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Mordor Faction Plan


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#101 Nerevar42

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Posted 10 June 2021 - 09:00 AM

I’ll start by saying that, no, I won’t beg for walls, but I’ll ask for them anyway (don’t worry I read the FAQ). I don’t care that much about them, it’s just that I love defensive strategies, and Mordor seems to be the most “defenseful” evil faction in the game, Isengard and Umbar subfaction put aside (DG, MM and Harad are moving forces, spreading across the map, not holders of heavy fortresses). So I wouldn’t complain if those Mordor walls were to be implemented. Even if they probably won’t be anyway. Eh, at least I tried.

 

Now, entering the serious part : I think Khand Warriors are the great losers of the faction. They don’t synergise with any hero, unlike Morgul Orcs or Black Uruks, and they are basically cheap Rhûn units that everyone stops making once the Rhûn Encampment is level 2. Which is understandable, but sad. It would be interesting to give them a versatile side in the nature of a bow, just like Uruk Scouts. This way, they would be a much more long-term solution for Mordor players that don’t have the money to purchase Rhûn legions but don’t want to struggle with orcs in mid-game. I’m pretty sure this way we could see them used in multiplayer.

 

The Rhûn faction, I bet, is kind of a running gag in the AOTR team because people keep whining about having it even though the game can’t support more than 11 factions. I do agree, though, on the (completely different) fact that the Rhûn subfaction in Mordor is lacking one last thing to be complete : a support hero. Orcs already have Gorbag, Shagrat and Gothmog. Rhûn soldiers, that basically are late-game Mordor units, have nothing like that, because both Nazgûls and even the Mouth of Sauron don’t have any specific buffs for them.

 

I would replace Gorbag by a Rhûn captain, Japan-Mongolia-China inspired, who would be much more expensive but also much more efficient at supporting late-game units. If you want to keep Gorbag, Mordor will then have too many heroes, and I would then exit one of the two Nazgûls and give a name to the remaining one (while maybe giving a fifth Nazgûl to Sauron’s summon so the Nine are complete with the spellbook power). Last solution : make one of the two Nazgûls Khamûl, and give him proper Rhûn-related buffs. In my opinion, Rhûn units really need something close to a general to properly take the place of Mordor late-game subfaction (just like Brand for Dale, Great Goblin for Goblin-Town, Imrahil for Dol Amroth, Bard for Esgaroth, Grimbeorn for Beornings, Wulfgar for Dunlendings, Halbarad for Dunedain, Câssimir for Black Numenoreans) : that would be more consistent and, also, really fun.


"C'est en forgeant qu'on devient forgeron."


#102 Nerevar42

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Posted 01 July 2021 - 03:08 PM

This is my suggestion for a Rhûn support hero in the Mordor subfaction, that's why the post is long.

 

 

By reading some stuff on the Fandom wiki, I realised the Games Workshop's miniatures were a major inspiration of AOTR. And I just found this guy :

 

https://www.games-wo...-Lord-of-Blades

 

"Some say that Amdûr is an orphan, raised from the gutter to join the ranks of the vast armies of the Dragon Emperor, others that he is the son of a princeling who turned from a life of privilege to dedicate himself to the art of the blade. What all who dwell east of the Sea of Rhûn agree upon is that he is one of the greatest swordsmen among the innumerable hordes sworn to Sauron’s cause. It was Amdûr who founded the order of Black Dragons which forms the elite vanguard of the Easterling armies, and among the Dragon Knights his name is spoken with a mixture of reverence and fear."

 

So yeah, this is not 100% accurate with the actual AOTR lore, which is different in many ways, but it is a very good start to polish a finished version of the Rhûn support hero for Mordor. In fact, I even imagined what his story and abilities could be, and a way to implement him properly in the Mordor hero roaster.

 

Don't get mad at me for incorrect english or personal choices regarding my fanmade Rhûn lore, you can do whatever you want with this quick draft, hoping it will inspire you nonetheless.

 

 

First, Gorbag becomes a lvl 10 summon for a lvl 10 Shagrat. I never see him used anyway so it's a way to keep him and his utility, and earn a free hero slot at the same time. Another way to do this would be by giving the Easterling Encampent a hero slot, just like for the Bree-land Encampment for Rivendell, but there would still be a lot of heroes in Mordor. Honestly, Gorbag is probably the least made amongst all, so he should be the one to be moved or changed in order to let the new Rhûn support hero come. Or maybe remove one Nazgûl, but I already talked about that in my comment above.

