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Haradwaith Faction Plan [WIP]


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#1 Mathijs

Mathijs

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Posted 27 April 2017 - 03:14 PM

Haradwaith Faction Plan

 

Haradwaith is a mobile faction, able to quickly summon bases across the map using various spellbook powers, as well as having moveable resources structures (caravans), and the ability to quickly summon units using Warlords.

The plan right now is still a work in progress.

 

Heroes
 

Sûladan, the Serpent Lord - 1700

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: The Black Serpent
Passive Ability: When mounted, Harondor Raiders near Sûladan gain +15% armor and -15% trample deceleration. When dismounted, Harondor Spearmen and Archers gain +33% armour and damage and +50% experience
Can be activated to toggle between mounted and dismounted.

Rank 1: Severing Strike
A single sword strike that deals strong damage to unit or hero. If a targeted enemy dies from Severing Strike, nearby Harondor units temporarily gain +33% damage. At rank 3, target enemy takes damage over time and is slowed by -33%; At rank 6, damage of initial strike is increased.

Rank 3: Serpent Lord's Gaze

Nearby enemy units suffer -15% Speed.

Rank 5: Lands Retaken

Summons the Banner of the Black Serpent, defended by various single Harondor infantry. Nearby enemy structures lose -33% armour. Nearby enemy farms produce fewer resources.

Rank 8: Onslaught

Requires Sûladan to be mounted. 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 - 2000

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
Nearby Black Númenórean units gain +33% Armor and Damage and +50% Experience. At level 8, can be activated to grant all nearby friendly units +50% armour.

Rank 1: Mount

Cassimir mounts his heavily armored steed

Rank 3: Rule of the King’s Men
Câssimir plants the Banner of the King's Men. Nearby units resistance to fear, terror and knockback. Nearby battalions will replenish fallen units .
Rank 5: Cold Judgement
Target enemies in a small radius are stunned for 5 seconds and have -33% armour for 10 seconds.

Rank 10: Hewer of Ranks
Câssimir knocks down and pins target hero for 15 seconds. Normal units are knocked down and damaged. Subsequently, Câssimir's damage and armor are increased by 50% for 30 seconds.

 

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

guaragorn_skl

Burôdapân, Lord of Waves - 1800

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
Nearby Corsairs gain +33% Armor and Damage and +50% Experience. At level 5, Burôdapân and nearby Corsairs earn resources per kill.
Rank 3: Take What You Can
Temporarily gain control of single enemy battalion for 30 seconds. Cannot be used on heroic units.

Rank 6: Give Nothing Back

Set fire to selected area, dealing heavy damage to enemy units and structures.

Rank 8: Watery Graves

Deals significant damage over time to structures. Can be cast from a large distance.

Rank 10: Horn of Kârna

Burôdapân summons the Horn of Kârna. When sounded, the Horn invokes the Fury of the Deep, which causes nearby units to fight amongst themselves for 45 seconds.

 

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

euglorfindel_skl

 

Berúthiel, Black Queen of Umbar - 1000

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: Rise to Power

Berúthiel manipulates her way into the higher echelons of Black Númenórean society. Allows Berúthiel to rank up. Becomes more expensive the higher Berúthiel ranks up.

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 6: 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

 

Design cue: iuwormtongue_skl

 

Caran-Lambar, Terror of Nâfarat - 2500

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

For every 20 allied Haradwaith units nearby, Caran-Lambar gains +5% damage and movement speed to a maximum of 25%;

Rank 3: Breaker of Stone

Caran-Lambar slams the ground, damaging and knocking back enemy units and dealing heavy damage to structures in a small radius.

Rank 5: Derangement

Nearby friendly units gain resistance to fear and terror. When activated, Caran-Lambar deals damage to himself. Nearby enemy units temporarily lose -50% attack damage and attack speed.

