The Westlands:
Angmar •
Blue Mountains •
Bree-land •
Dale •
Dol Guldur •
Dúnedain of the North Rhûn:
Harad:
Half-Trolls • Morwaith • Near Harad • Taurethrim The Deeps of the Earth:
|
This article gives a brief summary of each faction. For how the player interacts with these factions, see the Alignment page. For a guide on which faction is best for you, see Which Faction should I choose?
Factions are groups that players can forge friendships with or make enemies with. This system is based on alignment, which determines your reputation with each faction. As of Update 36, there are 25 different factions in the mod.
The factions menu can be accessed by entering the Middle-earth menu (default press "L") and scrolling over to the Factions section. This displays your alignment with all factions, and some other statistics. There are three main categories: "Westlands", "Rhûn", and "Harad". All that just went through the ring portal will automatically spawn in the Shire, which is in the middle of the Westlands.
Every faction has an alignment meter - this is the defining characteristic of what constitutes a 'faction'. Your alignment with a faction is earned by either killing enemies of that faction or doing quests for that faction. Besides this, factions have at least some of the following exclusive features, and many have all of them:
- Crafting table - used to craft the faction's exclusive items, such as Blue Dwarven Armour.
- Building blocks - bricks, pillars, and others, craftable on the faction table
- Weapons and armour - craftable and generally worn by the faction's NPCs
- Banner - craftable and held by the faction's Banner Bearers
- Shield - a cosmetic item to display your allegiance (worn by some NPCs and by the player if their alignment is high enough)
- Titles - earned by getting alignment with the faction
- Mini-quests - sometimes given when speaking to NPCs
- Traders - often sell the faction's items
- Unit traders - from whom you can hire the faction NPCs to serve you
- Invasions - an in-game event where groups of the faction's mobs spawn in a biome that they are at war with
- Warhorn - a horn you can buy from the faction's unit trader to summon an invasion of the corresponding faction
- Structures - houses, fortresses, and so on, that spawn in the faction's biomes and include NPCs
- Regions - the region(s) of Middle-earth, the faction's people live in
Some factions also have sub-factions, which are distinct groups within the main faction that also have some of these features. Sub-factions are not true factions because they do not have their own alignment meters. These include the Men of Dol Amroth (a sub-faction of Gondor) and the Rhudaur hillmen (a sub-faction of Angmar), among others.
Note that the Utumno faction will always be enemies with the player; its alignment cannot be changed, and will always remain -66,666.
Renewed
The basic faction system, menu, and areas of influence were added to the renewed version in Renewed Snapshot 2.8, with the basic alignment system and ranks following in Renewed Snapshot 2.9, and NPCs beginning with Renewed Snapshot 4.0. Although they are lacking the structures and traders that make up factions in the legacy version, these are important steps. Also of note is that the 'Gundabad' faction has been renamed to the 'Northern Orcs', Angmar has been restyled as largely hillmen-focused, and the 'Lossoth' faction has been added.
Furthermore, the gender preference setting for ranks has been made a toggle in the ranks menu as shown below - and any rank can be made masculine or feminine by using a translation file.
Guide to inter-faction relations
In the Lord of the Rings mod, there are five levels of faction relationships, which affect how NPCs interact with one another. Faction relations are usually, but not necessarily reflexive; that is to say, if faction A is allied with faction B, faction B is not automatically allied with faction A - for example, it may be neutral in return.
Faction relations can be looked at in the Middle-Earth menu, under the appropriate tab.
Allies
Allies are all the factions a faction fights side by side with, and they share a deep and positive relationship. A faction will NEVER tolerate a player attacking an allied faction. They never attack each other and your pledge will be immediately broken by your faction if you attack their allies.
Example: You're pledged to Taurethrim and you kill a Huorn of Fangorn. Because Fangorn is an ally of Taurethrim, they will warn you to stop this or your pledge will be broken. If you perseverate to kill Huorns and Ents, the Taurethrim will break your pledge (even if you kill Huorns out of the area of influence).
Friends
Friends are all the factions that a faction is in a good mood with but they are not allied diplomatically speaking. However, you risk angering them if you attack their friends, even if it's as not serious as attacking an allied faction. They never attack each other and you'll lose alignment if you kill a friendly faction's NPC. However, your faction will tolerate your bad behaviour with their friends and won't break your pledge (unless, of course, you lose sufficient alignment to fall under +100 alignment).
