recursal/Fanatic-Fandom huggingface dataset:
Orcrist

> "It had killed hundreds of goblins in its time, when the fair elves of Gondolin hunted them in the hills or did battle before their walls"
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## Item Stats

### LOTR Modifiers

LegendaryLong

Enduring

Swift

Orcbane

### Enchants

Sharpness IIUnbreaking III

Fire Aspect II

### Potion Effects

None

**Orcrist**, the **Goblin-cleaver**, was an elven sword made in Gondolin, it's the brother of Glamdring. Orcrist became the sword of Thorin Oakenshield during his quest to reclaim his homeland, Erebor.

It was feared by the goblin's in Goblin Town and was called "**Biter**" by the Goblin's.

Orcrist had a beautiful scabbard and jeweled hilt. The sword was inscripted with it's name. When Gandalf found this sword in the troll-hoard, he described the blade as a "good blade". Thorin at that time despised all Elves, this is because of his history with the king of the Woodland Realm, Thranduil. Thorin was about to throw the weapon away when he knew it was Elven made, but Gandalf told Thorin "You could not wish for a better blade!" Even Lord Elrond of Rivendell recognized the sword along with Glamdring. From that day, Thorin promised to honor the sword.

Thorin however lost the sword when he and his company were captured by the Wood-Elves of Mirkwood. The weapon was confiscated and wasn't returned to him until after the Battle of the Five Armies. Thorin fell during this battle, alongside his nephews Fíli and Kíli. Thranduil then returned the blade and was placed upon Thorin's tomb. It glew blue when orcs or goblins were approaching.

> Appearance on the server:
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Riverlands

**Motive**: This faction no longer exist, due to inactivity

## ***The Tale of Exiles***

Template:FactionAfter they lost the battle at Fornost, most of the Dúnedain retreated to Lindon, but some of them stayed and continued resisting. The Witch-king expelled them from Eriador, so the the Dúnedain went south. They built city Deepwater in Eriador near a river, and just like the old Numenors they liked water. Their kingdom was named "Riverlands" due to this aforementioned aspect. During Wainrider's invasion of Gondor, General Adrahil from Anórien was patrolling in North-West Gondor. Upon call for help from Rohan, he came near Grimslade. But when passing through the woods, his army was engaged by the abhorrent Dunlendings. His son and nearly all of his army was slain during the ambush. Accompanied by two dozen soldiers he managed to escape, but he was unable to return to his homeland. Journeying Northwest to Minhiriath General Adrahil found the city of Deepwater. He stayed in the city until Gondor called him to service. The King of Deepwater, Arveleg II, granted him food and mounts. Adrahil gifted the "Sword of Brotherhood" to Arveleg II feeling indebted. Adrahil became the Lord of Anórien soon after. The bond between the two grew ever stronger. Riverlands and Anórien announced themselves as "Archaic Friends". Any person in Anórien who seeks adventure or new lands emigrated to Deepwater. This intermixing led to a fusion of the two peoples. Today the Lord of Anórien and the King of the Riverlands are brothers.

## ***Information***

King- Valandil (Szymon\_428)

High General- ?

Assistant- ?

Empire- Dúnedain Empire

## ***Buildings***

* Fort Swordfish (Restoration needed)
* Deepwater- 70%
Dungeons

## What are Dungeons?

Dungeons are builds with PvE and parkour, completing them will give you special rewards

The Uruloki Dungeon is a parkour-based dungeon. The dungeon consists of two levels, and at the end of the second you will receive a key which opens a chest full of high tier loot.

Similar to the Uruloki Dungeon, Dunharrow is found in the adventure hub. Once you click the sign, you will be teleported to the foothills of the White Mountains. Follow the paved path, and follow the clues until you reach the dungeon. The interior of the dungeon is not as simple as the path leading up to it. Once inside, you will have to fight off barrow-wights while navigating the labyrinth-esque halls of the dead. After some simple parkour, you will reach the final boss. The boss will cost two thousand coins to summon, but the loot will be worth it. Similar to Uruloki, after completion you will receive a key which you can redeem behind the adventure hub area in spawn.

Lastly, the Balrogath Dungeon is set in a segment of the Mines of Moria, and can also be entered via the adventure hub. Upon arrival, you are prompted to head through a cobbled mountain path, following beacons eastward until you reach a small nook marked atop with the final beacon. There will be a sign prompting you to click in order to enter the dungeon. Entering the dungeon proper, you will be greeted with a large cave-like area in which parkour shall be your only way through; after completing this segment of the dungeon, yet another sign will enable you to enter the Balrog Hall. Once you enter the hall, you will encounter the first boss, Thenzel. After defeating him, you will unlock the second, Fenrir. Defeating Fenrir and Thenzel will grant you tokens that allow you to unlock the final boss, the Balrog. Once you defeat the Balrog, you will receive a Balrogath Key, which you can redeem at the adventure hub at spawn.

## Where can I find them?

The Adventure Hub! just right click on the sign of the dungeon you wish to visit! The adventure hub is an area in spawn, not too far from the /sw location.

## What are the rewards?

Upon completion, each dungeon rewards the user with a key that opens the corresponding chest. These chests have considerably better loot than regular weapons. The chests are located next to the adventure hub.
Elrossirion

**Motive**: Specify the motive

Coat of Arms of the Elrossirion Family

The Elrossirion Family line is one of the most coveted lines in Middle-Earth to this day. It was given birth by Meneldur (Sirmatte\_) by merging two royal family lines together. The lines merged were The House of Feanor (Maglor's Daughter) and The House Telcontar (Eldarion) who together conceived Meneldur. The first house member was Aldarion.