 

No matter the building that you can recruit him with, you have to use the T2 He's Gathering All Evil To Him at least once to unlock him (just like for Easterling Kataphrakts and Swordsmen).

 

Now, let's get into his proper depiction as a hero :

 

 

Cost : 2000-3000 (I can't really appreciate the better price at my level, will need some balance for sure)

 

 

- Version 1 : Subfaction leader (support hero)

 

Amdûr (or anything else) : "Raised in disdain for Middle-Earth and Kinn-Lai as the rest of his people, Amdûr was the last heir of a minor noble family in Rhûn, and a member of the Solar Dragon Council in Amaterrasû, the Red Stone Temple, the oldest human city of Arda, on which never the Day draws to its close. Early confronted with the endless conspiracies plotted by the elders of his kin and the slow but certain loss of influence Rhûn was facing at the end of the Third Age, Amdûr reversed the trend by staging an audacious coup at the Council, rapidly taking control of the city and most of other Easterling kingdoms single-handedly. Followed by warlike lords that intended to invade Gondor for decades, Amdûr announced that he would defeat Numenoreans both on land and sea, and that the Sun would shine forever on the glory of Rhûn once he would finally be in charge of all of Arda. Soon informed of the agitation in Amaterrasû by his spies at the Council, Sauron made tempting offers to the young Easterling lord, whispering about green and fertile elven lands, antic treasures of Numenor awaiting him in Minas Tirith, and the secrets of the Western Kings of old, notably eternal life enchantments that they stole to the Valar thanks to his advice. Bewitched and mesmerized, Amdûr of Amaterrasû soon gathered his troops under the banner of the Dark Lord, making them march through the Black Gate in golden armors and proper order as if they would be soon Lords of Arda, only to be defeated years later by Elessar that negociated peace with way more peaceful and wise Rhûn leaders."

 

Appearance : Worthy of an Easterling King. With a golden and gliterring armor, similar to those commonly seen on Rhûn legions but with more jewels and red ornamentation. Inspired by both Peter Jackson style and Japanese medieval clothes and armors. Not necessarily hidden behind a big helmet just like the rest of his kin, the design of his war helmet on the Games Workshop miniature having already been used for Khamûl anyway. Maybe more of a Samurai helmet (and not China, because it seems that Kinn-Lai clothes have been inspired by Chinese armors).

 

Abilities :

 

Lvl 1 : Master of the Solar Dragon Council / King of Rhûn / Lord of the East / Champion of Amaterrasû / etc. (whatever titles you want him to have)

Modifier type : Leadership. Nearby Easterling units gain + 33 % damage / + 33 % armor, + 50 % experience gain and are immune to fear and terror. Stacks with buffs and spells. Passive ability.

 

Lvl 3 : Red Maidens of Amaterrasû / Hands of the Solar Dragon / Gifts of the Eastern Sea (again, depends on the type of magic or science mastered by Easterlings)

Heals nearby friendly heroes and Easterling units by a slight amount. At level 5, is upgraded so it heals more hitpoints and now gives nearby Easterling units + 25 % armor for a short amount of time. At level 8, heals even more hitpoints and gives nearby Easterling units + 50 % armor for a short amount of time. Left click to activate.

 

Lvl 5 : The Dragon Crown / Heir to the Red Throne

Amdûr dons his heavy armor, gaining + 50 % armor. At level 8, Amdûr better watches his back and is now immune to poison damage. When activated, redirects a high percentage of received damage to the attacker for a short amount of time. Left click to activate.

 

Lvl 7 : On Which Never The Day Draws To Its Close

Amdûr calls the spirits of his land to his aid and appears bathed in golden light, gaining temporarily + 50 % damage / + 50 % armor and knockback damage while nearby enemy units are stunned for a short amount of time. Left click to activate.

 

Lvl 10 : Loyalty to the Red Throne / The Solar Dragon Council Treaty / The Bane of Gondor

Summons an army of fully upgraded Easterling reinforcements. Left click icon then left click target area.

