Who Would Captain Sandy Hire Again as Chief Stew
This article gives a brief summary of each faction. For how the role player interacts with these factions, see the Alignment page. For a guide on which faction is best for you, see Which Faction should I choose?
Factions are groups that players can forge friendships with or make enemies with. This organisation is based on alignment, which determines your reputation with each faction. As of Update 36, in that location are 25 different factions in the modern.
The factions card tin can be accessed by entering the Middle-globe carte (default printing "L") and scrolling over to the Factions section. This displays your alignment with all factions, and some other statistics. There are three chief categories: "Westlands", "Rhûn", and "Harad". All that just went through the band portal will automatically spawn in the Shire, which is in the heart of the Westlands.
Every faction has an alignment meter - this is the defining characteristic of what constitutes a 'faction'. Your alignment with a faction is earned by either killing enemies of that faction or doing quests for that faction. Also this, factions take at least some of the following sectional features, and many have all of them:
- Crafting table - used to craft the faction's exclusive items, such as Blue Dwarven Armour.
- Building blocks - bricks, pillars, and others, craftable on the faction table
- Weapons and armour - craftable and generally worn by the faction's NPCs
- Imprint - craftable and held by the faction's Banner Bearers
- Shield - a corrective item to display your allegiance (worn by some NPCs and by the player if their alignment is loftier plenty)
- Titles - earned by getting alignment with the faction
- Mini-quests - sometimes given when speaking to NPCs
- Traders - frequently sell the faction'south items
- Unit traders - from whom you lot can rent the faction NPCs to serve you
- Invasions - an in-game outcome where groups of the faction'due south mobs spawn in a biome that they are at war with
- Warhorn - a horn you lot tin can buy from the faction'due south unit of measurement trader to summon an invasion of the corresponding faction
- Structures - houses, fortresses, and so on, that spawn in the faction'due south biomes and include NPCs
- Regions - the region(s) of Middle-earth, the faction's people live in
Some factions as well have sub-factions, which are distinct groups within the chief faction that besides have some of these features. Sub-factions are not truthful factions because they do not have their own alignment meters. These include the Men of Dol Amroth (a sub-faction of Gondor) and the Rhudaur hillmen (a sub-faction of Angmar), among others.
Notation that the Utumno faction will always be enemies with the actor; its alignment cannot exist changed, and volition always remain -66,666.
Contents
- 1 Renewed
- ii Guide to inter-faction relations
- 2.1 Allies
- 2.2 Friends
- 2.3 Neutral
- 2.4 Enemies
- ii.5 Mortal Enemies
- 3 List of factions
- three.i Angmar
- 3.two Blue Mountains
- 3.3 Bree-land
- 3.4 Dale
- 3.5 Dol Guldur
- three.6 Dorwinion
- 3.7 Dúnedain of the North
- three.8 Dunland
- 3.ix Durin's Folk
- iii.10 Fangorn
- 3.11 Gondor
- 3.12 Gundabad
- iii.13 Half-trolls
- iii.14 High Elves
- three.xv Hobbits
- 3.sixteen Isengard
- 3.17 Lothlórien
- 3.xviii Mordor
- three.19 Morwaith
- iii.20 Well-nigh Harad
- 3.21 Rhúdel
- 3.22 Rohan
- iii.23 Taurethrim
- 3.24 Utumno
- 3.25 Woodland Realm
- 4 Other Factions
- four.ane Neutral
- 4.2 Hostile
- four.3 Dark Huorns
Renewed
The basic faction system, menu, and areas of influence were added to the renewed version in Renewed Snapshot ii.8, with the basic alignment organization and ranks following in Renewed Snapshot 2.ix, and NPCs outset with Renewed Snapshot iv.0. Although they are lacking the structures and traders that brand up factions in the legacy version, these are important steps. Also of note is that the 'Gundabad' faction has been renamed to the 'Northern Orcs', Angmar has been restyled as largely hillmen-focused, and the 'Lossoth' faction has been added.
Furthermore, the gender preference setting for ranks has been made a toggle in the ranks bill of fare as shown below - and any rank tin can be made masculine or feminine by using a translation file.
Guide to inter-faction relations
In the Lord of the Rings mod, there are five levels of faction relationships, which bear on how NPCs interact with i another. Faction relations are usually, but not necessarily reflexive; that is to say, if faction A is allied with faction B, faction B is not automatically allied with faction A - for case, it may be neutral in return.
Faction relations tin be looked at in the Middle-World menu, under the appropriate tab.
