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See also: Near Harad (Region).

The Southrons of Near Harad are the swarthy men of the great Southlands, mostly isolated from the Westlands of Middle-earth. For thousands of years, they have been at odds with their northern neighbours, the Gondorians, and they have sworn allegiance to Mordor for the war that is to come. They worship the Dark Lord, known to them as Mulkhêr the Excellent, and his enemies are theirs. This faction is split into five distinct sub-factions.

The Harnedhrim live in Harnennor, the northernmost of the Southron realms. Once, they lived in Harondor to the north, but they were driven out of their homeland by Gondor millennia ago. They are a warlike and vengeful people, and they remember well the countless injustices they suffered under Gondorian rule. The Harnedhrim aren't as advanced as some of the other Southrons, but they have a fierceness and devotion to their cause that few Haradrim can match.

The people of Umbar in the west live in the most powerful of the Haradric realms. The city of Umbar itself is the greatest in all of Haradwaith, built by the Númenóreans in days long past. Black Númenóreans once ruled over Umbar, and though they're long gone, the lords of Umbar continue to follow their traditions, and the Umbarians still see themselves as the most "civilised" of the peoples of Harad. This realm is infamous as the home of the Corsairs of Umbar, barbaric pirates that plague the Bay of Belfalas.

The lands around Umbar, the Southron Coasts, are home to the coastlings, the most numerous of the Southrons. The Coasts are home to many great city-states with rich histories, most notably Ain an-Ahar and Ajtiaz an-Ahar. The Coast Southrons are skilled warriors, but their kingdoms are less inclined to war than those of their Harnedhrim neighbors, as they instead seek to imitate Umbar in becoming wealthy and powerful.

In the lands of the Gulf of Harad live the Gulfings, a harsh people known for their undying devotion to Mulkhêr and their use of Mûmakil in warfare. Their culture is unlike that of the other Southrons, with a focus on live sacrifices and constant displays of devotion to the Dark Lord. The Gulfings are also known as master traders, and their kingdoms have long grown wealthy off trade with the Morwaith, their fellow Southron realms, and other peoples from the Far East.

The Half-deserts that border the Southron realms are home to the nomads, an insular people that follow traditional lifestyles that the other Southrons long ago abandoned. They mostly keep to themselves, but there are many merchants among them that trade regularly with the other Southrons. Those travelling in the desert regularly seek them out, as they know a great many valuable secrets.

History[]

The ancestors of the Haradrim were Men who awoke in the First Age, but stayed to the East of Middle-earth instead of joining the migration of the Edain to the West. These Haradrim came south in three groups, fleeing the Shadow for the Sunlands, where the Sun is fierce and there are no clouds. One of these groups, the Desert People, settled in Near Harad, and became the ancestors of the Southrons. In the early Second Age, these men were dominated by the Dark Lord Sauron. Under the authority of the Lord of the World, numerous towns and walls of stone were built, and those under his influence became numerous and armed with iron. To the Southrons, the Dark Lord was feared as a king and god.

During the Second Age the Men of Númenor built a great city in the firth of Umbar, a vast natural harbour on the southern shores of the Bay of Belfalas, which they eventually turned into a fortified citadel. The Men of the Sea initially helped the people in the lands they explored, teaching them of agriculture and craftsmanship. But after the reign of Tar-Ciryatan, the Númenóreans set themselves up as lords in Middle-earth, demanding tribute of goods and wealth. Under Ar-Pharazôn, the Númenóreans made war on the Men of Middle-earth, enslaving them. When the Great King Mulkhêr challenged them for the freedom of the Men of the Desert, they took him to their evil land, and those that remained grew all the crueler, taking men to sacrifice and even to devour. But storms out of the West came with great ferocity, and in the distance smoke billowed. And on a black day of wind and water, a great wave came out of the deeps of the sea, and the coasts were sundered, to the ruination of the sea-men and coastal peoples.

Angus McBride - Far Harad

Infighting between the Haradrim is common.

In the following century, the Southrons were led by the Dark Lord and Black Númenóreans, those Sea-Men who stayed in Harad and survived the rising of the Great Sea. The Haradrim were enemies of the heathen men of Gondor, as the Kingdom's southern borders were close to their lands; and the Dark Lord stirred them to strike while their foes were still weak. Shortly before the War of the Last Alliance, two Númenórean lords, Herumor and Fuinur, rose to great power amongst the Haradrim and led them to battle upon the Dagorlad, against the evil Men and Elves of the North who sought to battle the Lord of the Earth.

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Of all the weapons of Harad, none are mightier than the Mûmakil.

After the fall of their Lord, the Southrons continued to wage war against the Realms in Exile for many centuries. The Black Númenóreans at Umbar held great power, and Gondor could not yet contest them. There were dealings between the Southlands and Gondor in these days, though it is said that there was never friendship between the two realms. But in the year T.A. 933 the black-sailed fleet of Gondor came out of the West and took Umbar, driving out its people. The city was then the site of many battles between the Haradrim and Gondor, and one of the many kings of Gondor was slain when Black Númenóreans besieged the city. However, these efforts but aroused the wrath of the Gondorians, and their great king, the South-slayer, laid ruin to the coastlands and forced into vassalage the independent kings of Haradwaith.

The Gondorians lost Umbar when one of their lords rebelled against the King. Haradrim re-entered the city and aided the rebels against Gondor. One of Gondor's kings was slain in battle, but his son once more defeated the Haradrim. Umbar was continuously controlled by the rebels until T.A. 1810, when the navy of Gondor rose one last time and attacked the city. The rebellions were finally ended, but Gondor's victory was short-lived, for the Haradrim, though engaged in wars among themselves, retook the city. Gondor has never since gained control of the great ports of the South. Around that time, the Haradrim made an alliance with the Wainriders, a confederation of Easterlings, and the Men of Khand. During the simultaneous assaults from the north and the south, Gondor came close to destruction, but the campaign nonetheless ended with the Wainraiders' defeat in T.A. 1944.

