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This is the roster of the Men of the Mountains, in the campaign of DCI: Last Alliance that is a WIP Third Age: Total War submod.

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The DCI team proudly presents


The Men of the Mountains



The Men of the Mountains belong to the same kindred as the native population of Enedwaith, Calenardhon and Gondor. They steadily had moved Northwest through Middle-earth in the First Age, trying to avoid beasts and evil Men, seeking the light in the West.
The best known group among their kindred were the Haladin, who became one of the Edain peoples when they entered Beleriand. The Edain bravely fought against Morgoth, for which they ultimately were awarded the island of Númenor and a long lifespan. Through the Haladin, the Men of the Mountains are distant relatives of the Dúnedain, but both sides are sadly ignorant of this ancient bond.

Back in the White Mountains the inhabitants upheld their ancient traditions. They defended their scattered settlements by holding inaccessible refuges, such as Dunharrow, but fell under the Shadow when Sauron rose to power during the Second Age. In hidden temples in forests and under the mountains they worshipped Sauron as their god.
During the third millennium, the Dúnedain came to challenge the Black Master, and settled in what became known as Gondor. Then the dominance of Mordor was broken, and while the relationship to the new foreigners was not always peaceful, ties were established.
These different influences throughout the Second Age have created a fairly advanced, but deviant culture. So while they are rough men from the highlands, now they are, given time, capable of providing their armies with better gear than ever before.

Númenor sank in 3319,​ now over a hundred years ago, and the refugee Isildur became king of the increasingly mighty realm of Gondor; that enveloped the White Mountains on both sides and built mighty fortresses guarded by strong warriors.
This development led to the King of the Mountain swearing a sacred Oath to Isildur, at the Black Stone of Erech. He promised fealty, to aid the Dúnedain against Mordor in case of war, but the mountain men remember Sauron in their hearts, putting their true allegiance in question.
Both the Númenórean kingdoms and Mordor desire their support in the struggle for Middle-earth. Will the Men of the Mountains prove to be Oathbreakers or Oathkeepers, or decide to walk their own path?

King Zarazir


Game Notes

Soldiers

A thanks to Weta Workshop for visual inspiration: Imgur.com


Keeping, Breaking or Ignoring the Oath

The Men of the Mountains [MotM] is a uniqe faction to play and an unpredictable AI faction to interact with. Why? Because in their hands resides the balance of powers of Middle-Earth!
Will you turn and worship Sauron, your old god? Or uphold allegiance with the Men of the West? Or will you follow your own path and remind all else that you are tired of their rule - and become the sovereign King of Middle-earth?

MotM can switch culture from the starting culture "Middle Men" to "Followers of Sauron" or "Hosts of the West", in the course of a campaign. Switching can be done any number of times (but never back to "Middle Men").
The player MotM can construct three kinds of different culture conversion buildings, to sway the public opinion in its settlements;


If the player desires to be an Oathkeeper and fight for a good cause with the [Last] Alliance, the way to achieve that is to construct "Education" buildings in all settlements. Then, when the time is ripe, change the culture to "Hosts of the West", using the "Change Culture" feature.
If the player desires to become an evil Oathbreaker, and cover the world in shadow as an ally of the Dark Lord, he has to construct "Temples of Sauron" buildings in all settlements. Then, when the time is right, change the culture to "Followers of Sauron", through the "Change Culture" feature.
Finally, if the player desires to remain a sovereign people, investments in erecting "Stones" throughout the realm must be made. It will remind the people of their ancient heritage and give them something to take pride in.

The process of changing culture offers a challenge in itself, such as a sharp increase in cultural unrest. Also, each choice will have diplomatic consequences and ramafications.
But there are also benefits; switching, MotM can join either Tôl Acharns or Invasions, and the possibility of recruiting a unit that otherwise will not be available.

If the player dares to choose any other faction for a campaign, then beware the unpredictable warriors of Dunharrow!
If the player is Mordor choices can be made to influence whether the MotM faction will be Oathkeepers or Oathbreakers.
So can the player who is Númenórean Kingdoms; but if still betrayed, Isildur's vengeance may prove terrible...


Ridge Militia

In the vales of the White Mountains the people live in small hamlets and villages. Life is hard and leaves much to desire, yet in the houses the fire is hot and the songs are merry, and if raiders or other foes threaten it the peasants grasp their crude spears and battered shields, to defend their lot and hands work.
It is their custom to occupy high ridges that bar the way to their homes, if those are not situated on one already, and in everyday speech they are thus known as the Ridge Militia. There they can enjoy hight advantage, that hopefully can compensate for their poor equipment and inexperience.



