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  • Been a while since I've made one of these, but this is an idea I've had in my head for quite a while. I know there have been quite a few suggestions for Nurn improvements, but I want to try my own spin on it.

    Note: throughout this suggestion, I'll be referring to what's currently called 'Núrn' in the mod as 'Nurn'. There's not many references to Nurn in the books, but it's never spelt with the accent to my knowledge (although it is included in Lake Núrnen). No longer relevant, the changelog says it was apparently fixed in 35.3.

    Introduction

    We don't know much about Nurn of course, but we do know a lot about Mordor — at least, the effects of Mordor in this case.

    'This is worse than Mordor!' said Sam. 'Much worse in a way. It comes home to you, as they say; because it is home, and you remember it before it was all ruined.'

    'Yes, this is Mordor,' said Frodo. 'Just one of its works.'

    –Return of the King, The Scouring of the Shire

    I'll be taking much inspiration from Saruman's work in the Shire, only here it'll be on a massive scale.

    Landscape and Vegetation

    Nurn was described as being the most fertile part of Mordor, and it definitely earns that title as it is in the mod. However, that doesn't necessarily mean it was full of plant-life in the same way a forest is. Like everything Sauron used, it should be harsh and without beauty. Plus, the Orcs tend to do as they will when left alone for even a minute.

    So first off, except for the occasional lonely tree left untouched, all standing trees would be charred, there would be many fallen, rotten logs lying around, and there would be entire forests of tree stumps. The grass should be darker, deader than it is at the moment. Withered moss would be common, as would thorns.

    For those who still want forests and life in Nurn, I was thinking that there could still be a large forest that Sauron hasn't finished with yet, spreading near the south or east of Nurn's borders at the base of the Ephel Dúath. If anyone has any ideas to expand this, feel free to give them.

    There would be a dark fog throughout the land, and the sky would be as polluted as the rest of Mordor. Speaking of pollution, let's talk about the pollution. There would be pits of gravel and bared dirt scattering the ground, and huge mounds of ash near the northern border. The water in the rivers and swamps should remain the same colour it is at the moment, but I think the actual sea should be a dark blue. The rivers themselves would be thick with thorns, moss, and reeds, but also fouled with waste blocks and quagmire.

    The area around the Sea of Nurn should be a new biome, called The Núrnen Coasts. This area would be more fertile than the rest of Nurn, though still with signs of the Orcs' rampant destruction. None of the normal Nurn structures spawn here, except for a special variant of the Nurn towns.

    Roads branching off the South Mordor road should connect the four Nurn ports. The Nurn Road branches off again between Fornúrnen and Rhúnúrnen to join Sauron's Road east of Seregost.

    Finally, normal stone should spawn along with the Mordor rock.

    Structures

    Sadly, I don't think we can have enormous wheat farms like Dorwinion's vineyards. But I'll do my best to represent the endless toil of the Slaves of Nurn.

    Most structures would be made of wood, and the stone they do use would often be filthy, along with cracked variants.

    Wheat Farms: These are already in the mod, but they could use an update. They'd be wide, square walls of wood, in which wheat would grow. As they currently are, Slaves often trample the crops, which is very annoying. They'd be completely flat on the inside. Chests full of wheat and maggoty bread would spawn in the middle, along with a scarecrow and crafting table. These farms would also spawn in Nurn towns, but smaller.

    Grave-pits: This is more of an aesthetic (but very morbid) build than one with actual use. These are the pits where the Orcs bury the remains of anyone who's died under the burnt skies of Nurn. They would spawn uncommonly around Nurn, sizeable pits filled with skull and waste blocks. Occasionally, Mordor Orc Traders would spawn in them, searching for loot (and perhaps a scrap of flesh).

    Mills: Large mills that would spawn around Nurn. They'd have a large, stone chimney attached to the side, spewing smoke into the sky. They'd have a millstone inside, along with chests of grain and seeds. Several slaves would spawn inside, along with an Orc farmhand.

    Lockholes: Here's something directly from the Scouring of the Shire. These would be underground tunnels, with an above-ground entrance (similar in spawning to the Dwarven mines). They'd be cramped and dark, with stone walls and few torches, and filthy cells that disobedient slaves would be locked in to starve. Mordor slavers would spawn in these as well.

    Nurn Towns: Busy towns, full of cramped huts, hay bales, stacks of waste, a well, and bundles of fallen logs to be shipped out for new building projects. As I said above, smaller farms would also spawn in these, and would have Orc farmhands and Mordor slavers to go along with them. Along with these would be barracks and mess halls for the soldiers of Lugbúrz. In the center of the town would be a huge, black chimney.