Example: You're pledged to Rhúdel and you kill a Mordor Orc. You'll lose alignment with your faction but it won't break your pledge as long as you don't abuse their patience.
Neutral
Neutrality means indifference. A faction doesn't care if you are the friend or the enemy of a neutral faction. Furthermore, it's rare the neutral factions attack each other, whether you order it to you hired units or when a NPC is accidently hit by an arrow, a spear or a throwing axe from a neutral NPC; in that case, the injured NPC will attack its aggressor who just aimed wrong (life is sometimes cruel). Attacking a neutral NPC doesn't affect your alignment with your faction but it can help you to fight a neutral faction if you hire some units, even if it has no personal interest to attack.
Example: If one has hired Rohan units but has negative Lothlórien alignment, the Rohirrim will automatically attack the Elves. And if 'friendly fire' is enabled, then the Sword of Command can be used to make the Rohirrim attack the Elves even if the player has positive Lothlórien alignment. And finally, if one of the Rohirrim is wandering about and happens to be shot by an Elf, he will attack the Elf. This would not, however, happen if both units had been hired by the player.
Neutral faction relations were added in Public Beta 24 - previously, factions could only be allies or enemies.
Enemies
Enemies are all the factions that a faction is at war with, but it's just by formality. Indeed, they don't especially hate each other and can even be conciliant. Attacking an enemy faction will win you conquest points and alignment with your faction. But you can choose to be friends with two enemy factions if you wish. The two factions will accept it as long as, of course, you don't do something which could anger them.
Example: You're pledged to High Elves and you win alignment by attacking Near Harad. But if you decide to be friend with the Haradrim, the Elves won't blame you and the Haradrim neither for your pledge to high Elves. If you get to keep a positive and stable relationship with High Elves and Near Harad in the same time, you'll benefit the features of the two factions.
Mortal Enemies
The mortal enemies are all the other factions a faction is in war with and with which they share a deep and harsh hate. In contrast to regular enemies, negotiations are impossible between mortal enemies. Furthermore, a faction will NEVER accept your friendship if you are already friends with their mortal enemies. Attacking a mortal enemy faction will win you conquest point and alignment with your faction. You'll slowly lose alignment with the two factions if you try to be friends both of with them at the same time. Lastly, you cannot pledge to a faction if you've got positive alignment with its mortal enemy.
Example: Dunland will distrust you if you are a friend of Rohan and won't let you get their friendship if you are pledged with Rohan. The Rohirrim will find odd you are friend with Dunlendings and your alignment with Rohan will drop too. If you want to spare your standing among the one, cancel it among the other (yes, life is really cruel).
If you want to make life less cruel, go to the mod settings and set "alignment drain" to "false".
Note: The Utumno faction is mortal enemy with all other factions. Therefore, it is not listed in the relations tables below.
List of factions
Here follows a list of all factions in the mod, with a short introduction to each.
Angmar
main article: Angmar (Faction)
The Raiders of Angmar | ||
Orc (Archer, Banner Bearer, Bombardier) •
Troll (Chieftain, Hill) •
Warg (Bombardier)
| ||
The forces of Angmar are the dark faction that reside in the Valley of Angmar, a remnant of the dominion of the Witch-King of Angmar. Only the positively evil or extremely foolhardy player would dare to meddle with such a faction. The Hillmen of Rhudaur are the sub-faction of Angmar. They are also found in Angmar, as well as in the surrounding areas.
The faction of Angmar consists of Orcs, Wargs, Hill-trolls, trolls, and Rhudaur Hillmen, providing a large variety of fighters and making this faction strong indeed. Their Orcs and Wargs are at times equipped with bombs as well. All these make Angmar one of the stronger Orcish factions. Their main weaknesses are their shortness of allies and their lack of Uruks.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Dol Guldur •Mordor |
•Gundabad | •Dunland •Half-trolls |
Enemies |
Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Blue Mountains
main article: Blue Mountains (Faction)
The Dwarves of the Blue Mountains |
Dwarf (Axe Thrower, Banner Bearer, Warrior)
|
The Blue Mountains are the peaceful home to the Blue Dwarves, cousins to the Dwarves of the Iron Hills. Like all their kin, Blue Dwarves have a love for the precious metals of the earth, and a large part of their time is spent in mines deep underground.