Rank 8: Dire Straits

Once Caran-Lambar’s health reaches less than 20% he goes into a terrifying rage, dealing 150% more damage and regaining health per hit for 15 seconds.

Rank 10: Ensorcelled Rage

Caran-Lambar pulls all nearby enemies towards him. For 30 seconds, Caran-Lambar gains +50% armour and movement speed and can crush enemy units.

 

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 - 1200

Lore to come later

Rank 1: Golden King's Vizier

Tribal and Harondor units gain +15% Experience, +15% Armor and +15% Damage. Rank 3: leadership expands to include Mahûd units. Rank 6: leadership expands to include units from the Sanctum of Zigûr. Rank 10: Leadership expands to include Black Númenorean units. When near the Golden King, the Black Vizier gains +100% armor.

Rank 3: Enforcer

Can be cast on a friendly or enemy resource structure to pause production for 60 seconds. Spawns a Tribute Chest which can be decommissioned at the Fortress for 250 resources. If the Tribute Cart is killed before reaching the Fortress, it drops a treasure chest of 125 resources.

Rank 6: Dark Sacrifice

The Black Vizier brands friendly units within the radius as traitors to Melkor, killing them and providing nearby friendly units +15% attack damage for a short time. For every 5 units sacrificed, an additional +15% attack damage is added. Stacks to a maximum of +60% attack damage.

Rank 9: Arbiter of Faith

Syâr-Rhul spreads the faith to a target hero. If used on an allied hero, they temporarily have double experience gain and their abilities will cool down 50% faster. If used on an enemy hero, they will temporarily be unable to gain experience and their abilities will cool down 50% slower.

Rank 10: False Promises

Give targeted units excellent experience.

 

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: Guard of Abrakhân
The Golden King is always accompanied by three fierce warriors. 
When activated, the guards are sacrificed to summon a temporary horde of Wights that ignore enemy armour and regain health per hit. Enemy units nearby the Wights lose -20% armour and -25% damage.
Rank 1: The Golden King
Nearby enemy leaderships are passively nullified. When near the Black Vizier, the Golden King gains +50% armour. At rank 5, summons two battalions of Abrakhân Warriors when activated.
Rank 3: Lord of Wights
Targeted enemy units flee in terror and take damage over time for 15 seconds.
Rank 7: Dark Subjugation
Targeted Haradwaith units gain +300% damage, +25% speed, and resistance to fear and terror for 20 seconds. After 20 seconds have expired, affected units are instantly killed. Does not affect monsters, heroic units or summoned units.
Rank 10: The King Unmasked
The Golden King of Harad reveals himself to be Hoarmûrath, Third of the Nine. Hoarmûrath gains +50% attack damage, plus additional poison damage. Enemy units close to Hoarmûrath suffer damage over time. When activated, Hoarmûrath may target an enemy unit or hero to deal powerful damage and turn them into a Wight should it prove fatal.

 

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

 

Zigûr - 3000 - Ring Hero

Sauron as he presented himself to the King's Men on Númenor, and the shape in which he demands worship from the Haradrim tribes.

Rank 1: High Priest of Morgoth

Nearby enemy units lose -50% armor and -15% movement speed.

Rank 1: Sacrificial Rites

Enemy units within the radius take damage over time. If a unit dies, Zigûr receives +5% armor and damage for 8 seconds. Stacks up to 25% armor and damage.

Rank 1: Fell Whispers

Causes targeted units to become hostile towards each other

Rank 1: Dread Tyrant

Cancels all leadership effects across the map for 30 seconds. Nearby allied and enemy units are frozen in fear for 5 seconds.

Rank 1: Pillar of Flame

Targeted enemy units burst into flames. Sets fire to surrounding terrain.

 

The Black Matriarch - Spellbook Summon

An ancient, towering Mûmak, black of skin with fiery red eyes. A heavily armored, nigh unstoppable beast of destruction

Rank 1: Mighty Stomp

The Black Matriarch stomps down, sending a shockwave that knocks down enemy units in front of her.