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The gold and scarlet warriors of the South

In the third millennium since the fall of the Dark Tower, the Dark Lord rose again, and his servants in Harad flocked to his banner. They threw down the monument to the capture of the Dark Lord in Umbar and again swore fealty to the Eye. The Haradrim were stirred up by emissaries of Sauron to attack Gondor again, and in T.A. 2885, they did so at the Crossings of Poros. However, they were defeated again, for Gondor had the aid of the horsemen of the north. The ferocity of the Rohirrim's princes took the Corsair warriors at unawares, and though the princes were slain, their wraiths are said to inhabit the mounds at the river Poros. In even more recent history, a dastardly raiding party from Gondor sailed to Umbar, and there burnt the greater part of their fleet and slew the Captain of the Havens. For this insult they will pay with blood.

The Southrons move to war once more, committed to take vengeance upon the accursed rabble of Gondor. Harondor they have already taken, and Umbar is theirs. Soon, Gondor will fall, and the fertile lands and booty of the West will belong to the Men of the South. The Dark Lord has promised them rich reward for their aid, and to battle they will go, in honour of their god-king. Their great hosts, scarlet-clad with red blades, painted faces and earrings of gold, march to war, with the bellowing of the mighty Mûmakil sounding as a trumpet about them. The Black Serpent upon Scarlet will fly across all the West, and all will pay fealty to the Kings of the Southlands!

Locations[]

The Southrons rule over all the lands of Near Harad, which they zealously guard from invaders. They also have a presence in Harondor, Tolfalas, and the Corsair Coasts.

Waypoints[]

The following waypoints are located within the territory of Near Harad:

  • Tolfalas - A bleak abandoned isle within the Bay of Belfalas.
  • Crossings of Harnen - This river marks the border of the contested land of Harondor. From here the road runs on southwards into the vast Sunlands of the Haradwaith.
  • Ugrî-zadîn (Not available for enemy players) - A small but fortified town of Harnennor. The Haradrim speak of a time when Lord Sauron sent a rain of ash upon their lands, to deliver them from Gondorian invaders.
  • Crossings of Lithnen (Not available for enemy players) - The fords over the river Lithnen and on to eastern lands. Often in ages past were these waters stained red by the conquering swords of Gondor.
  • An-batîna (Not available for enemy players) - A Southron town beyond the crossings of the Harnen, built upon the meeting of many roads.
  • Ninzadîn (Not available for enemy players) - A settlement of the Southrons by the river Harnen. Here stands a gruesome tower decorated with the skulls of fallen Northerlings.
  • Bêlkadar (Not available for enemy players) - Where the mighty Harnen river meets the Bay of Belfalas stands the greatest stronghold of the Harnedhrim, a rallying-point against their foes to the north.
  • Ijdi-ilel - An encampment of the Southron nomads, where desert-wanderers from many tribes go totrade and tell tales in the shade of the Emyn Lithnen.
  • Gâth-azrazâin (Not available for enemy players) - An ancient Númenórean fortress built to watch over the coastlands. It fell long ago into the hands of the Haradrim.
  • Lîpha-tûn - This Southron town which stands upon sandy hills is said to have been the site of a great battle many ages ago.
  • Anât an-Phôinûr (Not available for enemy players) - Built long ago by the mighty Black Númenórean lord Fuinur, these fortified gates protect the realm of Umbar against foes to the north.
  • Gate of Umbar - The low pass into the fief-lands of Umbar.
  • Umbar (Not available for enemy players) - The proud city of the Black Númenóreans and the Corsairs, nearest of the great realms of Harad, with a long and brutal history of strife against Gondor.
  • Anât an-Khôrumor (Not available for enemy players) - A great fortress, said to have been constructed long ago on the orders of Herumor himself, which has stood guard over the Bay of Umbar ever since.
  • Nurêmin (Not available for enemy players) - One of the lesser cities of the Southron Coasts, which nonetheless commands many fierce swords and a fearsome devotion to the great Eye of the North.
  • Ain an-Ahâr (Not available for enemy players) - The Eye of Harad, a fabled city of the South counted as a wonder even among the Haradrim themselves.
  • Gardens of Barûphel (Not available for enemy players) - The beautiful hanging gardens of Harad. Said to have been built long ago by a jealous Southron warlord, one among many lovers of the infamous Queen Berúthiel.
  • Ajtiaz an-Ahâr (Not available for enemy players) - One of the great Southron cities, whose famed markets bustle with traders and goods from all across the far lands of Harad and Rhûn.
  • Tawînen - A town of the Coast Southrons upon the river Althrassir, which sees many merchant-ships passing between the cedar-woods and the great Southron cities.
  • Cedar-woods - The wood of the cedar tree is valued highly by the Southrons. As Sauron rises in Mordor, he demands incredible amounts as tribute.
  • Izêm-ulzuz - Near the edge of the hostile Harad desert stands a surprisingly lively bazaar, where nomad merchants and Far Haradrim poachers trade their exotic goods.
  • Ayûkaph-amâm - A town of the nomads by the source of the Harlanhir, the guiding river on their long road to the Gulf of Harad.
  • Khandwater Ford - A crossing into the realm of Khand, which separates Harad and Rhûn.
  • Bridge of Harlanhir - The bridge over the great Southern Border-water which separates the Gulf from the lands of Far Harad.
  • Bakrîzad - A trader-town, where exotic goods from East and South are bought and sold. Many Southron traders have made their fortunes here.
  • Khôpakadar (Not available for enemy players) - Greatest of the Gulfen cities. It is said that the Southrons of the Gulf sacrifice their old and sick to their lord Mulkhêr, keeping their blood strong.
  • Yaphurushi (Not available for enemy players) - A rich Gulfen city among the gushing streams of the northern vales, whose people strive to surpass the glory of their southern neighbor.
  • Arminazûl (Not available for enemy players) - Here stands a mighty tower to keep watch over the sea-passages below, as into the Gulf flow stories, goods, and armies from all over Harad and Rhûn.
  • Ephalôn - A lesser port town in the far eastern reaches of the Gulfen lands.
  • Topaz Bay - Although said to be a fair land, these eastern shores are notorious as a haunt of corsairs and outlaws from all over Harad and Rhûn.

Alignment[]

The Men of Near Harad are allied with the nearby factions of the Morwaith, Half-trolls and Mordor. They are neutral with most from the far-off factions of the North and East, but are enemies with the Elvish factions and most of the good Mannish factions, especially their rivals, Gondor. They do not encourage war crimes (the killing of enemy civilians).

