The Gulf of Harad is a coastal region home to the Haradric people known as the Gulfings. This land is shaped and nourished by the Gulf of Harad, named by its inhabitants as Khopazûl, which borders the region to the south and east. The region covers the area south-east of the Great Desert and north-east of the Far Harad Grasslands. This part of Near Harad is still relatively dry, but fertile and home to a flourishing people of Near Haradrim who are known as the Gulfings.
The Gulf of Harad is mostly fertile, but its lush green grass is interspersed with large patches of barren dirt, red sand, and occasionally regular sand. The composition of the terrain varies smoothly over scales of a few hundred blocks - so one may find scrubby regions with plenty of sand and dirt, lush green regions with only scattered small patches of sand and dirt, and regions anything in-between. Of note is that red sand is much more common in the Gulf than regular sand. Despite the sandy soil of the Gulf, the region is home to sprawling orchards and forests of oak, palm, acacia, and dragonblood trees. The latter species of tree can only be found in the Gulf, as with the White Oryx, a gemsbok-like antelope that can be found all over the region's sprawling fields.
The Gulfings, the resident Southrons of this region, are feared by many outsiders, as they have brutal tastes and are zealous in their devotion to their god, the Lord Mulkhêr. Since the Gulf is isolated from the other fertile regions of Near Harad thanks to the Great Desert, the traditions of the Gulfings are greatly dissimilar to those of the other Near Haradrim. Their many religious practices are seen as strange or barbaric by the other Southrons, particularly their tradition of sacrificing their old and sick to Mulkhêr, which the other Haradrim abandoned long ago. Nonetheless, the Gulfings are fiercely devoted to Sauron, and so their warriors march alongside those of the other Southron realms as allies. With many mighty war-Mûmakil in their armies, the Southrons of the Gulf shall soon march north across the Great Desert to join in Sauron's war.
Upon entering this region, players unlock the achievement "Eastern Shores."
This ancient forest is predominantly composed of Dragonblood Trees. It is located on the far eastern end of the Gulf, just past Topaz Bay, at the heart of a peninsula across the sea from Tol Torog. The peninsula has a local climate that proves optimal for growth of the unique dragonblood trees, a species that is known to be able to cope with harsh, dry and windy conditions and grow extremely old. Huge dragonblood trees are quite common here, more so than in the other parts of the Gulf.
- Flowers - A version of the biome with an abundance of flowers.
- Forest - A more forested version of the biome.
- Light Forest - A lightly forested version of the biome.
- Steppe - A very flat version of the biome.
- Barren Steppe - A steppe, but with no trees. Structures generate here very commonly.
- Hills - A hillier version of the biome.
- Forest Hills - A forested version of the hill variant.
- Oak Shrublands - Forest covered lands with a lower tree density than regular forests, but with a very thick undergrowth of shrubs.
- Sandy Scrublands - A very sandy version of aforementioned scrublands.
- Sandy Scrubland Hills - A hilly version of the Sandy Scrublands.
- Orange Orchard - An orchard containing orange trees.
- Lemon Orchard - An orchard containing lemon trees.
- Lime Orchard - An orchard containing lime trees.
- Olive Orchard - An orchard containing olive trees.
- Almond Orchard - An orchard containing almond trees.
- Plum Orchard - An orchard containing plum trees.
- Date Orchard - An orchard containing date trees.
The Gulf of Harad is mostly dominated by settlements of the Gulfings, as well as old ruins and skeletons.
- Harad Obelisk - Simple sandstone shrines that can be found across various regions of Near Harad. Built by the Southrons in honor of Sauron, they are built around central columns topped with open flames.
- Morwaith Mercenary Camp - Camps where the Morwaith Mercenaries reside, waiting for players to hire them. Built around Tables of Command, these camps contain up to four tents, which feature banners of the Morwaith or of Near Harad and contain reed baskets with loot, vanilla crafting tables, and either Morwaith or Haradric crafting tables. These camps also feature small farms with eight wheat and practice dummies scattered around the vicinity.
- Gulfing Village - The smallest of the Gulfing settlements, these rural villages are home to many Gulfing civilians. Built in a circular pattern around a pair of signposts and a central totem made of Mûmak bones, these villages primarily consist of a tavern and five smaller dwellings, a mix of houses and smithies. These structures are ringed by twelve smaller structures, all aimed at supplying food for the villages - stacks of hay bales, pastures for farm animals, and farms worked by Slaves of Harad, occasionally overseen by Gulfing Farmers. These villages are heavily populated by Gulfing civilians, and warriors drop in from time to time as well.