Rank 1: Deafening Trumpet

The Black Matriarch sounds an ear-splitting trumpeting, stunning surrounding enemies.

Rank 1: Single-minded Charge

The Black Matriarch singles out an enemy hero and will stop at nothing to trample it into the dust.

Rank 1: Black Matriarch

Nearby War Mûmakil are granted +20% speed and +33% armor.

 

Structures

 

Fortress

Threat of Mordor - 500

Nearby enemies suffer -25% damage and -20% armour. Reduces Hero cost by 10%. Reduces Hero recruit time by 10%. Reduces cost of builders by 20%.

Visual cue: Haradrim-style standing banners of the Eye

Subjugation: Near Harad - 800

Permanently decreases build time of Harondor units by 20%. Allows Tribal Camps to summon Harondor units.

Visual cue: Banners of the Serpent hanging from towers

Subjugation: Nâfarat - 1000

Provides healing to nearby troops.

Visual cue: Drinking fountains on the Fortress (Nâfarat is a lush oasis-area)

Subjugation: Mahûd - 1500

Permanently decreases cost and build time of Mûmakil units by 20%. Unlocks the Summon Oliphaunt power, which allows the Fortress to temporarily summon and Oliphaunt.

Visual cue: Mûmak tusks around the fortress. Prerequisite to Hegemony.

Hegemony - 1500

Increases fortress armor. Reduces recruitment cost of Umbar units by 15%. Unlocks the Sauron's Reward upgrade, which permanently empowers a targeted hero (minus the Golden King and Zigûr).

 

Castle Expansions

Domed Spire - 400

Catapult – 600

Den of Scorpions - 600

 

Bazaar - 300

Basic resource structure

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

Rank 1: Recruit Southron Trade Caravan - 600

Mobile economy structure.

     Rank 1: Deploy Caravan/Pack up

      The Caravan can be deployed to generate resources and gain experience and pack up to become mobile and stop resource production. Cannot be used while under attack.

     Rank 1: Fierce Competition

     When nearby Haradwaith structures and allied Trade Caravans, Caravans lose -75% resource production. Summoned structures are excluded.

     Rank 1: Trade: Silken Banners

     Units nearby the Caravan can be upgraded with Silken Banners.

     Rank 2: Trade: Steel-forged Blades

     The Caravan trades with Khand for Steel-forged Blades. Units nearby the Caravan can be upgraded with Steel-forged Blades. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols.

     Rank 2: Trade: Bronze Cuirasses

     The Caravan trades with Rhûn for Bronze Cuirasses. Units nearby the Caravan can be upgraded with Bronze Cuirasses. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols.

     Rank 3: Trade: Oil-tipped Arrows

     The Caravan trades with Rhûn for Bronze Cuirasses. Units nearby the Caravan can be upgraded with Bronze Cuirasses. Once unlocked, all other caravans may trade this upgrade. Also upgrades building patrols.

Rank 1: Recruit Âmazhir Caravan - 600

Mobile support structure. 

     Rank 1: Make Camp/Pack up

     Toggles between Nomad Camp and Âmazhir Caravan. The Âmazhir Caravan can move, but doesn't provide any buffs. Cannot be used while under attack.

     Rank 1: Blackest of Teas

     Caravan must be deployed. Replenishes one fallen unit in nearby battalions.

     Rank 1: Blessing of Mâhan

     Caravan must be deployed. Allies near the Camp gain +33% Armor.

     Rank 1: Blessing of Shâhad

     Caravan must be deployed. Allies near the Camp gain +33% Damage.

     Rank 1: Wind Demon's Favour

     Allies near the Camp earn experience 50% faster.

 

Design cue: an open-spaced marketplace - colorful stalls and goods on a square, raised piece of pavement, similar to Gondor Marketplace.