The house used to consist of rulers of: Arnor (Aldarion), Artheloth (Ephraim), Rivendell and Gondor (Olemendil). The Crown Prince of Dale and a Dalish Princess were also part of the family. It's currently the Royal House of Arnor.

The only alive house members right now are: Talion, Hithmir, Vardamir & Thalmir.

## Holdings

Holdings within the house could be Estates, Towns, Cities or Forts.

## Artifacts & Heirlooms

All prized possessions within the Elrossirion family sorted by importance.
Diplomacy

### **Introduction**

An official treaty has to be published in the **roleplay chat** and then added in this page.

> **Example :**
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> Treaty <name of the treaty> (alliance, defensive pact, trade deal, non-aggression pact)
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> Factions: <list of involved kingdoms>
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Penalties if you break the treaty: (Decided by the factions that signed the treaty).

ANY TREATY MADE AFTER A DECLARATION OF WAR WILL BE SEEN AS INVALID DURING THAT WAR. FOR A TREATY TO BE VALID IT HAS TO BE ADDED TO THIS WIKI PAGE.

#### Truces

Truces can be established between factions. A truce forbids any kind of hostile behavior, meaning the inability to join a battle against the faction and raids are forbidden.

#### ~~Interracial Alliances Rule~~ **(Supressed Rule)**

Different races cannot ally each other, the Interracial alliance is ONLY permitted when there is a great threat *(3 provinces of an empire/single faction get conquered)*. **Note:** It is possible to have multiple races in 1 empire. *(Example: Forodhin Ardhin, which contains of both Men & Elves)* but when Sauron becomes a big threat and conquers 3 provinces of a certain Free Folk faction, the Free Folks are allowed to unite together and ally each other.

The Dark Side is allowed to ally any faction, no matter the race.

#### Dishonored Call

When a military Ally refuses a Call to Arms, the alliance gets broken and the treaty no longer valid.

#### Military Access

This treaty allows for transportation of troops through a faction's territory. This will be used in the updated empire rules. If a faction in an empire wants to bring troops to war to a other empire faction, they either have to border or the faction **in between** has to give military access.
House of Telcontar

## History

The house of Telcontar descends from the line of isildur. King Elessar(Sirmatte\_). His descendant, Eldarion, married with the daughter of Maglor Feanoreon (Molo97). While Meneldur(Sirmatte\_) and Eldarion(Sirmatte\_) were close to the house of Feanor due to the dependancy of the North Dunedain to Rivendell, eventually, with the recreation of the Kingdom of Arnor by Aldarion(Sirmatte\_), the firstborn of Meneldur, the house of Elossirion was established, while Tarcil revamped the house of Telconthar.

His son Olmendil(Freakyty) took the throne of gondor in the year 448th of FO. After the interregnum of the stewards of the house Numerion .

## Heraldry

The house of Telconthar has the same banner of the kingdom of Gondor. The motto of the house of Telcontar is: "You have my sword", recalling to the day that Aragorn offered his service to Frodo of the Shire his help against the dark lord, to repair the wrongdoing of his ancestor Isildur. The house of Telcontar is bound to serve Free Folks and Gondor against all the evil committed in the past.

## Feuds

The house of Telcontar has few feuds in Gondor, and mainly relies on its relatives in the north. There are currently two cities under its control, except the capital, Minas Tirith, and Osgiliath, that are of the ruling crown.

* Ossirruin, in lebennin
* Ostamon, in lossarnach
Eneadur

**Motive**: This faction no longer exist, due to inactivity

## Diplomacy

### **Overview of the Landscape**

The island of Eneadur is located inside the **Rómeneär Archipelago**, a bunch of island in the Eastern Sea.

These islands (Eneadur included) have a temperated climate and a variety of unique ecosystems, the jungle biome is also common.

### **History**

After the great victory against Sauron, the Númenoreans explored each ocean of Arda and mass-colonized new lands. The Eneadurians were most likely survivors of the Númenoreans who explored the eastern oceans before the cataclysm. After the fall of Númenor, the island of Eneadur was forsaken mostly for the great distance between the island and the rest of the Númenorean colonies and also by the interruption of the sea nodes due to the fall of Númenor which were the only connection with the rest of the Númenorean world.
The relations of Eneadur with the rest of the world drastically diminuished in the years which followed the cataclysm, they eventually ceased totally after one century or less. The isolation lasted for a large number of time (some centuries) and brought the Eneadurians to the evolution of their language into a different branch of Adunaic which drastically changed during the time. In Fourth Age the Eneadurians eventually tried to start relations with the rest of the world by sending small exploration expeditions, but most of them ended into failure since most of the Númenorean cartography was lost during the centuries.
Salafiyyah Al-Illahvatariyyah

Salafiyyah Al-Illahvatariyah, also known as Sarumanite Illahvatarism, is a reform branch of the Illahvatarist faith which advocates a return towards a more "pure" and "pious" way of practicing Illahvatarism.

Founded by Ālim Saruman Al-Salih in the year 193 VA due to him firmly believing that the current followers of contemporary Illahvatarism are too weak of spirit and quick to abandon faith, thus deciding to proclaim himself as "Al-Mahdi" therefore he sees himself meaning saviour of the faithful who is ready to rid the world of of evil and injustice.

## Al-Kitab Al-Saliheen

In his book "Al-Kitab Al-Saliheen" (The book of the righteous) he elaborates his views by blaming the Commonwealth of Rhovanion and their predecessors for being in large part the cause of the downfall of Illahvatarism as he mentions in numerous passages the fight lead by Kazeem's brigades and the efforts of the Commonwealth to curb the raise of Illahvatarism

*"Illah has many plans we cannot comprehend and we all play part in it, and my part is to bring the downfall of the kuffar killing our brothers in Dale, those imperialist decadent filth in the head of the so called Commonwealth of Rhovanion."*

The second reason he presents for the downfall of Illahvatarism is the incompetence and faithlessness of religious leaders such as Kazeem himself and especially the leaders of the the Independent Illahvatarist State of Dale (IISD).

