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  • Hi guys, Gundabad is one of the least developed factions in the mod, they don't exactly have a lot going for them. We decided to attempt to change that in this suggestion, which suggests a bunch of new structures, npcs, subfactions and textures. It also features a lot of these structures and textures already designed and attached. 

    However, we didn't really know wiki formatting very well, so we decided to make a pdf for it to help us manage the thing. So the link to the pdf is below, and you can check out the suggestion from there.


    https://drive.google.com/file/d/1zBIut_FxnLMex90qDf1NM8OUKkY6xlld/view

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    • Excellent suggestion! A Gundabad update is long overdue and it's great to finally see the mysteries and dangers of the Misty Mountains represented properly.

      Perhaps an update to cave generation should also come with this?

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    • This is well-done and I would personally love to see this implemented. I am particularly fond of what you proposed for Moria orcs considering Durin's Folk also need a rehaul and new content, considering 7 Clans and their awesome history. Finally some good content four our Orcsies.



      LotR Mod needs custom caves and mines for real.

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    • Interesting ideas. I would recommend getting some npc textures and more of the builds designed. You can create texture packs and use other blocks to show it. In addition I think you can simplify designs a little more, particularly the gundabad barracks, there's a lot going on. I don't really thing Gundabad needs to be its own biome, seems a bit repetitive. I also don't think Wargs should be limited to the east foothills, the west should still have them. I also think there is some difficulties with the bat idea, much as I love the bats in lore. Mountain Orcs being in their own biomes is unnecessary. Little too many waypoints being added to the misties, but I do like the grey mountain ones. Underground Structures I would advise against, from what I understand currently they can be difficult. Azanulbizar shouldn't be its own biome, just make it foothills. Moria should also have slightly increased Mithril spawning, while the misties having slightly reduced. Too many new weapons, new fish stuff is unneccesary.

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    • Impressive! This is one of the most in-depth suggestions I've ever seen, if not the most. Great job on all the textures, although I'm not too sure about some of the skulls hanging off of a few of them.

      Several points to mention:

      • The Orc-chieftain who stabs Frodo is said to use a hide shield, while all the shields in the suggestion are either wood or metal, by the looks of it.
      • The Shield of Filth and the Shield of the Vile both look sort of weird to me, with all the stripes.
      • Nice job not falling into the trap of using 'goblin' for Mountain Orcs.
      • Lots of plate being used for the armour. As has been argued quite a lot, Tolkien tended to stick to regular old chainmail for armour, and only had a few references to what might have been plate.
      • The fixed Gundabad mountain in the mod right now is just a basic mountain, while Gundabad is known for having three peaks in the lore. Perhaps this could be added to the suggestion?
      • I feel like there's a few too many wooden bits hanging off the Mountain Orc Hunting spear.
      • The builds are all very nice, but I'm concerned with how well these would be able to generate underground.
      • The name 'Durb-búbhosh'. I don't like it. It doesn't really sound that good to me, and that aside, I have issues with how it's translated. 'Durb' can mean 'rule', yes, but it's more along the lines of 'dominate', and in the form of a noun it wouldn't really work as something that means 'law'. 'Búbhosh' did mean 'great' in Tolkien's earliest translation of the Orc-curse, but his later versions of it were 'pig-guts' and 'dung-heap,' both of which I think hold more precedence over the earliest version.
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    • Great job Ang and Dylan. Seems like a great addition to the mod and an excellent suggestion! It really is time for Gundabad to get an update since they are really behind on other factions. Great detail and textures!

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    • Elbuis wrote:
      Hi guys, Gundabad is one of the least developed factions in the mod, they don't exactly have a lot going for them. We decided to attempt to change that in this suggestion, which suggests a bunch of new structures, npcs, subfactions and textures. It also features a lot of these structures and textures already designed and attached. 

      However, we didn't really know wiki formatting very well, so we decided to make a pdf for it to help us manage the thing. So the link to the pdf is below, and you can check out the suggestion from there.

      https://drive.google.com/file/d/174QbjI1KDkg4sadrss_k_hAsjFUJypJR/view

      Great suggestion!

      You probably put more effort into this suggestion than me in my school project! keep up the good work.

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    • Gundabad more like GundaBEST amirite <o/

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    • G U N D A B E S T

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 18:38, April 4, 2020 (UTC)

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    • Very cool guys

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    • Alright guys, let's not go commenting praise on the suggestion if you don't have anything to add - don't want to spam the thread! We have the kudos button to show praise!