 

Harondor Outpost - 400

Outpost recruiting units from Harondor and Near Harad

Rank 1: Recruit Harondor Warlord - 200

Messengers from Mordor stirred up great unrest in the vast tribal lands of Haradwaith. Those chiefs that bowed the deepest were elevated to powerful warlords, subjugating tribes and driving them to their doom in the northern wars.

Harondor Warlords may summon a variety of Tribal warriors from the wartorn land of Harondor (ie. Angmar Thrall Master).

    Rank 1: Lies and Threats - Requires Lies and Threats upgrade. Harondor Warlords have increased armour. Passive ability.

    Rank 1: Submit! - Requires Lies and Threats upgrade. Harondor Warlords can sacrifice members of their hordes for +10% speed and +10% damage. Lasts 30 seconds.
    Rank 1: Tribal Axemen - basic melee unit - Free

     Rank 1: Tribal Archers - basic ranged unit - 50

     Rank 1: Tribal Spearmen - basic anti-cav unit - 50

Rank 1: Research Lies and Threats - 500

 Increases Harondor Warlords' armour. Unlocks the "Submit!" ability for tribal hordes.

Rank 2: Recruit Harondor Raiders - 500

These raiders were known in Gondor for striking hard and fast, then retreating ere any retaliation could be organised.

Strong cavalry from Near Harad. Can use Serpent's Lunge Formation, which grants +25% damage at the cost of -25% armour.

Rank 2: Recruit Harondor Spearmen - 600

The brunt of Sûladan's forces was made up of spear-warriors capable of marching across vast distances at great speed.

Strong anti-cavalry units from Near Harad. Can use Serpent's Coil Formation, which grants -35% Speed, +33% Armor, Resistance to Trample and Bonus damage vs cavalry .

Rank 2: Recruit Harondor Archers - 550

The archers in Sûladan's ranks were known for their use of poison-tipped arrows, which they extracted themselves at great risk from Haradwaith's many venomous species such as snakes and scorpions.

Strong ranged units from Near Harad. Can use Serpent's Bite Formation, which grants +15% Damage, +20% Range, -15% Armor, -33% Speed.

Rank 3: Guards of the Serpent - 1800

Heroic unit. Requires Sûladan to have been recruited. Limited to 1.
     Rank 1: Mount/Dismount

     Rank 3: Serpent's Sting

     Guards of the Serpent temporarily deal poison damage

     Rank 5: Unbending Charge

     Nearby Haradrim Raiders, Black Numenorean Vanguard, and Sûladan all gain +100% armour against specialist damage.

 

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

 

Mahûd Gathering - 450

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

Rank 1: Recruit Mahûd Warriors - 350

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

Rank 2: Warchant

Mahûd Warriors gain +25% damage for 20 seconds.

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: Twilight's Mistress

The Headhunters dip their darts in the poison of the Twilight's Mistress, causing poison damage to enemy units for 20 seconds.

Rank 5: Red Serpent's Venom

The Headhunters dip their darts in the Red Serpent's venom, temporarily stunning targeted enemy units.

Rank 2: Recruit Mahûd Chieftain - 500

A single unit that serves as a captain for the Mahûd units

Rank 1: Chieftain's Banner

The presence of Mahûd Chieftains decreases the cost of Mûmakil by 5% for each Mahûd on the field, up to a maximum of 20%. Whenever the Chieftain attacks, Mahûd troops gain +33% damage for 6 seconds. At rank 3, Mahûd troops also receive +33% damage per swing. At rank 3, also receive +5% damage per swing.

Rank 1: Tame the Beast - 500

Once purchased, can be cast on a creep lair to convert it to the player's side.

Rank 3: War Mûmak - 1800

Similar to Mordor’s Mûmak unit. Can be garrisoned by ranged units.

Warbeast of the South

Nearby friendly units gain +15% armour against ranged attacks. Nearby structures gain +15% armour. Can be cast to order Mûmak to trample the enemy.