*"Kazeem is not all to blame for this as Illah knows his intention was good, but due to the his lack of foresight his successors have become kuffar themselves and traitors to the message, they have made deals with shayateen in power and thus will receive the full wrath of Illah insh-illah*"

The third reason for him is more practical than ideological, he believes that the teachings of Illahvatarism didn't actually have a stable support such as a book, so this is why Saruman has decided to write his own book compiling teachings of Illahvatarism and also his own teachings which he added as well, and thanks to that he believes Illahvatarism will be able to spread beyond control especially if combined with Isengard's already notable industrial capabilities.

"*Illah has blessed us with a great industry and a blessed land bordered with many trees and massive forests that can be used to produce more paper, more paper meaning more books, and more books meaning more followers insh-illah"*

## The One Ring

In Sarumanite doctrine the One Ring is seen as a sort of blessing from god and item proving his legitimacy as Al-Mahdi and thus he believes that Illah has granted him a mission to export the Jihad in every single corner of Arda. So despite his Commonwealth focused rhetoric in truth he views every single non-believing sovereign and official as a threat.

*"Illah has granted me an weapon of many powers alhamdulilah, and with this weapon I shall lead an eternal Jihad against every Kafir who wishes to resist, they will either Submit, pay Jizya (Religious tax), or meet the sword."*
Map

## **Provinces Map**

The map is also available on Google Photos: **OFFICIAL PROVINCES MAP**

Download link of the **Ancar Resource Pack** click here.

*This version of the map may be outdated, check #colonizations-recognitions on discord for the most recent version.*

Kingdoms of Ancar

### **NOTE**

Avoid to create pocket of provinces while colonizing, it's ugly to see and also forbidden.
Aulë

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> Aulë and his hammer.
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> Biographical information
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> ### Other names
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> Mahal, Aulë, Návatar, Aȝūlēz, Óli, Ôl
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> ### Title(s)
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> The Smith, Smith of the Valar, Friend of the Noldor
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> ### Birth
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> Before the creation of Arda
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> Unknown
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> ### Death
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> Immortal
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> Valinor
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> ### Weapon
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> Hammer of Aulë
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> Family
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> Unknown
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> Eru
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> Unknown
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> Unknown
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> Physical description
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> Valar
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> Valarin
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> Male
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> Unknown
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> Unknown
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> Unknown
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> *"Aule has might little less than Ulmo. His lordship is over all the substances of which Arda is made. In the beginning he wrought much in fellowship with Manwe and Ulmo; and the fashioning of all lands was his labour. He is a smith and a master of all crafts, and he delights in works of skill, however small, as much as in the mighty building of old. His are the gems that lie deep in the Earth and the gold that is fair in the hand, no less than the walls of the mountains and the basins of the sea. The Noldor learned most of him, and he was ever their friend. Melkor was jealous of him, for Aule was most like himself in thought and in powers; and there was long strife between them, in which Melkor ever marred or undid the works of Aule, and Aule grew weary in repairing the tumults and disorders of Melkor.*
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> "The Silmarillion, Valaquenta, "The Valar".
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Dúrlan Lianélis

**Motive**: Specify the motive

## Summary

Dúrlan Lianélis

Daggers

Dúrlan Lianélis was the childhood friend of **Aerendyl Númerión**, the 2 trained together when they were kids. Aerendyl was an expert in using the swords and was quickly acknowledged by the higher Captains and Lords of Lórien. Aerendyl even had the chance to duel the well known High Captain of the Golden Woods; Haldir.

Dúrlan was slightly too young to have this opportunity. After Aerendyl had faced Haldir, he was sent to Mirkwood to train with the Wood Elves of the Woodland Realm. After that moment Dúrlan never saw his good friend ever again.

After a lot of hard training, Dúrlan too had the opportunity to challenge Haldir. Aerendyl lost his first battle against the Elven Captain, but Dúrlan was a wise Elf and used his surroundings for his advantage. He won that battle, one of the few Elves who could win against Haldir in the first battle.

Dúrlan was after that battle not sent to Mirkwood, as Celeborn thought he would find his skill in his knowledge. Celeborn then suggested to him that **Lindon** would be a wise decision for the young Elf.

W.I.P
Nimphelos

> ''One there was as great as a dove's egg, and its sheen was starlight in the foam of the sea; Nimphelos it was named, and the chieftain of the Dwarves of Belegost prized it above a mountain of wealth.'' - The Silmarillion, of the Sindar.
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**Nimphelos** was the greatest Pearl **Thingol** gave to the **Dwarves of Belegost** in payment for their service in the building of **Menegroth.** Pearls were very rare to dwarves as they were not fond of the sea and had no means of acquiring them except through a trade.

## Item Stats

### Traits

Gives a 20% discount to Colonization costs

Nimphelos was originally given by **Círdan the Shipwright** to Thingol and found by the **Falathrim** of the **Isle of Balar.**

Appearance on the server:

*NOTE: to achieve the 20% discount staff keeps a tally of how many colonizations have been recognized in your name, once this reaches 5 you get that colonisation without paying a colonisation point. It will be noted in #colonization-recognition that the colonization was paid for with Nimphelos*
Navy

*This article tells about a Suppressed Feature, which isn't anymore available inside the server.*

## **Why do you need a Navy**

The Navy may have various functions depending on the type (colonial, invading), the Navy is an indispensable part of the Pirates faction gameplay.