(Three batallions : Swordsmen, Phalanx and Archers, they are on a timer)

 

 

- Version 2 : Subfaction leader (hero killer)

 

Hebikû (or anything else) : "Last member of the First Flame, a religious order that ruled over far East Rhûn for centuries, Hebikû fled from his sanctuary, leaving the rivers and the cherry trees of his homeland to their slow decade, ravaged by war against the Kinn-Lai Avari and internal conflicts. Marching towards the mythical West, Hebikû hoped he could teach a lot of what he learned to Numenoreans of Gondor, so the secrets of his people are not forgotten throughout ages. Yet, he was denied the crossing of the Anduin by the Gondorian soldiers guarding Osgiliath, and told to go back home because of his Easterling origins. Seeing even the Edain couldn't help him save his knowledge in this time of war and fear, Hebikû went back to the mightiest human city he could find apart from Minas Tirith : Amaterrasû, the Red Stone Temple. After spending months teaching the ways of the First Flame to Rhûn soldiers, priests and craftsmen, he answered the call of Sauron to destroy the remnants of Numenor and enter a new era of Oriental supremacy. Killed by Imrahil during the Battle of the Pelennor Fields, Hebikû never saw Elessar vanquish his kin and restore the glory and wisdom of Westerlings."

 

Appearance : Go full Ghost of Tsushima for strong Japanese vibes. Do not hesitate to give him a wooden armor, a bun for his hair, a katana and an hankyû. He can also carry books and sealed scrolls, to show the mass of secrets from his homeland he is carrying with him. You can give him additional swords for aesthetic purposes (wakizashi or tanto) and represent the symbol of his order on his clothes or armor, so the feeling of facing unknown countries and peoples is stronger.

 

Abilities :

 

Lvl 1 : Toggle weapon

Left click to toggle between sword and bow.

 

Lvl 1 : Philosophy

Modifier type : Leadership. Experienced and wise, Hebikû inspires nearby Easterling units by giving them + 75 % experience gain and making them immune to fear and terror. Stacks with buffs and spells. Passive ability.

 

Lvl 3 : Blade of the First Flame

Can only use with sword equipped. Hebikû strikes an enemy hero with a single and powerful melee attack, dealing him important magic damage and also reducing his armor and speed by 25 % for a short amount of time. Left click icon then left click target.

 

Lvl 6 : Art of the Blade / Bane of the Kinn-Lai

Modifier type : Leadership. Hebikû shows incredible skills in wielding his sword and now does + 50 % damage to Warriors of the Kinn-Lai, Heavy Armored troops and Heroic units. When near Amdûr, Easterling allies also do + 25 % damage against Warriors of the Kinn-Lai, Heavy Armored troops and Heroic units. Stacks with buffs and spells. Passive ability.

 

Lvl 8 : Inner Fire / Oriental Supremacy

Hebikû and nearby Easterlings briefly gain + 100 % damage. The more warriors near Hebikû, the larger the bonus (+ 10 % additional damage for each batallion). Stacks with leaderships and spells. Left click to activate.

 

Thanks for reading, I hope this gave you some ideas for a potential future Rhûn support hero.  :)


Edited by Nerevar42, 02 July 2021 - 01:24 PM.

"C'est en forgeant qu'on devient forgeron."


#103 Esparado87

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Posted 01 July 2021 - 10:00 PM

There does not need to be a Rhun faction since it's already integrated into Mordor faction (like Dunlendings hero and units into Isengard).

 

But the Rhun units needs a Rhun hero that supports mentioned units, bringing in more of the Rhun culture through the Rhun hero's powers with mount (chariot), toggle weapon (only Mordor hero that can toggle weapon) Easterling leadership, training (only Mordor hero that can train units) and Wainriders summon(chariots).

 

In other words, a different Faramir (multi purpose hero).


Edited by Esparado87, 01 July 2021 - 10:01 PM.


#104 Nerevar42

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Posted 02 July 2021 - 02:14 PM

This is my suggestion for a potential new inn unit for Mordor, this is why the post is long.

 

Again, don't be afraid by non-canon suggestions, I'm just trying to inspire devs.