War Paint - 500

Increases resistance to ranged attacks

Armored Tusks - 500

Increases resistance to specialist damage

Mahûd Mastery - 500

The Mûmak and nearby Mûmakil permanently gain +35% damage.

Rank 3: Siege Mûmak - 1600

Requires Subjugation: Harondor upgrade from the Fortress

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

Toggle Melee/Ranged

The Siege Mûmak toggles between melee and ranged attacks.

War Paint - 500

Increases resistance to ranged attacks

Armored Tusks - 500

Increases resistance to specialist damage

 

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: Great Scorpion - 600

Similar to Giant Spiders, but much harder to kill. Giant Scorpions are venomous and deal good damage to structures. 

Rank 1: Engorged Stinger

The Great Scorpion will periodically attack heroes with its stinger, dealing heavy initial damage, then poisoning its target for a short while\n Passive ability

Rank 2: Camouflage - active ability

Scorpions become invisible while standing still.

Rank 3: Venom Spray

Targeted structure is sprayed by the Great Scorpion's venom, causing it to take strong damage over time and temporarily lose -20% armour.

Rank 5: Hardened Carapace

The Great Scorpion's carapace has hardened after many battles. Armor is permanently increased by 25%.  Structural armor is permanently increased by 25%.

Rank 2: Carrion Feeder - 350

Single flying unit. Useful for debuffing enemies and taking out elites.

Rank 1: Harbingers of Death

Nearby enemy units lose -10% armor, -10% damage and -15% movement speed.

Rank 1: Putrid Talons 

When activated, Carrion Feeders' attacks poison target enemies, dealing damage over time.

Rank 2: Kâradd Patriarch - 800

A great ape, mutated and driven to madness by the Golden King's dark magic.

Rank 2: Blood-crazed Howl

The Kâradd Patriarch howls, causing enemy units to flee in terror.

Rank 3: Thundering Leap

The Kâradd jumps to a location causing area-effect damage. 

Rank 1: Nafârati Beastmaster - 400

Single ranged unit. Protected by several Jungle Wargs. 

Rank 1: Beastmaster

Nearby Pavillion beasts gain +33% armour. 

Rank 1: Kill Command

The Beastmaster shoots a fell arrow at an enemy. Affected enemy units are knocked back and temporarily take +50% damage from all Pavillion Beasts.

Rank 3: Warg Tamer

The Beastmaster summons three additional Jungle Wargs to protect him upon a targeted enemy. Jungle Wargs partially ignore a enemy armor and are resistant to fear and terror effects.

Rank 3: Nafârati Marauders - 1200

Heroic unit. Strong versus infantry, cavalry and structures. Limited to 3.

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.

Rank 1: Blackened Blood

Nafârati Marauders heal quickly once out of combat. At rank 3, can be activated to temporarily cause attacks to drain health from enemy units.

Rank 5: Accursed Bastion

For 15 seconds, Nafarati Marauders gain a+50% Armor +50% Damage, but lose -33%% Speed. When Accursed Bastion ends, all nearby enemies are moderately knocked back.

 

 

Umbarian Citadel - 600

Recruits elite units from the Black Numenorean port of Umbar

Rank 1: Corsairs of Umbar - 350

Largely identical to the vanilla unit

Rank 1: Toggle Knife/Fire Bombs

Rank 1: Coastal Raiders

Corsairs of Umbar gain +5% damage for every nearby Corsair horde, up to a maximum of +35% damage. Corsairs steal resources from enemy structures with knives equipped.

Rank 2: Black Numenorean Warriors - 700

Elite infantry unit carrying long swords

Rank 1: Stern Gaze

Nearby enemies suffer -10% Armor. Passive ability.
Rank 3: Quaking Hearts
For 20 seconds, struck enemies inflict -25% damage.