## **Colonial Navy**

The Colonial fleet is required to colonize oversea provinces and islands. The minimal Requirements are:

* 5 Galleys (Transport Ships)
* 2 Longships
* 1 Large Ship

## **Invading Navy**

The invading fleet is required to partecipate in battles waged from the sea against coastal provinces and islands.

The minimal Requirements for a Navy are:

* 2 Longships
* 2 Large Ships
* 1 Battle Ship
* 2 Carracks

## **Ship Types**

Ships must look good and related to the Faction (unless they are Pirates).

Ships also can't be made of these Materials: any Stone Type, any Dirt, Sand or Gravel Type, Reed/Thatch etc.

They must be realistic and have Sails.

### **Galley**

These are used for colonizing overseas provinces. They must have a minimum Size of: 5 (Width) and 15 (Length). Inside they must have at least 8 Chests, 1 crafting Table, 2 Barrels and 4 Beds.

### **Longship**

These are smaller Warships with colonizing and invading purpose. They must have the minimal Size of: 7 (Width) and 25 (Length). Inside they must have at least 6 Chests, 2 Barrels and 6 Beds.

### **Carrack**

These are the common Warships of your Invading Fleet. They must have a minimal Size of: 9 (Width) and 30 (Length). Inside they must have at least 6 Chests, 4 Barrels and 6 Beds.

### **Large Ship**

This is a Warship part of the Invading Fleet. They must have the minimal Size of: 11 (Width), 40 (Length). Inside they must have at least 8 Chests, 4 Barrels and 8 Beds.

One Large Ship is enough to recognize the first settlement of a Pirate clan, they may need a Colonial Navy in order to expand more.

### **Battleship**

This is the leading Warship in any Invading Fleet. They must have the minimal Size of: 21 (Width) and 50 (Length). Inside they must contain at least 10 Chests, 6 Barrels and 10 Beds.

*Last Update: 21/07/2020*
Beornings

## Flags and Symbols

The origins of the Beornings are not known, save that they dwelt in the Vales of Anduin between Mirkwood the Great and the Misty Mountains.

Unlike other Men, some amongst them had the innate ability to change into bears. They were named after Beorn, their patriarch, who had aided Bilbo and the Dwarven company as they headed to Erebor. They seemed to have the same life-span of mortal men, and could speak in both the tongue of men and of bears. They did not seem very fond of Dwarves, and were bitter enemies of the Goblins. The people of Rohan shared kinship with them as northmen. They hunted neither bird nor beast, their diet consisting mostly of cream and honey. The only known leaders of this people were Beorn, and later his son Grimbeorn, who became the chieftain of their tribe.

The Beornings were created on the server as a sub-faction of Dale and only gained independence on 16/06/2019 when Queen Dris Ethrandir assumed the throne under Dalish influence, giving freedom and beginning to the first advances of the faction until 'her' disappearance on 30/06/2019.

After this the Beornings scattered amongst themselves once again until the accession of Thorbeorn II as King of the Beornings on 13/05/2021, once again looking towards the Kingdom of Dale for political support by joining the Commonwealth of Greater Rhovanion.

## Rulers

* Queen Dris Ethrandir (MainTeemoTank) 16/06/2019 - 30/06/2019

* King Thorbeorn II Beorning (Yggdrasil030) 13/05/2021 - present
* No successor yet

## Relevant Buildings

* ===Baerenburh===

w.i.p
Battle Support Facilities

Battle support facilities provide boosts to your Rider's max HP. The boost is applied if the building is on your map when you start a quest. The Boost while not be applied if your building is in the middle of upgrading. Upgrading a building to Lv. 10 earns you bonus Hero Stones

## Battle Support Facilities Stats

 Number allowed
 Space Required
 HP
 HP Boost
 Build Requirements

 Number allowed
 Space Required
 HP
 HP Boost
 Build Requirements

 Number allowed
 Space Required
 HP
 Boost (rider max HP)
 Build Requirements

 Number allowed
 Space Required
 HP
 Boost (rider max HP)
 Build Requirements
Môr Dynasty

# Dynasty of Môr, of Púkel-land.

## General Information

This is the Dynasty of Dhân-Buri-Zhôn. He was the first ruler of the so called Kingdom of Púkel-land.

### Line of Môr's chieftains:

* Chieftain Môr, he was the eldest family member the people can remember. His rule over his tribe was peacefull and isolationist.
* Chieftain Zhôn, he the father of Dhân who made closer ties with Rohan. His rule was short but meaningfull, he officially broke the isolationist policy of his forefathers. He would make the first standing army of the Druedain ever. He got severely ill, and would die in the year TA 2940.
* King Dhân, the most famous so far of this bloodline. He was sent as a token of friendship to Rohan at early age, he would there befriend Eothain who would become the future King of Rohan. He would learn how to fight, eat and speak like the rohirrim. When he returned at age 20 because his father was severely ill, he took over leadership and started to do small reforms to get the Drúedain more advanced and modern. He did so by starting the build of the first permanent city Púkelstad. He would unite the Druwaith Iaur Tribes under his rule, by using the fears of the chieftains against them. Proclaiming himself as King of Púkel-land. -To be continued...
Onerves

**Motive**: Specify the motive

Onerves was born in a small rural village in the wild hills of central Dunland. His mother, Migith, died when Onerves was just a child due to a raid made by a rival clan. He was grown up by his father, Duer, a local hill-chief of small relevance. When still a teeneger, his father brougth Onerves to battle against the clan's enemies, even if it was his first battle, the son of Duer distingued himself among the other warriors for his braveness and ability with the sword, managing to kill many men in the fights.