The Blue Mountains Dwarves are a powerful faction, with their warriors and axe-throwers being some of the strongest good-aligned units in the mod.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Durin's Folk •Hobbits |
•Bree-land | •Dale •Dorwinion |
Enemies |
Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Bree-land
main article: Bree-land (Faction)
The Big and Little Folk of Bree |
Bree-Man •
Bree-hobbit •
Guard •
Farmhand •
Ruffian Spy •
Ruffian Brute
|
Bree-land is a small, peaceful region inhabited by both Men and Hobbits. It, like the Shire is guarded from many of the perils of Middle-earth by the Rangers that surround it, and it is a hub for traders moving between the Blue Mountains and Dale. Bree is one of the least powerful factions in the mod, perhaps only stronger than the Hobbits of the Shire. The inhabitants of the Bree-land focus mainly on their own affairs, building and farming, and rarely travel to, let alone invade neighboring lands.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Hobbits | •Blue Mountains •Dale |
•Dorwinion •Dunland |
Enemies |
Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Dale
main article: Dale (Faction)
The Northmen of Dale |
Dalishman (Banner Bearer, Levyman, Longbowman, Soldier)
|
The Kingdom of Dale is the kingdom of the Northmen in Rhovanion. Allied to the Dwarves of Erebor, they have grown wealthy thanks to trade with Dwarves, the Woodland Realm, and Dorwinion. Their army consists of brave warriors, archers, and cavalry equipped with high-quality mail and weapons, forged by the Dwarves of Erebor.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Durin's Folk •Hobbits |
•Bree-land •Gondor |
•Blue Mountains •Dorwinion |
Enemies |
Mortal Enemies |
---|---|
•Rhúdel | •Angmar •Dol Guldur |
Dol Guldur
main article: Dol Guldur (Faction)
The Regiments of Dol Guldur |
Orc (Archer, Banner Bearer) •
Olog-hai •
Spider
|
Dol Guldur is an evil-infested region at the southwest corner of Mirkwood where Sauron lived before moving to Mordor. The forces of Dol Guldur represent the source of all corruption in the forests of Mirkwood, and their sinister urge to conquer directly contrasts the tranquil seclusion of their counterpart faction: the Wood-elves.
Dol Guldur is one of the weakest and least extensive Orcish factions in the mod, lacking Uruks and bombardiers. Yet they have formidable Mirk-trolls and Spiders in their armies to help make up for this. They are still a serious threat to good-aligned players and factions, and their home biome, under the dominion and influence of Sauron once again, is not easily entered or overrun.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Angmar •Mordor |
•Gundabad | •Dunland •Half-trolls |
Enemies |
Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Dorwinion
main article: Dorwinion (Faction)
The Men and Elves of Dorwinion |
Elves (Warrior, Archer) Men (Crossbower, Guard, Vinehand)
|
Dorwinion was a very old kingdom founded in the first age by the Nandorin and Avari Elves. Later, in the Second Age, as Gondor reached its golden age, it assumed the rule of Dorwinion. An Easterling invasion in the second millennium of the Third Age effectively caused Gondor and Dorwinion to be split, and the remaining Men and Elves took over the rule of Dorwinion.
With a climate ideal for grape-growing, winemaking became the chief economic activity in Dorwinion. The wines of Dorwinion were bought by people as far away as Dale, the Woodland Realm, and Erebor.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Woodland Realm | None | •Blue Mountains •Bree-land |
Enemies |
Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Dúnedain of the North
main article: Dúnedain of the North
The Dúnedain of the North are the last descendants of the Dúnedain, men from the ancient kingdom of Númenor. They are often perceived as dangerous rogues, roaming the wilds throughout western Middle-earth. However, they are courageous, dour men who defend the Westlands against attack.
The Rangers are survivors of unparalleled skill, being well-trained in the art of combat, and they are very hardy. Though few in number, their kind will not go gently into the shadow.