    Buildings within towns can consist of anything from tents to small, stone huts, to flat, gloomy houses. The barracks where the soldiers and slavers live would be quite a bit bigger, and would contain smaller lockholes in cellars.

    Núrnen

    The Sea of Nurn deserves some attention. There should be docks and smaller ports along the coasts, and perhaps a special variant of Towns, ones more suited for life near the water. Aside from these towns, none of the other normal Nurn structures spawn here. Núrnen Town: These are very similar to the regular Town, but with more emphasis on trade. Bundles of logs, hay, and ore are very common, and several rickety cranes are spread around the area to help load the cargo. Unfinished ships can also generate within the town's borders. These sea ports are built mostly of wood, and there's much less emphasis on military. Barracks do not generate in these, and the loot to be gained from chests is mostly food, especially fish. Núrnen Dock: Small docks built of wood, with small storage huts and cranes standing ready for use.

    NPCs

    There are a few new NPCs to go along with this suggestion, and a few of the old ones will be changed.

    Slaves of Núrn: These would be renamed 'Slave farmers', and would only spawn in Nurn farms.

    Slaves of Nurn: These new mobs would be the citizens of Nurn, spawning in mills and towns, and less-commonly in Lockholes. They'd look like the Slave farmers, but their clothes less ripped, and they wouldn't hold any items.

    Nurn Prisoners: These would look like the Slave farmers but more ragged. They'd also be pale and thin, with bloodshot eyes. If a player goes near them, regardless of alignment, they'd have a chance of being attacked with a stone dagger. These prisoners would only spawn in the Lockholes.

    Orc Farmhands: These would be a new trading NPC, which Mordor desparately needs. They'd be normal Orcs not dressed in armour or fur, but just regular clothes, more-or-less. Also, they'd wear straw hats. They'd buy and sell farming equipment, although they'd also love to get their hands on some fresh meat, which they'll pay good money for.

    Mordor Slavers: These are just the old Orc Slavers with a new name and look. Rather than Orcs, they'd be Men, although they'd definitely have some Orc-blood in them.

    Items and Blocks

    Whip: These have been suggested so many times (including, very poorly, by me at one point), but I don't think I can exclude them. They'd be sold by Farmhands and when used they'd make a loud lashing sound, and all hired units within a small radius will gain a small speed boost.

    Ash: New item you can get by putting an ash block in a crafting table (produces 4). Can be placed on the ground like snow layers.

    Ash can also be used to fertilize crops. Any block near a water source that's adjacent to a layer of ash will grow crops more quickly. This idea is subject to change, so feel free to suggest alternatives.

    Ash block: These would spawn in patches around certain parts of Nurn, Dagorlad/Udûn, very commonly in Gorgoroth and (surprise, surprise) the Ash mountains.

    Filthy Stone Brick: This would be a new variant of stone brick that can be crafted by putting stone bricks with dirt in a normal crafting table, or by putting stone bricks in any Orc crafting table. This would also work with Gondor and Mordor bricks. These would randomly replace bricks in Orkish builds.

    Straw Hat: Crafted on a normal crafting table like a leather hat, but with wheat. Farmhands of any faction would spawn wearing these.

    There's not many new items in this suggestion, but one idea I had while writing it was for a new crop that replaces wheat. It wouldn't be able to craft un-maggoty bread, but I'm not sure what plant this could be.

    That's everything for the suggestion. Thanks for reading this far, and make sure to give any feedback you have about it.

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    • I think to add to the lack of growth in the land you could add a feature where if you place a sapling and it turns into a tree there is a 50% chance (or more or less) that the tree will have no leaves and the wood will be rotten word (or charred wood). This would be a nice way to implement a renewable source of rotten or charred wood.

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    • Looks good, some things I think may improve it:

      Mills: The ability to hitch up a power source to grindstones with which such mills would produce flour. A power source such as a horse, ox, or slaves (traditionally also including rivers or wind... but not terribly likely to be used by the orcs) could increase the speed or effectiveness of a grindstone.

