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In Progress Linhir Revamp

TheSweViking

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~:~|~:~ Linhir Revamp ~:~|~:~
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Project Leader: @TheSweViking
Co-Leader: @mattlego
Project Staff:
@barteldvn
1664461946332.png

Introduction


Linhir; one of the last standing havens of a bygone era on MCME. A revamp long coming is finally coming to intuition. Being the main entrance point into Belfalas and one of a few named cities in Gondor we’d like to elevate it to the grand mercantile city it was bound to be. A living and bustling city filled with artisans and workshops, minters and bankers. We strive to make this Linhir and its surroundings into a logical, functioning and realistic city with of course a bit of bedazzle.

Overall Progress and State:

Approximate Overall Progress Percentage: 44.6%
Current Progress State: [Planning and terrain], Building


Inner Linhir: 41%
  • Western Linhir: 40%
    • Planning: 100%
    • Exterior: 45%
    • Interior: 5%
    • Detailing: 0%
  • Eastern Linhir: 42.5%
    • Planning: 90%
    • Exterior: 65%
    • Interior: 10%
    • Detailing: 5%
Outer Linhir: 67.5%
  • North: 58.33%
    • Terrain: 90%
    • Planning: 80%
    • Building: 5%
  • West: 76.66%
    • Terrain: 90%
    • Planning: 70%
    • Building: 70%
Outer Farms (areas on the other side of the rivers): 25.33%
  • North: 35%
    • Terrain: 90%
    • Planning: 15%
    • Building: 0%
  • East: 28.33%
    • Terrain: 80%
    • Planning: 5%
    • Building: 0%
  • South: 12.66%
    • Terrain: 33%
    • Planning: 5%
    • Building: 0%
A list of the areas and an approximations of how much those areas are done

Project plan​


  • Stage 1: Planning and terrain: On going

Here the focus will be to get the terrain on the map. Then do more detailed planning depending on how the terrain shapes out.

A major focus on this stage is also to (more or less) nail down concepts we want to work with and develop. Here builders and aspiring artists have a great chance to help with the overall development of Linhir and a good opportunity to get working with the project. Take a building from the
"List of Buildings" and go at it, or maybe make your very own street! If you've made a smaller build you can post it as a comment on this thread (preferably with the freebuild coordinates), but if you make something bigger feel free to DM @TheSweViking and he'll look at it in game. If you need space, inspiration or want it easily seen; try building at /warp swecon. Try stuff out, this is still the planning phase. For an idea of what we are looking for, look in “Inspiration”.

[Remember as well; that thanks to our wonderful texturing god @Mershy , we've been able to get a whole new set of sandstone blocks to the human rp: so go give him a cookie.]


  • Stage 2: Building: On going

In this stage the main building porting will be executed. A lot of the building is going to take place with plots, jobs or done by Artist+. General concepts or concepts where you try new styles are not really needed anymore at this stage. Though individual buildings in the set style would still be needed, maybe look in the "List of Buildings" and see if something catches your eye that you would like to give a try building in freebuild.

The main bulk of the building is done in 'sections' by Artist+. These sections can be preplanned and then given to builders who will finish up all facades or the builder is given the guidelines for a section and make a 3d plan with the roofs on their own supervised by a project lead. Interior and street detailing will be done later. The project lead may be more hands-on for some areas then others and especially along the main roads and around more important buildings and accommodations, but for the most part it is the builder who will lead their own mini-sections. If you'd be interested in taking part in this dm project lead. Keep in mind this approach is a bit experimental and may be changed.

Going forward we are focusing the main building on the 'Linhir city' and the farmlands and terrain-work is put a bit on the back burner


Layout and list of buildings​


  • Rudimentary layouts

  • Preliminary Planning
1665989775748.png


Inside the inner wall it is planed to have a very dense city center with a majority of commerce and people live (inner roads are just stand-ins).​
The other city is surrounded by a short rustic wall, in-between this wall and the main wall we have the city proper spilling out over the main walls and transitioning into farmlands. This region will also transition the hilly Belfalas terrain into more flatland terrain to make it work with the river being quite low.​
Outside Linhir we will mainly have farmlands, but also a few small villages and different kinds of mills coupled with other (more space depended) workshops and profession buildings.​
  • River Layout
1664391065232.png

(Credit to @Jonatanknalle )

The river will be a mix between quite muddy (coming from the Gilrain) and very stony (coming from the Serni). Additionally it will be quite shallowing and filled with islets and rocks (thinking of semi braiding the Serni).​

