Just to be clear, these are just my ideas that I hope can be an inspiration. If by any chance the AotR team would change their minds and decide to do a Rhûn subfaction, then they should do it how they want to do it. I recognize how massive this post is, I'm attempting to throw stuff at the wall here to see if anything sticks. It's always easier to make cuts.
Core Set-up
I would suggest going the route of making Rhûn a subfaction of Haradwaith, which can be chosen by the player at the beginning of the match in a similar manner to Erebor’s two factions. From what I know, this would allow maximum flexibility and diversity within the roster itself. I personally prefer Haradwaith over Morder because I feel the system already in place is the most suitable one for Rhûn’s mechanics.
There are two routes to go with in my opinion…
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Build directly off of Haradwaith to keep it simple. This would mean completely changing out the units and heroes, while modifying some of the buildings and the Spellbook but retaining the core structure.
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Go with a completely new system as much as possible with completely different buildings and spells along with the units and heroes. I would envision a much more nomadic system for the “early game”, with the steppes and plains being the center of life for the clans of Rhûn and Khand. The great stone cities built by Sauron’s servants in the Second Age then form the basis of the “late game”, hypothetically centered around the Sea of Rhûn and the Orocarni Mountains.
While I personally like the 2nd option more, I’m going to lean more towards option 1 in this presentation for simplicity's sake. I’m also uncertain how much a subfaction or adventure faction can actually differ from the core faction it is based off of.
For design inspiration, I would suggest looking to a mixture of Chinese and Anatolian Turkic elements for the regions around the Sea of Rhûn, Persian and Central Asian for Khand, and a variety of inspiration for the farther lands including Hunnic, Mongolian, Indian (Northern and Southern), Southeast Asian, Japanese, and Siberian.
Buildings and Units
Those marked as “LotRSBG Inspired” come from the Lord of the Rings Strategy Battle Game or Game Workshop models.
Mill or Pasture: Basic resource building, either works in my opinion
Guard Tower: Pretty self explanatory
Mustering Ground
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Clan Chieftain: Based off of the Thrallmaster from RotWK and the Harondor Warlord counterpart, can summon units from the various regions of Rhûn. I’m fairly certain we can’t have this many, and some of the names are iffy at best, but here is what I have come up with.
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Note: Alternative names are sourced from the very-non-canonical New Notion Club Archives.
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Runaer Warband: Spears and shields
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Runaer is likely just another name for Rhûn from a map in the Hobbit, gives it a bit more flavor and is representing the more agrarian lands directly around the Sea of Rhûn. More ornately dressed and armed, maybe in a style similar to Dale and Dorwinion.
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Alternatively: Hazga Warband
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Balchoth Raiders: Javelins, swords, and shields
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Used to represent the Easterlings within the flatlands south of the Sea of Rhûn and within Rhovanion proper itself. While not as rich as the lands around the Sea of Rhûn, these lands were still prosperous for herdsmen and farmers. I see them as more Turkic in style, think Almogavar in terms of unit usage itself.
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Neldorethi Stalkers: Bows
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“On an early draft map for The Lord of the Rings, Tolkien indicated that Neldoreth was the name of the forest bordering the north-eastern shore of the Sea of Rhûn. This forest went unnamed in later maps.”, this could be changed to something more “Rhûnic” in style. Units could have a Siberian Turkic or ancient Scythian appearance.
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Alternatively: Urgath Stalkers, from forested lands east of the Sea of Rhun.
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Gobi/Last Desert Nomads: Mounted (bactrian camels?), armed with bows
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The Last Desert is mentioned only in The Hobbit. When Bilbo Baggins insisted to Thorin and Company that he was fit to be the burglar on their quest, he said he was willing to travel to the "East of East" which, according to him, was the location of a region known as the "Last Desert" In the earliest drafts of The Hobbit, Bilbo offered to walk from The Shire "to [cancelled: Hindu Kush] the Great Desert of Gobi and fight the Wild Wire worm(s) of the Chinese. ~Of course this directly comes from the IRL Gobi, but it wouldn’t be the first such stretch.
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Alternatively: Logath Nomads, from the lands north of the Sea of Rhun.