      Whip: Should have limited durability, and inflict a sort of debuff as well, I'd suggest a drop to max health to emulate exhaustion which would last for a while... perhaps a day making it so that overuse of whips can become fatal to slaves. If slave-drivers become a thing as well, I'd suggest they make use of whips slightly too often, causing slaves to fall dead from time to time, after all, mordor is not terribly well known for its sympathy, nor are most forms of slavery

      Ash: Decent addition, even to include the idea of use as fertilizer, however its use as fertilizer as suggested could use improvement. Rather than being used on crops directly I'd suggest it is used on the earth beneath (usable through the crop for convenience),  It would temporarily make barren earth farmable, and would make tilled soil fertile, increasing local randomTickSpeed (not sure on feasibility of that latter part... but there should be a mode of implementation available). Given the abundance of food in the mod it would not be too large a problem, but free instantaneous fertilizer still seems like it wouldn't be too good for the economy.

      As far as a new crop to replace wheat... well, you can always just craft bread on a standard CT... can't think of much else for you though, sorry.

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    • Minecraftmage113 wrote:
      Looks good, some things I think may improve it:

      Mills: The ability to hitch up a power source to grindstones with which such mills would produce flour. A power source such as a horse, ox, or slaves (traditionally also including rivers or wind... but not terribly likely to be used by the orcs) could increase the speed or effectiveness of a grindstone.

      Whip: Should have limited durability, and inflict a sort of debuff as well, I'd suggest a drop to max health to emulate exhaustion which would last for a while... perhaps a day making it so that overuse of whips can become fatal to slaves. If slave-drivers become a thing as well, I'd suggest they make use of whips slightly too often, causing slaves to fall dead from time to time, after all, mordor is not terribly well known for its sympathy, nor are most forms of slavery

      Ash: Decent addition, even to include the idea of use as fertilizer, however its use as fertilizer as suggested could use improvement. Rather than being used on crops directly I'd suggest it is used on the earth beneath (usable through the crop for convenience),  It would temporarily make barren earth farmable, and would make tilled soil fertile, increasing local randomTickSpeed (not sure on feasibility of that latter part... but there should be a mode of implementation available). Given the abundance of food in the mod it would not be too large a problem, but free instantaneous fertilizer still seems like it wouldn't be too good for the economy.

      As far as a new crop to replace wheat... well, you can always just craft bread on a standard CT... can't think of much else for you though, sorry.

      Thanks for the suggestions!

      I like the idea about mills, but I'd rather not include something big like that when it isn't directly about the suggestion. Although, my ideas about ash in this comment kind of contradict this statement. Hmm....

      Whips should definitely have durability, and probably a debuff. I don't really want it to be health-related, though. And Orcs, when under orders, can show surprising restraint when it comes to keeping their slaves alive - although, Ugluk had to threaten the Orcs under his command with death, should he find that Merry and Pippin have been killed, so it might not be the most common of Orc-sense.

      I was worried that ash, being so common throughout Mordor, would be overpowered (especially if something like ash-storms were added in Gorgoroth). What if placing a layer of ash near a growing crop sped the growing process up a bit? So having alternating rows of plants and ash would produce crops faster. Would need either an equivalent for Good, or at least somewhere that Good players can easily gather their own ash. And of course, something so it's not overpowered in this way as well. Perhaps the ash layers should disappear after a while, and disappear especially quickly in the rain?

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    • OneBehindTheHair wrote:
      Minecraftmage113 wrote:
      Looks good, some things I think may improve it:

      Mills: The ability to hitch up a power source to grindstones with which such mills would produce flour. A power source such as a horse, ox, or slaves (traditionally also including rivers or wind... but not terribly likely to be used by the orcs) could increase the speed or effectiveness of a grindstone.

      Whip: Should have limited durability, and inflict a sort of debuff as well, I'd suggest a drop to max health to emulate exhaustion which would last for a while... perhaps a day making it so that overuse of whips can become fatal to slaves. If slave-drivers become a thing as well, I'd suggest they make use of whips slightly too often, causing slaves to fall dead from time to time, after all, mordor is not terribly well known for its sympathy, nor are most forms of slavery

      Ash: Decent addition, even to include the idea of use as fertilizer, however its use as fertilizer as suggested could use improvement. Rather than being used on crops directly I'd suggest it is used on the earth beneath (usable through the crop for convenience),  It would temporarily make barren earth farmable, and would make tilled soil fertile, increasing local randomTickSpeed (not sure on feasibility of that latter part... but there should be a mode of implementation available). Given the abundance of food in the mod it would not be too large a problem, but free instantaneous fertilizer still seems like it wouldn't be too good for the economy.

      As far as a new crop to replace wheat... well, you can always just craft bread on a standard CT... can't think of much else for you though, sorry.

      Thanks for the suggestions!