Allies
Allies are all the factions a faction fights side by side with, and they share a deep and positive relationship. A faction will NEVER tolerate a player attacking an allied faction. They never attack each other and your pledge will exist immediately broken past your faction if y'all set on their allies.
Example: Y'all're pledged to Taurethrim and yous kill a Huorn of Fangorn. Because Fangorn is an ally of Taurethrim, they will warn you lot to finish this or your pledge will be cleaved. If you lot perseverate to kill Huorns and Ents, the Taurethrim will intermission your pledge (even if y'all kill Huorns out of the area of influence).
Friends
Friends are all the factions that a faction is in a good mood with but they are not centrolineal diplomatically speaking. Nonetheless, you risk angering them if you attack their friends, even if information technology'south every bit not serious as attacking an allied faction. They never attack each other and you'll lose alignment if you kill a friendly faction's NPC. However, your faction will tolerate your bad behaviour with their friends and won't break your pledge (unless, of class, you lot lose sufficient alignment to autumn under +100 alignment).
Instance: You're pledged to Rhúdel and y'all impale a Mordor Orc. You'll lose alignment with your faction only it won't break your pledge every bit long as you don't corruption their patience.
Neutral
Neutrality ways indifference. A faction doesn't care if you lot are the friend or the enemy of a neutral faction. Furthermore, information technology's rare the neutral factions attack each other, whether you social club it to you hired units or when a NPC is accidently hit by an arrow, a spear or a throwing axe from a neutral NPC; in that case, the injured NPC will attack its attacker who but aimed wrong (life is sometimes cruel). Attacking a neutral NPC doesn't affect your alignment with your faction merely information technology can help you lot to fight a neutral faction if y'all hire some units, even if it has no personal interest to assail.
Instance: If one has hired Rohan units but has negative Lothlórien alignment, the Rohirrim will automatically attack the Elves. And if 'friendly fire' is enabled, then the Sword of Command tin be used to brand the Rohirrim attack the Elves fifty-fifty if the player has positive Lothlórien alignment. And finally, if ane of the Rohirrim is wandering well-nigh and happens to be shot by an Elf, he will attack the Elf. This would not, however, happen if both units had been hired past the player.
Neutral faction relations were added in Public Beta 24 - previously, factions could only exist allies or enemies.
Enemies
Enemies are all the factions that a faction is at war with, simply information technology'southward just past formality. Indeed, they don't peculiarly detest each other and can even be conciliant. Attacking an enemy faction volition win yous conquest points and alignment with your faction. But you can choose to be friends with two enemy factions if you wish. The two factions will take information technology as long as, of form, you don't exercise something which could anger them.
Instance: You're pledged to High Elves and you win alignment by attacking Virtually Harad. But if yous determine to be friend with the Haradrim, the Elves won't blame you and the Haradrim neither for your pledge to loftier Elves. If y'all get to go along a positive and stable relationship with High Elves and Nigh Harad in the same time, you'll benefit the features of the two factions.
Mortal Enemies
The mortal enemies are all the other factions a faction is in war with and with which they share a deep and harsh hate. In dissimilarity to regular enemies, negotiations are incommunicable between mortal enemies. Furthermore, a faction will NEVER have your friendship if you are already friends with their mortal enemies. Attacking a mortal enemy faction volition win you conquest betoken and alignment with your faction. You'll slowly lose alignment with the two factions if you lot effort to be friends both of with them at the same time. Lastly, you cannot pledge to a faction if you've got positive alignment with its mortal enemy.
Case: Dunland volition distrust you if you are a friend of Rohan and won't let you get their friendship if yous are pledged with Rohan. The Rohirrim will detect odd yous are friend with Dunlendings and your alignment with Rohan will drop too. If y'all desire to spare your standing amidst the one, cancel information technology amongst the other (yeah, life is actually cruel).
If you want to make life less cruel, get to the mod settings and set up "alignment drain" to "false".
Notation: The Utumno faction is mortal enemy with all other factions. Therefore, it is not listed in the relations tables below.
List of factions
Here follows a listing of all factions in the modernistic, with a brusque introduction to each.