Ranks of Near Harad:

  • Enemy (-)
  • Stranger (0)
  • Southron Guest (+10)
  • Southron Friend (+50)
  • Southron Kinsman (+100)
  • Southron Warrior (+200)
  • Southron Champion (+500)
  • Serpent Guard (+1000)
  • Southron Warlord (+1500)
  • Prince/Princess of Harad (+3000)

Inter-faction relations for Near Harad (NEAR_HARAD)

Allies
Friends
Neutral
Enemies
Mortal Enemies
None Half-trolls
Mordor
Morwaith
Angmar
Blue Mountains
Bree-land
Dale
Dol Guldur
Dorwinion
Dunland
Durin's Folk
Fangorn
Gundabad
Hobbits
Isengard
Rhúdel
Dúnedain of the North
High Elves
Lothlórien
Rohan
Taurethrim
Woodland Realm
Gondor


Sphere of Influence[]

The Southrons' Sphere of Influence is centred around their homelands in Harnennor, the Southron Coasts, Umbar, the Gulf of Harad, and the realm of their enemies in Gondor. Sphere Harad

Invasions[]

The armies of Near Harad, aside from the Corsairs and the Harnedhrim, do not invade lands to the north frequently. They are a force to be feared. Here are the places they invade.

Corsairs of Umbar Umbarians Coast Southrons Harnedhrim Gulfings Nomads
Common Corsair Coasts None None Harondor None None
Uncommon Dor-en-Ernil, Harondor None Dor-en-Ernil, Harondor Harnennor, Ithilien None None
Rare Gondor, Ithilien, Harnennor Dor-en-Ernil, Gondor, Harondor Gondor, Ithilien, Harnennor Dor-en-Ernil, Gondor Harondor None

Conquest[]

Near Harad has frequent conflicts with its rival to the North. They can also conquer some of the lands to their south.

Conquerable biomes[]

Harnedhrim: Gondor (normal, woodlands, Blackroot Vale, Lamedon (not hills), Lebennin (not Mouths of Anduin), Lossarnach, Pelargir, Pelennor Fields and Pinnath Gelin), Dor-en-Ernil, Harnennor, Harondor, Ithilien and the Southron Coasts.

Coast Southrons: Gondor (normal, woodlands, Blackroot Vale, Lamedon (not hills), Lebennin (not Mouths of Anduin), Lossarnach, Pelargir, Pelennor Fields and Pinnath Gelin), Dor-en-Ernil and Ithilien.

Umbarians: Tolfalas, Dor-en-Ernil, Gondor (Lebennin and Pelargir only), Southron Coasts and Umbar.

Corsairs: Tolfalas, Dor-en-Ernil and Gondor (Lebennin and Pelargir only)

Nomads: Far Harad Grasslands, Harondor and the Half-deserts.

Gulfings: Far Harad Jungle, Far Harad Grasslands, Gulf of Harad, Perdorogwaith, Taur-i-Thorogrim and Umbar.

Ally aids only[]

Near Harad has no allies.

NPCs[]

Civilians:

  • Umbarian - The civilians that inhabit the lands of Umbar. 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 Umbaric daggers if need be.
  • Coast Southron - The civilians that inhabit the Southron Coasts. 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 Umbaric daggers if need be.
  • Harnedhrim - The civilians that inhabit the land of Harnennor. They are mostly found in villages, though they can be found wandering around the countryside as well. Despite being civilians, they will attack any enemy on sight with Haradric daggers, whether provoked first or not.
  • Harnennor Farmhand - Hired workers that tend the fields in villages. The Harnedhrim detest slavery, owing to their long years of exploitation under Gondor, and are unique among the Southrons in that they use hired labor instead of slaves for farming. Harnennor Farmhands use bronze hoes.
  • 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.
  • Harad Nomad - Civilian nomads of the Great Desert. In the Half-deserts, they can be found wandering around on their own sometimes, and can be found in greater numbers in their outposts and encampments. They will not attack enemy NPCs or players unless attacked, but will defend themselves with Haradric daggers if need be.
  • Slave of Harad - Slaves taken from among the victims of the Corsairs, 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.

Combat NPCs:

  • Gondorian Renegade - Traitorous Gondorians that have sworn allegiance to Sauron and the lords of Harad, and sought refuge in Umbar. They wear either Gondorian or Pelargir armour, minus helmets, but they carry Umbaric weapons. They cannot be hired from Umbar Captains or Corsair Captains, but players can instead hire them by completing mini-quests to kill Gondorians. These renegades are exceedingly rare.
  • Corsair of Umbar - Brigands native to Umbar, the scourge of the high seas. These Haradrim pirates are very effective at killing, and they have a special knack for looting the corpses of their victims. They wear Corsair Armour, often without the helmet, and switch between Corsair Equipment and Bows of Harad in combat.
  • Umbarian Soldier - The stalwart defenders of Umbar, more honorable and better-armed than the vicious Corsairs. They wear Umbaric Armour and carry Umbaric weapons, including scimitars, spears, daggers, maces, pikes, and poleaxes. Their gear is made of iron, making it superior to the bronze equipment used by other Southron peoples. They are roughly equivalent to the soldiers of Gondor, Umbar's sworn enemies. Umbar Soldiers can spawn mounted on horseback.
  • Umbarian Archer - Umbar Soldiers armed with Bows of Harad. They, too, can spawn mounted.
  • Coast Southron Warriors - Bold and grim warriors from the coastal kingdoms, the Coastlings are among the fiercest warriors of Near Harad. They wear Coast Southron Armour, though they will occasionally swap out their helmets for Harad Turbans, and can spawn mounted on horseback. They use a mix of Haradric weapons (including swords, daggers, pikes, and spears) and Umbaric weapons (including scimitars, daggers, spears, poleaxes, maces, and pikes).
  • Coast Southron Archers - Deadly Coast Southron marksmen, armed with Bows of Harad. They are otherwise identical to Coastling Warriors, and can also spawn on horseback.
  • Southron Champions - The strongest warriors of the Coastlings are selected to become Southron Champions. Equipped with Coast Southron Armour with elaborate Champion Helmets, these warriors use Umbaric equipment (they always spawn with spears, but will switch to different weapons once the spear is thrown), and ride armored horses into battle. They wear elaborate cloaks embroidered with golden serpents, have more health than most men, and are rather uncommon.
  • Harnennor Warrior - Scarlet-clad warriors from the land of Harnennor, intent on reclaiming their ancestral homeland. These Harnedhrim wear Harnennor Armour, though they will occasionally swap out their helmets for Harad Turbans. They use Haradric weapons, including swords, daggers, pikes, and spears. They will occasionally spawn mounted on horses, and are the most common of the Southrons that can be found in Harondor.
  • Harnennor Archer - Harnennor Warriors armed with Bows of Harad. They, too, can spawn mounted, and are also quite common in Harondor.
  • 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.
  • Nomad Guards - Warriors from the shifting sands of the Great Desert, Nomad Guards can be found rather commonly in the Half-deserts. They wear Nomad Armour, occasionally with turbans instead of helmets, and use Haradric equipment, including swords, daggers, spears, and pikes. They can be found mounted on camels.
  • Nomad Archers - Nomad Guards that carry Bows of Harad, who can also be found mounted on camels.