Mountaineers

Even among the Men of the Mountains there are none as hardy and independent as the rugged Mountaineers, foresters in the old tradition of Haladins kindred. They live apart from the rest of the society for most of the year, up in the harshest highlands where they hunt beasts, and make their living by trading pelts with their kinsmen. Nobles pay well for the fur of a bear.
Mountaineers are often recruited by chieftains to act as swift-footed scouts, who can flank and harass enemies with their hunting spears, before they attack in the rear with their wood choppers.
With little to none armour to protect them, they should not be deployed to hold a line, however.
(Mountain AoR unit)



Highland Bowmen

Hunting on the moors and slopes of the White Mountains is a common undertaking to put meat on the table, and the skill to bring down beasts of prey can just as well be deployed to kill enemies from afar at a battlefield. These peasants and foresters often accompany the Ridge Militia, to harass enemies approaching, or are sent ahead of the spearmen to intiate battle when out on raids.
Having no armour the Highland Bowmen should avoid melee unless at dire need.



Ridgekeepers

Since their forefathers settled the White Mountains in the First Age, life has been one of constant struggle to hold on to what you own, but that the people of the King of the Mountain are still here is in itself an evidence of their unyielding nature.
The heads of the households, militia veterans and hired brigands make up the Ridgekeepers, medium infantry armed with a spear and a large shield. They usually take on the role to hold a line, or guard the flanks of a force against enemy cavalry.



Mountain Infantry

Swords were made known to the men south of the Misty Mountains by raiding Northmen in the first millennia of the Second Age, and for long it was a priceless armament and great status symbol. In the time of Sauron's dominion when he drafted forces to fight for him, and in the last century when relations with the Númenóreans made the kingdom richer in lore and steel, the sword has become an affordable weapon of choice to those who made war their profession.
Hardy and reliable swordsmen they are still not heavily armoured, and prefer not to be caught in prolonged melee fighting, or becoming exposed to cavalry attacks.



Vale Archers

In the wooded vales of the mountains skilled hunters help secure the survival of their folk. Such marksmen are highly valued by their chieftains, and when the horns of war are sounded, they are given equipment that ensures they will live through battles, and be of use to the King in future campaigns.
The Vale Archers in their armour have some capacity to fend off attackers, but do best to stay within aids reach from friendly forces.



Calenardhon Skirmishers

The native folks of Calenardhon are close relatives of the men of the White Mountains, and were on friendly terms with them almost as often as being their enemies throughout history. Neither have managed to get an edge over the other, since the highlanders muster no cavalry to counter the lowland riders, who in turn never managed to seriously threaten the steep vales.
Gondor's claim, in practice or nominally, over Calenardhon has driven their divided tribes to look to the King of the Mountains for direction: return to the Dark Lord, ally with the Númenóreans or walk their own path?
Calenardhon Skirmishers are light cavalry, armed with javelins and axes, who delight in harassing enemies and hunting down fleeing foes.



Sworn Fighters

The Men of the Mountains counsel to not swear, either by heaven or by earth or by any other oath, but to let “yes” be yes and “no” be no, so that they cannot be condemned for breaking a sacred promise. Perhaps for just that reason the King of the Mountains demands of his professional champions that they swear loyalty to their liege, so that they may enter battle without hesitation.
The Sworn Fighters are heavy infantry, wielding powerful axes and broad shields, who excel against enemies who in folly think their armour shall protect them from walking down the dark path of those who die.



Sworn Nobles

Proud are the warring chieftains among the people of the White Mountains, and only the strongest and most callous of Kings can bend the knees of them all, and pry a sacred oath of loyalty from them. A word given is solemn, because if ever broken, the man loses his honour and who knows what fate may befall him because of that?
Once sworn though, the ornate noble warriors gladly march out to war against whomever their liege may desire, for glory and spoils of war.
Well armed and equipped swordsmen they excel in battle against other infantry.



Calenardhon Nobles

Across the green fields between the White Mountains and the Limlight River the chieftains of the folk of Calenardhon patrol upon great steeds. Proud and forceful their divided tribes have turned to their powerful neighbour and confederate, the King of the Mountains, to see what way to the future he chooses.
They have not sworn fealty, but offered their swords to be directed against a common foe, rather than start fighting amongst themselves. Be it against Mordor, or Gondor or indeed against all the folks of Middle-earth, as long as glory and plunder awaits, Calenardhon will follow.
Calenardhon Nobles are heavy cavalry equipped with mail, spears, and metal shields, and can deliver a devastating charge.