  • List of buildings
  • Fort [1]
  • Mills [2]
    • Paper mill
    • Water mill [1]
    • Wind mill [1]
    • Lumber mill
  • Banks [1]
  • Inns [6]
  • Minters [1]
  • Guilds/Guildhalls [1]
    • Smithing
    • Banking
    • Leatherworking
    • Printing
    • ect.
  • Smithies [3]
    • Goldsmith
    • Silversmith
    • Blacksmith [2]
    • Locksmith [1]
  • Printery [2]
  • Bakery [4]
  • Masonry [1]
  • Fishery [1]
  • Tannery
  • Dyery
  • Butcher [2]
  • Brewery [3]
  • Brickmaker [1]
  • Cartmakery [1]
  • Platsers workshop
  • Jewelry
  • Market [3]
  • Sadelmakeri
  • Stables
  • Carpentry [4]
  • Tailors [2]
  • School [2]
  • Pharmacy
  • Amphitheater [1]
  • Barracks [1]
  • Farms
    • Sheep
    • Cattle
  • Vinyard [1]
  • Livinghouses [Many]
  • Towers/Guard towers/ Tower-houses [Many]
  • Shops [Many]
  • Fords [2]
  • Library
  • Bridges [3]
  • Stockades [1]
  • Brothel [4]
  • Warehouse [5]
  • Post office [1]
  • Leatherworkers [2]
  • Granary [1]
  • Cobbler [1]
  • Potter [1]

Background lore​



  • Linhir
“...and on the third day we came to Linhir above the mouth of Gilrain. And there men of Lamedon contested the fords with fell folk of Umbar and Harad who had sailed up the river. [...] Only Angbor, Lord of Lamedon, had the heart to abide us; and Aragorn bade him gather his folk and come behind, if they dared, when the Grey Host had passed” [Return of the King - The Last Debate]

“Linhir is defined in Tolkien’s unfinished index as ‘a haven with ferry bridge over Gilrain near its mouth, prop[erly] a river name = fair stream, name of the joint course of Gilrain and Ringlo [i.e. Serni] between their junction and the sea.” [LotR Reader's Companion]

“I was never in that land before, and I could not tell you much of our road, even if you wished to hear. But it is, I reckoned, some 60 leagues as birds fly from Erech, over Tarlang’s Neck into Lamedon, and so, crossing Kiril and Ringlo, to Linhir beside the waters of Gilrain, where there are fords that lead into Lebennin. And from Linhir it is a hundred miles, if it is a step, to Pelargir on Anduin.” [HoMe VII]


  • Its surroundings
“Silver flow the streams from Celos to Erui
In the green fields of Lebennin!
Tall grows the grass there. In the wind from the Sea
The white lilies sway,
And the golden bells are shaken of mallos and alfirin
In the green fields of Lebennin,
In the wind from the Sea!”
[Return of the King - The Last Debate]

“[Listing of captains of Gondor who have come to defend Minas Tirith] Fisher-folk of the Ethir, some hundred or more spared from the ships.” [The Lord of the Rings - Minas Tirith]

“The Gilrain came swiftly down from the mountains as did the other rivers of that region; but as it reached the end of the outlier of Ered Nimrais that separated it from the Celos... it ran into a wide shallow depression. In this it wandered for a while, and formed a small mere at the southern end before it cut through a ridge and went on swiftly again to join the Serni. When Nimrodel fled from Lórien it is said that seeking for the sea she became lost in the White Mountains, until at last (by what road or pass is not told) she came to a river that reminded her of her own stream in Lórien. Her heart was lightened, and she sat by a mere, seeing the stars reflected in its dim waters, and listening to the waterfalls by which the river went again on its journey down to the sea.” [Unfinished Tales - The History of Galadriel and Celeborn: Amroth and Nimrodel]

“The Lord of Dol Amroth had this title ["Prince"]. It was given to his ancestors by Elendil [...] They were a family of the Faithful who [...] had settled in the land of Belfalas, between the mouths of Ringló and Gilrain, with a stronghold upon the high promontory of Dol Amroth (named after the last King of Lórien).” [Unfinished Tales - The History of Galadriel and Celeborn: Author's note.]