Traders (Items):

  • Merchant of Harad - The traveling trader of Harad. They bring the goods of the South to the lands of the North.
  • Umbar Farmer - Traders that sometimes spawn in the farms of Umbar villages or the bazaars of Umbar 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.
  • Umbar Bartender - The keepers of Umbar 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 Umbar Bartenders will start drinking, and will inevitably become drunk.
  • Umbar Blacksmith - The weapon-makers of the Umbarians, blacksmiths can be found in the smithies or bazaars of Umbar towns, as well as the smithies of Umbar 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.
  • Umbar Bazaar Traders - Nine Umbarian traders that can only be found in Umbar Bazaars - the baker, brewer, butcher, fishmonger, florist, goldsmith, lumberman, stonemason, and miner. Each will buy and sell items relevant to their profession.
  • Coast Southron Farmer - Traders that sometimes spawn in the farms of Coastling villages or the bazaars of Coastling 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.
  • Coast Southron Bartender - The keepers of Coastling 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 Coast Southron Bartenders will start drinking, and will inevitably become drunk.
  • Coast Southron Blacksmith - The weapon-makers of the Coastlings, blacksmiths can be found in the smithies or bazaars of Coastling towns, as well as the smithies of Coastling 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.
  • Coast Southron Bazaar Traders - Nine Coastling traders that can only be found in Coast Southron Bazaars - the baker, brewer, butcher, fishmonger, florist, goldsmith, lumberman, stonemason, and miner. Each will buy and sell items relevant to their profession.
  • Harnennor Farmer - Traders that sometimes spawn in the farms or bazaars of Harnennor villages. Apart from selling the player farming-related goods and purchasing equipment, they will allow the player to hire Harnennor Farmhands, provided the player has the money and the alignment.
  • Harnennor Bartender - The keepers of Harnennor 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 Harnennor Bartenders will start drinking, and will inevitably become drunk.
  • Harnennor Bronzesmith - The weapon-makers of the Harnedhrim, bronzesmiths can be found in the smithies or bazaars of Harnennor 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.
  • Harnennor Bazaar Traders - Eight Harnedhrim traders that can only be found in Harnennor Bazaars - the baker, brewer, butcher, fishmonger, huntsman, lumberman, stonemason, and miner. Each will buy and sell items relevant to their profession.
  • Nomad Traders - Four Nomad traders that can only be found in Nomad Bazaars - the armourer, brewer, stonemason, and miner. Each will buy and sell items relevant to their profession. Unlike the other traders, the armourer will only trade with players above a certain alignment with Near Harad, and they can reforge your weapons for you, for the right price.
  • 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.

Unit Traders :

  • Umbar Captain - The leaders of the armies of Umbar, who allow players with sufficient money and alignment to hire Umbar Soldiers, Archers, cavalry, and banner bearers. They spawn in their quarters in Umbar Fortresses, at the heart of fortifications. They wear Umbaric armour, minus the helmet, and carry Umbaric weapons. They can be easily distinguished by their capes, which are red and embroidered with the symbol of the Black Serpent. Players cannot hire Corsairs of Umbar from them, as the Corsairs answer exclusively to their own captains.
  • Corsair Slaver - Corsairs who manage the slaves taken in raids, and sell them to the highest bidder. They carry Branding Irons and wear Corsair Armour.
  • Corsair Captain - These foul men are the leaders of Corsair bands, most most vicious and bloodthirsty of the pirates of Umbar. They allow players with sufficient alignment to hire their Corsairs. Regular Umbarian troops can't be hired from Corsair Captains.
  • Coast Southron Warlord - The leaders of the Coastling armies and the greatest of their champions, who allow players with sufficient money and alignment to hire Coastling warriors, archers, cavalry, champions, and banner bearers. They spawn in their quarters in Coast Southron Fortresses, at the heart of fortifications. They wear Coast Southron armour with champion helmets, and carry Umbaric weapons. They can be easily distinguished by their capes, which are red and embroidered with the symbol of the Black Serpent.
  • Harnennor Warlord - The leaders of the Harnennor Warriors, who will allow players with enough money and alignment to hire warriors, archers, cavalry, and banner bearers. They spawn on the balconies of the fortresses inside Harnennor Fortifications. Warlords wear Harnennor Armour without helmets, and feature unique red warpaint designs on their faces. They can be easily distinguished by their capes, which are red and embroidered with the symbol of the Black Serpent.
  • 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.
  • Nomad Chieftain - The leaders of Nomad tribes, who command the guards that keep caravans safe. Nomad Chieftains allow players with sufficient money and alignment to hire Nomad guards, archers, camelry, and banner bearers. They spawn only in their tents in Nomad encampments, and wear Nomad Armour, minus the helmets, and carry Haradric weapons, much like their followers. They can be easily distinguished by their capes, which are red and embroidered with the symbol of the Black Serpent.

