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Haradwaith Faction Plan [WIP]


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#1 Mathijs

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Posted 27 April 2017 - 03:14 PM

Haradwaith Faction Plan

 

Amongst the lore-steeped faction plans of AotR, Haradwaith is, by necessity and design, the odd one out. It features strange creatures and 'OC' heroes, created by the AotR team, and several game mechanics that are unique to this faction. Haradwaith is able to create moveable resource structures ('caravans') that also contain the faction's upgrades, it can summon several structures onto the map (for players that take the right-most PP path), and summon in units Angmar-style through the Haradrim Warlord unit. Essentially, we gave ourselves free reign to do whatever we wanted.

The plan right now is still a work in progress.

 

Heroes
 

Sûladan, the Serpent Lord - 1200

A powerful warlord from the wartorn lands of Harondor, Sûladan has won renown throughout his many skirmishes with the Gondorian oppressors, clearing them out of Harondor to claim it for his own people.

Though seemingly loyal to the Golden King, Sûladan has made private plans to overthrow his liege once the War is won and negotiate a better position for his people within the Dark Lord's dominion. 

Rank 1: Mount

Rank 1: Spear Throw

Rank 3: Blade of the Serpent Lord

Enemies near Sûladan temporarily lose -15% movement speed. When activated, Sûladan temporarily deals strong poison damage and is able to slow enemy heroes.

Rank 5: Southron Conquest

Targeted enemy structure is disabled and takes damage over time.

Rank 8: Onslaught

Sûladan and nearby cavalry units temporarily gain +50% armor and -100% trample deceleration.

 

Design cue: Bronze-armored version of Harondor-like wicker breastplate design over tunic of various fabrics, all a different shade of dark red/purple. Plumed helmet, curved blade, bronze crescent-shaped shield. 

rueomer_skl

 

Câssimir, Lord of Stones - 1600

One of the two rivaling sons of Kathuphazgân, the last Black Lord of Umbar. Cassimir is a harsh, cruel man that commands the loyalty of the Black Númenorean nobility that still live in Umbar. 

Rank 1: Lord of Stones
Minor leadership to nearby Black Numenoreans

Rank 1: Mount

Cassimir mounts his heavily armored steed
Rank 8: Cold Judgement
???
Rank 10: Hewer of Ranks
A devastating sword attack that subsequently increases Cassimir's attack and armor for a short time.

 

Design cue: Long coat of chain mail, flowing sleeves of chain mail, covered by sophisticated-looking breastplate, similar to old Númenorean designs. Carries a long, two-handed sword, its handle inlaid with red jewels, its blade made of blackened steel

kumorgomir_skl

Burôdapân, Lord of Waves - 1600

One of the two rivaling sons of Kathuphazgân, the last Black Lord of Umbar. Burôdapân is a fierce corsair-lord, demanding tribute and taxes from a vast majority of Umbar's raiding fleet. 

Rank 1: Lord of Waves
Minor leadership to nearby Corsairs
Rank 3: Take What You Can
Converts enemy units to fight for your cause

Rank 6: Give Nothing Back

Set fire to selected area, dealing heavy damage to enemy units and structures.
Rank 8: Horn of Kârna

Burôdapân summons the Horn of Kârna. When sounded, the Horn stuns enemy units and invokes the Fury of the Deep, which does a thing.

 

Design cue: Middle-earth's version of the famous pirate known as Blackbeard 

euglorfindel_skl

 

Berúthiel, Black Queen of Umbar - 1300

Concubine to both Câssimir and Burôdapân, the Black Queen stole her name from an ancient Black Numenorean Queen that was exiled into Umbar by her husband, a King of Gondor.

Rank 1: Eyes and Ears

The Black Queen summons one of her cats to spy upon the enemy (basically a Gollum unit)

Rank 3: Disdain

Enemy units near the Black Queen are unable to gain experience

Rank 5: Feigned Hysteria

Nearby enemy units temporarily lose all leadership and -25% armor. Berúthiel becomes invisible, allowing her to escape

Rank 8: Queens Escort

Summons two fully armed battalions of Black Numenorean Warriors

 

eugaladriel_skl

 

Caran-Lambar, Terror of Nâfarat - 2000

Once a respected chief of a prominent Nâfarati tribe, Caran-Lambar has been transformed by the Golden King into a brutal champion to his cause.