      Broken Dwarven Lamp- A ruined and unlit version of the regular Dwarven

      Lamp. Crafted like the dwarven lamp, but sans glowstone dust. This wont emit any light, but would also be placeable.

      Did you consider having one version of the lamp that can be turned off and on? Maybe right clicking a lamp with a match will light it, and then clicking it again with a bucket of water will unlight it? Could give more use to those matches!


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    • It's weird that this is something that the lore shoots down, but a Dwarven lamp probably wouldn't use matches. The Hobbit says that Dwarves don't use them.

      Gandalf, too, was lying down after doing his part in setting the fire going, since Oin and Gloin had lost their tinder-boxes. (Dwarves have never taken to matches even yet.)

      –Out of the Frying Pan, Into the Fire.

      Some kind of thing to turn the lamps on and off would be pretty cool though.

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    • I don't know if you guys already have skins made for your Orcs, but I was bored and wanted to see how well I could do one for Moria.

      OBTH MoriaOrc
      OBTH MoriaOrcScreenshot

      If you don't already have one already, you can feel free to use this one.

      I've designed it for the player model, so it might need some editing to make it fit the Orcs, and I'm not able to add the ears.

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    • Good job brother great post!

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    • This is awesome! Bravo! More love for the Misty Mountains!!!!!!!!

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    • The only issue is that this isn't the most lore friendly suggestion, but it is good. I see 1 thing to be changed in my opinion. The generation of some structures is not the best. The mountain orc structures should be made out of stone, not bricks. And the way I see the Moria structures should be under the average height of the mistys to level 2.

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    • Perfectly lore friendly in my opinion.

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    • Something else: Why all the spikes? Imagine having to handle one of these in a fight. You'd impale your own hand before you'd even get to impale that Beorning. Totally unusable.

      Jurassic Sean of Tol Hîth Visit my Park!

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    • Thanks for all the (mostly) positive feedback y'all. Just gonna address a couple issues that people brought up.

      Plate armour is a convention of the mod currently, so that's what we decided to go with when coming up with ideas, it also features a lot in many concepts for Northern Orcs in general, and so that probably influenced our choices too. This sort of can be used to defend the hide shield thing, even though we actually didn't catch that particular description when we were researching for stuff.

      We thought a bit about underground generation, but neither of us are coders or have any understanding of how things like that works, so we decided it'd be pointless to try and avoid problems we barely understood, and presented the structures in the way that we would like to see them included. And I don't know if this is neccesary, but most of the Gundabad, Grey Orc and Rural Mountain Orc structures are meant to be aboveground, incase that was a common misconception? But I'm not certain if that was a mistake being made.

      Wargs have been removed from the west because it fits the lore, and also because it enabled us to rename them Anduin Wargs, which I love.

      You're almost definitely correct about the Black Speech present in the suggestion Hair, it isn't really an area of expertise for either of us and we just gave it a shot for fun. If you have better takes on it I'd love for you to share them.

      Having something to turn the lamp off would be a really cool addition.

      I don't find the spikes too overwhelming on the textures, potentially many of the pieces you think are spikes are actually straps of leather and such, and the most spikey thing, the Mountain Orc Hunting Spear, is intentionally awful in that respect to represent the kind of culture that produced it.

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    • Amazing suggestion! I would love to see it in-game!

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    • OneBehindTheHair wrote:
      I don't know if you guys already have skins made for your Orcs, but I was bored and wanted to see how well I could do one for Moria.
      OBTH MoriaOrc
      OBTH MoriaOrcScreenshot

      If you don't already have one already, you can feel free to use this one.

      I've designed it for the player model, so it might need some editing to make it fit the Orcs, and I'm not able to add the ears.

      I like that skin a lot Hair, we do have some already that we've been using as player skins or whatever, and even these we probably wont add to the suggestion at this point, I'm generally statisfied with the level of content presented in it. Maybe we could add some if we ever did a sequel :P.​​​​ 

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    • On the subject of the Black Speech, unfortunately we don't know much of it outside the Ring Verse and the Orc's curse. I've used what we do know to try to come up with something serviceable, though.