He was a good strategian and tactician, and a guy with a great curiosity. Duer noticed those qualities and made his best to give his son what barely any other Dunlending ever had: culture.

Years passed and Onerves became one of the captains of the Duer's army. Thanks to the education achieved during his youth, Onerves managed to become a wise and acculturated man.

### **The Rise to Power**

Once his father died by age, Onerves inherited the hill-chief title and took the power inside his clan. The son of Duer managed to become trusted among his village and started to move war against the rivals, which, long time before raided his home and killed his mother.

After few years of wars, Onerves achieved his vengeance and put the neighbour clans under his banner. He was a wise man, able to write and read, a thing that only really few dunlending were able to do. Due to his culture and his diplomatic skills, he managed to became friend with the others mayor clans (a status that his clan achieved once he destroyed his rivals).

Onerves during this time partecipated to many raids and plunder in the Gap of Isen, performing heroic attacks against the rohirric garrisons located there.

### **The Kingship**

When his influence became too great and his popularity among folk too big, some of the chiefs which ruled the northen part of Dunland coalized against Onerves in order to annihilate him, fearing that he would have conquered their lands in the future. Onerves, superior in strategy, managed to perform many successfully ambushes against his enemies and finally fought the rival clan chiefs in a giant field battle.

His lineage survived the ages and many tales have been told about such legendary figure inside Dunlending history.

Onerves is considered the founder of the Onerviad Clan, successor of the old Duer clan of the northen valleys of Dunland
Races

You may be asking what Races are, so let me explain. Races are (pretty much) "Titles" which are: Human, Elf, Dwarf, Hobbit, Orc, Half-Troll, Maiar, Valar, Nazgúl. They help distinguishing one Player from Another, which is clearly visible when you press the "Tab". Races are also used to create their own roleplay characters, you can find instructions for doing so at the link below:

### **Any other Functions?**

Well yes, due to the McMMO Plugin on the Server, you can use it to Level up by gathering Experience through, for Example, Mining, which once you reach a specific Amount, grants you a higher Level, which gives you more Health-Points. All of the specific McMMO perks one can have is capped at a maxmimum of level 500.

There are also the MCMMO skills for combat, such as; Archery, Swords, Axes & Acrobatics. And the Archery skill is something special; Every 50 Archery MCMMO levels you deal 10% more damage.

Each MCMMO can be seen with **/mctop [skill]** or **/mcrank**. /mctop [skill] displays the top 10 players who have the highest level in that specific MCMMO skill. With /mcrank you can see your rank with every MCMMO skill on the server. Do **/[skill]** to display a text message saying your level & what your special abilities per skill are.
Arkenstone

> ''It was a globe with a thousand facets; it shone like silver in the firelight, like water in the sun, like snow under the stars, like rain upon the Moon!'' *-* Thorin Oakenshield
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## Arkenstone

The Arkenstone when it was found in Erebor

## Item Information

### Other Names

The King's JewelArkenstone of Thrain

the Heart of the Mountain

## Item Stats

### Traits

If held by a dwarf, it gives +2 votes during a civil war survey in the empire.

The **Arkenstone** was a gorgeous gem sought by **Thorin Oakenshield** during his quest to reclaim his homeland. The Arkenstone was found beneath the lonely mountain and is also known as **the Heart of the Mountain.** From then it was the heirloom of the dwarves of Durin's Folk. It

was lost when the dragon **Smaug** took their homeland and slaughtered many dwarves.

Bilbo Baggins, a hobbit from the shire and during the events of **The Battle of the Five Armies** was a burglar for Thorin and his company to find the Arkenstone who had been lost. He eventually found it on the great piles of Gold and after escaping Smaug the Terrible.

When the Dwarves refused to share any of the treasure with **King Thranduil of the Woodland Realm** and **Bard of Laketown**, Bilbo got out of the fort of the dwarves and gave them the Arkenstone. They tried to trade it, Thorin however, refused and called for help from his cousin **Dain Ironfoot, Lord of the Iron Hills.** He came with a big army of well trained Dwarves and that is when they fought against the elves of mirkwood. However, this did not last long for an uncountable amount of Orcs ran out of the grey mountains and that is when the **Battle of the Five Armies** committed.

Thorin died in the Battle of the Five Armies after defeating his arch-enemy **Azog the Defiler.** He died a heroic death and will forever be a legend and a hero to the dwarves of Durin's Folk. The Arkenstone was placed upon Thorin's chest within his tomb, which lies deep under the Lonely Mountain.

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Palantir of Minas Ithil

> "*The* palantír *replied to each, but all those in Gondor were ever open to the view of Osgiliath. Now it appears that, as the rock of Orthanc has withstood the storms of time, so there the* palantír *of that tower has remained. But alone it could do nothing but see small images of things far off and days remote. Very useful, no doubt, that was to Saruman; yet it seems that he was not content. Further and further abroad he gazed, until he cast his gaze upon Barad-dûr. Then he was caught!*"
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> ― Gandalf, *The Two Towers*, "The Palantír"
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The ***palantíri*** (sometimes translated as "*Seeing Stones*") were stones that could be used in communication with one another, and also to see many things across the face of the world. When its master looked in it, he could communicate with other Stones and anyone who might be looking into them; people of great power can manipulate the Stones to see virtually any part of the world.

## Item Stats

### Potion Effects

Regeneration IStrength I

Damage Resistance I

Night Vision

* The **Ithil-stone** was placed in Minas Ithil, in the mountains that came to be known as the Ephel Dúath. When Minas Ithil fell to the Nazgûl, the Ithil-stone was taken to Barad-dûr and used by Sauron.

