The Edain Mod aims to take you deeper into Middle-Earth than ever before and create a game worthy of Tolkien's books and Peter Jackson's movies. In our quest for lore accuracy, visual quality and deeper gameplay, we overhauled every aspect of the original game to craft a new, immersive Lord of the Rings experience. Discover the new factions of Lothlorien and Rohan, field new units and heroes for each of the existing factions, enjoy a visual style closer to the movies and unleash the power of the One Ring with individual Ring heroes for every factions. Light or Shadow, Defender or Conqueror... the choice is yours.

Report article RSS Feed The Road to Edain 4.0: The Last Homely House

Introducing the Rivendell castle, as well as structures and units from the Hobbit movie!

Posted by Lord_of_Mordor on Jan 12th, 2013

The Road to Edain 4.0: The Last Homely House

Greetings, companions of Edain!

Over the holidays, we showed you the Dwarven fortress and explained our reasons for Edain's return to the fixed building system from the first Battle for Middle-Earth game. Since then, we've been hard at work and are happy to present you our second new castle today:

Rivendell Castle

The Rivendell castle is based on the circular shape of the Gondor fortress, but has a number of unique features to give it a unique atmosphere.

Rivendell Castle

The gatehouse is not only an impressive eye-catcher, but also very hard to conquer: You can build Bruinen wells on both sides to flood enemies who want to gain entry. The remaining walls can be upgraded with towers or side doors.

Rivendell Castle

The rear walls have two covered walkways which the enemy can not climb with ladders or siege towers. This makes them a particularly safe places for archers to rain down a hail of arrows.

Rivendell Castle

To compensate for these additional defenses the Rivendell castle also has its weaknesses: Because access to the walls is granted by ramps instead of stairwell towers, it only has place for seven build plots. This means that Rivendell can erect as many structures as Rohan or the Dwarves, but two less than Gondor, who need that extra space for special buildings such as the marketplace or the quarry. Furthermore, Rivendell has no equivalent to Gondor's wall trebuchets. We've long thought that the lightbringer fortress expansions seemed out of place and took this opportunity to remove them.

Rivendell Council HallRivendell Council Hall

The central building of the Rivendell Fortress is the Council Hall. Here you can not only summon the heroes of Imladris, but you can also upgrade it with chambers for its scholars to research the secrets of blacksmithing, military strategy and mystical arts. Over time, this will grant you new options such as better upgrades, new formations and unlocked lightbringer abilities. In addition, you can send Elrond's chief counsellor, Erestor, into different buildings to oversee production and imrpove efficiency. For example, while Erestor is supervising the forge, unit upgrades will be cheaper to equip.

Rivendell Scriptorium

A new economy building for Rivendell is the scriptorium, where scholars are charged with accounting, logistics and organization to generate resources. As a special bonus you can recruit cheaper lightbringers the more scriptoriums you have. Of course you can still opt to grow food as your primary resource to get cheaper cavalry instead, the scriptorium is a new option in addition to the existing economy.

Circle of the Wise

The lightbringers will no longer be summoned at the altar, but in the new Circle of Wise. This building is based on the meeting point of the White Council from the Hobbit movie. We felt it was appropriate to recruit Rivendell casters where the greatest wizards and Elven leaders of Middle-earth gathered.

Beyond the Walls

On the neutral outposts, Rivendell players can put up Dunedain camps. These provide access to cheaper swordsmen and elite archers with long range to compensate for some shortcomings of the core faction.

The Hobbits from the Inn always felt a bit out of place to us: The people of the Shire are a peaceful folk, and Rivendell could hardly call forth an army of them. After all, Hobbits love nothing more than things that grow. And therein lay the solution to incorporate them in a way that is relevant for the gameplay and true to the lore.

Hobbit Farm

In addition to Rivendell's own economy structures, you'll be able to build Hobbit farms on the neutral settlement sites outside the fortress. Those do not give you any discount on Rivendell units, but instead make Dunedain available for less resources. After all, protecting the innocent halflings was one of the Dunedain's motivations for their battles as expressed by Halbarad:

"A little people but of Great worth are the Shire-folk. Little do they know of our long labour for the safe-keeping of their borders. Yet, I grudge it not."

If the farm comes under attack, you can briefly call a couple of shirrifs to arms to repel the invaders.