Rank 2: Black Numenorean Vanguard - 1000

Elite cavalry unit carrying swords and kite shields

Rank 1: Stern Gaze

Nearby enemies suffer -10% Armor. Passive ability.
Rank 3: Armoured Charge
For a short time, the Vanguard deals -25% melee damage but has a -50% reduction in crush deceleration

Rank 3: Watchers of Kârna - 1200

Hero unit. Requires Bûrodapân to be on the field. Limited to 3

The Order of Kârna is made up of great warriors sent to them by various tribes; to appease a sinister evil lying deep in the Nâfarat jungle \n After killing the chief protector of the Nâfarat temple, Burôdapân inherited the loyalty of the warriors, who now deify him.

Rank 1: Toggle Crescent/Line Formation

The units form a Crescent. Level 1: Warriors of Kârna gain +25% damage but lose 25% speed. Level 2: +25% damage, resistance to knockback and decelerate crush, -25% speed. Level 3: +25% damage, +25% armour, resistance to knockback and decelerate crush, -25% speed. Level 4: +25% damage, +50% armour, resistance to knockback and decelerate crush, -25% speed. Level 5: +50% damage, +50% armour, resistance to knockback and decelerate crush, -25% speed.

Rank 1: Ritual of Sacrifice

Warriors of Kârna can sacrifice a friendly Haradwaith battalion to appease the ancient evil that lies within the temples of Nâfarat. Warriors of Kârna gain experience from the sacrificed battalion.

Rank 2: Ancient Guardians

Warriors of Kârna grant nearby friendly structures +50% armour.

Rank 5: Chant of the Deeps

Warriors of Karna sound an unnerving warcry. Nearby enemy units temporarily lose -50% armour. Nearby friendly units temporarily gain knockback resistance and +15% movement speed.

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

 

Sanctum of Zigûr - 500

Recruits mysterious cultists and Hasharin

Rank 1: Zigûr Cultists - 500

Casting spells sacrifices a number of Cultists. Spells are purchased from the Sanctum to be unlocked in the Cultists' commandset

   Rank 1: Desolation - Unit Cost: 3

Target area is covered in blistering heat. Enemy units that enter the area lose -33% movement speed.

   Rank 1: Fist of the Underworld - Unit Cost: 3

Summons the Fist of the Underworld from the ground \n Enemies in targeted area are knocked back and suffer moderate damage.

Rank 1: Specialization: Zealotry - 200

Unlocks the Zealotry Ability. Requires Dark Worship: Zealotry to have been researched at the Sanctum.

   Rank 1: Zealotry - Unit Cost: 5

Targeted friendly units temporarily gain +50% attack and lose -75% armor

Rank 1: Specialization: Hearts of Fire - 200

Unlocks the Hearts of Fire Ability. Requires Dark Worship: Hearts of Fire to have been researched at the Sanctum.

   Rank 1: Hearts of Fire - Unit Cost: 3

Targeted friendly units permanently deal added fire damage.

Rank 1: Specialization: Spirit of Zigûr - 300

Unlocks the Spirit of Zigur Ability. Requires Dark Worship: Spirit of Zigûr to have been researched at the Sanctum.

   Rank 1: Spirit of Zigûr - Unit Cost: Full Horde

Zigûr Cultists are consumed by a sudden burst of expanding flame. Nearby enemies are blasted back. Terrain is set on fire.

Rank 1: Dark Worship: Zealotry - 500

Allows specialization in the Zealotry spell for the Zigûr Cultists

Rank 1: Dark Worship: Hearts of Fire - 400

Allows specialization in the Hearts of Fire spell for the Zigûr Cultists

Rank 2: Dark Worship: Spirit of Zigûr - 600

Allows specialization in the Spirit of Zigûr spell for the Zigûr Cultists

Rank 2: Hasharin Blade - 750

Semi-heroic single unit.

A powerful single unit that can deal devastating damage to heroes and severely disrupt an enemy base

Can 'specialize' by switching stances, granting access to different final abilities.