      The verb 'krimp' means to bind or constrain, which may fit in with the nature of oaths in Gundabad. If we were to take the 'dug' suffix from 'pushdug', it could work as 'krimpdug', or 'binding'.

      Outside of the original translation of 'búbhosh', we don't have a word for 'great'. This isn't something from Tolkien, but when I attempted to make my own expansion of the Black Speech, I interpreted the name 'Azog' as 'great one' ('az' being a corruption of the Black Speech 'ash', and 'og' meaning 'great'). 'One' meaning an individual is different than 'one' meaning the number, so I'd never use that now, but I still do like to use 'og' as 'great'.

      So if we combine everything here, we can get 'krimpdug-og', which roughly means 'the great binding'. I don't know how sold I am on the sound of it, but I think it's better than 'krimpdug' on its own, and I think it rolls off the tongue better than Durb-búbhosh. I've definitely done some stretching to make it, but it could still work for your purposes, if you like it.

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    • OneBehindTheHair wrote:
      On the subject of the Black Speech, unfortunately we don't know much of it outside the Ring Verse and the Orc's curse. I've used what we do know to try to come up with something serviceable, though.

      The verb 'krimp' means to bind or constrain, which may fit in with the nature of oaths in Gundabad. If we were to take the 'dug' suffix from 'pushdug', it could work as 'krimpdug', or 'binding'.

      Outside of the original translation of 'búbhosh', we don't have a word for 'great'. This isn't something from Tolkien, but when I attempted to make my own expansion of the Black Speech, I interpreted the name 'Azog' as 'great one' ('az' being a corruption of the Black Speech 'ash', and 'og' meaning 'great'). 'One' meaning an individual is different than 'one' meaning the number, so I'd never use that now, but I still do like to use 'og' as 'great'.

      So if we combine everything here, we can get 'krimpdug-og', which roughly means 'the great binding'. I don't know how sold I am on the sound of it, but I think it's better than 'krimpdug' on its own, and I think it rolls off the tongue better than Durb-búbhosh. I've definitely done some stretching to make it, but it could still work for your purposes, if you like it.

      Funilly enough, in earlier drafts of the suggestion we had Krimp-dug down for the Oath Breaker group in Gundabad, but I decided to cut it. We mostly relied on https://folk.uib.no/hnohf/orkish.htm for the small amounts of Black Speech in the suggestion, and that provides an alternate conception of what dug is, among other stuff. But Krimpdug-og sounds good honestly, and I'll update it, it'll probably only be visible after I decide to replace the current pdf in my drive, which might be in a little while.

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    • Elbuis wrote:
      Thanks for all the (mostly) positive feedback y'all. Just gonna address a couple issues that people brought up.

      Plate armour is a convention of the mod currently, so that's what we decided to go with when coming up with ideas, it also features a lot in many concepts for Northern Orcs in general, and so that probably influenced our choices too. This sort of can be used to defend the hide shield thing, even though we actually didn't catch that particular description when we were researching for stuff.

      We thought a bit about underground generation, but neither of us are coders or have any understanding of how things like that works, so we decided it'd be pointless to try and avoid problems we barely understood, and presented the structures in the way that we would like to see them included. And I don't know if this is neccesary, but most of the Gundabad, Grey Orc and Rural Mountain Orc structures are meant to be aboveground, incase that was a common misconception? But I'm not certain if that was a mistake being made.

      Wargs have been removed from the west because it fits the lore, and also because it enabled us to rename them Anduin Wargs, which I love.

      You're almost definitely correct about the Black Speech present in the suggestion Hair, it isn't really an area of expertise for either of us and we just gave it a shot for fun. If you have better takes on it I'd love for you to share them.

      Having something to turn the lamp off would be a really cool addition.

      I don't find the spikes too overwhelming on the textures, potentially many of the pieces you think are spikes are actually straps of leather and such, and the most spikey thing, the Mountain Orc Hunting Spear, is intentionally awful in that respect to represent the kind of culture that produced it.

      I am and it's realy easy with most platforms that I have used. It made sense for most to be above ground but the Moria ones I was talking about. "Hair" as you call him is quite acquainted with it and he has made a version of it.

      P.S. Not to float my own boat but I can successfully code 5 separate languages +3 of Tolkien's languages.

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    • Elbuis wrote:
      Thanks for all the (mostly) positive feedback y'all. Just gonna address a couple issues that people brought up.