Rank 1: The Mad Chieftain

Nearby units do +33% damage at the cost of -33% armor

At rank 5, damage is increased to 50%

Rank 3: Breaker of Stone

Caran-Lambar performs a powerful strike that deals heavy damage to walls and gates.

Rank 5: Derangement

Caran-Lambar deals damage to himself. Nearby enemy units temporarily lose -25% attack damage.    

Rank 8: Dire Straits

Once Caran-Lambar’s health reaches less than 20% he goes into a terrifying rage, dealing 150% more damage and knocking back the enemy.

 

Design cue: A brutish-looking Man with dark skin covered in red and white warpaint. He carries a weapon inspired by the Tuareg sugar hammer.

iulurtz_skl (probably)

 

Syâr-Rhul, The Black Vizier - 1500

Lore to come later

Rank 1: Golden King's Vizier

Leadership to units recruited from the Golden King's Pavillion. At rank 3, leadership is expanded to include Mahûd units. At rank 6, it includes Harondor units.

When near the Golden King, the Black Vizier gains +100% armor.

Rank 3: Enforcer

The Black Vizier commands a Caravan to produce more resources but causes damage over time

Rank 6: Dark Sacrifice

The Black Vizier brands friendly units within the radius as traitors to Melkor, killing them and providing remaining friendly units +50% attack damage for a short time (within a decent radius)

Rank 9: Arbiter of Faith

???

 

iusaruman_skl

 

The Golden King of Harad – 3000

An immensely cruel King, responsible for uniting countless warring desert tribes under his banner. Wears black robes over golden lamellar armor as well as a golden masked helmet. His armies are endless, and his unquestionable might has caused the Lords of Umbar and the Men of Harondor to pledge their warriors to his sinister cause.

Rank 1: Personal Guard [Passive]

The Golden King is always accompanied by three fierce warriors.

Rank 1: The Golden King

Nearby units gain +33% armor and +200% experience gain.

When near the Black Vizier, the Golden King gains +25% experience and attack damage

Rank 5: Lord of Abrakhân

Summons two battalions of Abrakhân Warriors.

Rank 7: Intimidation

Nearby enemies flee in terror.

Rank 10: The King Unmasked [Requires Black Tower of Abrakhân fortress upgrade]

The Golden King of Harad reveals himself to be Hoarmurath, Third of the Nine. Nearby enemies lose

-33% armor and attack. Hoarmurath gains +50% attack damage.

 

Design cue: Wears black robes over golden lamellar armor as well as a golden masked helmet under a black, swirling turban topped with a bronze bowl. No facial features visible.

munazgul_skl

 

Structures

 

Fortress

Banners of the Eye - 250

Decreases cost of heroes and builders

Visual cue: Haradrim-style banners of the Red Eye

Subjugation: Harondor - 300

Decreases cost of Harondor units

Visual cue: Harondor weapon racks

Subjugation: Mahûd - 500

Permanently decreases build time of Mûmakil units.

Visual cue: Golden-tipped Mûmak tusks

Dark Insurrection - 800

Increases fortress armor. Prerequisite to Black Tower of Abrakhân.

Visual cue: Spikes, nasty-looking stuff on the Fortress

Black Tower of Abrakhân - 1000

The black magic of Abrakhân increases fortress armor. Causes the Golden King to reveal himself, gaining powerful bonuses. Also unlocks the Dark Promotion upgrade, which permanently empowers a targeted hero (minus the Golden KIng).

Design cue: Torre del Oro, but black.

 

Concept: The Fortress starts off as a 'regular' looking Haradwaith fort that gets corrupted the more it gets upgraded, to visualize Sauron's (and by extension; the Golden King's) corruption of the Haradrim.

 

Castle Expansions

Guard Tower - 150

Sandstone tower, visible archers on top.

Catapult – 400

Scorpion Pit - 600

 

Bazaar - 300

Basic resource structure

May recruit Trade Caravans that make resources and provide nearby friendly units with the ability to purchase upgrades.

Rank 1: Recruit Southron Trade Caravan

The Caravan trades for Forged Blades, Heavy Armor, and Fire Arrows. Caravan makes a small number of resources, more once deployed.

Units nearby the Caravan may receive upgrades once it reaches rank 2 and is deployed.

At rank 3, a deployed Caravan becomes a Southron Outpost, providing additional bonuses to nearby units as well as receiving a Sentry Tower.

Limited to 3.

 

Harondor Outpost - 450

Recruits Warlords and Harondor units

Rank 1: Recruit Haradrim Warlord - ???