Rangers are some of the most formidable units in the mod, despite their simple appearance. Their ability to go unseen when they wish provides them with a huge advantage over their Orcish enemies. If they have any weakness, it is that their presence and control in the North is dwindling, and they spawn in few places.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Gondor •High Elves |
•Bree-land •Rohan |
•Blue Mountains •Dale |
Enemies |
Mortal Enemies |
---|---|
•Dunland •Morwaith |
•Angmar •Dol Guldur |
Dunland
main article: Dunland (Faction)
The Wildmen of Dunland |
Dunlending (Axe-thrower,
Banner Bearer,
Berserker,
Bowman,
Warrior)
|
Dunland is the home to the sworn enemies of Rohan, the Dunlendings. After they were driven out of their old home in Rohan they went to Dunland to scrape a living off rocks, making them wild and vengeful.
They are, however, somewhat civilized, being able to coexist in forts and taverns. During the Third Age, they have allied themselves with Saruman's forces in hopes of exacting revenge upon the Rohirrim.
Dunland is perhaps the most neutral of all factions in the mod. As you can see in the table below, it has very few allies and enemies; it is neutral with most other factions, and vice versa.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
None | •Durin's Folk •Isengard |
•Angmar •Blue Mountains |
Enemies |
Mortal Enemies |
---|---|
•Dúnedain of the North •Gondor |
•Rohan |
Durin's Folk
main article: Durin's Folk
The Dwarves of Durin's Folk |
Dwarf (Axe Thrower, Banner Bearer, Warrior)
|
Durin's Folk, the Dwarves of the Iron Hills, are master craftsmen and miners, similar to their cousins in the Blue Mountains. They value the riches of the earth, and delve deeply through complex systems of mines in the mountainous terrain of their home.
Though small in stature, Dwarves are fearsome in battle, especially since they have the skill to forge some of Middle-Earth's strongest arms and armour. Their warriors and axe-throwers are among the most powerful good-aligned units in the mod.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Blue Mountains •Dale |
•Bree-land •Dunland |
•Dorwinion •Dúnedain of the North |
Enemies |
Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Fangorn
main article: Fangorn (Faction)
The Trees of Fangorn Forest |
Nothing embodies nature's power more than the might of the Fangorn faction, which is composed primarily of Ents and their lesser relatives, the Huorns.
Preferring to isolate themselves from the wars of Middle-Earth, the forces of Fangorn will only rise to protect their forest home. When they do however, they are frightfully dangerous. In fact, Morgoth first created trolls for the purpose of combating Ents, and even then, the Dark Lord never was able to extract the secrets of the ancient tree-herders.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•High Elves •Lothlórien |
None | •Blue Mountains •Bree-land |
Enemies |
Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Gondor
Main article: Gondor (Faction)
The Men of Gondor | ||||||||||||||||
Gondorian •
Levyman •
Soldier (Archer, Banner Bearer, Tower Guard)
|
Gondor was the kingdom of Men in Middle-earth, bordered by Rohan to the north, Harad to the south, the cape of Andrast and the Sea to the west, and Mordor to the east. Its first capital was Osgiliath, moved to Minas Tirith in TA 1640. The city of Minas Tirith remained the capital of Gondor for the rest of the Third Age and into years of the Fourth Age; other major fortresses include Dol Amroth in Belfalas and Osgiliath, which was a city on the Anduin.
Gondor was founded by the brothers Isildur and Anárion, exiles from Númenor. Gondor was an allied kingdom with Arnor, whose line of king chieftains came from Isildur, while the Line of the Kings of Gondor was from Anárion. Gondor was at the height of its power in its early years due to the ships and the military might that its armies possessed. However, continued attacks by allies of Sauron, civil war, and a devastating plague caused it to gradually decline over the course of the Third Age, being ruled by a Steward after the line of Kings failed.
Gondor has many fiefdoms, including Lossarnach, the Blackroot Vale, Pinnath Gelin, Lamedon, the haven of Pelargir, Lebennin, Dor-en-Ernil, Anórien, and Ithilien. Harondor was also once a fiefdom of Gondor, but now it is a debatable land, fought over between the folk of Gondor and the Corsairs.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Dúnedain of the North •Rohan |
•Dale •High Elves |
•Blue Mountains •Bree-land |
Enemies |
Mortal Enemies |
---|---|
•Dunland •Morwaith |
•Angmar •Dol Guldur |
Gundabad
Main article: Gundabad
The Hordes of Gundabad |
Orc (Archer, Banner Bearer) •
Uruk (Archer) •
Warg
|
The Gundabad Orcs are a race of Orc originating from the Misty Mountains. Throughout the Third Age, they have come to occupy nearly all the mountains and wild places in northern Middle-Earth, spawning abundantly when it is dark, and inhabiting caves and ravines underground.