- Gulfing Tavern - Slightly larger than Gulfing Houses, these taverns are round and low, with two wide entrances and plenty of food and drink within. The interiors of these structures are usually packed with Gulfings, who gather at food-laden tables scattered about the place. Taverns are built around a central bar, where players can find a two furnaces with Kebab stands, a cauldron, two barrels with alcoholic drinks, a vanilla crafting table and a Gulfen crafting table. Here works the resident bartender, who might be willing to trade with you, if you've got at least neutral Near Harad alignment and enough coins to spend.
- Gulfing House - Similar in appearance to taverns, these simple houses are made of wood and reeds. These one-room structures feature plenty of open space inside, where a pair of Gulfings live. The far wall of the house features a straw bed, while the left side features tables with drinks, an oven and a filled cauldron, which offer some comfort for the everyday life. A vanilla crafting table, a Gulfen crafting table and a reed basket with some loot can be found on the right side of the house.
- Gulfing Smithy - These structures sometimes replace Gulfing Houses in villages. They look like slightly smaller houses, but feature distinctive workyards that resemble Gulfing farms and pastures. The main house contains a straw bed, tables with drinks, food and flowerpots, an oven, a reed basket with loot, and a vanilla crafting table, while the workyard contains an alloy forge built into a large Haradric brick structure, Gulfen armour mounted on an armour stand, an anvil, a filled cauldron, a Gulfen crafting table and a second, empty reed basket. A Gulfing Blacksmith spawns here, and will trade with players that have sufficient alignment.
- Gulfing Fortifications - Large military settlements that serve as the homes of Gulfing war-bands. In the future, the great Mûmakil may be found here, but for now these fortifications only feature Mûmak bones. Fortifications are built around Gulfing War Camps, which are surrounded by nine farms and pastures and a quartet of simple watchtowers. These settlements are home to a great many Gulfing Warriors and Archers.
- Gulfing War Camp - The central structures of fortifications, which fence off large courtyards with spikes of Mûmak bone, fences of palm wood, reed blocks and red wool tassels. The interiors of these camps are packed with Gulfing warriors. Inside, plenty of Gulfen armour can be found on armour stands to either side of the gate, together with Haradric equipment mounted on pillars close by. Training dummies can be found to the left of the gate, while bone spikes used for target practice can be found to the right. At the far end of the war camp, two horses can be found tethered to fence posts, near piles of hay bales and a filled cauldron to keep them fed. In the corners of the courtyard, two barracks provide three straw beds and two reed baskets each, plus one barrel with alcoholic drinks. The center of the camp features a large tower, which contains a vanilla crafting table, a Gulfen crafting table, an anvil, an ordinary furnace, a reed basket with loot, a table of command, and the resident Gulfing Warlord, from whom players can hire Gulfing troops.
- Gulfing Watchtower - Small, three-story towers that allow Gulfing Archers to keep watch over their surroundings. They contain a reed basket with some loot, a barrel with some alcoholic drink, and a table with a skull, a plate and a drinking vessel on the ground floor, as well as a set of guards at the top.
- Gulfing Town - By far the largest settlements of the Gulfings, these towns are ringed with walls of brick and sandstone, and are home to a great many civilians. Built around ancient ziggurats, these towns feature eighteen houses, which generate along three streets leading out from the central ziggurat. Sixteen farms, pastures, and/or hay bales form a ring just beyond the walls of these settlements, and four Gulfing watchtowers keep watch over the corners of the town. A smithy and a tavern can be found to the right of the central ziggurat, while Gulfing bazaars, altars, and totems can be found at the end of streets, with one of each generating per town.
- Gulfing Sacrificial Altar - Large, ceremonial structures made of wood and bone, where the Gulfings perform live sacrifices to Mulkhêr. The centerpieces of these structures are altars made of Mordor Rock, behind which is a body pit full of waste.
- Gulfing Bazaar - Centers of trade in Gulfing towns, home to some of the Gulf's many traders. These bazaars feature a pair of (purely decorative) towers flanking a gate, before which a pair of Gulfing Warriors is stationed. The area beyond the gate is fenced off with a wooden palisade, and features five stalls for various merchants to make use of. Gulfing Farmers and Blacksmiths can spawn in these stalls, as can many traders that can only be found in these bazaars - Gulfing Butchers, Gulfing Brewers, Gulfing Bakers, Gulfing Fishmongers, Gulfing Lumbermen, Gulfing Goldsmiths, Gulfing Huntsmen, Gulfing Miners, and Gulfing Stonemasons.
- Gulfing Ziggurat - The towering central monuments of Gulfing towns. Ziggurats are very ceremonial in design, with elaborate-looking exteriors that rightfully arouse awe in the viewer. Stairs built on the exterior allow players to climb up to the top of these formidable monuments, where an entrance to the ziggurat can be found. Inside are two dimly-lit chambers, one featuring reed baskets filled with offerings and one piled high with skulls, all offerings to the Lord Mulkhêr.