Haradrim Warlords may summon a variety of Tribesmen units (ie. Angmar Thrall Master).

     Rank 1: Tribal Axemen - weak melee unit. Free.

     Rank 1: Tribal Javelineers - weak ranged unit. Free.

     Rank 1: Tribal Spearmen - weak anti-cav unit. Free.

Rank 1: Recruit Harondor Raiders - 450

Cavalry that can be extensively upgraded. At rank 2, gain the ability to toggle to ranged.

Rank 1: Recruit Harondor Spearmen - 450

Strong anti-cavalry units.

Rank 2: Recruit Harondor Archers - 600

Strong ranged units.

Rank 2: Lies and Threats - 1000

When purchased, Haradrim Warlords can be upgraded to reduce the cooldown on their summons

 

Structure design cue: A sandstone keep built around a domed tower

 

Mahûd Outpost - 300

Recruits Mahûd units and Mûmakil - note that Rank 2 upgrade is very expensive.

Rank 1: Recruit Mahûd Warriors - 300

Primitive, fierce warriors carrying wicker shields and bone weapons. Low armor, high attack, attack speed, and movement speed. Large horde.

Rank 2: Warchant

Temporarily increases movement speed and attack damage

Rank 1: Recruit Mahûd Headhunters - 450

Fast-moving ranged infantry carrying blowpipes and poison darts. Low armor, high attack, attack, and movement speed. 

Rank 2: Red Serpent's Venom

Temporarily causes poison darts to stun enemy units

Rank 1: Recruit Mahûd Chief - 500

A single unit that can garrison Mûmakil to increase their movement speed.

The presence of Mahûd Chiefs decreases the cost of Mûmakil by 5% for each Mahûd on the field, up to a maximum of 10.

Rank 2: War Mûmak - 1800

Similar to Mordor’s Mûmak unit, except it comes with Mahûd archers and javelineers from the start.

War Paint - 350

Increases resistance to ranged attacks

Armored Tusks - 500

Increases resistance to specialist damage

Rank 3: Siege Mûmak - 1500

Requires Subjugation: Harondor upgrade from the Fortress

A Mûmak bearing a catapult on its back. Catapult can fire while moving.

 

Structure design cue: A ring of huts and tents surrounding a Mûmak graveyard

 

Pavillion of the Golden King - 800

Recruits specialist and siege units

Rank 1: Giant Scorpions

Similar to Giant Spiders, but much harder to kill. Giant Scorpions are venomous and deal decent damage to structures. Can use Camouflage at rank 2.

Rank 2: Half-troll Marauders

In his conquest of Far Harad, the Golden King has corrupted the Nafârati tribe, and through dark magic turned their greatest warriors into beastly, troll-like Men.

Very similar to the Misty Mountains' Snow-troll unit.

Rank 3: Risen Carrion
Undeath - passive

Enemy units that die near Risen Carrion are temporarily converted to the player's side.

 

Design cue: A fortified tent surrounded by smaller tents, crates, and cages.

 

Umbarian Citadel - 800

Recruits elite units from the Black Numenorean port of Umbar

Rank 1: Corsairs of Umbar - 300

Largely identical to the vanilla unit

Rank 2: Black Numenorean Warriors - 600

Elite infantry unit carrying long swords

Rank 2: Black Numenorean Vanguard - 800

Elite cavalry unit carrying swords and kite shields

Rank 3: Hasharin Blade - 1000

Semi-heroic single unit. Requires Câssimir to be on the field.

A powerful single unit that can deal devastating damage to heroes and hero units

Rank 1: Subtlety

The Hasharin becomes undetectable for a short time.

Rank 1: Dispatch
Deals heavy damage to enemy heroes.

Rank 1: Wicked Mirage

Summons two mirages identical to the Hasharin. Mirages deal no damage.

Rank 3: Corrosive Vial

Throws a vial of poison. Enemies caught in the radius receive heavy damage over time.

Rank 3: Watchers of Kârna - 2000

Hero unit. Requires Bûrodapân to be on the field. 

The Watchers of Kârna are an ancient order of monk-like warriors that task themselves with the protection of the island of Kârna

Rank 1: Toggle Quarterstaff/Bow

Melee attacks slow units a tiny bit, stacks 5x up to a total of 15% slowed

Rank 3: Precision Strike

 

Design cue: A towering, highly defensible structure made out of black stone. Lots of banners, maybe rope elements.