Danhaerg Wardens (Middle Men-culture unit)

These disciplined wardens are devoted to protect the traditions of the kindred of the Haladin and the people of Danhaerg, or Dunharrow in the Common Tongue, and the King's court within the mountains behind. Upon standing stones they carve their names, so that their death runes can be finished beneath to be remembered for eternity, would they fall in battle, and thus with no second thought they march out to war.
They arm themselves with long spears that provide a deadly wall, which is inspired by both the Dome Wardens of Gondor and the Enedwaith Longspearmen, who in turn took their inspiration from the Elves of Lindon.



Tarkil Archers (Hosts of the West-culture unit)

The most skilled Vale Archers are handpicked to don armour and receive weapons, provided by the Númenóreans as gifts of gratitude for the Oath being honoured and the alliance upheld. The hollow steelbows have deadly armour piercing capacity, but in exchange lack the range that normal longbows and composite bows offer. The Tarkil Archers also are able to endure close combat thanks to the armour they wear, but do better in avoiding melee.
Tarkil is a Westron word for "person of Númenórean descent", and while that is not actually true, that is how these proud Men of the White Mountains appear to their kinsmen, when they march out fitted with gear of war crafted by the Dúnedain.



Renegades of the Eye (Followers of Sauron-culture unit)

For most of the Age the men of the White Mountains worshiped the Dark Lord in Mordor, and they were devoted to his service, fierce enemies of his foes. Then came the accursed Go-hilleg, the Dúnedain from Númenor, and Sauron went away, so that many in folly and ignorance lost their way. No more!
Most remember Sauron in their hearts, and the god of Men has returned to retake the world. The Go-hilleg will be driven into the Sea, the Elves ousted from Middle-earth and the Eye will see all.
Renegades of the Eye are zealous devotees from all levels of scoiety, clad in heavy armours acquired from Mordor, wielding spears and broad shields.



Sworn Hirdmen (Bodyguard)

The best swordsmen and warriors in the realm are handpicked to form the hird of royals or commanders, and live as much as a band of companions in their lord's halls, as they are his bodyguard. The kingdom or liege provides them with the best of gear, and many songs have been crafted about named swords brought into the fray that have given glory to the wielder, whether he lived to sing along or not.
Proud and cocky the Sworn Hirdmen have made an oath of death before dishonour and they are true to their word.

General model

Halbar (faction heir) Zaragamba



King of the Mountains Zarazir



For unit info cards and more preview images, visit our official page: Twcenter.net

Credits;

Units created by Earl of Memory
MotM culture change scripts by Withwnar
Preview images by xHolyCrusader
Unit cards by misteed
Texts by Ngugi; edited by Veteraan
New faction portraits made and finished by Araval
Roster design by Ngugi and Earl of Memory

Unit resources;
MotM main units: Rusichi for bodies and some helmets.
MotM special units (mordor & numenor): DisgruntledGoat and KK for bodies and some textures.
Makehuman project for heads.

Post comment Comments  (0 - 50 of 61)
Edna1
Edna1 - - 1,616 comments

Oh My Good!

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Darklord6666
Darklord6666 - - 3 comments

Will this mod be finished by mid 2017? at least before summer?

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Hoar
Hoar - - 1,682 comments

They'll finish when they'll finish.

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Ngugi Author
Ngugi - - 891 comments

That much I can promise ^^

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DudeGuyMan11
DudeGuyMan11 - - 53 comments

Amazing!

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Maxyms
Maxyms - - 510 comments

Nice review

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rvb_222
rvb_222 - - 135 comments

Looks great

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anumen
anumen - - 32 comments

Insane !

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BraveSirSen
BraveSirSen - - 177 comments

This has to be the best preview in moddb.com

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Ngugi Author
Ngugi - - 891 comments

TY on behalf of the team, that's great praise indeed

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great-khan24
great-khan24 - - 6 comments

Looks very good. Will be waiting for this one. Keep up the good work.

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Ngugi Author
Ngugi - - 891 comments

We'll make sure the wait is not in vain!

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Truenorth14
Truenorth14 - - 40 comments

as we know little about the men of the mountains i say this is a good make of the units. I do have some ideas though

1. if you ally with evil and Mordor dies all your population starts to die and your generals may get a bunch of negative traits

2. maybe turn their shields from a kite shield to an oval shield they are kinsmen of enedwaith and possibly future dunland.

