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New Arda is one of the many unofficial servers running the Lord of the Rings Mod. The server was founded on April 5th, 2017, by LockedIn (in game: Oromë) and KidFlashMetapod (in game: Altair). It is a relatively small server, with upwards of five players on at a time.

New Arda is a very close-knit server, with everybody knowing everybody.

The server IP is newarda.g.akliz.net or 69.25.207.197:25558.

The server also has an active Discord server.

NewsEdit

COORDINATES FOR GOLLUM:

x: - z: -

2/13/2019: Leadership changes.

2/11/2019: Updated builds list.

2/10/2019: Updated the map to apply the Harad update.

StaffEdit

ADMINS ([Vala])

  • Oromë, Huntsman of the Valar (LockedIn) (OWNER)
  • Altair of Umbar (KidFlashMetapod) (OWNER)

MODERATORS ([Maia])

  • Sauron of Mordor (Joey_Senpai)
  • Aragorn, Chieftain of the Dúnedain (FlashPlayFTW)
  • Arahael of Dunland (planetcheese1)

ARTISANS ([Artisan])

  • Ostoher, Artisan of Dol Amroth (Shipcommander)

Rules of the ServerEdit

  1. Obey Staff Members.
  2. No griefing waypoints, lore builds, player builds, or roads.
  3. No explosions within 50 blocks of a build/road.
  4. No locking up Gollum. He must be reachable at all times.
  5. No TP-killing.
  6. No X-Ray.
  7. No racism, sexism, homophobia, transphobia, or bigotry of any kind.
  8. No harassment or bullying.
  9. No spamming (This includes typing in all CAPS).
  10. No slurs (Swearing is allowed, in moderation).
  11. No living in enemy territory (bases or forts are fine).
  12. No building within 200 blocks of a build (without their permission).
  13. No setting waypoints within 200 blocks of someone's base (without permission).
  14. NO ENTERING THE OVERWORLD!
  15. No Utumno if the server is busy (it causes lag).
  16. Vendor Spawn Eggs cost 10k Silver.
  17. No having more than 75 units in a single area.
  18. No non-lore builds in the Misty Mountains (Mount Gundabad, Goblin Town, Moria are fine).
  19. No protected land in enemy territory unless it's part of a base.
  20. You may have up to 2 civilian spawners in a village. They cost 5,000 silver.
  21. No killing hired units without provocation.
  22. No killing AFK players.
  23. Follow all rules of conquest! Do /kit war_rules for details.
  24. Do NOT pillar over a banner to get into someone's base/house.

How to become Ruler of a Faction Edit

Before a faction can begin any conquests, first, they must have a faction leader. Faction leaders are the member of the faction with a title beginning with something like King, Queen, Chieftain, Steward, etc. Unlike other titles, leadership titles must be earned. There are multiple requirements for doing so. To lead a faction, you must:

  • Have at least +1,500 alignment (If they are in the game)
  • Have positive alignment with ALL their allies, and negative alignment with ALL their enemies
  • Have the support of a majority of active players of that faction EXCEPT players also trying to become leader of that faction
  • Have a base of operations at least fitting the requirements of being an "outpost" (see "What's a Fort?" section)

The only exceptions to those requirements are if a faction is not in the game (you can ignore alignment requirements), and evil players are allowed to remain positive with a single dwarf faction even if they are enemies (this is so evil players can still pay smiths to work mithril gear).

Keep in mind that becoming a leader is more than meeting all the requirements. If someone else contests your rule and they meet all the requirements, by the "majority support" rule, they can usurp your throne. The only way you can usurp this is by starting a civil war, which will split the faction and continue until one side conquers the other. Note that civil wars follow all relevant rules of war and conquest (see "Rules of War/Conquest" section). As you need an outpost to qualify to rule, it is always possible to win the war by capturing the enemy side's "base of operations" if they have no other forts.

What's a Fort? Edit

There are some requirements for what defines a fort as a fort. In addition there is the classification of "outpost", which is easier to build than a fort, but with smaller radius of protection.