Hobbit Farm

And while we're on the subject of Hobbits: The new Hobbit movie finally gave us a look at the Rivendell soldiers of the Third Age, after we previously had to use the forces of the Last Alliance. And indeed, the two designs proved to look very similar except for the color scheme. In the next version you'll command the Rivendell troops from the Hobbit, clad in silver armor and red robes.

Rivendell Soldiers of the Third Age

Only when they are given heavy armor will they revert to their gold armor as we did not want to lose that iconic style element from the faction entirely.

Rivendell Soldiers of the Third Age - Heavy Armor

We hope you enjoyed this preview of the Rivendell faction we're building for version 4.0. Please share your feedback in the comments and let us know which faction you'd like to know about next!

Post comment Comments  (0 - 50 of 74)
ApornasPlanet Jan 13 2013, 4:44am says:

This is going to be great! I really like the new take on this mod with good old BFME base building and all. Keep it up!

+8 votes     reply to comment
Perpentach Jan 13 2013, 5:12am says:

I'd like to know about Angmar next, they seem the ideal evil faction to have walls, since they were known to have the heavily fortified citadel of Carn Dum. Just dropping my two cents. And I think the same of Lothlorien, they don't seem right with walls, so they should have the evil faction type of base.

+7 votes     reply to comment
Förster44 Jan 13 2013, 9:31am replied:

I would prefer them to have rope bridges between big trees instead of walls. Ideal archer positions, but no actual obstacles for enemy hordes :3

+5 votes     reply to comment
Lord_of_Mordor Author
Lord_of_Mordor Jan 13 2013, 7:22pm replied:

Yes, our current plan is for Angmar to have a walled fortress :) On the flipside, Lorien will be the only good faction without solid walls. However, they will get some unique defenses of their own to compensate, since even without walls the Woodland Realm was hard to conquer. We're still working out the details though.

+4 votes   reply to comment
Berem Mar 2 2013, 12:59am replied:

...Well, it's understandable your view, opinion and strategy based on some scenes of the first trilogy of sir "Peter Jackson" - that give that type of approach -, but actually "Caras Galadhon" was heavily fortified with great green walls and moats around its towers and walls... So even if you want to keep in that way, it's not based on the lore... Nevertheless your mod is superb...

+1 vote     reply to comment
Berem Mar 2 2013, 1:07am replied:

...And, just to complement, it was "Celeborn" that fortified it, and being the case you pay attention to the books of "The Lord of the Rings - The Fellowship of the Ring", when you reach the part of which the fellowship reaches "Lothlorien", you can notice that the walls and defenses are described... You may, of course, maintain your views and approaches, but, again, it's not lore accurate...

+1 vote     reply to comment
Berem Mar 3 2013, 7:41pm replied:

...What is your answer?

+1 vote     reply to comment
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Captainobvious Jan 13 2013, 6:48am says:

Angmar is interesting to see

+2 votes     reply to comment
xristos10 Jan 13 2013, 12:21pm says:

Will the next version include English language?
And of course great update!

+4 votes     reply to comment
Förster44 Jan 13 2013, 12:22pm replied:

Read the other news, it's been announced there ;-)

+3 votes     reply to comment
HerrSeuchenMarine Jan 13 2013, 1:14pm says:

I'd like to see what you've done with the Nebelberge. :D

+1 vote     reply to comment
Edward_Windsor Jan 13 2013, 1:19pm says:

Once again, great work, guys! This concept enhances the beauty of your previous achievements. A few questions: Is it true that you will increase the number of elves per battalion and what's going to happen to the Lindon units?

+1 vote     reply to comment
miguelchaino Jan 13 2013, 7:19pm says:

Hello, I'm Spanish. I think the voices of warriors and heroes that there should be the default. Thus, each player will listen to the heroes in the language in which you installed the game. If you create a new hero can use the default custom heroes´s voices. This is just a idea.Good work! Although I would like the free mode of construction was also allowed.
Another thing: Is there any way to create a publisher for each game translates the letters of the language you want? Vostros you build it in German and / or English, and everyone in your home that you want to translate. If there is a possibility that the program built a patch editor would be great and selfless work of a person could be used by many people by sharing that patch.
Greetings. Good job. Congrats. And sorry for my bad English.

+1 vote     reply to comment
Perpentach Jan 14 2013, 3:28am replied:

If I'm allowed, I'll awnser him in Spanish:

Dijeron ya hace bastante que las voces no las van a cambiar, ya que fue un trabajo dificil ponerlas tal y como estan en Aleman y revertir el cambio seria complicado ahora mismo. Lo ha preguntado mucha gente antes y les han dicho igualmente que no. Espero que esto responda a tu pregunta.