“Though Serni was the shorter river, its name was continued to the sea after its confluence with Gilrain. Its mouth was blocked with shingles, and at any rate in later times ships approaching Anduin and making for Pelargir went by the eastern side of Tol Falas and took the sea-way passage made by the Númenóreans in the midst of the Delta of Anduin.” [Unfinished Tales - Index]

“[The shores of Middle-earth] were much changed in the tumult of the winds and seas that followed the Downfall; for in some places the sea rode in upon the land, and in others it piled up new coasts. [The] Bay of Belfalas was much filled at the east and south, so that Pelargir which had been only a few miles from the sea was left far inland, and Anduin carved a new path by many mouths to the Bay.” [HoME XII - The Tale of Years of the Second Age]


  • Extra
For extra tidbits of lore you find, real life historical examples or interesting takes on Linhir or it's surroundings (that may be of use in making the build interesting); head to our Discussion thread.

Inspiration​



  • Dubrovnik (Croatia)
-Vk3wzHJ9svESAPjwUfTnhS1am3sONM3XrCbuIHZkM30lTt3vamXgKOdL5J3h080wBLREi9STfd-fWk3WpYY1peeznTmnoLyBj5ea1Q4-0JxB_wdLar6d45P_X0HkZBkiZ4FsC2zh_PcOhZosUWozSTMOhvd68tJRflAqef0URvTq0v_AXUIlxyZ1A
  • San Gimignano (Italy)
EzINhcoTkSd3GotVnqrHZOp5VWnvYHM6HgDgoHjCfvPjC-IFUJCmnfRKVYdlXYRyGyt2h7WM_saFukYrRF6vsaI5WktdpR9K9QEonCZYZv4vncJcaoozF_2RrVuCJDF9f9w5sgcz1Q14TgG7i3pE9YVElMNX6gPzmetydYpGgRYastwjcWsRdJJfrQ
vwbIKnq_Hq4YZofvopkqx6apJKFrhtDtJ5uY6SI84aCvM7L6t3_j2fkqlzRUBb_oNPetOAwx-x4vpzLw6Tqp86Q_SCm42OEpju54g21_psQSci77DA84PbqZvd_lkthqdNynURkAKE9OEPTbdPSwT26nZYimOQsS6Jspy3U4ePxDP-8iyqJJxq750A
  • Florence (Italy)
3swxzK17ctsKIEZercImoeRd4L5o1s0MqCE0YZmfCnprB1ZexiGwO-XPkz6JPu0eF8tLdc60OqGe-A2t_zq5hybIBX1zNiWiVOIHWh7gtMEGOazt-C_awqx-ZMg5Bt9PS68rrcAiJmWBYcYoS8dPpYRPY9Os0LyMpgsr0x1mMRpgaY5WeePa2Cr0Vg

0EofViVA4t_uUWF_3lmUV-deVuRDf6yK2KWtBw6JvjOmXKpnadvskmUNdJg_L0RqM3VTv4Z2_4ZRVPlChgLHg8947xV_bGNt9I9yY9K7sn5CUtnvUmn8sfkthLw3lsSkb8HRyMnj0f9wktexkYK3CMUPXwDrPBao3k4J9_QyB_lE2xDfIonevA_RSA

mrAQWVqLvkq5tVfcGZBT2E3AWnS7mnUBc_OWZVxxUci72Af2W7TClzzJpcTdZ8cWfxkoWxFCMyNFw_yqzMb8LdSea1399DEmMinM2_K_78ZqgaPioBflU7Ez1noOQhLHuEPY76E6ezhTk0R-m2VBrOgtb9MV8VstdeHiXkmf0BLkaxirF6z5iiYH8Q
[/Spoiler]
 
Last edited:
If anyone takes a good screenshot of any of the concepts at /warp swecon (preferably the walls), feel free to msg me so that i can put it up as a banner for this thread.
 
You can do with this suggestion what you want Swe, but you could use the ''Outer City'' as to say, partly for the usage of faming, as nearly almost was the case in medieval cities, but alas we did
 
You can do with this suggestion what you want Swe, but you could use the ''Outer City'' as to say, partly for the usage of faming, as nearly almost was the case in medieval cities, but alas we did
If I understand you the right then that is exactly what I have in mind.
 
Update 1
  • A new more up to date detailed plan for the City of Linhir
Linhir_plans.png

  • Orange: more domestic houses, not that dense with shops or workshops
  • Purple: More shop heavier houses and trade align houses or luxuries shops (and worksops)
  • Light grey: More densely pact simpler workshops under domestic houses
  • Dark grey: Havier workshops and storage, often as it's own house not as the bottom layer of a taller buildins
  • Red: Barracks
  • Light Blue: Townhall
  • Yellow: Bank
 
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