Faction Description |
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Rhûn, A.D. 2954 Summer
Chieftain Borthand Easterlings are the nomadic peoples that inhabit the little-known eastern lands of Middle-earth, from beyond the Sea of Rhûn in the east to as far west as Rhovanion. These various different folks and tribes are united only in their wild and cruel nature, and their hatred for the West, particularly the Númenóreans and their descendants.Over the years, the Easterlings have been a constant foe of the Free Peoples, pledging allegiance to both the Dark Lords: first Morgoth, and later his disciple, Sauron. It was thanks to the treacherous Ulfang the Black, who betrayed the Sons of Fëanor, that Morgoth saw victory at the the Battle of Unnumbered Tears during the First Age. Later, in the Third Age, Easterling tribes continuously attacked the Kingdom of Gondor. Amongst them, the fierce Balchoth and the Wainriders gained renown in the West. The series of successful raids ended after Gondor formed an alliance with the Rohirrim and drove the Easterling forces from their realms.Weakened and separated, the Easterling tribes require a strong and clever Chieftain to unite them, and to carry out the Dark Lord’s plans. The Free Peoples of Middle-earth are to be destroyed; to the West, Rohan and Gondor shall pay for their previous victories and to the North, the rich cities of Erebor and Dale need to be humbled.Easterling armies are broad and varied. Included are the heavy infantry of Rhûn, the great chariots of the Wainriders, the notorious Balchoth raiders, Hazga archers and from Khand come the Variags – a savage race of warrior people, known for their brutal cavalry.
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Units List |
60
Balchoth Tribesmen missile infantry Made up from fierce Balchoth tribesmen, these excellent skirmishers hurl javelins at their foes, but can fight at close quarters if necessary.
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60
Clansmen light infantry Lightly armoured and equipped with a sword, Clansmen are reliable support troops.
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60
Clan Warriors heavy infantry Disciplined swordsmen wearing light armour and an open helmet, and armed with two curved swords.
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60
Clan Guard heavy infantry These formidable troops are armed with six foot long halberds and are protected by lamellar armour.
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60
Lôke-Gamp Rim spearmen infantry Heavily armoured elite pikemen, their pikes make them effective against both foot and mounted foes.
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60
Lôke-Flag Rim heavy infantry Very heavily armoured elite infantry, equipped with maces and a heavy shield.
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60
Clan Hunters missile infantry Used to hunting with a bow these troops are proficient with their bows, but will melt away quickly in melee.
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60
Clan Crossbowmen missile infantry Slow to reload, but a potent and easy to use missile weapon firing powerful bolts.
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60
Dismounted Variags missile infantry Dismounted Variags shower the enemy with arrows, weakening and breaking formations before the infantry move in.
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60
Lôke-Nar Rim missile infantry Lôke-Nar Rim are elite missile troops equipped with composite bow, sabre and golden steel plates.
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30
Variag Raiders missile cavalry Tribal Khandish nomads, accustomed to life in the saddle. These hardy bowmen have a fierce and unruly reputation.
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30
Horse Guard heavy cavalry Encased in lamellar and equipped with lances and sabres these warriors are formidable fighting machines.
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30
Lôke-Innas Rim heavy cavalry Very heavily armoured elite cavalry and equipped with a lance and sabre.
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20
Warboat light ship This simple boat will transport armies and provide some protection against pirates.
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30
Corsair Ship light ship A Corsair ship commanded by a fearless Admiral seeking fame and fortune!
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24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
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24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
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Cannot recruit units |
15
Bodyguard heavy cavalry Very heavily armoured elite cavalry and equipped with a lance and sabre.
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12
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Faction strength |
Can field heavily armored Dragon Regiments. |
Faction weakness |
Lacks versatile spear units. |
Special unit |
Kataphracts |
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City Buildings List |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Stables A Stable allows for the recruitment of basic cavalry units.
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Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
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Bowyer A Bowyer allows for the recruitment of basic missile units.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Racing Track A Racing Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
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Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Bimaristan A Great Bimaristan improves public health markedly, and also significantly lowers retraining costs in its host city.
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Shrine of Melkor A Shrine of Melkor converts a small percentage of the region to Followers of Morgoth, and improves happiness.
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Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
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Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
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Hashashim's Guild A Hashashim's Guild house improves law and order in the region, and the quality of locally trained assassins.
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Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
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Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
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Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
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Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
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Castle Buildings List |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Stables A Stable allows for the recruitment of basic cavalry units.
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Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
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Bowyer A Bowyer allows for the recruitment of basic missile units.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Shrine of Melkor A Shrine of Melkor converts a small percentage of the region to Followers of Morgoth, and improves happiness.
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Caravan Stop A Caravan Stop increases trade, and allows the recruitment of camel cavalry.
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Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
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