Angmar
main article: Angmar (Faction)
The forces of Angmar are the dark faction that reside in the Valley of Angmar, a remnant of the dominion of the Witch-Male monarch of Angmar. Just the positively evil or extremely foolhardy histrion would dare to meddle with such a faction. The Hillmen of Rhudaur are the sub-faction of Angmar. They are also institute in Angmar, every bit well as in the surrounding areas.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Dol Guldur •Mordor | •Gundabad | •Dunland •Half-trolls |
Enemies | Mortal Enemies |
---|---|
None | •Bluish Mountains •Bree-land |
Bluish Mountains
master article: Blue Mountains (Faction)
The Blue Mountains are the peaceful dwelling to the Blueish Dwarves, cousins to the Dwarves of the Iron Hills. Like all their kin, Bluish Dwarves accept a beloved for the precious metals of the globe, and a large part of their fourth dimension is spent in mines deep underground.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Durin's Folk •Hobbits | •Bree-land | •Dale •Dorwinion |
Enemies | Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Bree-land
principal commodity: Bree-land (Faction)
Bree-country is a pocket-size, peaceful region inhabited by both Men and Hobbits. It, similar the Shire is guarded from many of the perils of Middle-globe by the Rangers that surroundings it.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Hobbits | •Bluish Mountains •Dale | •Dorwinion •Dunland |
Enemies | Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Dale
master article: Dale (Faction)
The Kingdom of Dale is the kingdom of the Northmen in Rhovanion. Allied to the Dwarves of Erebor, they have grown wealthy cheers to merchandise with Dwarves, the Woodland Realm, and Dorwinion. Their army consists of brave warriors, archers, and cavalry equipped with high-quality mail and weapons, forged by the Dwarves of Erebor.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Durin's Folk •Hobbits | •Bree-land •Gondor | •Blue Mountains •Dorwinion |
Enemies | Mortal Enemies |
---|---|
•Rhúdel | •Angmar •Dol Guldur |
Dol Guldur
chief article: Dol Guldur (Faction)
Dol Guldur is an evil-infested region at the southwest corner of Mirkwood where Sauron lived earlier moving to Mordor. The forces of Dol Guldur correspond the source of all abuse in the forests of Mirkwood, and their sinister urge to conquer straight contrasts the tranquil seclusion of their counterpart faction: the Wood-elves.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Angmar •Mordor | •Gundabad | •Dunland •Half-trolls |
Enemies | Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Dorwinion
primary article: Dorwinion (Faction)
Dorwinion was a very sometime kingdom founded in the first age by the Nandorin and Avari Elves. Later, in the Second Age, as Gondor reached its golden historic period, it assumed the rule of Dorwinion. An Easterling invasion in the 2nd millennium of the 3rd Age effectively caused Gondor and Dorwinion to be split, and the remaining Men and Elves took over the rule of Dorwinion.
With a climate ideal for grape-growing, winemaking became the chief economic activity in Dorwinion. The wines of Dorwinion were bought by people as far away as Dale, the Woodland Realm, and Erebor.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Woodland Realm | None | •Blue Mountains •Bree-land |
Enemies | Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Dúnedain of the North
main commodity: Dúnedain of the Northward
The Dúnedain of the North are the last descendants of the Dúnedain, men from the ancient kingdom of Númenor. They are often perceived as dangerous rogues, roaming the wilds throughout western Middle-earth. Nevertheless, they are courageous, dour men who defend the Westlands against set on.
The Rangers are survivors of unparalleled skill, beingness well-trained in the art of combat, and they are very hardy. Though few in number, their kind will not go gently into the shadow.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Gondor •High Elves | •Bree-land •Rohan | •Bluish Mountains •Dale |
Enemies | Mortal Enemies |
---|---|
•Dunland •Morwaith | •Angmar •Dol Guldur |
Dunland
master article: Dunland (Faction)
Dunland is the domicile to the sworn enemies of Rohan, the Dunlendings. Subsequently they were driven out of their old home in Rohan they went to Dunland to scrape a living off rocks, making them wild and vengeful.
They are, however, somewhat civilized, being able to coexist in forts and taverns. During the Third Age, they take allied themselves with Saruman's forces in hopes of exacting revenge upon the Rohirrim.
Dunland is possibly the most neutral of all factions in the mod. Equally yous tin can see in the tabular array below, it has very few allies and enemies; it is neutral with most other factions, and vice versa.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
None | •Durin'due south Folk •Isengard | •Angmar •Blue Mountains |
Enemies | Mortal Enemies |
---|---|
•Dúnedain of the Due north •Gondor | •Rohan |
Durin'south Folk
chief article: Durin'due south Folk
Durin's Folk, the Dwarves of the Iron Hills, are master craftsmen and miners, similar to their cousins in the Bluish Mountains. They value the riches of the earth, and delve securely through complex systems of mines in the mountainous terrain of their home.