 

Unit 1 : Narchost Guardians

Cost : 500

Type : Swordsmen

 

Lore : "When the Great Plague brought Gondor to its knees in the middle of the Third Age, the keepers of the Black Gate had no choice but to abandon it to Sauron's forces. Yet some of them, clever and strong, bowed before the master of Mordor and kept their previous duties at the price of their freedom, since then tied to the Dark Lord's will by untold spells."

 

Appearance : Black Numenoreans variation, mid-game infantry wearing Gondorian armors, with dark veins and white eyes, their blood and spirit conquered by Sauron's dark magic.

 

Abilities :

Lvl 3 : Blood Corruption

Narchost Guardians do knockback damage for a short amount of time. Left click to activate.

 

Upgrades : Heavy Armor, Forged Blades, Banner Carrier

 

Unit 2 : Nurn Fishermen

Cost : 300

Type : Pikemen

 

Lore : "The semi-fertile fields of Nurn served the Dark Lord well during the War of the Ring to feed his endless legions of Orcs and Evil Men. A lot of human tribes living in this region were enslaved to grow crops under the whips of Orc supervisors, but some of them, living on the coast of the Sea of Nurn, willingly joined Sauron's forces to plunder Gondorian settlements."

 

Appearance : Aztec warriors wielding Inuit harpoons, with precolombian clothes and ornamentation. 

 

Abilities :

Lvl 1 : Porcupine formation

Units form a circle with pikes extended. Batallion cannot move. + 50 % armor.

 

Lvl 1 : Pillage

Nurn Fishermen steal resources whenever dealing damage to enemy structures. Passive ability.

 

Upgrades : Forged Blades, Banner Carrier

 

Unit 3 : Cirith Ungol Trappers

Cost : 400

Type : Archers

 

Lore : "Built by Gondorians after the War of the Last Alliance, the Tower of Cirith Ungol guarded the second pass granting access to Mordor. After the Great Plague and the fall of Minas Ithil to the Witch-King's hands, the tower was soon invaded by legions of orcs. A lot of them tried for decades to drive out Shelob from the caverns, their hate for spiders only beaten by their unconditional loyalty to the Dark Lord."

 

Appearance : Morgul Orc Archers, covered in webs and wearing light armors allowing them to spread accross Shelob's lair to hunt down her brood.

 

Abilities :

Lvl 1 : Poison Arrows

Poison tipped arrows that cause damage over time. Left click icon then left click on target.

 

Lvl 1 : Experienced Hunters

Cirith Ungol Trappers are immune to poison damage and deal 25 % more damage to spiders. Passive ability.

 

Lvl 4 : Spider Exterminators

Cirith Ungol Trappers are now immune to knockback. Passive ability.

 

Upgrades : Fire Arrows, Banner Carrier


Edited by Nerevar42, 02 July 2021 - 02:45 PM.

"C'est en forgeant qu'on devient forgeron."


#105 Esparado87

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Posted 10 April 2022 - 10:53 PM

So a Rhun hero at the Mordor hero rooster or more Rhun units trough the Easterling encampment will not be added in, but what if a Rhun hero unit could be summoned permanently trough a power point power?
 
Rhun hero unit is permanently summoned by He has gathered all evil to him power point power, and when the player has build a level 3 Easterling encampment, respects command point limit (the power point power becomes a weaker version of The Return of the King power point power).
 
Rhun hero unit (max 1, 1500 health, 30 command points, small splash damage).
 
 
Level 1:Heritage of Rhun - hero unit gets passive serrated armor ability and complete knockback resist.
 
At level 2, targeted Easterling encampment temporarily recruits units +50% faster, +10% cheaper and recruited Easterling units gain serrated armor (long cooldown).
 
 
 
Level 3:Morgoth's Will - hero unit gains passive +50% damage, +25% armor and 20% movement speed while under 50% health.
 
At lvl 5, also gives moderate experience and temporarily slow heal for all allied units within targeted radius (medium cooldown).
 
 
 
Level 7:Pride of the East - hero unit summons a temporary Rhun banner with weapon racks (long cooldown).
 
Rhun Banner:
 
-500 health points.
-Passive leadership (+33% damage, +33% armor and earn experience twice as fast.)
-The Khans Gift power gives free weapon, armor and banner upgrade to target Mordor units (target power, long cooldown)
 
 
Rhunheroability2.png

Edited by Esparado87, 14 May 2022 - 12:01 PM.





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