3. Calenardhon maybe get an infantry unit

4. maybe control more of the mountains

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Ngugi Author
Ngugi - - 891 comments

Hello Truenorth14, thanks!

1. A wicked thought, and while I like to see players cry out, haha, there're obsticles to that.
First, the MotM got cursed by Isildur, not by the fall of Sauron and Mordor itself but after it, so it would require him alive and some possibly not reliable scripting.
Also, it could make players quite mad. The AI moves in mysterious ways, hehe, and can do moronic things, like getting itself eradicated suddenly [never seen that in DCI, but in DaC for example]. To punish the player-MotM, or reward/punish the player if he's any other faction', for possibly stupid actions by the AI will not do.
There are other results from Mordor getting wasted already, like no more Invasions.
While if the player is Numenorean Kingdoms, and if Isildur lives but MotM betrays you, Isildur can go to the Black Stone of Erech... ;)

2. The shields reflects their blend of different cultures. The shape they taken from their nieghbours in Gondor, but they decorate them in the same tradition as theot cousins in Enedwaith and Dunland, indeed.

3. Calenardhon have a militia unit, it's at start limited to local rebels but is avilable as a mercenary unit for evil Invasions and the Alliance's Tôl Acharns.

4. It's a delicate balance matter (MotM start at war with no one and could easily get bloated ere they join the fray on either side), but will keep the suggestion in mind :)

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Truenorth14
Truenorth14 - - 40 comments

Thank you for replying

1. If you choose the standing stones option are you able to still fight against mordor and keep the Danhaerg wardens

2. Maybe the king gets a unit of the wardens as his bodyguard because it is mentioned him breaking his spear after the oath is fulfilled in the book ROTK.

3. A few more special units such as for example: Tarkil marines, like Tarkil archer said but are marines instead. Priest of the shadow, the most devout servants of sauron they never flee and they inspire nearby units a bit like berserkers. Or hornblowers or something like that, a middleman unit that acts a bit like enedwaith warchanters maybe have instruments such as horns or bagpipes.

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earl_of_memory
earl_of_memory - - 62 comments

1.- No you cannot build them anymore once you change culture. You do get archers or spearmen depending who you choose to align with.
2.- Spear could've been just a ceremony thing you know, and we're not messing with animations here so he gets a sword.
3.- Once you play the campaign you will understand why any marine unit wouldn't fit, as you are miles from the coast and the few settlements you may capture on the coast are underdeveloped, so it's pointless. You already get that heavy spearmen unit which has very high moral (if you choose to align with Mordor). Not sure a hornblower unit would fit, plus I'm not currently willing to add any more units to this faction. Perhaps do it yourself if you have the time and will?

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Truenorth14
Truenorth14 - - 40 comments

Question. How did the eotheod kick the men of calenardhon out if calenardhon has large horsemen regiments and why do the descendants the dunlendings forget much of this culture

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Ngugi Author
Ngugi - - 891 comments

1) Danhaerg are only avilable in case you remain as 'Middle Men'.
You can fight whomever you want though, your choice of culture is not dependent on that. You may fight Mordor whether you remain 'Middle Men' or pick one of the other two cultures (though if you become a 'Followers' and chose to fight Mordor, expect to be excommunicated - hmm, a fourth option for MotM that then, haha).

2) Yes, we discussed giving him the spear a couple of times, but since the animations are generic for the faction, we would be bound to give him a spear with a spearhead unrelated to what the rest of the faction units use; something like an Elven spearhead, which would be quite left field, so we decided to leave it a sword, as the generic model.
From a RL historical perspective it's quite alright; the sword from antiquity until late Medieval time was usually a side arm to the spear, we just dropped the spear hehe.
From that follows, the BG is the swordsmen; if anything else he should got the 'Renegades' as BG, having half his foot in Mordor as it was x)

3) Thanks for the propositions, but there will be no more units added. The point with our feature is the free option to pick side(s) in the camapign; the 'alignment units' are merely a little bonus spice on our part ;)

Q) Define "large horse regiments" hehe, and what you intend with "forgot"? Forgot what part(s)?

