. No ogre is ever mentioned in the annals of the Elder Days and none played any role in the wars and battles. It is entirely possible that they were a mythical race.
It is also possible that Ogre was just another name for the Trolls. They are mentioned as cannibal Giants. Those of the north were known as Hongwir while the southern ones were named Sarqindi. Sarqindi is glossed as "Cannibal-ogres", and hongwir might be related to the Qenya word ongwe, meaning pain. Tolkien mentioned again ogres out of context in analyses of the name Orc: "...the gloss Þyrs ogre...,” and of the name Ettendales: "This is meant to be a Common Speech name, though it contains an obsolete element eten’troll, ogre’.”
Hobgoblin: This was a name “for the larger kinds" of Orcs found in Middle-Earth within the Third Age. In the quest for Erebor, Gandalf warns warns Bilbo Baggins that the Grey Mountains are "simply stiff with goblins, hobgoblins, and orcs of the worst description". Hobgoblins are a breed of large, tusked Orcs found in the Grey Mountains.
Gongs: These are evil beings that appear in “The Book of Lost Tales,” the earliest version of what would become The Silmarillion. In his commentary, Christopher Tolkien remarks that they are obscurely related to Orcs, perhaps as a sub-race of the species. There are no references to Gongs in J.R.R. Tolkien’s later legendarium. Mim commanded a guard of Orcs and Gongs to protect the treasures of Glorund in Nargothrond. They were slain by Hurin and his companions. The Gnomish word sithagong is glossed as dragonfly, with sitha being the word for fly.
Mewlips: These were a legendary race of evil creatures only mentioned in verse. The creatures were likely fictitious, although they could have been inspired by a faction of Orcs. Living beyond the Merlock Mountains and in the marsh of Tode, they are said to have fed on passers-by, collecting their bones in a sack. In “The Hobbit, Bilbo Baggins learned that the Long Marshes had grown wider, consuming paths and lost people. In plot notes that J.R.R. Tolkien made while writing the story, the raftsmen told tales of disappearing rafts, men, and beasts; the more ominous line in the notes may indicate that Tolkien had some unpleasantness in mind had Thorin and Company gotten into the marshes - perhaps meeting the Mewlips. It is likely that maybe the marsh of Tode in the verse refers to the Long Marshes and the Merlock Mountains refers to either the Misty Mountains or the Mirkwood Mountains. Maybe the Mewlips could be a derogatory term the dwarves called the Wood Elves. However, in my opinion, they should appear in the mod as an evil faction in the Long Marshes that inspire the verse.
White Wolves: These were a type of wolf native to the frozen lands in the north of Middle-Earth. They were not normally seen in Eriador, but seem to have remained among the snows of the Forodwaith and perhaps beyond. In the year T.A. 2911, one of the harshest winters in Middle-earth's history descended, the so-called Fell Winter. The ice and snow of the north came at least as far south as the Shire. With them came the White Wolves, invading Eriador and roaming as far as the Shire. The frozen Brandywine River meant that they were even able to cross into the Eastfarthing. This was the last time the Horn-call of Buckland was used before the War of the Ring, one hundred and seven years later. If these wolves are added to the mod, they should spawn in Forochel, the Angmar Mountains, and Forodwaith.
Werewolves: These were servants of Sauron, bred in the Elder Days from wolves and inhabited by dreadful spirits that Sauron had imprisoned in their bodies. Werewolves were created, or a least corrupted from some other form, by Sauron, who was their master, and who took the shape of a great wolf himself at least once. The first werewolf was Draugluin, and the greatest was Carcharoth, the guardian of Angband, a descendant of Draugluin as all other werewolves were. In the “Grey Annals,” it is told that "creatures that walked in wolf-shapes," entered Beleriand in the Valian Year 1330. Although not appearing as such in the known written records of Arda during the Second and Third Ages, Gandalf mentioned the werewolves as being among Sauron's servants in the late Third Age, along with orcs, trolls, wargs, and wraiths. In Sindarin, werewolves were called gaurhoth. The Quenya name was nauro. They cannot transform themselves into Men, although they can alter shape into being able to stand upright while remaining Wolf-like. Due to Werewolves being absent in the Third Age, maybe when the mod gets updated to 1.17, these creatures could spawn in the Deepslate layer. They could spawn in Werewolf Dens scattered throughout the Deepslate layer. There could also be an Utumno variant spawning in the Obsidian layer of Utumno.
Vampires: These were mysterious bat-like creatures in the service of Morgoth and of Sauron. The only vampire whose name is recorded in the annals of Arda is Sauron’s servant Thuringwethil, but Sauron himself took the form of a vampire on at least one occasion, to flee Huan. Vampires are described as former Maia patrons of normal bats, but corrupted by Morgoth and transformed into man-sized bats with the faces of hideous Men or Women, having the ability to change shape. A related creature is also envisioned, the Blood-wight, which is an undead Mannish shapechanger, draining blood from living beings. Due to Vampires being absent in the Third Age, maybe when the mod gets updated to 1.17, these creatures could spawn in the Deepslate layer. They could spawn in Vampire Nests scattered throughout the Deepslate layer. There could also be an Utumno variant spawning in the Obsidian layer of Utumno.
Goblins: I know that Goblin is used interchangeably with Orcs, but I propose that the Orcs of Moria and Goblin Town should be renamed to Goblins. Also Orcs of the Grey Mountains should be renamed to Hobgoblins.