Fort's need:

  • Walls
  • At least one entrance/gate
  • A keep (Main building of a fortress)
  • At least 2-4 watchtowers (They can be part of the wall)
  • Dimensions of at least 64x64
  • Forts CAN be a naturally spawning structure
  • Forts claim land in a 3,000 block radius

Outposts need:

  • A keep/main building
  • CANNOT be a naturally spawning structure
  • Outposts claim land in a 1,000 block radius

BOTH need:

  • Banners protecting the entire build
  • All banners bust be reachable and able to be destroyed by invaders
  • Banners are not allowed to protect each other
  • If invaded, you must turn self-protection OFF for all banners

Note: If a lore build doesn't meet all the requirements despite clearly being a fortress in the lore, exceptions can be made. (Ex. Dwarven builds are usually underground, and thus have no need of walls.)

Rules of War/Conquest Edit

On this server, conquests are totally allowed, but there are some rules to be considered. All normal server rules still apply, with some additional ones to allow fort conquest and defense.

  1. You can claim land in enemy territory by building forts and other things like it. Forts "claim" land (prevent enemy mobs from spawning) within a radius of 3,000 blocks (or 1,000 blocks for outposts).
  2. Forts are allowed to be conquered by enemy players, and defended by their owners. To conquer a fort, you need to destroy the defenders' banner(s) and replace them with your own. See the "What's a Fort?" section for a list of requirements of a fort.
  3. Let an admin know after you build a fort (KidFlashMetapod (Altair) or LockedIn (Oromë)). That's how the land-claiming works: we create a sphere preventing hostile mobs from spawning. Note that this doesn't stop invasions or prevent hired units from entering.
  4. If conquering land as a faction, the region must be connected to a region you already control (either as your faction's homeland or as land you've previously conquered). There are two exceptions: A) You can conquer a pre-existing enemy fort not touching your territory if it's within 100,000 blocks of your homeland; B) Gundabad players can conquer any land in Eriador, the Vales of Anduin, the Lone-lands, or the Wilderlands. (For home base purposes, Gundabads's home is considered the Misty Mountains) If the only thing connecting you to enemy territory you're trying to attack is one of two forts and you lose one of them, you lose the "touching requirement".
  5. If you're attacking a fort with the intent to conquer it, the owner must: be online or inactive for at least 30 days, and know about the attack at least 5 minutes in advance.
  6. If the fort is someone's place of residence, they must be allowed to move and take their belongings without the fear of dying. They only must be allowed to live if the fort has been captured and they are vacating the premises.
  7. You are allowed to modify a fort upon capture, as long as no other rules are violated. However, you are NOT allowed to modify someone's home if it is in occupied land.
  8. If you build a fort within 3,000 blocks of an enemy waypoint, you, for all intents and purposes, have "captured" the waypoint. Contact an admin (LockedIn or KidFlashMetapod) for them to protect any captured waypoints so only members of that faction can use the waypoint.
  9. If two enemy forts are built within 6,000 blocks of each other (so their radii intersect), both protect less land. The new radius of protection is reduced to the distance between the forts divided in two. (Ex. If Minas Tirith is held by Gondor but West Osgiliath is captured by Mordor, both only protect land in a 500 block radius, as the distance between the two is about 1,000 blocks)
  10. If the enemy fort reducing your sphere is captured by you or an ally, your sphere's original size is restored to normal. However, if it is an ally that has a fort whose sphere intersects yours, you must together solve the dispute and tell an admin. If not, it will be considered "land in conflict" and follow the rules for sphere reduction as if it were an enemy fort.
  11. Before a faction can claim territory, they must have a leader who meets all the leader requirements. However, you can conquer land regardless of whether that faction has a leader, as long as all other requirements are met. If a leaderless faction has their land conquered, they are allowed to attack any occupying forts, as long as they are either within their homeland's borders or the fort's sphere is partially in the homeland's borders.
  12. In addition to forts, there is an additional method to claim/conquer land: outposts. Outposts follow all the rules of forts, but a few changes: A) They need to meet fewer fort requirements (see "What's a Fort?" for requirements for what defines a fort and an outpost). B) They claim less territory, with the radius reduced to 1,000 blocks. C) Outposts cannot reduce an enemy fort's sphere, but do have their spheres reduced by enemy forts. The exception to this is with other outposts which have intersecting spheres with your own.