As for cavalry, the cavalry is present but it isn't common; even in preferable terrain (grassland) MotM, as their cosuins in Enedwaith, have lesser replenishment rates than other factions :)
And as for cavalry among their kindred in lore, no one I know claimed they ever had much of it, but even the highland Dunlednings still had a few during the LotR, so I find it reasonable with it as we implemented it;
"Saruman's eastern force came down with unexpected speed; it was much smaller than the western force, but more dangerous. In its van were some Dunlending horse­men..."
- UT; Battles of the Fords of Isen

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Truenorth14
Truenorth14 - - 40 comments

If you are saying for me not to suggest any units I'm sorry for suggesting this.
Again thanks for the reply

A unit suggestion: Hornblowers (not to be confused with the hobbit last name)

A bit like the war charters of Enedwaith these men rally their forces in the field. If possible they will blow Horns, they are a small unit that has some medium armor and decent swords. They mostly blow horns but when pressed will draw swords. They are a small unit no more than a dozen soldiers and shouldn't be more than half a dozen.
They will inspire nearby friends, frighten enemies, and maybe make rallying fleeing soldiers easier
Should be kept in the middle of the army.

If this is not possible (I don't think it is) then possibly you could change the banner bearer or have every unit captain blow a war horn when given orders or engaging in combat

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Ngugi Author
Ngugi - - 891 comments

No, not saying you may not suggest them, merely that we (for balance and diversity reasons) will not add new units to the MotM roster, which are two different things; even if the result is the same, ofc, hehe.
But who knows, reading it might inspire someone else, who makes a mod or submod in the future, or strengthen your resolve to give it a go yourself ahead, so may not be to no avail :)

No you're correct, the officers can't be made doing anything like that to effect; as in, if there's an animator, he in theory can give the guy a horn and make him blow it at a charge (a big job, mind you), but you can't make it have an affect on the soldiers. It would be strictly eye- and ear-candy.

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Truenorth14
Truenorth14 - - 40 comments

ah, Ok, thanks for clarifying.
(is there any faction that i can suggest units for)

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Ngugi Author
Ngugi - - 891 comments

You have a quick shot at Mordor, hehe; that's our last faction worked upon right now. After which I hope the whole unit creation part shall be checked off and done with, so we can definitely settle game balance, and tie the sack together and get released one day ^^

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Truenorth14
Truenorth14 - - 40 comments

Ok umm maybe a mannish unit from nurn

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Truenorth14
Truenorth14 - - 40 comments

could it be possible to have MotM settlements be put in valleys, passes, ridges, hills, etc. It would in my opinion make the ridge militia have a more practical use.

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Ngugi Author
Ngugi - - 891 comments

There's been calls for (a) unit(s) of Men from different directions, and while I've not been fond of it, it may very well come to be so, aye

Huh, a thought that goes hand in hand with immersion; will propose it to the team :)

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Guest
Guest - - 688,627 comments

I like it nobody has ever showed what the Men of the White Mountians looked like when alive and i think your designs are more then faithful to the lore

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Ngugi Author
Ngugi - - 891 comments

For TW games I know of ony one that was set during this period, and it had not MotM at all, and while I do not know for other games, you might be right there hehe
We're glad you like it :)

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Truenorth14
Truenorth14 - - 40 comments

Here is an Idea
Armor Upgrades:
for the men of the mountains their could be special forges that give you armor

for Evil: great Melkor Shrine. gives all units beside special ones, ridge and hunstmen units armor similar to the one renegades of the eye get

for numenorean: Ancient forge. similar to th Great Melkor SHrine just gives them Numenorean stly armor

For Middlemen: Druids Forge. similar to the ANcient forge and Melkor Shrine but gives units Danhaerg warden like armor

PS. units exempted are maybe Ridge units, mountaineers, and Special units. those units just get an increse in Armor
maybe have the Shrine or forge relying on allegiance or something like that. I am not a Modder so i don't know the options

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earl_of_memory
earl_of_memory - - 62 comments

We cannot give different armor upgrade options, tried that already.

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Truenorth14
Truenorth14 - - 40 comments

oh :(

Why? dont different armor upgrades require a certain blacksmith.
couldnt you just have it where if you made one blacksmith built the others cant.

:O what if it is which culture you choose give you certian buildings avalible

I hope i am not offending you but the DAC mod faction Dorwinion, choosing elf or man you get certain buildings.