**Ingame they give at random one of the following four effects:**

* + - Obtain the location of all other palantiri owners.
	+ - Give resistance and night vision for 8 minutes.
	+ - Give strength, regeneration and night vision for 8 minutes.
	+ - Reveal your location to all palantiri owners.
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Battle of Ulukesh

## **History**

### **Place**

Ulukesh, fortress located in the northen part of the Misty Mountains (Prov. 80), above Gundabad.

### **Note:**

King Nargrec of Durin's Folk perished after being encircled by a group of Orcs.

The Battle of Ulukesh, also known as Disaster of Ulukesh but better know as the **Massacre of Ulukesh**, was a siege fought during the 2nd War of the Dwarves and Orcs.

The Battle took place in the orkish fortress of Ulukesh, located above an high peak encircled by an eternal evil fog.

The dwarven side under Nargrec directed itself in a valley beneath the enemy's fort, the first fights started when the dwarves decided to climb the mountain, the dense fog present in the area didn't permit the free folks to aim correctly against the orcs in the walls while the enemy, thanks to the superior position above the peak, had a complete visual of what was happening and was able to fire at willl against everyone which tried to climb the mountain.

Most of the dwarves perished while trying to climb the mountain, and failing on it, the dead corpses amassed in the climbs while the snow which covered the peak became of a bloody color. The gondorians watched the battle from the valley and when they thought that there was not hope of win, they abandoned the battlefield to his destiny withouth suffering any lose. In the fury of the battle, King Nargrec of Durin's Folk was encircled by a group of Orcs and then killed. In the confusion and chaos of orders, the dwarves either rooted or rushed in the mountain and after the death of their king most of them lost their lives and only a small group successfully retreated from the battlefield.

The Noldor Elves under Dalinar instead, demonstrated their courage by trying to climb the orkish peak even if they saw their allies failing on it, some of the elves almost reached the enemy walls (action that the dwarves didn't manage to achieve) but none really successfully passed the Ulukesh walls.

The battle ended with a decisive victory of the Sauron's forces, which achieved no casualties.
Angrist

Angrist in the Lord of the Rings

Long

Blessed

Enduring

Chilling

> "*...but Beren despoiled him of his gear and weapons, and took his knife, Angrist. That knife was made by Telchar of Nogrod, and hung sheathless by his side; iron it would cleave as if it were green wood.*" - The Silmarillion
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**Angrist** was a knife made by Telchar of Nogrod, a dwarf of the Blue Mountains and was borne by Curufin, who was one of Fëanor's sons. It was taken from Curufin by Beren. This happened in the First Age, back then, the First Dark Lord was Melkor also known as **Morgoth**.

#### Quest for the Silmaril

The quest for the silmaril is about the retrieval of the three Silmaril, created by Fëanor.

Beren used Angrist to cut one of the Silmaril from the Iron Crown of Melkor, he succeeded the first time though when he tried to take the second silmaril, he accidently cut Melkor, awakening the Dark Lord. This is when Beren had to run for his life and he escaped Angband.

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Coast Southrons

The Borders of the Coast of Harad

## **Information:**

The mystique of Harad has astonished many an outside viewer or traveller - whether it be the hordes of mumakil that march north on occasion, or the bustling bazaars and hospitable folk, the folk of the south have been known to shock and amaze. The common conception of the northerner when viewing Harad is that they are one nation, one people. This, of course, can never be more erroneous an assumption.

Harad's general image, bazaars, exotic nature and all, is mostly if not entirely represented by the powerful and prosperous sultanate of the Coast Southrons. Masters of trade, commerce and architecture, the civilised haradrim of the coastline have long been a key player in southron politics, and could be considered a regional power as such. Their bustling towns attract all manner of migrants, merchants and men of war, earning them vast measures of gold and precious jewels. While some to the north may consider them "evil" men, they merely seek retribution for past actions, a justifiable cause. Either way, their hosts march north every once in a while, a sea of scarlet and gold, to wrest control of contested northern territories.

The Haradrim are currently ruled by nobody, and this has been the case for a very long time. If anybody could control the forgotten Haradrim people, they could dominate the region.

## **Rulers:**

➡ King Kevin (Early September 2018 - November 2019)

➡Sultan Adunaphel (November 2019 - July2020)

## **Location and Territory:**

The Coast Southrons are centralised and comprise of many settled tribes and emirates, all of which obey the Sultan. They own lands from the Nomadic desert-territories to the south, the mountains to their east, all the way to the savage tribes of Harnedor to the north.

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Guilds & Mercenaries

## Mercenary Clan

* Leader is "Captain"
* Mercenaries require Mercenary Fort or Outpost (not in mountains)

**Depending on locations mercenaries will use these cultures**

* **In the West -** Dunlendings
* **In the South -** Haradhrim, you can choose for yourself which kind of Haradhrim, exluding umbar troops.
* **In the East -** Rhunic, only the warriors, not the golden easterlings.

**Mercenaries can also ransom people if they defeat them in pvp the ransom can range between:**

Faction Ruler -> 0 - 15000 Coins

Faction Member -> 0 - 8000 Coins

*"Legend says if a mercenary kills a Hobbit Mayor, they get cursed and weird things will happen."* - Captn Hex Sparrow

## Merchant Guild

* Leader is the ''Guildmaster''
* Guilds are based in Guildhalls which have to be in colonization or IP Production Settlements.
* Can create trade posts or make their own shops in settlements marketplace. (just wait till acult adds the plugin)
* Guildmembers can only hire militia units.
Empires of Middle-Earth

When a Faction (A.K.A. Kingdom) vassalizes another One, the leading Faction (the Faction which rules the other) can create an Empire. It will include the Overlord Faction and the Vassal Factions. The King of the Leading Faction will become Emperor as they rule over the Vassal Kings. When forming a new Empire, Leading Faction and Vassal must border each other.