      Plate armour is a convention of the mod currently, so that's what we decided to go with when coming up with ideas, it also features a lot in many concepts for Northern Orcs in general, and so that probably influenced our choices too. This sort of can be used to defend the hide shield thing, even though we actually didn't catch that particular description when we were researching for stuff.

      We thought a bit about underground generation, but neither of us are coders or have any understanding of how things like that works, so we decided it'd be pointless to try and avoid problems we barely understood, and presented the structures in the way that we would like to see them included. And I don't know if this is neccesary, but most of the Gundabad, Grey Orc and Rural Mountain Orc structures are meant to be aboveground, incase that was a common misconception? But I'm not certain if that was a mistake being made.

      Wargs have been removed from the west because it fits the lore, and also because it enabled us to rename them Anduin Wargs, which I love.

      You're almost definitely correct about the Black Speech present in the suggestion Hair, it isn't really an area of expertise for either of us and we just gave it a shot for fun. If you have better takes on it I'd love for you to share them.

      Having something to turn the lamp off would be a really cool addition.

      I don't find the spikes too overwhelming on the textures, potentially many of the pieces you think are spikes are actually straps of leather and such, and the most spikey thing, the Mountain Orc Hunting Spear, is intentionally awful in that respect to represent the kind of culture that produced it.

      Orcs in general are more functional, even the Mountain Orcs.

      Jurassic Sean of Tol Hîth Visit my Park!

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    • Angmar crually needs stuff too, especially better units that can actually survive sun. Uruks would be kind of redundant but getting some kind of wraith like you suggested would be awesome. Though undead in angmar has been developped mostly in non canon sources. The chronology clearly indicates that the barrow wights were sent by the witch king of angmar so it's not that far fetched

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    • Jurassic Sean wrote:
      Elbuis wrote:
      Thanks for all the (mostly) positive feedback y'all. Just gonna address a couple issues that people brought up.

      Plate armour is a convention of the mod currently, so that's what we decided to go with when coming up with ideas, it also features a lot in many concepts for Northern Orcs in general, and so that probably influenced our choices too. This sort of can be used to defend the hide shield thing, even though we actually didn't catch that particular description when we were researching for stuff.

      We thought a bit about underground generation, but neither of us are coders or have any understanding of how things like that works, so we decided it'd be pointless to try and avoid problems we barely understood, and presented the structures in the way that we would like to see them included. And I don't know if this is neccesary, but most of the Gundabad, Grey Orc and Rural Mountain Orc structures are meant to be aboveground, incase that was a common misconception? But I'm not certain if that was a mistake being made.

      Wargs have been removed from the west because it fits the lore, and also because it enabled us to rename them Anduin Wargs, which I love.

      You're almost definitely correct about the Black Speech present in the suggestion Hair, it isn't really an area of expertise for either of us and we just gave it a shot for fun. If you have better takes on it I'd love for you to share them.

      Having something to turn the lamp off would be a really cool addition.

      I don't find the spikes too overwhelming on the textures, potentially many of the pieces you think are spikes are actually straps of leather and such, and the most spikey thing, the Mountain Orc Hunting Spear, is intentionally awful in that respect to represent the kind of culture that produced it.

      Orcs in general are more functional, even the Mountain Orcs.

      Jurassic Sean of Tol Hîth Visit my Park!

      This is generally true, orcs don't make fine or pretty things, but the spear is neither. It is really just a stick the orcs have found and sharpened to a point, they haven't paid much attention to ensuring it might not give them a poke. These are orcs who live in tents in the mountains, they don't exactly have high standards. If this was the equipment used by Mordor, or Gundabad as presented in the suggestion, I would agree those should look like mass produced military equipment, but that is not what the spear is. 

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    • I wanted to make a suggestion about adding sharped stick spears, but looks like someone beat me to the punch. Cool suggestion, and based on the Kudos, it looks like it might get added.

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    • This is amazing. So in-depth, I hope this get's implemented. The leaderless Orc-Horde of the north needs a make-over.

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    • I really like the biomes for the Anduin area, but personally I think the Woodmen need more land. It doesn't make sense to me that the Beorning would get more land than the Woodmen, considering how there was probably much less Beornings compared to Woodmen.  This is really a small detail though, and this suggestion is massive! Amazing job putting it together! 

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    • The Woodsmen were probably much weaker, and have been losing land. The Beornings are strong and defend land well, hence the larger land.