+2 votes     reply to comment
Guest Jan 14 2013, 2:17am says:

will it be fully AI compatible?

+2 votes     reply to comment
Elbareth Jan 14 2013, 2:59am says:

can't wait !

+2 votes     reply to comment
Gnomi Creator
Gnomi Jan 14 2013, 5:24am says:

It will be fully AI compatible.
@ nmiguelchaino:
Those sounds would be boring and then 90% of the heros would have the same voices. Therefore we gave every hero a unique voice, if possible the voice which is used in the lotr/hobbit movies.

+2 votes   reply to comment
coo_snake Jan 15 2013, 12:55am replied:

Hopefully english voices too?

+1 vote     reply to comment
Turin_Turumbar Creator
Turin_Turumbar Jan 15 2013, 8:05am replied:


+1 vote   reply to comment
Guest Jan 16 2013, 3:56pm replied:

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Gnomi Creator
Gnomi Jan 16 2013, 5:54pm replied:

The voices will be in german, it would be too much work to translate them also.

+2 votes   reply to comment
Guest Jan 17 2013, 7:04am replied:

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Gnomi Creator
Gnomi Jan 17 2013, 9:33am replied:

We made it in german, as we are all german and all movies are translated into german. :P
And as at the beginning 100% of our community was german we just stayed german for a long time.
Of course we all can speak english without problems, but as we are a german mod we all speak german and made our work in our native tongue.

But hey... I have played spanish mods and wasn't able to understand a word, but I still played the mods and they were quite cool.:D

+1 vote   reply to comment
Guest Jan 17 2013, 11:42am replied:

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Gnomi Creator
Gnomi Jan 17 2013, 12:51pm replied:

Yeah, I've heard something like that from sweden - but german translations are really good in 90% of the cases. I play most of my games in english, but german translations are normally one of the best translations in the world. :)

0 votes   reply to comment
jampe Jan 14 2013, 6:37am says:

you guys are awesome. I've stopped playing bfme2 because i started hating this damn free-build system. You'll finally allow me to play bfme2 again.. bfme1 gets old over time ;)

I really like those new fortresses, can't wait to play 4.0! Keep up the good work!

+3 votes     reply to comment
B.O.M Jan 14 2013, 8:51am says:

ErmagawdermagawdERMAFUKENGAWD!!!! I love you all Edain mod makers ~<3 let me give you many man children as tribute to your godlynessess...ess? But seriously kick *** job! I do have questions. 1) I saw that you had at one point incorporated Gamesworkshops ideas for seperate nazgul (the dark Marshall, khamul) "armor" are their plans to expand on this? And will they have seperate abilities? Also I'm the guy who has hundreds of goblins out of range so beasts summoned by powers date my need for violence...will there be more added? No need for specifics if you wish ;)

+2 votes     reply to comment
Guest Jan 14 2013, 5:23pm says:

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Gnomi Creator
Gnomi Jan 17 2013, 9:33am replied:

Yes and yes.^^

+3 votes   reply to comment
DrHouse93 Jan 18 2013, 3:07pm says:

The more I read news and comments, the more I convince myself Edain 4.0 is how BFME2 should have been. Anyway, I'd like to make a suggestion and a question.
The suggestion is: as already requested, why don't you make some building sites (like the fortress's ones) around the support and resource plots? Maybe not six (they would be too many), but 1 or 2 should be fine ;) (maybe allowing towers only as a defensive structure)
On the contrary, the question is: it's been a while since I played War of the Ring for the last time, but then I remembered it was unplayable due to some bugs and issues. The question is: will it be improved? Or should we wait for another version to see an improvement?
Anyway, keep it up your work! :D

+1 vote     reply to comment
Guest Jan 18 2013, 3:40pm says:

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Gnomi Creator
Gnomi Jan 18 2013, 7:03pm says:

We will, if we have time, add new missions, but I can't promise anything.
No, we had to deactivate this, because the engine of Bfme sucks. :P the game had huge performance problems and crashed all the time with the CaH and all our new content. The new content was just too much. So we deleted the CaH - and everything worked fine again.
What do you mean?
You can give the ring to your heros all the time, even while fighting.
There are no changes planned, as everything works perfect for us?

@ dr. house:
We won't do this, because (as I've said) it would cause bugs. You can build in your fortress, captured fortresses or in camps.
But not in the middle of the land scape.