Though small-scale in stature, Dwarves are fearsome in battle, peculiarly since they have the skill to forge some of Middle-Earth'southward strongest artillery and armour.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Blue Mountains •Dale | •Bree-country •Dunland | •Dorwinion •Dúnedain of the Northward |
Enemies | Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Fangorn
main article: Fangorn (Faction)
Nothing embodies nature's ability more than the might of the Fangorn faction, which is equanimous primarily of Ents and their lesser relatives, the Huorns.
Preferring to isolate themselves from the wars of Middle-Earth, the forces of Fangorn will simply rise to protect their forest home. When they practise however, they are frightfully dangerous. In fact, Morgoth kickoff created trolls for the purpose of combating Ents, and fifty-fifty and so, the Dark Lord never was able to excerpt the secrets of the ancient tree-herders.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Loftier Elves •Lothlórien | None | •Blue Mountains •Bree-land |
Enemies | Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Gondor
Main commodity: Gondor (Faction)
Gondor was the kingdom of Men in Middle-earth, bordered past Rohan to the north, Harad to the s, the cape of Andrast and the Bounding main to the west, and Mordor to the east. Its kickoff majuscule was Osgiliath, moved to Minas Tirith in TA 1640. The urban center of Minas Tirith remained the upper-case letter of Gondor for the rest of the Third Age and into years of the Fourth Age; other major fortresses include Dol Amroth in Belfalas and Osgiliath, which was a city on the Anduin.
Gondor was founded past the brothers Isildur and Anárion, exiles from Númenor. Gondor was an centrolineal kingdom with Arnor, whose line of king chieftains came from Isildur, while the Line of the Kings of Gondor was from Anárion. Gondor was at the acme of its ability in its early on years due to the ships and the military might that its armies possessed. Notwithstanding, continued attacks by allies of Sauron, ceremonious war, and a devastating plague caused it to gradually decline over the form of the Third Historic period, beingness ruled past a Steward after the line of Kings failed.
Gondor has many fiefdoms, including Lossarnach, the Blackroot Vale, Pinnath Gelin, Lamedon, the haven of Pelargir, Lebennin, Dor-en-Ernil, Anórien, and Ithilien. Harondor was also once a fiefdom of Gondor, simply at present it is a debatable state, fought over between the folk of Gondor and the Corsairs.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Dúnedain of the North •Rohan | •Dale •High Elves | •Blueish Mountains •Bree-state |
Enemies | Mortal Enemies |
---|---|
•Dunland •Morwaith | •Angmar •Dol Guldur |
Gundabad
Main commodity: Gundabad
The Gundabad Orcs are a race of Orc originating from the Misty Mountains. Throughout the Third Age, they have come up to occupy well-nigh all the mountains in northern Middle-World, spawning abundantly when it is dark.
This evil faction is maybe the nigh mutual and numerous, but also the least powerful when compared to others in the modernistic.
However, non all of the orcs from Gundabad were cut-throat scavengers. In the Misty Mountains and Grey Mountains lurk the Gundabad Uruks, amid the most powerful orcs in the mod. They are certainly not a force to sneer at - Gundabad Uruk Armour is tough, and their weapons are powerful and intimidating.
In the renewed version, this faction has been renamed the 'Northern Orcs'.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
None | •Angmar •Dol Guldur | •Dunland •One-half-trolls |
Enemies | Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
One-half-trolls
main article: Half-trolls (Faction)
The Half-trolls reside in the volcanic desolation of Perdorogwaith and are very brutish and hostile towards enemy players. In fact, their mannerisms and culture in full general are significantly less refined than that of well-nigh other factions, as a result of their unnatural origin.
They commonly spawn with mohawks on their heads, tusks in their mouths, and a stature taller than that of a normal NPC, giving the impression of a warthog-like monster. They wield stone based tools and ride rhinos that charge into opponents at high speed, making them a dangerous foe.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Mordor | •Isengard •Near Harad | •Angmar •Dol Guldur |
Enemies | Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-state |
High Elves
Chief article: Loftier Elves
The Loftier Elves are the about powerful and knowledgeable of Elves in Middle-Earth, being part of the aboriginal Noldor race. They reside in Lindon and Rivendell, two of the few remaining safe-havens for their kind.