The Federation is another kind of kingdom's coalition, which doesn't have vassals but instead each member of the federation has the same rights as the others. The ruler get elected periodically.

Empires and Federations have their own Chats like Kingdoms, PvP is disabled between Factions which are in the same Empire/Federation. The Emperor/Chancellor can also distribute Titles among his Servants.
Sets List

Upon completing these sets, the player can request a Role on our discord.

Most of the weapons listed here, can be acquired by events, exchanges with other players or by crates, but note that some sets require the player to have a determined artifact, which makes the Role of Discord exclusive to one player only.

### **Set Completion Rewards**

As a reward for completing a set, everyone gets a role and a customizable weapon.

* **2.35** Upon completing a set a player must trade in all items from the set (except Artifacts) in order to receive the rewards. The rewards for completing a set are as follows:
	1. Discord role which correlates to the set.
	2. A Customizable weapon.
* **2.35.1** This custom weapon must have the same enchants as another a crate item of your choice (excluding ungodly tier items). The Staff Team may determine how much damage said item can have based on the set which got traded in, and based on the other sets (For balance's sake). Aside of that you may customize the lore and name and item used.

You can check the List of Artifacts to find out who owns a particular artifact of a set.

### **Set Of Eorlings**

* Axe Of Léod
* Sword Of Forthwini
* Sword Of Marhwini
* Battleaxe Of Frumgar
* Sword Of Eorl
* Sword Of Fram

### **Set Of Finrod Felagund**

* Sword Of Finrod
* *Ring Of Barahir (Artifact)*
* Saithnar
* Spear Of Ogbar
* Nargil

### **Seven Hammers Of Mahal**

* Dragonslaying Hammer
* Hammer Of Dúrin
* North Hammer
* Great Stone Hammer
* *Battleaxe Of Úri Firebeard (Artifact)*
* Hammer Of Relin
* Southern Hammer

### **Uruloki's Dungeon**

* Axe Of Dain I
* Zakil-Khezed
* Sword Of Arveduin
* Black Axe Of Beleriand

### **Treasure Of Noldor**

* Ereinion
* Bow Of Gil-Galad
* Silver Lance Of Fingolfin
* Andamacil
* Kanafinwe
* Tyelkormo
* Thoronduin

### **Set Of Gondor**

* Steward's Blade
* Mace Of Eldarion
* Mace Of Anárion
* Bow Of Faramir
* Boromir's Sword
* Forlong's Axe
* Bow Of Aragorn
* Sword Of Imrahil

### **Set Of Rohan**

* Eowyn's Sword
* Spear Of Eomer
* Sword Of Theódred
* Hammer of Helm Hammerhand
* Eomer's Helmet
* Battleaxe Of The Rohirrim

### **Set Of Khazad-Dûm**

* Barazantathul
* Durin's Crow
* Axe Of Azaghal
* Axe Of Azanulbizar
* Thorin's Royal Sword
* Axe Of Erebor

### **Set Of Dark Legion**

* Lurtz's Sword
* Bolg's Cleaver
* Mouth Of Sauron's Sword
* Cleaver of Úgluk
* Scimitar Of Shagrat
* Sword Of Agandaûr

### **Set Of The Sindar**

* Haldir's Bow
* Legolas's Dagger
* Sword Of Celeborn
* Oropher's Sword
* Thranduil's Blade
* Blade Of Dior

### **Hoard of Felagrog**

* Sword of Felagrog
* Glamdar
* Windlance
* Axe of Azanulbizar
* Axe of the silver-dwarf

### **Balgorath Set**

* Firespeaker
* Axe of Lungorthin
* Hammer of the Fallen
* Cursed Bow
* Balrog's Heart

### **Hoard of Durlach**

* Celeg Aithorn
* Ancaruine
* Eol's Hammer
* Mintion
* Orthadel

### **Set of Dunharrow**

* Spear of the Undead King
* Crown of the Undead King *(Artifact)*
* Sword of Baldor
* Gwaedhel
* Axe of the Oathbreaker
Mormegil

> ***Mormegil** is a two handed blade borne by the Sindarin Elf, **Beleg Cúthalion**.*
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### **History**

Not much is known of the blade except that it has been forged in Gondolin, presumably sometime during the First Age.

Beleg has found it laying beside him when he got reembodied.

### **Description**

Its blade is made out of a black tainted steel. Its pommel is made of a very dark wood and is hollow. The grip is also made out of a dark metal, most likely meteorite.

The blade has an inscription which reads : ***"Hen megil heb sîdh"*** (Sindarin) translated into our common tongue means : ***"This blade keeps peace"***
Longbeards

## Lore

Only a Dwarf who has reached the age of two-hundred, or has a beard that is touching the very floor will he be readily considered a Longbeard. This ensures that they receive the proper respect from their fellow Dwarves, who have been taught at an early age, and quite rightly so, to always respect their elders and listen to their well-earned wisdom.

Indeed, for it is true that the Longbeards have fought in more wars, beaten more foes, and endured greater hardships than any young Dwarf could possibly imagine. They constantly grumble about how today's Goblins are far smaller and weaker than they used to be, and how nothing is as well made as it was in their day. No young Dwarf would dare argue with them, for they indeed have the experience and the beard to prove it.