- Mûmak Skeleton - The bleached skeletons of once-mighty Mûmakil, half-buried in the semidesert soil. These skeletons are all that remain of beasts that were once the pride and joy of Gulfing war-bands.
- Gulfing - The civilians that inhabit the Gulf of Harad. They can be found in great numbers in towns and villages, though they'll also occasionally spawn wandering around the countryside. They will not attack enemy NPCs or players unless attacked, but will defend themselves with Haradric daggers if need be.
- Gulfing Warrior - The fearsome warriors of Khopazûl, who make war in the name of Mulkhêr the Mighty. They wear Gulfen Armour and use Haradric weapons, including swords, spears, pikes, daggers, and a sword variant exclusive to the Gulfings, the Gulfen Khopesh. They can spawn mounted on horseback.
- Gulfing Archer - The fierce bowmen of the Gulfing armies, armed with Bows of Harad. They are otherwise identical to Gulfing Warriors, and can also spawn on horseback.
- Gulfing Farmer - Traders that sometimes spawn in the farms of Gulfing villages or the bazaars of Gulfing towns. They watch over the slaves working the fields and will sell the player farming-related goods and purchasing equipment, if the player has enough silver coins.
- Gulfing Bartender - The keepers of Gulfing Taverns. They sell food and drink to weary travelers, and will purchase odds and ends from the player in turn. Civilian NPCs in close proximity to Gulfing Bartenders will start drinking, and will inevitably become drunk.
- Gulfing Blacksmith - The weapon-makers of the Gulfings, blacksmiths can be found in the smithies or bazaars of Gulfing towns, as well as the smithies of Gulfing villages. If you have enough alignment with Near Harad, they will sell weapons and equipment and buy gems and supplies useful in weapon-making. Additionally, they can reforge your weapons for you, for the right price.
- Gulfing Bazaar Traders - Nine Gulfing traders that can only be found in Gulfing Bazaars - the baker, brewer, butcher, fishmonger, huntsman, goldsmith, lumberman, stonemason, and miner. Each will buy and sell items relevant to their profession.
- Gulfing Warlord - The greatest champions of the Gulfings, who allow players with sufficient money and alignment to hire Gulfing warriors, archers, cavalry, and banner bearers. They spawn at the top of the central towers in Gulfing War Camps, at the heart of fortifications. They wear Gulfen Armour, minus the helmets, and carry Haradric weapons, much like their followers. They can be easily distinguished by their capes, which are a shade of burnt orange and appear to be made of some sort of fur or hide.
- Slave of Harad - Slaves taken from among the victims of the Corsairs of Umbar, most notably Gondorians, western Morwaith, and Taurethrim. They are useful as farmhands, and can be bought to plant and harvest whatever seeds you give them. These slaves can be found on farms in Coast Southron Settlements.
- Morwaith Mercenaries - Some of the fiercest hunters of the Morwaith tribes, these mercenaries rent out their services to the highest bidder. They can come equipped with Harnennor, Umbaric, Coast Southron, or Gulfen armour with Harad Turbans, and will use either Umbaric or Haradric weapons in combat. They spawn only in Morwaith Mercenary Camps, and players can hire them by talking to them.
All the standard ores can be found beneath the Gulf of Harad, with the addition of Lapis Lazuli. Unlike in vanilla, lapis can only be found in Near Harad, albeit at the same rates and levels.
The Gulf of Harad warm and dotted with patches of barren dirt and red sand. Nonetheless, the biome is more fertile than most of the other regions of Near Harad, and supports plenty of plantlife. Trees can be found across the region and in forest variants, predominantly desert oak, acacia, palm, and dragonblood trees. The dragonblood tree can only be found in the Gulf of Harad, where it appears commonly and in various sizes. Dragonblood trees, and in particular huge dragonblood trees, are especially common in the Gulf Forest. Many kinds of fruit trees can also be found here, including date palm, lemon, orange, lime, olive, and plum trees. These fruit trees can be found in greater numbers in orchard variants. Harad Flowers are also common here.
Update 34, which added the Gulf of Harad biome, completely overhauled the geography of Near Harad, removing the old fertile valley that had once bisected the Great Desert (though the biome was reused for the Southron Coasts). Though this change was largely celebrated, as the new design of Near Harad was far more realistic, the change meant that the mod would be losing the "Haradoggo," as the fertile valley - which some believed looked like a dog - was known. Led by this wiki's very own Dragonovith, the Haradoggo's loyal fans launched a petition for the shape of the fertile valley to be preserved as an island off the coast of Harad. They got their wish, and with Update 34 came a familiar-looking island in the Gulf of Harad. According to the speechbanks of some Gulfings, this new Haradoggo is the remnant of what was once a massive beach.