Throughout the 3rd Age, the High Elves decide to leave Eye-Earth and return to their home in the Undying Lands beyond the sea. But they are nonetheless valiant, and by their courage Center-earth was defended for five thousand years. Should the darkness come up once more, their numbers are non great enough to have victory, simply their deeds in the concluding defence of the West shall be sung in all the halls of Mandos.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Dúnedain of the North •Fangorn | •Bree-land •Gondor | •Blue Mountains •Dale |
Enemies | Mortal Enemies |
---|---|
•About Harad •Rhúdel | •Angmar •Dol Guldur |
Hobbits
main article: Hobbits (Faction)
The Hobbits are a race of pocket-size, hairy-footed, peaceful folk who inhabit the Shire biome and are well-known for their love of food, drink, and pipage-weed. They pride themselves in their simple lifestyles, isolated from the globe of the "Big Folk."
Most Hobbits (called "Halflings" by many Elves and Men) alive in holes underground. Not nasty, dirty, wet holes full of worms and oozy smells, nor still dry, bare, sandy holes with zero to sit on or eat. These are Hobbit holes, and that ways good nutrient, a warm hearth and all the comforts of habitation.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Blue Mountains •Bree-country | •Loftier Elves •Lothlórien | •Dorwinion •Dunland |
Enemies | Mortal Enemies |
---|---|
None | •Angmar •Dol Guldur |
Isengard
main article: Isengard
Isengard is a warlike faction, the brainchild of Saruman the White, who, seeking the One Ring, decided to brand his own army to rival that of the night lord. Aside from using ordinary Orcs from the Misty Mountains and allying with Dunland, he bred the Uruks. Born from Orcs and Men, they are significantly larger, faster, and stronger than the lesser snaga. Members of this faction take orders but from their creator, and wreak destruction wherever they get.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
None | •Dunland •Half-trolls | •Angmar •Dol Guldur |
Enemies | Mortal Enemies |
---|---|
None | •Bluish Mountains •Bree-land |
Lothlórien
chief commodity: Lothlórien (Faction)
The Galadhrim of Lothlórien are a peaceful yet powerful faction of Elves. Their land is that of dazzler and low-cal, headed past the Elven Lord Celeborn and Lady Galadriel. The state is defended by slender Elven-bows, and in it solitary grow the great Mellyrn
Oddly enough, many of the Galadhrim dwell in houses in the branches of the Mellyrn. The people are mainly of Silvan origin, and dress in grey. Their realm is one of the safest places in Middle-World, and the Elves there will fight to keep it that way.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Dúnedain of the Northward •Fangorn | •Bree-land •Hobbits | •Blue Mountains •Dale |
Enemies | Mortal Enemies |
---|---|
•Most Harad •Rhúdel | •Angmar •Dol Guldur |
Mordor
main article: Mordor (Faction)
Mordor is the corrupted realm which the Dark Lord Sauron inhabited for the greater role of the 3rd Age. It is festering with foul creatures, nigh predominately the Mordor Orcs, that roam both day and nighttime. The faction of Mordor is indisputably evil and formidable, acting every bit a forcefulness that threatens to engulf Center-Earth and its Free Peoples in darkness. All of Middle-world will fall sway to the Dark Lord and his servants!
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Angmar •Dol Guldur | •Gundabad •Morwaith | •Dunland •Isengard |
Enemies | Mortal Enemies |
---|---|
None | •Blue Mountains •Bree-land |
Morwaith
chief article: Morwaith (Faction)
The Morwaith people are non very well-known among those of Centre-World. They dwell in the southern reaches of Harad and rarely travel beyond their homeland.
Morwaith are tribesmen, skilled at survival in the open savannah in which they live. They have a unique culture that involves the worship of the Peachy Panthera leo. Their major enemies are the Taurethrim, whom they call "Forest-Men."
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Near Harad | •Mordor | •Angmar •Blue Mountains |
Enemies | Mortal Enemies |
---|---|
•Dúnedain of the N •Gondor | •Taurethrim |
Well-nigh Harad
principal article: Near Harad (Faction)
The Southrons of Nigh Harad | ||||||||||
Slave
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The Southrons of Near Harad are mostly isolated from the residue of Middle-earth. They practise, however, take frequent disputes with their northern neighbours, the Gondorians, and every bit such they side with Mordor, whose lord (known to them as Melkor the Excellent) they worship. Near of the country belonging to this faction is inhospitable desert, routinely fought over by the many petty kingdoms of the Southrons.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Morwaith | •Half-trolls •Mordor | •Angmar •Blue Mountains |
Enemies | Mortal Enemies |
---|---|
•Dúnedain of the Due north •High Elves | •Gondor |
Rhúdel
main article: Rhúdel (Faction)
The Easterlings are a nifty kingdom of Men, bound to the will of their god, the Nighttime Lord, and are set to serve him in his war confronting the Free Peoples. They are the grandest of all the kingdoms in the e, and they are skilled in the art of burn down. They are as well in a trade partnership with their neighbours, the Dorwidhrim. They also are known for their gilded armour, hence the name, "Golden Easterlings".