Factions and RulersEdit

Most of the regions of Middle Earth have few or no members (as of September 2017). The following list is sorted in alphabetical order and shows a current list of the rulers of the server:

List of Factions and Rulers
Faction Ruler Capital
Angmar None None
Anórien (Subfaction of Gondor) None None
Avari None None
Balchoth None None
Beornings None None
Blackroot Vale (Subfaction of Gondor) None None
Blue Mountains None None
Bree None None
Dol Amroth (Subfaction of Gondor) None None
Dol Guldur None None
Dale None None
Dorwinion None None
Drúedain None None
Dúnedain of the North Aragorn (FlashPlayFTW) as Chieftain of the Dúnedain Unnamed village in the northwest Angle
Dunland None None
Dwarves of the Red Mountains None None
Erebor (Subfaction of Durin's Folk) None None
Fangorn None None
Gondor None Minas Tirith
Gundabad None None
Half-trolls None None
Hobbits None None
Iron Hills (Subfaction of Durin's Folk) None None
Isengard None None
Ithilien (Subfaction of Gondor) None None
Khand None None
Lake-Town (Subfaction of Dale) None None
Lamedon (Subfaction of Gondor) None None
Lebennin (Subfaction of Gondor) None None
Lindon (Subfaction of the High Elves) None None
Lossarnach (Subfaction of Gondor) None None
Lossoth None None
Lothlórien None None
Mordor None None
Morgul Vale (Subfaction of Mordor) None None
Morwaith None None
Nan Ungol (Subfaction of Mordor) None None
Near Harad None None
Núrn DovahKing (slenderman111) as Captain of Núrn Thaurband
Pelargir (Subfaction of Gondor) None None
Pinnath Gelin (Subfaction of Gondor) None None
Rhovanion None None
Rhudaur (Subfaction of Angmar) None None
Rhúdel None None
Rivendell (Subfaction of the High Elves) None None
Rohan None None
Taurethrim None None
Umbar None None
Wainriders None None
Woodland Realm None None

Completed BuildsEdit

Name Builder (b)
Ruler (r)
Description
Black Gate (Morannon) Oromë (LockedIn) (b) The Black Gate of Mordor is built at Cirith Gorgor in northwest Udûn, where the Ered Lithui and Ephel Dúath meet. This fortification has but one entrance: an iron gate in the center. On either side of the Morannon are the two Towers of Teeth, built by Gondor (and later reclaimed by Mordor) following the first defeat of Sauron and occupation of Mordor.
Lighthouse of Rhúnost Oromë (LockedIn) (b) The Great Lighthouse of Rhúnost sits just outside the walls of the great city, standing and shining to guide the ships of Rhúdel back to port from the Sea of Rhûn.
Orthanc Oromë (LockedIn) (b) Originally an outpost of Gondor, the Tower of Orthanc was later given to one of the Istari, Saruman the White. Centered in the Ring of Isengard between the southern feet of the Misty Mountains, this great tower was built of the same impenetrable black stone that made up the outermost wall of Minas Tirith.

WIP BuildsEdit

Name Builder (b)
Ruler (r)
Description
Minas Ithil Ostoher (Shipcommander) (b) The Tower of the Moon, built by Isildur as the counterpart to Anárion fortress-city of Minas Anor.
Minas Tirith Oromë (LockedIn) (b) Formerly known as Minas Anor (Tower of the Sun), the city was renamed following the capture of its sister city Minas Ithil (Tower of the Moon, later known as "Minas Morgul", Tower of Sorcery) by the Nazgûl. The second capital of Gondor was also known as the White City, as it was entirely made of white stone, other than the outermost wall which was made of an impenetrable black stone that also made up the Tower of Orthanc. Built on the very slopes of Mount Mindolluin, this city is often considered to be the greatest city on Middle-earth by the late Third Age.
Servers running the LotR Mod
Official Servers:

Official Server

Unofficial Servers:
A:

AncarCraft: The Fourth AgeApocryphes d'ArdaArda le 4eme ageAvalon: LOTR

B-E:

Beginning: A New life in Middle EarthBlood on MithrilBurning SandsCastle PlanetCities of ArdaEnnorathEras of Arda: The Elder Days

F-J:

Flames of WarImmortalisIsildur's Bane LOTR ServerIt's a hARDA worldA Journey Through Middle Earth - The One Ring

L-R:

LOTR SurvivalLoTRCirclesMasters of War: Burning SandsA New Age: The Dominion of Middle-EarthNew Age:Age of FireNew ArdaPrimacraft

S-Z:

Simplicity: A Lord of the Rings Server • Steel Armies: The Last DaysThe 12 Rings ServerThe End to All ThingsThe Rise of MorgothThe Second Server That Wont Rule Anything (Plotworld) • There and Back AgainThird age: Rise of WarWar of the Ring