Should the Kingdom of the Dwarves come under siege by their most hated of enemies, the Longbeards would be one of the first to take command. Equipped with some of the most well-crafted Dwarven armour and weapons within their Clan, these Longbeards muster into their own regiment of crack heavy infantry, forming a unbreakable wall of shield and muscle that few can ever hope to crack. In battle, Longbeards are able to demonstrate their time-won skills, showing little regard for even the smallest shifts in fortune that would throw less experienced warriors into confusion, and enduring punishments that could break the mighty resolve of even a Dwarf. Such is their inspiring presence on the battlefield that the Longbeards provide the army a reliable anchor which holds the rest of the army together. With the stern gaze of the Longbeards upon them, Dwarf Warriors are far less keen to falter against the enemy onslaught, and fight ever harder to prove their worth in the eyes of their elders.

### **In the server**

Initially founded by Durin VII, the house of the durin's lineage was the first dwarven house to be created on the server, the house was made up of the Durin's Folk faction, and so remained until the Second Reformation of the Empire.

It has since seen a great deal of conflict and furthermore hardships, though it survived them all, at it's head is currently Stannis who has, in general, remained in the shadows for quite some time, though none dare or wish to challenge his authority over the Dwarven lands as of this date.
Second War of the Dwarves and Orcs

The **Second** **War of the Dwarves and Orcs** was a great war fought between the two races from FO 372-373, mostly taking place in the Misty Mountains (Prov 80) just above Gundabad.

## **History**

The war was declared in 15/07/2019 by King Nargrec and Narvi

First battle aka Battle of the Endless Arrows: 20/07/2019 at 18:00 UTC+2, won by Durin's Folk

Siege battle aka Battle of Ulukesh: 24/07/2019 at 18:00 UTC+2 won by Gundabad
Battle of Azanulimbar-Dûm

## **History**

Second battle (Field Battle) of the Mistaken War, won by Dwarves.

A Week or 2 later, on the 8.12.17, a sudden Information has arrived, that a Battle (with only two of the numerous Participant Kings) will be held in 40 Minutes, 18:10 UTC and some of the Steelshield refused to fight, including Stannis, the Brother of Anatar, who said it was not fair due to the Western Alliance (Gondor, Blue Mountains) having a Number Advantage (at first) and to him and some others not being prepared.

Ultimately, the Dwarves of Durin's Folk, and a Dunlending called Brasus (PhoenixDood), the only Parts of the Steelshield online at that Time, gathered at the Battlefield, where they took a strategic Position on a Hill. They have expected for Gondor to come from the South, but they came from the West instead and the Battle began with the Steelshield holding off, with some unexpected Turns of Events and in the End, they managed to defeat the Western Alliance with some big Losses. This Battle was then called the Battle of the Hill by the steelshield Pact. Later on, the former Combatants have tried to make a new Peace, like there was in the old Times, with some apologizing to each other and Durin's Folk giving Gondor and the Blue Mountains a big Gift.
Herugrim

> ''Háma knelt and presented Théoden a long sword in a scabbard clasped with gold and set with green gems'' *- The Two Towers, The King of the Golden Hall.*
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erugrim was an ancient sword, an heirloom of the royalty in Rohan.

## Item Stats

### LOTR Modifiers

MightyLong

Swift

Enduring

Fortunate

### Enchants

Sharpness IVUnbreaking III

Fire Aspect II

### Potion Effects

None

At the time of King Théoden, the sword was at least five hundred years old. (When Gandalf and Aragorn point out the burial mounds outside Edoras, Legolas says, "500 times have the red leaves fallen in Mirkwood in my home since then." ) It was at last passed to Théoden, the last king of the second line of Kings in Rohan; who won victory with it at Helm's Deep, and died with it in his hand on Pelennor Fields, outside of Minas Tirith, while aiding Aragorn II Elessar in his plight.

Under the influence of Grima's leechcraft, Théoden had entrusted the blade to Gríma Wormtongue for safekeeping, but Gríma Wormtongue hid it away and allowed it to rust. After Gandalf restored Théoden to himself, Háma the doorwarden found the sword locked in Grima's chet

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Nîluthâni

**<<THIS EMPIRE WAS FROM FIFTH AGE, NO LONGER EXISTS>>**

We're 100% free to join and free to leave, and rules won't change Wallah please understand this you morons

## **Empire Structure**

**Administration Section:** Centralized, Allies, Enemies and Wars are decided by One Faction. Each faction is considered a vassal of the leading faction.

**Ruler Section:** Non-Elected Emperor, One Emperor, with full decisional powers.

**Volunteers Section:** Allow Volunteering, The members of the Empire can volunteer as they wish, even against parts of their empire

## History:

In the final years of the Republic of Mordor led by Sauron VII, some members could see the shit hitting the fan and saw an opportunity. An opportunity to not solely benefit but to create something new, and something that Middle Earth has not seen in ages. These people were the ruler of SGG, Uvatha, and the ruler of Angmar, Er Murazor the WitchKing. As the Republic dissolved, these two nations unified and declared themselves independent of Mordor's control. Although Nîluthâni is officially allied with the Lean Legion ruled by Mordor, let it be very clear that the two are not the same. Nîluthâni's members are allowed to come and go as they please, and SGG has even allied itself with Dale and the Woodland Realm. The goal for Nîluthâni is to prove that "evil" factions do not need to bend to the will of anyone and do not need to be "evil". People of Middle Earth who state that "all orcs are evil" or similar statements are disregarded as nothing more than racist, uneducated beasts who know nothing of the cultures of Angmar and SGG. Nîluthâni hopes to expand its borders and alliances, and become a major player in Middle Earth, while changing the status quo.

## Members

States of Greater Gundabad - (04/18/22- present)

Angmar - (04/18/22- present)