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
None | •Mordor | •Angmar •Bluish Mountains |
Enemies | Mortal Enemies |
---|---|
•Dale •Dúnedain of the North | •Gondor •Rohan |
Rohan
Main article: Rohan (Faction)
Rohan is the realm of the Rohirrim, whose lifestyles revolve around the training and breeding of horses which they concord sacred. Because of this, the Rohan faction comprises of the best horses and cavalry in all of Center-Earth.
As i of the greatest kingdoms of Men, the Rohirrim, or Eorlingas, take a long history, vibrant culture, and expansive territory that stretches from the foot of the Misty Mountains to the great Anduin River.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Gondor | •Dale •Dúnedain of the North | •Bluish Mountains •Bree-land |
Enemies | Mortal Enemies |
---|---|
•Morwaith •Nigh Harad | •Angmar •Dol Guldur |
Taurethrim
main article: Taurethrim (Faction)
The Taurethrim (Sindarin: Forest-men) roam the Jungles of Far Harad which they concur sacred. They accept a feud with the Limwaith and the Morwaith, and members of either of those two factions would practise well to avoid messing with the Taurethrim, for their warriors are the strongest warriors in the jungle, and they are the but faction to employ blowguns.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Fangorn | None | •Angmar •Blue Mountains |
Enemies | Mortal Enemies |
---|---|
•Near Harad | •Half-trolls •Mordor |
Utumno
master article: Utumno (Faction)
Utumno is the most corrupted of all factions, headed by the Dark Lord Melkor himself. In fact, it is impossible to become positive alignment with this faction. The forces of Utumno are hostile to all other NPCs in the mod and volition attack them without hesitation. They are powerful as well, being the sole faction that contains balrogs, ancient fire-demons thought to exist only in lore.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
None | None | None |
Enemies | Mortal Enemies |
---|---|
None | All factions |
Woodland Realm
principal commodity: Woodland Realm (Faction)
The Wood-elves (Silvan Elves) of the Woodland Realm are arguably the virtually dangerous of the Elven race, being both powerful warriors and distrustful characters at the same fourth dimension. In fact, they will not hesitate to attack any player that does not take at least +50 alignment with their faction.
Nevertheless, the vigilant Wood-elves baby-sit the terminal peaceful realm within the corrupted forests of Mirkwood. They represent i of the final Elven civilizations remaining in the Third Age of Center-World.
Inter-faction relations
Allies | Friends | Neutral |
---|---|---|
•Dorwinion •Fangorn | •Bree-land •Dúnedain of the North | •Blue Mountains •Dale |
Enemies | Mortal Enemies |
---|---|
•Nearly Harad •Rhúdel | •Angmar •Dol Guldur |
Other Factions
Listed above were all the true factions in the modernistic; that is, groups of NPCs with an associated alignment meter. Notwithstanding, there are some other technical 'factions' defined in the mod'southward code. The neutral and hostile factions cannot exist altered with Commands.
Neutral
Neutral or 'Unaligned' is the default faction assigned to all NPCs which have no defined faction. This notably includes the Grey Wanderer and Oddment Collectors. The Neutral faction has no properties; it is only a 'placeholder', so that the modern does non always accept to handle the possible case where a mob has no faction. Information technology is also assigned to the neutral Waypoints so that members of any faction can unlock them.
Hostile
Hostile is a faction defined for NPCs that are ever hostile to all other factions (including their own) and players. This includes Bandits most notably, too equally the wraiths of the mod (including Barrow-wights).
Night Huorns
Night Huorns is another invisible faction which includes the Dark Huorns of the Onetime Forest. This faction was defined purely so that alignment could exist gained from killing Nighttime Huorns. They are mortal enemies with Hobbits, Bree-country and Dúnedain of the North and neutral with all other factions. Previously, the Dark Huorns were assigned to the 'Hostile' faction.
The 1 Wiki to Rule Them All has an article on:
Realms of Arda
Source: https://lotrminecraftmod.fandom.com/wiki/Factions
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