The Hasharin are order of assassins founded by the wicked Syâr-Rhul in order to silence and intimidate the Golden King's adversaries amongst the Haradrim tribes. 

 
Stance: Subtlety
Default stance
Stance: Combat
The Hasharin gains +25% armor and +15% movement speed, but loses -25% damage
Stance: Assassination
The Hasharin no longer auto-acquires enemies. Gains +25% damage, but loses -25% armor
 
Rank 1: Eyes of Syâr-Rhul
When damaging enemy heroes, the enemy hero becomes Marked by Syâr-Rhul, allowing the player to track the hero's movements and see through the hero's eyes. When activated, can be cast on enemy unit to take on its appearance for a short while. While disguised, the Hasharin cannot attack or be attacked, but can use certain powers
Rank 1: Blades of Syâr-Rhul
Hasharin Blades passively deal improved damage versus enemy heroes and heroic units. When activated, Hasharin Blades can stealth while moving and their attacks deal damage over time to enemy heroes and heroic units. 
Rank 1: Wicked Mirage
Summons two mirages identical to the Hasharin. Mirages deal no damage.
Rank 3: Poisoned Well
Disables an enemy structure. Also deals damage over time to enemies nearby the structure in a wide radius.
Rank 3: Smoke Bomb - Subtlety
Disables defensive structures within the radius. Also causes enemies caught within the smoke to suffer from reduced vision range.
Rank 3: Fan of Knives - Combat
Hasharin teleports to targeted enemy unit, dealing area of effect damage upon impact
Rank 3: Marked for Death - Assassination
Hasharin throws a poisoned knife at an enemy unit, dealing strong damage over time and slowing the target

Rank 3: Blessing of Belegûr

Requires four full battalions of Zigûr Cultists

Sacrifice all cultists on the battlefield to summon the wrath of Melkor.

 

Desert Lookout - 400

Guard tower. Can be upgraded with fire arrows and sentries.

 

Spellbook

 

Tier 1
5 - Horn of the Serpent Lord - Rally Call
5 - Dry Spell - Reduces production of any resource or recruitment structure within the area of effect for 60 seconds .Resource production is decreased by -75%.
5 - Southron Sentry - Summons a Sentry Tower, providing strong line of sight. Has a single Tribal Javelineer. Weak armor, low damage, low cooldown. Limited to 4.
 
Tier 2
10 - March to War - For 60 seconds, all Haradwaith units gain +15% damage and armour and are immune to debuffs.
10 - Curse of the Wind Demon - All units within the radius are scattered and stunned for a short while. Deals decent damage.
10 - Forth, Men of Darkness - Summons 2 battalions of Easterling Phalanx led by a Vârakh-bórax.
10 - Tribes of Harad - Summons a Tribal Camp. The Tribal Camp may summon Tribal Axemen, Javelineers, and Spearmen. Once Subjugation: Near Harad is researched, may summon Harondor Raiders, Harondor Spearmen and Harondor Archers.
 
Tier 3
15 - Khandish Charioteers - Summons three Khandish Chariots.
10 - Unrelenting Sun - Enemy units across the map are slowed by -33% and take damage over time for 15 seconds. Haradwaith units gain +20% movement speed for 15 seconds.
15 - Oasis - Summons a palm tree surrounded by a natural moat of clear water. Nearby units are fortified and receive healing. Limited to 2. May use Cleansing Waters, which instantly heals units for a moderate amount. Affected units gain +50% armour and resistance to fear and terror for 60 seconds.
 
Tier 4
25 - Burning Sands - Sunstroke
25 - The Black Matriarch - Summons the Black Matriarch, an ancient, towering Mûmak, black of skin and with fiery red eyes. A heavily armored, nigh unstoppable beast of destruction.
 
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. 

Edited by OdoProudfoot, 22 January 2022 - 07:24 PM.

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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. 


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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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