 

Spellbook

 

Tier 1
5 - Horn of the Serpent Lord - Rally Call
5 - Dry Spell - 2.01 Blight, cuts enemy resource structure gain in half for a significant amount of time.
5 - Southron Sentry Tower - Summons a Sentry Tower, providing strong line of sight. Has a single Harondor archer. Weak armor, low damage, low cooldown.
 
Tier 2
10 - Forth, Men of Darkness - Summons Easterlings
10 - Curse of the Wind Demon - All units within the radius are scattered and stunned for a short while. Deals decent damage.
10 - Threat of Mordor - Significantly reduces cost and recruitment time of Mannish units for a limited time.
10 - Southron Barricade - Summons a Southron Barricade. Deals damage to nearby enemy units. Can be garrisoned by archers. Design cue: a crescent-like platform with spikes around its base. Broad, can be used to block roads, break up armies, etc.
 
Tier 3
15 - Sandstorm - Enemy units within the radius gain damage over time and are slowed significantly. Large radius.
10 - Oasis - Summons a palm tree surrounded by a natural moat of clear water. Nearby units are fortified and receive healing.
15 - Khandish Charioteers - Summons three Khandish Chariots
 
Tier 4
25 - Sunstroke - Sunflare
25 - Aicanaroc - Summons a giant, mythical bird of prey. The Aicanaroc is immune to fire damage.
 
Glossary:
Nâfarat - A green strip of land in Far Harad, fed by the river Nâfar coming down from a distant, eastern mountain range.
Abrakhân - An enormous ruined city to the north of Nâfarat, near one of the Nâfar tributaries. Its splendor has long been lost, but in recent decades the Golden King has fortified its walls and towers and turned it into a sinister fortress, inhabited by strange, cruel Men. Being that the Golden King is in fact Hoarmurath, Third of the Nine - a powerful sorceror-king in life, we can assume that these strange Men are zombified/otherwise corrupted, and that he has taken up residence in Abrakhân for reasons that resemble Khamûl's residence in Dol Guldur. From his dark fortress Hoarmurath fans the fires of hatred in the hearts of the Haradrim, and reminds them of their plight to Sauron.
Mahûd - A desolate area in Far Harad, home to a great number of tribes that we will conveniently call the Mahûd culture. The Mahûd are primitive nomad warriors that have learned to use the towering Mûmakil to their great advantage.
Kârna - A large, mysterious, ice-cold lake in the distant south-east. In its center is a small island home to a ruined temple that runs deep underground, dedicated to some forgotten God (certainly not Sauron/Morgoth). Burôdapân found a large horn here. The island is guarded by the Watchers of Kârna, a small tribe of elite warriors that have resided on the island for centuries. 

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#2 Vidstige

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Posted 27 April 2017 - 03:49 PM

This looks like it'll be a really cool faction and a unique take on Harad indeed. I look forward to seeing the caravan in action. Also a nice touch having the golden king be one of the nine

If you need some inspiration for more designs I would suggest checking out the art for the Sands of Harad expansion and Haradrim cycle for the Lotr Lcg.

A question for you:
Is Sûladan meant to be the Haradrim leader who Theoden slew on the Pelennor Fields?

Ps. Would be amazing if the horn of the south power had the majestic horn from the ROTK film :D

Edited by Vidstige, 27 April 2017 - 03:53 PM.

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#3 Mathijs

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Posted 27 April 2017 - 03:53 PM

Yep, Sûladan got killed by Théoden. And that's the sound we're going for.


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#4 Ectheldir

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Posted 27 April 2017 - 04:04 PM

Beautiful!!!

This looks like an awesome plan. I also really like, that the Golden King turns out to be one of the nine.  But there were actually a lot of parts in this plan that made me go "Omg! That's going to be awesome!" A lot of concepts that are very new to the bfme modding scene. Great!

 

Also, totally this:

 


Burning Oil - 500

Enemy units near the fortress get rekt.



#5 Giveaway412

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Posted 27 April 2017 - 04:16 PM

I've been looking forward to this!

 

Some questions: Are the Half-troll marauders meant to literally be half-trolls or just huge humans? I take it they'll most likely have a South African/Zulu look to their design.

Also, what kind of units will the Haradrim Warlord have access to?



#6 sTRiker34

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Posted 27 April 2017 - 04:17 PM

Well its pretty unique I have never seen such creative write up really awesome! But I was expecting to see horse archers tbh :(

#7 Mathijs

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Posted 27 April 2017 - 04:24 PM

I've been looking forward to this!

