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Ninth Bio for the new or updated factions of Divide and Conquer.

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Tobo I Dae Len!

Welcome to Third Age Total War: Divide and Conquer submod! As the current writer on the DaC Council, I am proud to present you with some long anticipated information on the new factions of DaC and the major changes to the vanilla factions. This bio is of the Shadow of Mirkwood and the castle of Dol Guldur. All campaigns start in the Third Age 2980, 39 years before the events of The War of the Ring.

Shadow of Mirkwood:
Faction Leader: Khamûl the Easterling
Faction Capital: Dol Guldur
Best Units: Khamûl's Shadow Warriors

So it begins..

The shadow will spread.

Gameplay Bio: In the depths of Mirkwood, a great shadow spreads like a plague among the twisted trees. Choking away all life as it glides from tree to tree, plunging the forest into a desperate blackness: Khamûl has come. The ancient fortress of Dol Guldur is occupied once more, Orcs stream into the forest hacking and slashing at every living thing they see, the furnaces are rekindled, the trees fall and the strength of the shadow grows stronger each day.

Ensuring that Khamûl's will be done, the Warriors of the Shadow oversee every aspect of Dol Guldur's rise. It is unknown whether these warriors are men, perhaps loyal Easterlings following their age-old lord, or if they are shades, taken by the dark powers and as every bit as twisted and malicious as their lord. All that is certain is that they are some of the most formidable warriors in Sauron's aresenal and Khamûl uses them with deadly ferocity. They take to the field on horse back with cruel scimitars, on foot with lethal, lengthy halberds and with powerful longbows. They are fully prepared to go to-to-toe with the disgusting first born of the far north, indeed they relish the opportunity to send those weak, song-loving Elves to the Halls of Mandos. Marching in support of the Shadow Warriors are all forms of Orc life but none so deadly as the Uruks; bred specifically for service in the forests. Perhaps most to be feared of the evil race are those who dare to call themselves 'Blademasters', having fought against both Elves and Men for centuries, they have come to wield their large swords with extreme skill. To harness their killing power, they are outfitted with the heaviest armour the Orcs can supply and they can lay waste to many foes before they finally fall. Khamûl has one other unit of strength he has yet to unleash upon the forest of Mirkwood; the Trolls of Dol Guldur. Hiedeous green beasts bred purely for service in war. They have no loyalty a such but they have an insatiable hunger for battle and this drives them ever onward in service of the Úlairi. However, should Khamûl not present them with an enemy to crush, they may well turn on Dol Guldur and many Orcs fear and resent them. If the spread of the shadow begins to falter and the light takes strength for the west and north, then Khamûl always has thousands of pitiful snaga ready to defend Dol Guldur to the last. Having little to no courage but forming up in huge battalions, they can easily swarm stronger enemies and overthrow them with numbers alone, however they are easy pickings for the excellent Elven archers and they will flee very easily if they hear the whistle of the Elven arrows. The darkness will deepen, the light will withdraw and the shadows will rise! In Sauron's name! Ash nazg krimpatul!

Blademasters marching to live up to their name.

Mirkwood Uruks charge some heavy Elves.

Gameplay Tips: There aren't really any tips I can give, Dol Guldur is right in the middle of all the action but by only having 1 province, you can go in any direction you wish and against any enemy you wish...

The french translation is alvailable on Mundus Bellicus

Guest - - 699,130 comments

The economy is pretty awful for Mirkwood. Trying to even just defend against Lorien puts you in the minus very quickly and from there it only gets worse

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commandsword - - 121 comments

I second this, ether mirkwood needs a money bonus or the enemies around need to be toned down, stuck with ****** units and its 50 turns before we even get the good ones, so like 20 more turns to get the money if your luckly and another 10 or so to build them and get them in your armies the few they are

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