Badger-Folk: The Badger-folk lived in secret houses connected by tunnels under a hill in, or nearby, the Old Forest. They appear to have been sentient and capable of speaking. Although Badger-brock once forcefully brought down Tom Bombadil to their burrows, the Badger-folk do not appear as truly evil creatures, but perhaps rather cunning or tricky.
Gostir: This creature was one of the Dragons of Morgoth about whom almost nothing is known except its name. Gostir means dread glance in Noldorin, from gost, which means dread and terror; and thîr, which means to look, face, expression, countenance. The older form of the name was Gorsthir. I think that maybe Gostir could be added to the mod as a boss. He could spawn in a generated structure called Gostir’s Lair in Forodwaith. Defeating him would provide the coordinates of Utumno.
I think that all of these ideas should be added in some form or another in the mod eventually.
There is a huge issue regarding Olog-hai in the mod. The word means Troll-Folk, which is a pretty broad term since Troll-Folk could include every type of Troll. That is why I am proposing that the Olog-hai mob should be renamed. I suggest that it should be renamed to Gertheryg, which means Horror-Troll. I believe that this more accurately defines the mob rather than Olog-hai.
Thank you for reading my feedback post.
will mithril get tweaked to be as strong as netherite, or will nothing change
Will spectral arrows be removed as it doesn't aby by Lotr magic?
Will crossbows use arrows or bolts, along with that will they be able to shoot rockets, or will it work like Spartan weaponry
How or will the Slow falling effect be implemented
Will the smeltery stay and if so thanks
And the last question, I love the roaming animals that the mod adds! although I know their models and textures are outdated besides that is Mavens and the team going to adds more behaviors and traits like displayed in Alex's mobs or is there ai going to say the same?
So, I was talking to Mevans at my base, and he said that he wants to add more rare items, like from Runescape. I thought of a few ideas about rare items.
1. Structure Trophies
Certain rare structures, such as a golden tauredain pyramid will spawn with a golden pyramid statue in it, or a super rare Gondolin related item in sunken elven ruins or troll hoards, rarer than mithril items. These would be a symbol of exploration or extreme luck.
2. Mob Killing Trophies
After obtaining a weapon bane for a certain mob (Elfbane, Trollbane, Orcbane, Etc.) you will start having a chance to get a killing trophy of that particular mob. Could be only for a single mob, such as only for Gundabad Orcs or could be for all orcs. It will be placeable, and when you hover over the item it will display the amount of kills, similar to how it shows the name of a weapon on a weapon rack. A trophy of kills.
3. Rare Drop Table (From Runescape and Inspired From Mevan's Words.)
All mobs will have a chance to drop certain items, of which some items will be related to the mob that is killed and other items will be global, whether it is from a humble hobbit or a fearsome balrog. These could be trophies or certain mobs, like Trolls could drop mithril ingots, or gear as an EXTREME rare drop. Would inspire players to go for more kills.
4. Master Slayer Titles
Master Slayer Titles would be given to players who achieve mastery at killing said mobs. I think that after killing perhaps 5000 - 10000 of a certain mob, for Orcs or Elves, but only 2500 - 5000 of other mobs like Trolls These would also have matching achievements. It would make players want to do the grinding for these, since achievements are fun to get.
5. Rare Weapons From Structures And New Rare Modifiers (Kudos to Darkemir!)
Weapons are lovely to have and use. Blessed is the best modifier for luck, and legendary is the best for damage. What if you could find weapons in structures, such as in a special chest in an Isengard tent, or atop a Mordor tower. These will have an all-round better damage, and can have a chance to have a unique "epic" reforge on it. These are as follows for weapons and tools:
Mythical: +4.0 Damage
Holy: +4 Looting Luck
Adamant: 3.0 Durability
Please help me think of either better names for these prefixes, or just more balanced versions. For PVP, having a whole damage over another person's weapon can me life or death. Do you think that just 3.5 Damage is balanced? Comment below :)
These are just some thoughts that I think will make the game more fun for killing, similar to the weapon banes aswell.
Your Witch Doctor, Krither
I love the boars in the mod, but I think that Goats could be a cool alternative, as seen in the battle of the five armies. It wouldn't need to replace boars but a new mob could be created alongside 'boar rider', it could be a 'goat rider' and could be a special mob for the blue mountains? Or a special mob only hireable from certain dwarves in the iron hills.
Yea or Nea Battle Goats?
as stated previously as tauredain and partially moredain lore is entirely based on mumakil there is no way we could just blow it off and say they were 'just elephants' i mean there are some things saying that they were 10x the size of the tallest elephant the lowest i found 3x now i understand none of those sources were necessarily based entirely on lore, but my point is that on all accounts these things were big, also on most if not all accounts they had 6 tusks 2 on side 2 on upper jaw 2 on lower jaw.
so my idea is we take input from the community on size and amount of tusks from the community and we then back it on that
Size: just comment to say the size you want for the mumakil and please be realistic nothing like 100x the size of an elephant (i have never seen this EVER) personally i say for size we go from 10.7 blocks (about 1 block under triple that of an elephants height(4))(this is based off of the lowest information on it i found being 35 ft) to 30.5 blocks (this is insane and i say no to it but it is highest height i was able to find (100ft)
My vote on size 13 blocks tall