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Rather than going with the Bedouin or Arabic look, go more Mongolian, as the Gobi desert is the direct connection here.
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Noroth/Hanako Thugs: Maces and clubs
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“In a draft for what would become the chapter The Shadow of the Past from The Fellowship of the Ring, it is mentioned that the Necromancer was rallying his forces and causing wars and devastation from his stronghold in Mordor, and that giants were said to be among those forces. There, the giants were described as "a Big Folk only far bigger and stronger than Men the [?ordinary] Big Folk, and no stupider, indeed often full of cunning and wizardry." An early root for "giant" is given as NOROTH. This yields Quenya norsa,[27] and Noroth (likely supposed to be a Noldorin word[1]). A discarded Quenya word was hanako, from a root KHAN-AK.[2]
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Alternatively: Hurmkarnuli Thugs, from the foothills of the Orocarni.
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In appearance I’m thinking a hybrid between the Indian Thuggees and strongmen and ancient Minoans. I personally like the thought of horned helmets. Beorning model would be a good base.
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Palisori/Pala Brigands: Torches, mounted on horses
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The lore reasoning here is that Palisor over time could have become the name of a more specific region of steppe, as “According to Christopher Tolkien's reading of the Qenya Lexicon, 'Palisor' is derived from the root PALA, "whose derivatives have a common general sense of 'flatness', among them palis 'sward, lawn', whence no doubt Palisor”.
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Alternatively: Nuriag Brigand, from the flatlands between the Sea of Rhun and Khand
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Think Hunnic raiders and pillagers, light mounted units that deal fire damage and cause chaos.
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Clan Champions: Two-handed glaives or axes
Beast Tamer’s Guild
Wainwright's Guild
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Wainriders
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Contrary to popular belief a wain is not a chariot, it is a wagon or cart, suggesting more of a platform. I never envisioned the Easterlings riding light, Egyptian style chariots, but rather large Mesopotamian style chariots with 4 or more horses and maybe even four wheels. They would have at least 4 riders, including a driver, two archers, and a spearman, with maybe more in addition. These are freaking tanks.
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War Wagon/Great Wagon
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It’s clear that some of Tolkien’s inspiration for Rhûn was from the Far East, which of course includes the nomads of the great steppes. Here we have the largest of the wains, essentially a massive Mongol style mobile yurt pulled by Kine of Araw. Basically a mobile fortress.
Engineer's Guild
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Naffatun: Unit that throws fire bombs and uses other combustive toys
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War Rockets: Historically the Chinese were famous for their rockets. I'm not a huge fan of gunpowder being used in Middle Earth because of reasons, but technically fireworks are already part of the movie lore. Gandalf got them from somewhere.
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Flamethrower: As was already previewed
Legionary Barracks: Place for the training of the Dragon Horde/Legion/Banners, whatever historical basis sounds best. (Names with creative license could be added, I believe there are some already coming in 8.0 if they aren't in already.)
Note: The shields from the movie set were designed with the ability to be strapped to the arm, enabling two-handed usage of weapons. Halberds and bows could be used with the shield, meaning that the "swordsman" unit could be merged into a toggle-able unit..
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Khân-pâlanax: In game
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Khân-xâtanax: In game
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Khân-yû-âkhax: In game
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Khân-kâtaphrax: In game
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Khân Drummers: Mounted on horses with drums on either side, meant to boost the moral and prowess of the legions.
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Dragon Knights: In game
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Banner, armour, and weapon upgrades are researched here.
Temple of the God-King
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Temple Guard: Two handed swords or hammers. Would possibly fit best as a summonable unit only.
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War Priest (LotRSBG Inspired): Staff-ax, conjurers and magicians. They act as both captains of the legions and the priests of Sauron.
Imperial Court/Embassy: I’m basing the imperial control of the Dragon Emperor of Rhun to something similar to the Chinese tributary system, but instead of gifts he demands soldiers.