Structures[]

  • Harnennor Watchtower - Wooden towers hastily assembled by the Harnedhrim to assert their control over the land. Built of cedar wood and wool, these rickety towers consist of little more than wooden stilts, some mounted skulls, a small platform, and a few woolen shrouds. A rope ladder leads from the ground beneath these towers to a trapdoor inset into the platform, which features a hidden reed basket containing supplies. Anywhere from one to four Harnennor Warriors and Archers can spawn in these towers.
  • Harnennor Desert Camp - Small camps for passing Harnedhrim patrols. These camps consist of one to two tents around a small well, with fence posts for tamed camels occasionally generating in the area. The tents are more elaborate than those commonly used by Orcs, containing carpets, many banners, a straw bed, a barrel of booze, a Haradric and a regular crafting table, and a pair of reed baskets containing supplies. A Harnennor Warrior spawns in each tent.
  • 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.
  • Harnennor Village - The primary settlements of the Harnedhrim. Most villages are surrounded by circular log stockades with a single opening at one end, though some are unprotected. These simple villages are built around either a tavern or a bazaar, which are surrounded by a small ring of other structures, potentially including houses, smithies, or stables. Beyond those structures is a ring of simple farms, pastures, and hay bales; the pastures are small enclosures containing a few farm animals, while the farms contain four rows of crops, tended to by Harnennor Farmhands, occasionally overseen by a Harnennor Farmer. Harnedhrim villagers spawn throughout these villages, and Harnennor Warriors drop in from time to time as well.
    • Harnennor Tavern - Roughly every other village will generate with one of these long, low buildings. Built of cedar wood and wool, these taverns contain plenty of food and drink for weary travelers, as well as plenty of patrons to chat with. A bar is built at one end of the tavern, manned by a Harnennor Bartender, which features a furnace with Kebab, a cauldron, two barrels with alcoholic drinks, a vanilla crafting table, and a Haradric crafting table behind the counter. The other end of the tavern features two small sleeping areas, fenced off by reed bars and containing a single straw bed, a reed basket with loot, and a small table each.
    • Harnennor Bazaar - Roughly circular wood-and-wool structures that serve as the central structure in every other village. Strewn with empty reed baskets and products brought in by merchants, these bazaars feature four stalls each. The stalls in bazaars can each contain one of ten Harnennor Traders (with the options being the baker, butcher, brewer, bronzesmith, farmer, fishmonger, huntsman, lumberman, stonemason, and miner). The bazaar stalls will be filled with items pertaining to the craft of the trader housed within, so even players lacking in coins can profit from a visit here.
    • Harnennor House - Simple one-room houses home to Harnedhrim. Built of cedar wood and wool, with reed bar blinds in the windows, they are supported by central support beams on the inside, around the base of which is always a tattered red rug. They contain mounted weapons, straw beds, a reed basket with loot, Haradric and vanilla crafting tables, a furnace, a cauldron, and some food and drink.
    • Harnennor Stables - Long buildings that, at first, may bear a resemblance to the Harnennor House or Tavern. These structures are home to four pre-tamed horses, who live in stalls with a hay bale and cauldron each. Harnennor stables feature entrances at either end, both barred with fence gates. Hay bales are piled around the entrance closest to the village center, while the far end features a table with drinks and food, a straw bed, and a pair of reed baskets, one of which has loot in it.
    • Harnennor Smithy - Larger two-room homes belonging to Harnennor Bronzesmiths. The first room is the workshop, which features a built-in lava forge and all sorts of smithing equipment, including an alloy forge, a normal furnace, an unsmeltery, an anvil, a filled cauldron, and a reed basket with some loot. Armour and weapons will be mounted in racks along the walls in the workshop. The other room, separated from the workshop by a wall, is the bronzesmith's living room. This room contains a tattered carpet, a straw bed, tables with drinks, food, barrels, and flowerpots, a vanilla crafting table, a Haradric crafting table, and a reed basket containing the smith's personal belongings.
  • Harnennor Fortification - Similar to Harnennor Villages, these war-camps are inhabited by the warriors of Harnnenor, and serve as remote fortresses for Harnennor Warlords. Like villages, they are ringed with wooden stockades, within the confines of which are a variety of structures. Four Harnennor Watchtowers, identical to the ones that generate independent of fortifications, can be found at the corners of the fortification. Six tents, identical to the ones found in Harnennor Camps, can be found in rows of three between them. At the center of each fortification is a Harnennor Fortress.
    • Harnennor Fortress - Built of wood and wool like most other Harnedhrim structures, these fortresses are full of Harnennor Warriors. Each features a single gate, with two stairs leading up onto the battlements on either side of it. A large courtyard generates at the center of these fortresses, containing pre-tamed horses, weapons and armor, and training dummies. Three barracks rooms located at the far end of the fortress contain straw beds, three reed baskets with loot, an anvil, a cauldron, vanilla and Haradric crafting tables, and a Table of Command. From the battlements, the player can access four turrets at the corners of the fortress, as well as a balcony overlooking the courtyard, where a Harnennor Warlord spawns.
  • Umbar Village - The smallest of Umbar's settlement variants, villages are rural communities home to large numbers of Umbarians. Organized around a central well and signpost, villages feature a tavern and three mansions at their centers, from which roads lead out to outlying structures. Umbar villages are organized in a squarish pattern, with four rows of structures around the central area. The rows directly behind and across from the tavern feature houses, stables, and smithies; the row behind the tavern will include six such structures, while the row across will feature seven. The rows to either side of the tavern can feature farms, pastures, and hay bales, with seven to a side; the pastures are small enclosures containing a few farm animals, while the farms contain four rows of crops, tended to by Slaves of Harad, occasionally overseen by an Umbar Farmer. Umbarian villagers spawn throughout these villages, and Umbar Soldiers drop in from time to time as well.
    • Umbar Tavern - Every village in Umbar will generate with one of these at its center. Built of Númenórean Brick, Umbar Brick, and clay tiling, these long structures contain plenty of food and drink for weary travelers, as well as plenty of patrons to chat with. A pair of doors at the tavern's entrance provides access to the tavern's main room, which is packed full of tables and chairs, with carpets and decor strewn about. A bar at the far end of the main room plays host to an Umbar Bartender, as well as a vanilla crafting table and a kebab stand. Next to the bar is a door leading to a small back room, where a reed basket full of loot, a pair of barrels, and a cauldron can be found alongside stairs to the upper level. The upper level features multicolored fine glass windows, as well as four rooms for travelers to sleep in for the night. These rooms feature straw beds, bookcases, and a single reed basket each, though the baskets are always empty.
    • Umbar Mansion - Three of these can be found around the center of Umbar Villages, surrounded by a small, fenced-off patch of open land. These are the homes of the wealthier Umbarians, and feature windows of fine glass. Mansions have small fenced-off gardens in front of their front doors, where flowers and small patches of crops can be found growing. Inside, mansions feature a living room with banners of Umbar, potted flowers, both vanilla and Umbaric crafting tables, and a reed basket with loot. A doorway leads from the living room to the kitchen, where players can find drinks and food, a barrel, a furnace, and either an Umbaric or a Haradric weapon mounted on the wall. A set of stairs leads from the living room up to the roof of the mansion, which features a spacious balcony and a bedroom for the house's owners, which features two beds and some potted saplings.
    • Umbar House - The most common structures in Umbar Villages, which can generate up to eleven of them. These houses are rectangular and feature two rooms. The lower room features a cauldron, a furnace, a vanilla crafting table, and an Umbaric crafting table, at the far end of which a door leads out to the back of the house. There, an external stairway leads up to the bedroom, which contains two beds and a reed basket full of loot.