BY the Way this Mod is great I cant imagine the work put in this and I just want to help give ideas to make this mod better

P.S. as Enedwaith for example can you choose to go against Sauron and join Numenor or is that extremely hard

Again thank you for taking the time for this mod
Sincerely Canada (lol)

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Truenorth14
Truenorth14 - - 40 comments

Nurn Idea
Tol Acharn/invasion unit available in mordor area. wildmen who once lived in the region tribes are very divided

Nurnen Volunteers: wildmen with HotN and Enedwaith type shields three javelins and shortish stabbing swords good for damaging enemies before the charge

Nurnen warriors: same as Volunteers just Enedwaith helmets and 2 javelins better armor and weapons should be used with volunteers together.

Nurnen nobles hoplite type spearmen defensive, with round shields great morale but can be made to flee.

P.s. all have decent morale but the Nobles have better.

P.S.S. these tribes are divided. some hate Mordor while some worship Sauron. I based them off of the early roman Hastati, Principes, Triari, system. with Wildmen elements in them to give them a better backstory.

these tribes would eventually all be driven out by sauron or enslaved figuratively, this though gives Mordor Mannish units that if used properly can conquer and is rare enough to make them slightly prized and keep up with Mordor's orcish armies.

I think it would be cool to see such units clash alongside Numenoreans or Mordor

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Ngugi Author
Ngugi - - 891 comments

1)
Different buildings are perfectly possible yes, but not different armour upgrades no.

PS: possible, but not our intention. The natives of Enedwaith & Dunland are mortal enemies of the Dunedain (after Númenor destroying much of their homelands), and have been so for the last 2500 years when our game occurs [and they dread Dúnedain's allied, the Elves], just as they remained during the Third Age.
Thus they were happy to ally with their enemies; they joined Sauron during the War of Sauron and the Elves in the 17th century SA, against Lindon and their Númenórean allies.
The massive work required to make WoE able to switch culture aside, it do not fit our vision to give them abilities to swicth; sad, but most of Middle-earth's history, this kindred's one not the least, is tragic.

2)
There's no known human population of Nurnen, beside the slaves held there, so that won't fly. Though a merc' unit of escaped/delivered slaves could be a nice idea; will add that

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Truenorth14
Truenorth14 - - 40 comments

Thank you for feedback.
Just a question in the books did the men of the mountains choose sauropod or middlemen theoretically.

Escaped slaves hmm. Maybe have them Being a unit that is strong and if possible does more damage against orcs because of their hatred for them, terrible morale though. Use mordor/gondor equipment. My idea original idea about the volunteers were that they agreed to fight with mordor in return for limited freedom or other things.

Another questionable is angronost helms deep.

,Maybe give MotM a region in Calenardhon with a special general who has a calenardhon nobles unit, name suggestion for him: High Chieftain Llenleag

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Ngugi Author
Ngugi - - 891 comments

They technically chose Sauron, but dared not fight for him:
"[Aragorn said] '...For at Erech there stands yet a black stone that was brought, it was said, from Númenor by Isildur; and it was set upon a hill, and upon it the King of the Mountains swore allegiance to him in the beginning of the realm of Gondor.
But when Sauron returned and grew in might again, Isildur summoned the Men of the Mountains to fulfil their oath, and they would not: for they had worshipped Sauron in the Dark Years.
‘Then Isildur said to their king: “Thou shalt be the last king. And if the West prove mightier than thy Black Master, this curse I lay upon thee and thy folk: to rest never until your oath is fulfilled. For this war will last through years uncounted, and you shall be summoned once again ere the end.”
And they fled before the wrath of Isildur, and did not dare to go forth to war on Sauron’s part; and they hid themselves in secret places in the mountains and had no dealings with other men, but slowly dwindled in the barren hills.'"
- RotK; The Passing of the Grey Company

Arming slaves [unless spoiled, like the mamluks] is always a risky idea hehe, historically only done in desperate times, as slaves will be quite likely to desert - or/and join the enemy. In the case with Mordor, I can't imagine anyone but join its enemies, so there'll be no slave unit for Mordor.

Not sure about the question? You mean the names? Or if Angrenost is Helm's Deep? In latter case, no:
Angrenost is the original Sindarin name [meaning 'iron enclosure'] for what's known as Isengard in the Common Speech.
Curiosa, Helm's Deep is actually the name of the gorge outside the fort and not the name of the fort itself. Aglarond means 'Glittering Caves' in Sindarin and was what the Dúnedain called the place when they built the fort.
AFAIK it was not called the Hornburg until late Third Age when Rohirrim moved in. In The Two Towers Gandalf calls it Aglarond still.
Both refered to here:
"[Osgiliath etc] were the chief dwellings of the Númenóreans in Gondor, but other works marvellous and strong they built in the land in the days of their power, at the Argonath, and at Aglarond, and at Erech; and in the circle of Angrenost, which Men called Isengard, they made the Pinnacle of Orthanc of unbreakable stone."
- Silmarillion; OtRoPatTA

There's already such a fellow, the starting general Tamar is married in with the king's daughter, while he's a Calenardhon noble with a mounted unit :)
Llenleag, is that a proto-Lancelot?