However, not all of the Orcs from Gundabad were cut-throat scavengers. In the Misty Mountains, Ettenmoors, Coldfells, and Grey Mountains lurk the Gundabad Uruks, among the most powerful Orcs in the mod. They are certainly not a force to sneer at - Gundabad Uruk Armour is tough, and their weapons are powerful and intimidating.
Out of the 5 major Orcish factions, Gundabad is by far the most common and numerous. Yet, they are also one of the weakest, lacking trolls and bombardiers. Despite this, they are one of 3 Orcish factions to have Uruks, which makes them more powerful overall than the evil forces of men.
In the renewed version, this faction has been renamed the 'Northern Orcs'.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
None | •Angmar •Dol Guldur |
•Dunland •Half-trolls |
Enemies |
Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Half-trolls
main article: Half-trolls (Faction)
The Half-trolls reside in the volcanic desolation of Perdorogwaith and are very brutish and hostile towards enemy players. In fact, their mannerisms and culture in general are significantly less refined than that of most other factions, as a result of their unnatural origin.
They usually spawn with mohawks on their heads, tusks in their mouths, and a stature taller than that of a normal NPC, giving the impression of a warthog-like monster. They wield stone based tools and ride rhinos that charge into opponents at high speed, making them a dangerous foe.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Mordor | •Isengard •Near Harad |
•Angmar •Dol Guldur |
Enemies |
Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
High Elves
Main article: High Elves
The High Elves of the West | |||||
|
The High Elves are the most powerful and knowledgeable of Elves in Middle-Earth, being part of the ancient Noldor race. They reside in Lindon and Rivendell, two of the few remaining safe-havens for their kind.
Throughout the Third Age, the High Elves decide to leave Middle-Earth and return to their home in the Undying Lands beyond the sea. But they are nonetheless valiant, and by their courage Middle-earth was defended for five thousand years. Should the darkness come again, their numbers are not great enough to have victory, but their deeds in the last defence of the West shall be sung in all the halls of Mandos.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Dúnedain of the North •Fangorn |
•Bree-land •Gondor |
•Blue Mountains •Dale |
Enemies |
Mortal Enemies |
---|---|
•Near Harad •Rhúdel |
•Angmar •Dol Guldur |
Hobbits
main article: Hobbits (Faction)
The Little Folk of the Shire |
Hobbit (Farmhand, Bounder)
|
The Hobbits are a race of small, hairy-footed, peaceful folk who inhabit the Shire biome and are well-known for their love of food, drink, and pipe-weed. They pride themselves in their simple lifestyles, isolated from the world of the "Big Folk."
Most Hobbits (called "Halflings" by many Elves and Men) live in holes underground. Not nasty, dirty, wet holes full of worms and oozy smells, nor yet dry, bare, sandy holes with nothing to sit on or eat. These are Hobbit holes, and that means good food, a warm hearth and all the comforts of home.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Blue Mountains •Bree-land |
•High Elves •Lothlórien |
•Dorwinion •Dunland |
Enemies |
Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Isengard
main article: Isengard
The Battalions of Isengard |
Uruk (Banner Bearer, Berserker, Crossbower, Sapper) |
Isengard is a warlike, destructive Orcish faction. Hailing from Nan Curunír, it is the brainchild of Saruman the White, who, seeking the One Ring, decided to make his own army to rival that of the Dark Lord. Isengard is home to both the weakest Orcs in the game (Isengard Snaga) and what are arguably the strongest and widest variety of Uruks in the mod. Rumored to be bred from Orcs and Men, or from some other method, the Uruk-hai have been conjured by Saruman to resist the sun and to be large, fast, and strong. These Uruks are at times equipped with the Fire of Orthanc and with crossbows, making them the strongest ranged units in the mod as well. Burning down parts of Fangorn Forest, invading Rohan relentlessly, and wreaking destruction and desecration wherever they go, this faction is a force to be reckoned with.