    • Umbar Stables - These structures occasionally replace houses in Umbar Villages. They feature large, open rooms containing piles of hay bales, cauldrons, and fence posts for mounts to be tied up at, as well as a reed basket with loot. Three stalls branch off from this main room, containing pre-tamed horses for players to take.
    • Umbar Smithy - Like stables, smithies can replace houses in Umbar villages. Smithies are essentially like slightly larger houses, home to an Umbar Blacksmith. The first floor features empty tables, a furnace, a vanilla crafting table, an Umbaric crafting table, and stairs leading up to the bedroom, which contains a double straw bed, a table with drinks and food, and a reed basket with some loot. A door at the back of the house on the first floor leads out to the workyard, where the blacksmith spawns. The workyard contains an alloy forge, some weapons on racks, an anvil, and a second reed basket with loot.
  • Umbar Fortifications - These squarish, walled settlements serve as command posts for Umbar Captains. They are surrounded by simple walls of Umbar Brick, with a single gate at one end. Inside, they feature a collection of six farms or pastures near the main gate, four watchtowers in the corners, a barracks on either side, two stables near the rear, and a training yard, which includes weapons and practice dummies. All of this is built around a central fortress. Fortifications are home to dozens of Umbar Soldiers and Umbar Archers, who patrol these settlements ceaselessly.
    • Umbar Watchtower - These simple brick towers stand guard in each corner of Umbar Fortifications. They have three levels - a lower level with a reed basket with some loot, a barrel, and a vanilla crafting table, a middle level with weapons on racks, and the top of the tower, which is open to the sky and home to a small group of archers.
    • Umbar Barracks - Long, low buildings that can house large numbers of soldiers. They are quite cramped, with beds arranged in stacks of two on either side of the main aisle, and reed baskets between them, leaving little open space. Barracks contain a total of twenty-four beds, together with ten reed baskets with loot between them. Two of these structures generate per fortification.
    • Umbar Fortress - At the heart of every fortification is an Umbar Fortress. Made primarily of Númenórean Brick, fortresses feature a single set of double gates, built into a gatehouse. The gatehouse connects to a set of battlemented walls, with five turrets built into it. The interior of the fortress features a courtyard, which contains eight racks with weapons, some fence posts for mounts, some hay bales, a pair of practice targets, a Table of Command, and a cauldron. A small barracks is built in each of the far corners of the courtyard, each containing six straw beds. Between them is a small room for the resident Umbar Captain, which contains a barrel, a bed, and a reed basket, as well as the captain himself. Large numbers of Umbar Soldiers spawn in these fortresses to protect it from intruders.
  • Umbar Town - By far the largest settlements in Umbar, these towns are some of the largest structures in the game. Towns are completely walled in, featuring battlemented Númenórean Brick walls like those of Umbar fortresses. These walls have turrets at their corners and a gatehouse built into one of the longer sides, which has a double gate. Inside, these rectangular settlements contain a myriad of structures. A bazaar always generates at the town's center, flanked on the two long sides by four mansions each. The short sides near the bazaar feature two wells and two flower beds. Along the wall into which the gatehouse is set, there is a tavern and a set of stables for weary travelers to make use of. On the side of town to the left of the gate, a statue, planted trees, and another well stands. One smithy always generates left of the gate, though more may replace the houses that generate in the town. Fourteen ordinary houses and/or smithies generate on the left side of the town. The right side of the town features more decorative structures, as well as a smithy and eleven more houses.
    • Umbar Bazaar - Found at the center of the town, these enclosed markets contain six stalls, which various Umbar Traders can be found manning. Various objects can be found scattered around the bazaar, and the traders' stalls are piled high with various goods relevant to the occupant's trade. Umbar Blacksmiths and Farmers can be found here, as can a number of traders that spawn only in these bazaars - Umbar Butchers, Umbar Brewers, Umbar Bakers, Umbar Florists, Umbar Goldsmiths, Umbar Fishmongers, Umbar Miners, Umbar Stonemasons, and Umbar Lumbermen.
    • Umbar Statues - One of these statues can be found near the center of every town, with ornate bases and no internal structures. There are three statue variants. One is of a pair of serpents, one tan and one black, coiling around each other in a manner reminiscent of the serpents on Umbar's banner. One is is great ornate pillar, which features a block of pearl at the top. The third is a statue of a soldier, with a pearl block built into his spear and two gold blocks inset behind his eyes.
  • Coast Southron Village - The smallest of the Coasts' settlement variants, villages are rural communities home to large numbers of Coast Southrons. Organized around a central well and signpost, villages feature a tavern and three mansions at their centers, from which roads lead out to outlying structures. Coastling villages are organized in a squarish pattern, with four rows of structures around the central area. The rows directly behind and across from the tavern feature houses, stables, and smithies; the row behind the tavern will include six such structures, while the row across will feature seven. The rows to either side of the tavern can feature farms, pastures, and hay bales, with seven to a side; the pastures are small enclosures containing a few farm animals, while the farms contain four rows of crops, tended to by Slaves of Harad, occasionally overseen by a Coast Southron Farmer. Coastling villagers spawn throughout these villages, and Coastling Warriors drop in from time to time as well.
    • Coast Southron Tavern - Every village in the Southron Coasts will generate with one of these at its center. Built of Haradric Brick, wood, and reed blocks, these long structures contain plenty of food and drink for weary travelers, as well as plenty of patrons to chat with. A pair of doors at the tavern's entrance provides access to the tavern's main room, which is packed full of tables and chairs, with carpets and decor strewn about. A bar at the far end of the main room plays host to a Coast Southron Bartender, as well as a vanilla crafting table and a kebab stand. Next to the bar is a door leading to a small back room, where a reed basket full of loot, a pair of barrels, and a cauldron can be found alongside stairs to the upper level. The upper level features multicolored fine glass windows, as well as four rooms for travelers to sleep in for the night. These rooms feature straw beds, bookcases, and a single reed basket each, though the baskets are always empty.
    • Coast Southron Mansion - Three of these can be found around the center of Coastling Villages, surrounded by a small, fenced-off patch of open land. These are the homes of the wealthier Coastlings, and feature windows of fine glass. Mansions have small fenced-off gardens in front of their front doors, where flowers and small patches of crops can be found growing. Inside, mansions feature a living room with banners of Near Harad, potted flowers, both vanilla and Haradric crafting tables, and a reed basket with loot. A doorway leads from the living room to the kitchen, where players can find drinks and food, a barrel, a furnace, and either an Umbaric or a Haradric weapon mounted on the wall. A set of stairs leads from the living room up to the roof of the mansion, which features a spacious balcony and a bedroom for the house's owners, which features two beds and some potted saplings.
    • Coast Southron House - The most common structures in Coast Southron Villages, which can generate up to eleven of them. These houses are rectangular and feature two rooms. The lower room features a cauldron, a furnace, a vanilla crafting table, and a Haradric crafting table, at the far end of which a door leads out to the back of the house. There, an external stairway leads up to the bedroom, which contains two beds and a reed basket full of loot.
    • Coast Southron Stables - These structures occasionally replace houses in Coast Southron Villages. They feature large, open rooms containing piles of hay bales, cauldrons, and fence posts for mounts to be tied up at, as well as a reed basket with loot. Three stalls branch off from this main room, containing pre-tamed horses for players to take.