The wotr works fine 90% of the time in the current version. There are a few bugs. (sauron with ring causes crashes), but mostly it works without problems.

+1 vote   reply to comment
Guest Jan 19 2013, 6:41am replied:

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Gnomi Creator
Gnomi Jan 20 2013, 12:33pm replied:

Not fixable.

+1 vote   reply to comment
DrHouse93 Jan 19 2013, 8:53am replied:

Thanks for the answer!
What about instead the buildings? I mean, I read that walls, gates and defensive structures won't be able to be attacked by units, but is this valid also for the other structures? (for example the barracks, the siege works and even the fortress)
Maybe you could make that just some buildings (for example, the wooden ones) can be attacked by some units (for example swordsmen and axemen), while the others must be attacked only with siege equipment, fire or supernatural creatures/powers. I think this would add a lot of realism (since essentially it's stupid to see a horde of Goblins taking down the fortress of Mordor, which is in IRON xD)

+1 vote     reply to comment
Gnomi Creator
Gnomi Jan 20 2013, 12:34pm replied:

The gameplay would suffer very uch with this change, therefore we won't change this. Of course it would be realistic... bu the gameplay would be horrible, believe me. It just doesn't fit to the game.

+2 votes   reply to comment
Magnifican Feb 7 2013, 2:00pm replied:

"The wotr works fine 90% of the time in the current version. There are a few bugs. (sauron with ring causes crashes), but mostly it works without problems. "
-Will this be fixed in the upcoming version? I am a huge WOTR fan, and me and my friends play it all the time. Cant imagine not playing it with the most amazing mod ever (Edain) :)

+1 vote     reply to comment
ZeBigNasty Jan 19 2013, 12:49pm says:

Any ideas when the v4 will come ?

+1 vote     reply to comment
kleash Jan 19 2013, 1:28pm says:

I've been thinking, what if resource buildings are free to build by builders? People will then stop whining and it makes a lot of sense

0 votes     reply to comment
Tienety Jan 19 2013, 3:07pm says:

Everything looks amazing, I really like the new integration for hobbit and Dunedain. Imladris will have other options for neutral outposts or only Dunedain camp?

+1 vote     reply to comment
Gnomi Creator
Gnomi Jan 20 2013, 5:03am replied:

Probably, but we haven't decided yet.

+1 vote   reply to comment
Tienety Feb 1 2013, 2:20pm replied:

What happens to Lindon? They will only in Arnor?
Maybe Bree could be a new support for Imladris.

+1 vote     reply to comment
Gnomi Creator
Gnomi Feb 3 2013, 3:37pm replied:

We haven't decided yet how we integrate them.

+1 vote   reply to comment
misterzero Jan 24 2013, 1:44pm says:

this looks great, i appreciate th work you are doing, but have a few things to say.
the elves of the third age have silver armor, yes, but dark blue cloaks, and ive seen the movie a lot of times already. I would also like a special mode in which all of your troops are already at full armor, because i want to recreate the battle of minas tirith but the gondor soldiers start without shoulder pads! at least make them so the model remains the same or something, so that we dun have to keep upgrading every unit. I would LOVE to see special recreation battles maps in which all the troops are already built, and the upgrades established already, so that you dun need to build stuff and try to lure the enemy to recreate a famous battle eg: last alliance, you start with the troops that you would otherwise summon, and mordor starts with sauron, battle of moria, battle of amon hen where you start with the fellowship, battle of the hobbit dwarves vs orcs.....etc
Just throwing ideas out there, seeing as your goal is to make us feel like in the movies.

0 votes     reply to comment
djuulzor Jan 28 2013, 12:37pm says:

When will the next update be?
can't wait

+3 votes     reply to comment
Gnomi Creator
Gnomi Jan 29 2013, 8:58am says:

Nobody knows.;)

+1 vote   reply to comment
stormhawk94 Feb 5 2013, 5:48pm says:

As both a LotR fan and a videogamer, Edain Mod is one of the greatest things ever. You guys are awesome for taking the time to do this, my sincerest thanks!

+2 votes     reply to comment
Guest Feb 11 2013, 4:10pm says:

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Gnomi Creator
Gnomi Feb 12 2013, 3:21am says:

Our mod takes place during the war of the ring. Thror and Thrain lived hundreds of years before that. Therefore we won't add them, but they are playable in our campaign. (which, by the way, will be fixed for 4.0^^)

The great orc is already ingame. He's called 'Großork'.

+1 vote   reply to comment
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