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earl_of_memory
earl_of_memory - - 62 comments

I'm sorry but I don't really see the point for Nurnen slaves. Once you get there you probably have already taken the whole of Mordor and game won! Unless you want to keep pushing East and give those insolent rhunnic tribes a pounding, or you want to surprise Mordor from the East. The slaves could become garrison in Nurnen while you wait for your own troops becoming available; they would end in the same place they dreaded after becoming slaves.
I could imagine a unit of Slavers though or rather a unit of mercenaries hired by some mannish slavers, to fight against the forces of good, for trying to end slavery *and their profit and way of life. Though only for invasions maybe.

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Truenorth14
Truenorth14 - - 40 comments

So I cannot suggest new units it what about unit changes and/or ancillaries

Unit change to sworn nobles and sworn hirdmen

So the king snapped his spear over his knee. These guys have swords. That fine they are rich. Maybe they could also carry throwing spears. Generals can't carry spears ok so from afar one man doesn't make much a difference look for 100 men throwing stuff.

Ancillaries
Oathspear- given to the king he gets respect and something else

Spearbearer-makes the king who has the ancillaries army go slightly faster

P.s. Does rhovanion have huscarls as bodyguard units

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Truenorth14
Truenorth14 - - 40 comments

Do you have any suggestions for the men of the mountains to buy land off of gondor. I plan to help gondor but I would want numenorion holdings in calenardhon and parts of the mountains any suggestions

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Ngugi Author
Ngugi - - 891 comments

As noted, you're free to suggest, something might strike our fancy; it's usually just not very likely we'll change the design of what's already settled and created, hehe.

If Earl of Memory finds it called for, he's tested the faction the most, I won't oppose to give the BG some javelins.
If he do not, then giving the king a spear ancillary is a good idea though :)

PS: One general has it as custom BG, the standard BG is a version of the Fraujam Knights (called Fraujam Horsmen in the old roster preview)

As Gondor, MotM likely will demand land of you to stay loyal.
As MotM, if you want to trade land, or even demand it, you can use the ingame feature Total Diplomacy that allows you to force AI factions to agree on your proposals: Twcenter.net

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Truenorth14
Truenorth14 - - 40 comments

It will be pretty cool to demand the go-Hillel to give me some land. Ha

1. If you take calenardhon maybe including the original gondor territories in the area maybe you get a couple armies and the king or Tamar are given an ancillary known as high king of calenardhon.
2. If possible maybe if you take some of gondor's northern fiefdoms and you are allied to gondor you get fief units. Same with mordor.

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Truenorth14
Truenorth14 - - 40 comments

Their holdings are not numerous so I'm guessing that they don't have many generals.
1. Taking all of calenardhon it would be a nice feature if you get something like a muster of chieftains where you get a couple armies from the lords of calenardhon
2. If you control some of gondors fiefdoms you can use their fief units in Tol Acharns
3. Maybe a slight banner change. Their current banner seems a little dwarven to me besides you will probably also be gaining regions that are not mountainous. I'm thinking a grey banner like you have but it has a mountainrams head or heck even a swirly design like the armor and shie,de have.
4. Could it be possible that all of Tamar's descendants could have Calenardhon nobles.

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Ngugi Author
Ngugi - - 891 comments

1A) To take Calenardhon would be very easy, did the player care to, and as the concept is that the traditionally divided nobles of the plains turn to their mountain cousins king for leadership, to have a king-anc for that would be contradictionary.

1A) To much work, as there're complicated scripts to take into account.
Also that conceptually is to open a can of worms. Soon everyone will call for equal features, for faction X when they own regions belonging to faction Y.

2A) To much work for something far to easy to achieve, soldiers are not an issue and cavalry is already avilable much earlier to recruit in all Calenardhon regions for MotM than elsewhere.

2B) Tôl Acharn volunteers [mercs] are not faction restricted, gladly.
If your MotM general joins a TA, he can recruit Númenórean volunteers in Arnor and Gondor. And Elven volunteers in Lindon, Imladris, Lothlorien and Mirkwood etc, or Northmen volunteers on the plains of Rhovanion, or Dwarven volunteers at Khazad-dûm etc.