Orocarni Hall: For those who are not familiar with the idea of “evil” dwarves…
In regards to the War of the Last Alliance Tolkien states, “All living things were divided in that day, and some of every kind, even of beasts and birds, were found in either host, save the Elves only. They alone were undivided and followed Gil-galad. Of the Dwarves few fought upon either side; but the kindred of Durin of Moria fought against Sauron.”
In the essay “Dwarves and Men” (which Christopher Tolkien published in The Peoples of Middle-earth, Volume XII of The History of Middle-earth), we find an interesting note:
For they had met some far to the East who were of evil mind. [This was a later pencilled note. On the previous page of the typescript my father wrote at the same time, without indication of its reference to the text but perhaps arising from the mention (p. 301) of the awakening of the eastern kindreds of the Dwarves: ‘Alas, it seems probable that (as Men did later) the Dwarves of the far eastern mansions (and some of the nearer ones?) came under the Shadow of Morgoth and turned to evil.’]
And finally from the Hobbit we have…
“They (Goblins) did not hate Dwarves especially, no more than they hated everybody and everything, and particularly the orderly and prosperous; in some parts Wicked Dwarves had even made alliances with them.”
Aesthetically, I like the idea of the Orocarni dwarves being based off of the ancient Assyrians, Babylonians, and other Mesopotamian peoples, braided beards and all.
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Orocarni Venturers: Mercenaries and adventurers, going far and wide to seek riches and fame, some are veterans of the War of the Dwarves and Orcs who became discontent after years of fighting but have little else to do with their lives anymore. Not certain on armament…
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Orocarni Watchers: Chu-ko-nu style repeating crossbows anyone? Would be a deadly weapon in the confined spaces of the dwarven halls and keeps.
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Orocarni Wardens: First row with swords and shields, second row with spears
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Siege Engine: The dwarves don’t always get along, greed is a powerful force that can lead even close friends to come to blows. A dwarven vault is a tough nut to crack, and requires some engineering.
Khandish Yurt
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Warriors of Khand: Bows, axes or swords, and shields
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Variag Horsemen: Bows and glaives
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Variag Chariots: Fast and agile with a driver and a rider armed with a bow or spear.
Sanctuary of the Dark East: The Far East is a mysterious place where the histories of elves and men began but the fate of their homelands is never revealed in the legendarium. Who is to say they are gone?
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First Men of Hildor: “Great axes” (and beards).
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Those mentioned in the Pelennor Fields who were unknown to the Gondorians
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No evidence that the lands of Hildor ever vanished or were destroyed, no reason for men to stop living in their original homeland.
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Maybe Ainu and ancient Japanese in appearance, or go more of a Polynesian/Maori route.
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Avari of the Wild Wood: Bows
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Cuivienen is gone, but many Avari never left the East as far as we know. Many were already under Melkor’s influence before the other elven families left Cuivienen, maybe those who were not turned into orcs remained in the shadows of their forest homes of the Wild Woods.
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For their appearance maybe draw from the tribal peoples of Indochina and Southeast Asia
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Kaukareldar/Dark Fays: Swords? An ethereal unit of sorts so more centered on support, maybe give them instruments to play and magical attacks to support their “fay” like qualities.
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Fays are really only found in the early versions of the legendarium, likely abandoned for the Maiar, but the idea of twisted spirits under Melkor’s sway working amongst the early elves and men was retained. It’s possible Sauron still had some allies among these fallen spirits (or Maiar) in the hidden lands of the east which he used to sway the hearts and wills of men. The east has long been Sauron’s refuge when he was in hiding, it is likely that he has many agents there.
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I have always envisioned Sauron using more of a deceptive "angel of light" guise among the Easterlings, not as outright dark and sinister. These Kaukareldar would likewise be less wraiths, and more twisted spirits of nature along the lines of the early fay or of hidden origin such as Tom Bombadil and Ungoliant. Or they could merely be corrupted spirits of Maiar, men, elves, or other creatures like those likely within the Barrow Wights or Watchers of Cirith Ungol.
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The armour of the Native Americans of the American Northwest, such as the Haida, Nootka, or Tlingit, are pretty fitting for woodland spirits in my opinion. Their knives and weapons are gorgeous too. A strange mixture of beautiful and freakish.