      I like the idea about mills, but I'd rather not include something big like that when it isn't directly about the suggestion. Although, my ideas about ash in this comment kind of contradict this statement. Hmm....

      Whips should definitely have durability, and probably a debuff. I don't really want it to be health-related, though. And Orcs, when under orders, can show surprising restraint when it comes to keeping their slaves alive - although, Ugluk had to threaten the Orcs under his command with death, should he find that Merry and Pippin have been killed, so it might not be the most common of Orc-sense.

      I was worried that ash, being so common throughout Mordor, would be overpowered (especially if something like ash-storms were added in Gorgoroth). What if placing a layer of ash near a growing crop sped the growing process up a bit? So having alternating rows of plants and ash would produce crops faster. Would need either an equivalent for Good, or at least somewhere that Good players can easily gather their own ash. And of course, something so it's not overpowered in this way as well. Perhaps the ash layers should disappear after a while, and disappear especially quickly in the rain?

      Good points with the whips... something to indicate exhaustion, though perhaps not fatal as you pointed out, perhaps simply if they are used too frequently there is a lasting speed/efficiency debuff which makes it detrimental long-term, though perhaps still worth-while short term?

      As far as the ash goes... honestly I love the idea, could add a lot to the game, especially if its a pseudosolid block, like quagmire but thinner, something that you must wade through along the ash mounts and the desolate wastes of mordor. it gives a great aesthetic, and its use as fertilizer makes sense. I like the idea of alternating rows of ash and farmland, but I'm not sure how to balance it out... it could be that it simply fertilizes nearby farmland in the same way that water does, making it something of an aesthetic variant of water for orcish builds. Beyond that I'd suggest instead having a different form of ash for fertilizer as ash placed for aesthetic deteriorating would not be the best thing. perhaps you mix majority ash with some bonemeal to yield fertilizer of some sort? And I'm not so sure there would really need to be a counter for good players, after all there is a rather large variety of food more accessible outside of orcish lands than within, even with the addition of a new fertilizer. (corn for example...)

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    • These ideas combined with several other Nurn suggestions could make it so uniqe I nearly want to build a fortress there :D.

      Jurassic Sean of Tol Hîth Visit my Park!

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    • Great suggestion as always! Perhaps along with the gravepits, waste-"boulders" spawn? Also, what do you think of docks? Do creatures live in the seas of Nurn, according to you?

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    • Hûkrag wrote:
      Great suggestion as always! Perhaps along with the gravepits, waste-"boulders" spawn? Also, what do you think of docks? Do creatures live in the seas of Nurn, according to you?

      Boulders are good, docks are great. I don't know about creatures, but I'd assume so. No sea monsters or Nameless Things, though.

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    • Looks pretty good! here's some quotes that might be helpful.

      "They wondered how the Lord of this realm maintained and fed his slaves and his armies. Yet armies he had. As far as their eyes could reach, along the skirts of the Morgai and away southward, there were camps, some of tents, some ordered like small towns. One of the largest of these was right below them. Barely a mile out into the plain it clustered like some huge nest of insects, with straight dreary streets of huts and long low drab buildings."

      "Neither he nor Frodo knew anything of the great slave-worked fields away south in this wide realm, beyond the fumes of the Mountain by the dark sad waters of Lake Núrnen; nor of the great roads that ran away east and south to tributary lands, from which the soldiers of the Tower brought long waggon-trains of goods and booty and fresh slaves. Here in the northward regions were the mines and forges, and the musterings of long-planned war..."

      Heraldry 2 Ithilion, Discussions Moderator(Auta i lómë)IthilionHeraldry

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    • With the crop-that-has-been-undecided maybe you could replace wheat with grass if the soil isn’t fertile. Maybe add a soil fertility thing in the mod. And the mills should have slaves in pits in them. And some slaves should have axes and chop the trees of Nurn. Also in Mordor there should be Nùmenorian Shrines, as in Appendix B of the Return of The King he makes the Nùmenorians worship him and Morgoth as the true gods, and not Aluwè and the Ainur. They could have Nùmenorian armor and weapons inside.

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    • Amazing suggestion, i like the idea of a forest sauron hasnt quite decimated yet, it could be dark and populated by dark creatures attracted to the dark lord's influence, could also have logging towns or mills to provide timber for the siege engines and settlements of the orcs.

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    • Straw Hat: Crafted on a normal crafting table like a leather hat, but with wheat. Farmhands of any faction would spawn wearing these.

      • Farmhands AND pirates :)
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