Because of their mighty Uruks, Isengard is one of the strongest evil factions in the mod, despite the fact that their home biome is very small, and that they lack trolls. They also have few allies and are hated by many; their neutral standing with other Orc factions can mean that their units can fight on occasion.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
None | •Dunland •Half-trolls |
•Angmar •Dol Guldur |
Enemies |
Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Lothlórien
main article: Lothlórien (Faction)
The Wood-elves of Lothlórien |
Elf (Banner Bearer, Warden, Warrior)
|
The Galadhrim of Lothlórien are a peaceful yet powerful faction of Elves. Their land is that of beauty and light, headed by the Elven Lord Celeborn and Lady Galadriel. The land is defended by slender Elven-bows, and in it alone grow the great Mellyrn.
Oddly enough, many of the Galadhrim dwell in houses in the branches of the Mellyrn. The people are mainly of Silvan origin, and dress in grey. Their realm is one of the safest places in Middle-Earth, and the Elves there will fight to keep it that way.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Dúnedain of the North •Fangorn |
•Bree-land •Hobbits |
•Blue Mountains •Dale |
Enemies |
Mortal Enemies |
---|---|
•Near Harad •Rhúdel |
•Angmar •Dol Guldur |
Mordor
main article: Mordor (Faction)
The Hosts of Mordor |
Black Uruk (Archer) •
Olog-hai •
Orc (Archer, Banner Bearer, Bombardier) |
Mordor is the most powerful evil faction in the mod. Hailing from the Black Land, and serving the Dark Lord Sauron, this faction's goal is to bring the entirety of Middle-earth under their Lord's dominion. The ash clouds from Mount Doom protect the foul hosts in Mordor from the rays of the sun, making this land a formidable place from which its forces can spread into the West and invade the kingdoms of Men.
This faction is comprised of Orcs, Wargs, Black Uruks, giant spiders, and metal-clad Olog-hai, deadly trolls bred by Sauron, all of which are sworn enemies of the West. Mordor has also been growing alliances with the scattered Orcs in the north and the Easterlings and cruel Haradrim in the east and south. The power of Sauron grows day by day, and soon all will fall sway to his will!
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Angmar •Dol Guldur |
•Gundabad •Morwaith |
•Dunland •Isengard |
Enemies |
Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Morwaith
main article: Morwaith (Faction)
The Morwaith people are not very well-known among those of Middle-Earth. They dwell in the southern reaches of Harad and rarely travel beyond their homeland.
Morwaith are tribesmen, skilled at survival in the open savannah in which they live. They have a unique culture that involves the worship of the Great Lion. Their major enemies are the Taurethrim, whom they call "Forest-Men."
Despite being very widespread and numerous, the Morwaith are arguably the weakest evil faction in the mod.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Near Harad |
•Mordor |
•Angmar •Blue Mountains |
Enemies |
Mortal Enemies |
---|---|
•Dúnedain of the North •Gondor |
•Taurethrim |
Near Harad
main article: Near Harad (Faction)
The Southrons of Near Harad are mostly isolated from the rest of Middle-earth. They do, however, have frequent disputes with their northern neighbours, the Gondorians, and as such they side with Mordor, whose lord (known to them as Melkor the Excellent) they worship. Most of the land belonging to this faction is inhospitable desert, routinely fought over by the many petty kingdoms of the Southrons.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Morwaith |
•Half-trolls •Mordor |
•Angmar •Blue Mountains |
Enemies |
Mortal Enemies |
---|---|
•Dúnedain of the North •High Elves |
•Gondor |
Rhúdel
main article: Rhúdel (Faction)
The Easterlings of Rhúdel |
Easterling (Archer, Clansman, Farmhand, Fire-thrower, Golden, Warrior)
|
The Easterlings are a great kingdom of Men, bound to the will of their god, the Dark Lord, and are ready to serve him in his war against the Free Peoples. They are the grandest of all the kingdoms in the east, and they are skilled in the art of fire. They are also in a trade partnership with their neighbours, the Dorwidhrim. They also are known for their golden armour, hence the name, "Golden Easterlings".
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
None | •Mordor | •Angmar •Blue Mountains |
Enemies |
Mortal Enemies |
---|---|
•Dale •Dúnedain of the North |
•Gondor •Rohan |
Rohan
Main article: Rohan (Faction)
The Horse-Lords of Rohan |
Banner Bearer •
Bowman •
Farmhand •
Shieldmaiden •
Warrior
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Rohan is the realm of the Rohirrim, whose lifestyles revolve around the training and breeding of horses which they hold sacred. Because of this, the Rohan faction comprises of the best horses and cavalry in all of Middle-Earth.