 

Some questions: Are the Half-troll marauders meant to literally be half-trolls or just huge humans? I take it they'll most likely have a South African/Zulu look to their design.

Also, what kind of units will the Haradrim Warlord have access to?

Large humans.

 

The Warlord will have access to a variety of basic Tribesman units, covering most roles. Haven't fully worked that out yet.


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#8 Kaieman

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Posted 27 April 2017 - 05:20 PM

Very impressive, a faction with a lot of potential. Heroes seem intereSting and all very unique. Mainly the golden king, so thats what you meant with an original twist, a goddamn nazgul sweet.
Also the unit roster is very mixed and exciting, thats one hell of a competition for Mordor.

#9 kingsjewel

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Posted 27 April 2017 - 05:29 PM

I like it. The names, the units and spells....good!



#10 sTRiker34

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Posted 27 April 2017 - 07:28 PM

https://s-media-cach...773e647e3d6.jpg May I suggest this design for the bazaar structure ? It fits the theme of Harad in my opinion. And one thing, I know its WIP plan but why there is no horse archers in Harad faction ? :( Eastern and southern kingdoms of old always used horse archers and Harad some kind of eastern-southern faction so it fits the army style of it I think. What is your opinion about this ?

 

Regards,

 

Balrog_of_Morgoth



#11 Mathijs

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Posted 27 April 2017 - 08:00 PM

Perhaps Harondor Raiders could be moved down to a rank 1 Harondor Outpost (at a cost increase) and get a bow/spear toggle at rank 2. That way Haradwaith would have easy access to cavalry that would be useful even at a later stage of the game without having to add a whole other unit (the roster is already quite full as it is).


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#12 sTRiker34

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Posted 27 April 2017 - 08:17 PM

Perhaps Harondor Raiders could be moved down to a rank 1 Harondor Outpost (at a cost increase) and get a bow/spear toggle at rank 2. That way Haradwaith would have easy access to cavalry that would be useful even at a later stage of the game without having to add a whole other unit (the roster is already quite full as it is).

 

Thanks dude!



#13 saruman_the_wise

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Posted 27 April 2017 - 08:53 PM

Got a suggestion for ya:

 

Rank 1: Recruit Giant Scorpions ;3 per horde, High Damage Dealing, Poison Damage, Special Knockback attack

Basically same shit, except they gain a Knockback attack at Rank 3.



#14 Elessar_the_King

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Posted 28 April 2017 - 06:10 AM

That sounds very good! I like the names you gave to every unit. It's a great balance between Weta's workshop and lore sake. 

 

 

May I suggest a switch between bow and sword for Umabr corsairs though? Give them the "bombard " option, with fire arrows, they could be a good unit against wooden structures and units. 


“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”

 

ettenmoors.jpg

 


#15 tomasz_exe

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Posted 28 April 2017 - 03:06 PM

Sounds like a very interesting faction, with a lot of unit variations.

And will the Orbital Laser Strike deal a good amount of damage to structures, or will it just be there to annoy the armies of your enemy?

Edit: maybe you could use the black numenorean barack or Mordor fortress from BFME: Tactics as model for the black numenorean citadel?

Edited by tomasz_exe, 29 April 2017 - 05:56 AM.

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#16 saruman_the_wise

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Posted 30 April 2017 - 09:39 PM


Since the caravans are mobile, why not give players more of an incentive to move them around by having units only be able to equip themselves when within a radius of the caravan. Otherwise, why would players not just horde them in the safety of their own base? It would also add another stand out characteristic to Haradwaith.


Edited by saruman_the_wise, 30 April 2017 - 11:15 PM.


#17 sTRiker34

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Posted 30 April 2017 - 09:43 PM

Since the caravans are mobile, why not give players more of an incentive to move them around by having units only be able to equip themselves when within a radius of the caravan. Otherwise, why would players not just horde them in the safety of their own base? It would also add another stand out characteristic to Haradwaith.


I am all in for this idea dude it sounds cool :)

#18 Mathijs

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Posted 01 May 2017 - 12:53 AM

Bazaar entry updated.


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#19 sTRiker34

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Posted 01 May 2017 - 08:06 AM

Haradwaith will be one of my favorite factions it seems.

#20 kingsjewel

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Posted 01 May 2017 - 08:22 AM

Haradwaith will be one of my favorite factions it seems.

Yes, it seems really interesting faction.






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