3B) The people's name is "Men of the Mountains".
Their leader's title is "King of the Mountains".
Their capital is Dunharrow, in the White Mountains.
So we have an emblem of a [white] mountain and a crown [á la the king].
So no, we won't make any change because some people have a sense that Dwarves should have a mountain-monopoly, haha.
Now you're just looking for something to change :P

4B) Not possible.

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Truenorth14
Truenorth14 - - 40 comments

just a question out of all of these factions which are your favorites

mine are MotM followed by Rhovanion

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Ngugi Author
Ngugi - - 891 comments

A hard question to answer hehe; if not before so over time I've accquired love for each one, both because of increased knowledge of their lore and for designed gameplay.
Good so, I dare say, as if to make a good game, each faction must get the same level of attention and care, even if some require more time and work than others, naturally ^^

If pushed to pick, I'd say Kingdom of Lindon for lore reasons (Gil-galad, Cirdan and Noldor who fight for the Middle-earth still), and Numenorean Kingdoms for gameplay reasons (with so many fronts it's a dreadful challenge).
Wild Men of Enedwaith have all my sympathies, while I love to hate the accursed Black Númenóreans, haha.
All in all, shall be said, I've not had a campaign that I not enjoyed yet, so I hope all flavours shall be satisfied!

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Truenorth14
Truenorth14 - - 40 comments

I know that most if not all of my suggestions are going to be unaccepted but I just like to gve the ideas so you and the mod team could possibly build off it.

1. female people in the militia. Enedwaith has a female only unit. Motm is related to if only distantly to these clans. besides in my opinion women could be in the militia. just take the enedwaith 'skin' (dont know the word) and add it to some guys and turn them to gals.
2. I see that Motm seems to be mostly a defensive faction. it makes sense. now sworn warriors are already an awesome unit with those axes but what if we make them bigger. turn those axes into halberds. keeps them defensive but gives them a bit of a unique offensive flavour.

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Ngugi Author
Ngugi - - 891 comments

1. Females in battle are by defnition rare in Tolkien's legendarium, and also for Haladin's only common warrior tradition, it is firmly rooted in the 'ancient past', known yet not prominent even in Beleriand.
Still I've been keen on the implementation of this feature :) It is often overlooked, but it is for Enedwaith, who are close to their kindreds original way of life, while other folks, as the more externally influenced MotM, and the culturally related but different Northmen of Rhovanion, have the occasional shieldmaiden; but it's restricted to be represented by an ancillary, not in units.

2. MotM mostly won't have many [nor kinds of] heavy troops, and overall the heavy units are still not on level with their potential Dúnedain & Elven enemies, or Mordor & Black Númenórean enemies.
Meaning MotM must be aggressive, trying to use numerics and flank the foe; charge value is of significant importance to forces who compairably lack in bodyarmour themselves.
As for halberds, for now its deemed it would be to make it to easy to add more units to MotM, especially an AP unit.

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Truenorth14
Truenorth14 - - 40 comments

hello its me again im back... I think I have a solution to the horn problem. we could allow some units to use the horns as a special power a bit like chanting

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Ngugi Author
Ngugi - - 891 comments

Well, beside that we have no animator to make a horn unit, I think the features of that kind [chanting, shieldwall etc] are hardcoded and can not be replicated, so it would have to replace the chanting, or something else, and that is not in our interest.

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Truenorth14
Truenorth14 - - 40 comments

Hmm okay... I do not mean any offence or anything but for the DAC mod i have seen a few units with a horn ability which just makes a sound and I think bolsters moral, again I do not mean offence. I am also not a modder so I know nothing

Just a questions who do you think would win in a war, this mods calenardhon and MotM vs Rohan

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Truenorth14
Truenorth14 - - 40 comments

I know I am probably grasping at thin air and most if not all of this is set in stone but I have another proposal for units change.
I myself is a huge fan of spears/pikes/halberds, it may come from my Swiss heritage (Swiss pikemen) lol but I really like these kinds of pole arms. The ridge keepers seem to me to be the highest spearmen for good people. My suggestion is turning the sworn warriors into spearmen with axes as a side arm. I know this will probably be totally out of the question but I like giving ideas.

Another question. It seems like you will not be adding much to this mod as soon as you finish are you planning on adding more.

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Truenorth14
Truenorth14 - - 40 comments

Another question
What is the language behind the wild men speech such as go-Hilleg is it made up or is it based off a language

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