    • Coast Southron Smithy - Like stables, smithies can replace houses in Coastling villages. Smithies are essentially like slightly larger houses, home to a Coast Southron Blacksmith. The first floor features empty tables, a furnace, a vanilla crafting table, a Haradric crafting table, and stairs leading up to the bedroom, which contains a double straw bed, a table with drinks and food, and a reed basket with some loot. A door at the back of the house on the first floor leads out to the workyard, where the blacksmith spawns. The workyard contains an alloy forge, some weapons on racks, an anvil, and a second reed basket with loot.
  • Coast Southron Fortifications - These squarish, walled settlements serve as command posts for Coast Southron Warlords. They are surrounded by simple walls of Haradric Brick and wood, with a single gate at one end. Inside, they feature a collection of six farms or pastures near the main gate, four watchtowers in the corners, a barracks on either side, two stables near the rear, and a training yard, which includes weapons and practice dummies. All of this is built around a central fortress. Fortifications are home to dozens of Coast Southron Warriors and Coast Southron Archers, who patrol these settlements ceaselessly.
    • Coast Southron Watchtower - These simple brick towers stand guard in each corner of Coast Southron Fortifications. They have three levels - a lower level with a reed basket with some loot, a barrel, and a vanilla crafting table, a middle level with weapons on racks, and the top of the tower, which is open to the sky and home to a small group of archers.
    • Coast Southron Barracks - Long, low buildings that can house large numbers of warriors. They are quite cramped, with beds arranged in stacks of two on either side of the main aisle, and reed baskets between them, leaving little open space. Barracks contain a total of twenty-four beds, together with ten reed baskets with loot between them. Two of these structures generate per fortification.
    • Coast Southron Fortress - At the heart of every fortification is a Coastling Fortress. Made primarily of Haradric Brick, fortresses feature a single set of double gates, built into a gatehouse. The gatehouse connects to a set of battlemented walls, with five turrets built into it. The interior of the fortress features a courtyard, which contains eight racks with weapons, some fence posts for mounts, some hay bales, a pair of practice targets, a Table of Command, and a cauldron. A small barracks is built in each of the far corners of the courtyard, each containing six straw beds. Between them is a small room for the resident Coast Southron Warlord, which contains a barrel, a bed, and a reed basket, as well as the warlord himself. Large numbers of Coastling Warriors spawn in these fortresses to protect it from intruders.
  • Coast Southron Town - By far the largest settlements in the Southron Coasts, these towns are some of the largest structures in the game. Towns are completely walled in, featuring battlemented Haradric Brick walls like those of Coastling fortresses. These walls have turrets at their corners and a gatehouse built into one of the longer sides, which has a double gate. Inside, these rectangular settlements contain a myriad of structures. A bazaar always generates at the town's center, flanked on the two long sides by four mansions each. The short sides near the bazaar feature two wells and two flower beds. Along the wall into which the gatehouse is set, there is a tavern and a set of stables for weary travelers to make use of. On the side of town to the left of the gate, a statue, planted trees, and another well stands. One smithy always generates left of the gate, though more may replace the houses that generate in the town. Fourteen ordinary houses and/or smithies generate on the left side of the town. The right side of the town features more decorative structures, as well as a smithy and eleven more houses.
    • Coast Southron Bazaar - Found at the center of the town, these enclosed markets contain six stalls, which various Coast Southron Traders can be found manning. Various objects can be found scattered around the bazaar, and the traders' stalls are piled high with various goods relevant to the occupant's trade. Coastling Blacksmiths and Farmers can be found here, as can a number of traders that spawn only in these bazaars - Coastling Butchers, Coastling Brewers, Coastling Bakers, Coastling Florists, Coastling Goldsmiths, Coastling Fishmongers, Coastling Miners, Coastling Stonemasons, and Coastling Lumbermen.
    • Coast Southron Statues - One of these statues can be found near the center of every town, with ornate bases and no internal structures. There are three statue variants. One is of a serpent coiled to strike, made of a mixture of red and regular Haradric Brick. Another is of a griffin, ready to take flight. The third is of a Mûmak, and features a block of Lapis Lazuli inset for the eyes.
  • Nomad Outposts - Small camps that can be found in the Half-Deserts and Riverbanks, home to caravans of Harad Nomads. These small settlements contain no more than eight tents all told, all made of white and brown wool supported by wooden fences. Outposts are built around large tents, which feature ornate carpets, seats for groups of Nomads, a double straw bed, a furnace, a cauldron, a vanilla crafting table, and a reed basket with some standard loot. These tents are surrounded by smaller tents, which contain a pair of beds, a vanilla crafting table, a furnace, and a reed basket with loot. Harad Nomads spawn in these tents and in the surrounding area.
  • Nomad Encampments - Larger, rarer Nomad settlements that can only be found in the Half-deserts. These are home to much larger caravans, and are built around central wells, a rarity indeed in the desert. Two large tents can be found close to these wells, and form a ring with a chieftain's tent and a bazaar tent. The chieftain's tent is home to a Nomad Chieftain and several Nomad Guards, and features treasure piles, two double lion fur beds, two cauldrons, two reed baskets, a vanilla crafting table, a Haradric crafting table, tables with food and drink, and tethered, pre-tamed camels for players to take. Bazaar tents are the largest structures built by the Nomads, and feature all sorts of miscellaneous goods piles around three wooden stalls, where three of the four Nomad Traders (including armourers, brewers, stonemasons, and miners) can be found. Up to fourteen smaller tents can generate in a ring around these larger structures. Encampments are guarded heavily by the Nomads, who spawn in large numbers in them.
  • 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.
  • Corsair Camp - Small camps that appear fairly commonly across the Coasts. They contain four tents with baskets of loot, a wooden cage with Slaves of Harad, a small Númenórean Brick obelisk, several piles of up to five loot baskets, about a dozen Corsairs of Umbar, and either a Corsair Slaver or a Corsair Captain.
  • Corsair Hideout - Larger bases hidden in the cliffs of the Coasts. Accessed by a hidden set of stairs, hideouts are battlemented, paved courtyards of Umbar Brick, which houses a fire pit with treasure piles, hanging pieces of Corsair Equipment, a hanging cage with Slaves of Harad, and a small open tent with a loot chest, a forge, and other useful equipment. A small group of Corsairs spawns here, as well as either a Slaver or a Captain.
  • 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.
  • Ancient Harad Fortress - Fortresses built by Haradrim of an age past, long since abandoned to the desert. These structures are mostly buried by the shifting desert sands, with the lower floor of the structure usually buried completely, but they are otherwise in remarkably good condition. Buried within them are reed baskets that can contain extremely valuable loot, including uncraftable Black Númenórean armour and equipment.
  • Desert Pyramid - Massive pyramids of Haradric brick, which can rarely be found out in the desert. These towering monuments are topped with obelisks bearing the symbol of the Eye of Sauron, with a gold block inset for the Eye's pupil. An entrance, usually clogged with sand, can be found at the base of the pyramid, which leads into a network of tunnels and burial chambers. Two store-rooms with three stone chests each can be found branching off the entrance corridor, beyond which is a set of three burial chambers, featuring another stone chest each alongside the remains of a long-dead Southron lord. The corridor loops around these tombs towards the main vault at the back of the pyramid, which is walled off by bronze bars. This vault contains a desert scorpion spawner and a hidden Ancient Haradric Chest, which contains the pyramid's most valuable loot. In addition, there are three hidden treasure chambers built into the pyramid - one beneath the top of the pyramid and two more located near the store-rooms, all of which players must dig through the pyramid to unearth. Each chamber contains another scorpion spawner and another stone chest. All told, these pyramids contain thirteen chests, all of which can contain extremely valuable loot, such as Black Númenórean gear or Old-Haradric Sacrificial Daggers. Looters should take caution, however, as each chest has the chance to spawn a Harad Pyramid Wraith and some scorpions upon being accessed.