Heroes
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Ulda: Personal invention, beast tamer and huntsman of Rhûn armed with a bow and knives. Can tame wild creatures.
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Tumyra (Based on Tomyris): Personal invention, female clan leader wielding a spear, can mount a horse. Early game light hero.
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Dhuddamli Ironfist: Personal invention, Orocarni Warlord, armed with a sword and shield. Boosts Orocarni units and recruitable from the Orocarni Hall.
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Khusra (Play on Khosrow): Personal invention, ruler of the Variags, wields a glaive and can mount a chariot. Boosts Khandish units and recruitable from the Khandish Yurt.
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Amdur (LotRSBG Inspired): Blademaster of Rhûn, personal guard of the Dragon Emperor. Wields a two handed sword
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Rutabi (LotRSBG Inspired): General of the dragon horde armed with a sword and shield. Trusted military advisor and leader for the Dragon Emperor. Can toggle a horse mount.
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Brórgîr (LotRSBG Inspired): Chief war priest of Rhûn, goes with the Dragon Horde to war armed with a staff-ax and his knowledge of magic and conjurations.
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The Prime Minister: Personal invention, a Kaukareldar or dark spirit, and servant of Sauron who has the ear of the Dragon Emperor of Rhûn. While the Dragon Emperor is the clear unifier and ruler of the clans and cities of Rhûn, some wonder if the true power of the realm lies with this dark, mysterious figure.
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Dragon Emperor of Rhûn (LotRSBG Inspired): The Great Khan of the Clans and Emperor of all Rhûn, one who sits upon the Dragon Throne, the Hand of Sauron, the ruler Under the Endless Heavens, Mandated by Melkor. He is second only to Melkor and his high priest, Sauron. All men must view him as being nigh unto godhood.
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Carried about on a massive royal palanquin by his elite bodyguard, a figurehead in reality but the representative of Sauron’s will in name. Has various passive buffs, summoning abilities, and fights enemies with his unit of attending guards.
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Ring Hero - Annatar: The Lord of Gifts, in which form Sauron would have initially wooed the realms of the East in the Second Age. Yes, Sauron's fair form was destroyed in the Fall of Numenor, but that would have included Zigur as well, which is the Ring Hero for Haradwaith. A beautiful, yet terrifying figure.
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As mentioned earlier, I personally envision Sauron using more of a deceptive "angel of light" guise among the Easterlings, not as outright dark and sinister. This fits with Tolkiens description of him in Of the Rings of Power and the Third Age, “he named himself Lord of the Earth. A mask he still could wear so that if he wish he might deceive the eyes of Men, seeming to them wise and fair.”
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Further on Tolkien states, "In the east and south well nigh all Men were under his dominion, and they grew strong in those days and built many towns and walls of stone, and they were numerous and fierce in war and armed with iron. To them Sauron was both king and god; and they feared him exceeding, for he surrounded his abode with fire."
Spellbook
Tier 1
Horn of the Khan - Target allies gain +25% damage, +25% armour for 60 seconds.
Eastern Medicine - Basic heal units and revive one unit per horde.
Imperial Tribute - Drops gatherable resources
Tier 2
Nomads of the Steppe- +10% resources from Rhûnic production buildings and +10% unit movement speed. Passive ability.
Stinging Swarm- Summons a swarm of stinging insects which cause damage to enemy units and causes them to flee
Stone Fortresses of Rhûn - Summons a guard tower garrisoned by archers with fire arrows.
Emperor of the East - Unlocks the Imperial Court/Embassy and temporarily decreases unit build time.
Tier 3
Stampede - A stampede of Kine utterly destroys the area within the selected zone and any units or buildings within.
Southron Allies - Summons a Mumakil and several Haradrim units.
Khamul the Easterling - Summons Khamul the Nazgul, remains until killed.
Tier 4
Dark Plague - A great pestilence sickens all enemies within the radius and taints the ground for a time, anyone who enters it also becomes sick.
The Golden Wyrm- Summons the Golden Wyrm, a monstrous were-wyrm from the lands of the Far East.
Edited by TheLeRoi6, 06 December 2022 - 09:03 PM.