As one of the greatest kingdoms of Men, the Rohirrim, or Eorlingas, have a long history, vibrant culture, and expansive territory that stretches from the foot of the Misty Mountains to the great Anduin River.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Gondor | •Dale •Dúnedain of the North |
•Blue Mountains •Bree-land |
Enemies |
Mortal Enemies |
---|---|
•Morwaith •Near Harad |
•Angmar •Dol Guldur |
Taurethrim
main article: Taurethrim (Faction)
The Taurethrim of Far Harad |
Taurethrim (Banner Bearer, Blowgunner, Farmhand, Warrior)
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The Taurethrim (Sindarin: Forest-men) roam the Jungles of Far Harad which they hold sacred. They have a feud with the Limwaith and the Morwaith, and members of either of those two factions would do well to avoid messing with the Taurethrim, for their warriors are the strongest warriors in the jungle, and they are the only faction to use blowguns.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Fangorn |
None | •Angmar •Blue Mountains |
Enemies |
Mortal Enemies |
---|---|
•Near Harad | •Half-trolls •Mordor |
Utumno
main article: Utumno (Faction)
The Armies of Utumno |
(Located under Forodwaith, after walking through the Pits) NPCs:
Ice Spider •
Orc (Archer) •
Warg (Ice) •
Snow-troll
Armour & Equipment:
Armour • Balrog Whip • Equipment • Pickaxe of the Underworld Blocks:
Ice Brick (Glowing) •
Ice Pillar
Items:
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Utumno is the most corrupted of all factions, as well as one of the most powerful, founded by the Dark Lord Melkor himself. Despite Melkor being cast into the void by the Valar at the end of the First Age, his work of evil in the north has somehow endured, trapped deep in the ruins of his first mighty fortress.
In fact, it is impossible to get positive alignment with this faction. The forces of Utumno are hostile to all other NPCs in the mod and will attack them without hesitation. They are powerful as well, being the sole faction that contains Balrogs, ancient fire-demons thought to exist only in lore, and the first and strongest Orcs, Wargs, and Trolls.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
None | None | None |
Enemies |
Mortal Enemies |
---|---|
None | All factions |
Woodland Realm
main article: Woodland Realm (Faction)
The Wood-elves of Mirkwood |
Elf (Banner Bearer, Scout, Warrior)
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The Wood-elves (Silvan Elves) of the Woodland Realm are arguably the most dangerous of the Elven race, being both powerful warriors and distrustful characters at the same time. In fact, they will not hesitate to attack any player that does not have at least +50 alignment with their faction.
Nevertheless, the vigilant Wood-elves guard the last peaceful realm within the corrupted forests of Mirkwood. They represent one of the last Elven civilizations remaining in the Third Age of Middle-Earth.
Inter-faction relations
Allies |
Friends |
Neutral |
---|---|---|
•Dorwinion •Fangorn |
•Bree-land •Dúnedain of the North |
•Blue Mountains •Dale |
Enemies |
Mortal Enemies |
---|---|
•Near Harad •Rhúdel |
•Angmar •Dol Guldur |
Other Factions
Listed above were all the true factions in the mod; that is, groups of NPCs with an associated alignment meter. However, there are some other technical 'factions' defined in the mod's code. The neutral and hostile factions cannot be altered with Commands.
Neutral
Neutral or 'Unaligned' is the default faction assigned to all NPCs which have no defined faction. This notably includes the Grey Wanderer and Oddment Collectors. The Neutral faction has no properties; it is merely a 'placeholder', so that the mod does not always have to handle the possible case where a mob has no faction. It is also assigned to the neutral Waypoints so that members of any faction can unlock them.
Hostile
Hostile is a faction defined for NPCs that are always hostile to all other factions (including their own) and players. This includes Bandits most notably, as well as the wraiths of the mod (including Barrow-wights).
Dark Huorns
Dark Huorns is another invisible faction which includes the Dark Huorns of the Old Forest. This faction was defined purely so that alignment could be gained from killing Dark Huorns. They are mortal enemies with Hobbits, Bree-land and Dúnedain of the North and neutral with all other factions. Previously, the Dark Huorns were assigned to the 'Hostile' faction.
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