Items[]

Umbarians:

Coast Southrons:

Harnedhrim:

Nomads:

Gulfings:

Harad Contest Shield  The Southrons of Near Harad  Near Harad Banner

NPCs: Slave
Traders: Merchant
Items: Black Númenórean ArmourBowEquipmentRobes
Blocks: BasketBrickChestCrafting Table
Structures: Ancient FortressObeliskPyramid

Umbar Shield  The Corsairs of Umbar  Umbar Banner

NPCs: Umbarians (Archer, Banner Bearer, Corsair, Soldier) • Gondorian Renegade
Traders: BartenderBazaar TradersCaptain (Umbar) • FarmerSlaver
Items: Armour (Umbaric, Horse) • Equipment (Umbaric)
Blocks: BrickCrafting Table
Structures: CampHideoutSettlement

Near Harad Shield  The Southrons of the Coasts  Near Harad Banner

NPCs: Southrons (Archer, Banner Bearer, Champion, Warrior)
Traders: BartenderBazaar TradersFarmerWarlord
Items: Armour (Horse, Champion) • Equipment
Blocks: Crafting Table
Structures: Settlement

Harnedor Shield  The Harnedhrim of Harnennor  Near Harad Banner

NPCs: Harnedhrim (Archer, Banner Bearer, Farmhand, Warrior)
Traders: BartenderBazaar TradersFarmerWarlord
Items: Armour
Blocks: Crafting Table
Structures: CampSettlementWatchtower

HelmetNomad  The Nomads of the Great Desert  Southron Nomads Banner

NPCs: Nomads (Archer, Banner Bearer, Guard)
Traders: Bazaar TradersChieftainMerchant
Items: Armour
Blocks: Crafting Table
Structures: Settlement

Gulfing Shield  The Gulfings of Khopazul  Gulf of Harad Banner

NPCs: Gulfing (Archer, Banner Bearer, Warrior)
Traders: BartenderBazaar TradersFarmerWarlord
Items: ArmourEquipment
Blocks: Crafting Table
Structures: Settlement

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