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    • KillerCyclone16 wrote:
      I really like the biomes for the Anduin area, but personally I think the Woodmen need more land.

      It doesn't make sense to me that the Beorning would get more land than the Woodmen, considering how there was probably much less Beornings compared to Woodmen.  This is really a small detail though, and this suggestion is massive! Amazing job putting it together! 

      The Beornings, though we didn't go into any detail in the suggestion for basic scope reasons, are generally more of a confederation of Woodmen who are now under the banner of Beorn/Grimbeorn, so the amount of skinchangers among them is definitely very low. There is also some textual evidence that places more significance on the Beornings in the Anduin than generic Woodmen, with them having command of the High Pass, and Frodo seeing the land of the Beornings aflame from Amon Hen rather than the land of the Woodmen.

      Glad you liked the suggestion overall though :)

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    • Is this going to get endorsed?

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    • ?

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    • I hope it gets endorsed; It's just that good.

      (For those that don't know, if a suggestion is supported by the mod team, it gets a little [ENDORSED] by the name)

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    • Is the Endorsed page still open?

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    • Aragost02 wrote:
      Is the Endorsed page still open?

      What do you mean?

      Jurassic Sean of Tol Hîth Visit my Park!

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    • I got a message once that its not open anymore and we shouldn't post there.....

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    • Guys, let's not get off track here.


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    • Right right. This suggestion should totally get endorsed though.

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    • Aragost02 wrote:
      Right right. This suggestion should totally get endorsed though.

      It probably won't.

      Jurassic Sean of Tol Hîth Visit my Park!

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    • Why? this has a bunch of kudos.

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    • KillerCyclone16 wrote:
      I hope it gets endorsed; It's just that good.

      (For those that don't know, if a suggestion is supported by the mod team, it gets a little [ENDORSED] by the name)

      I meant it as a "I dunno?" rather than a "What is ENDORSED?"

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    • Judging by the rules that AlteOgre said this will be endorsed.

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    • Elbuis wrote:
      Hi guys, Gundabad is one of the least developed factions in the mod, they don't exactly have a lot going for them. We decided to attempt to change that in this suggestion, which suggests a bunch of new structures, npcs, subfactions and textures. It also features a lot of these structures and textures already designed and attached. 

      However, we didn't really know wiki formatting very well, so we decided to make a pdf for it to help us manage the thing. So the link to the pdf is below, and you can check out the suggestion from there.


      https://drive.google.com/file/d/1zBIut_FxnLMex90qDf1NM8OUKkY6xlld/view

      This is the best suggestion i've seen so far! good job

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    • What are the prices and aligment for the NPC's. Or do you not have those yet?

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    • That is amazing you put so much work into that!!!

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    • I thought Gundabads was just a speedbump for early game PCs to offer some challenge early game, both in the mod and lorewise they are the weakest orc faction, which i kinda like, they were just basically there to be a thorn in the side of free peoples, Sauron kept all the best stuff to himself in Mordor.

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    • This is one of the coolest suggestions I've seen, good work!

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    • I still miss orc women

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    • There were never Orc Women.....

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    • Orc women do exist, but that's not really the most on-topic thing to discuss here.

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    • Not saying they don't exist, but the above comment seems to imply they existed in the mod at one point :/

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    • At first to Aragost, although Tolkien didnt mention them, I am sure they exist in lore of middle earth, just because orcs, same like dwarves, do not spawn from the ground. They are spoiled, deformed and misshaped elves originally and elves has women.

      And to onebehindthehair, yeah, I can agree with your argument, but I meant that although your suggestion is so complex, it does still miss the women part of the orc folk like elves, humen and even dwarves have. In my point of view it would be cool and also it would stop the ignorants, who do not know anything about reproduction, thinking about orc spawning from the mud. At all, Bolg was son of Azog, its a lore 

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    • Well, for that last part, I've also heard of people theorizing that Bolg being a "son" of Azog was actually just a symbolic term meant to show him as being like a son, and heir, to Azog or something. (Not my theory, just one I've heard) 

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    • I have also heard that, but it still doesnt explain orcs reproduction, so it's just another made-up theory of people who cannot believe that orcs can have children

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    • They should definitally get their own armor set and weapons. Or at least not use copper stuff. I honestly hate when they do so much.

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    • A FANDOM user
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