Men of The Shadow
Men of The Shadow
Servants of Sauron
I believe that the Men of the Shadow faction in essence should be Rhun as the main faction with
Harad, Umbar and Khand as sub-factions. The main base of the Evil Men is a walled Rhunic fortress
with nine total building plots. They upgrade their buildings, all of one type at a time (Midway
between Gondor and Isengards upgrade systems) by spending resources to level them up from
Tribal to Confederate and finally to Imperial. A disclaimer is that the Imperial buildings and
units are a what if, in that they are what Rhun may have become if they had become
more powerful. Rhun gains access to the units of the southrons by
building their outposts; Rhun has no outpost of their own to model the
fact that outside of their own few cities there was little civilization.
The conflict between the peoples is modelled by the fact that all 4
leaders are a ring hero and as such you can decide which leader is granted the ring, and
which holds supreme dominion over the Men of the Shadow. In addition to the
three outposts, the three sub-factions each consist of a settlement and a outpost, and
Rhun has to decide which faction to focus with when faced with limited outposts sites (They pick a
side and ally with them and can only build one of the three, for instance, if this model
was used in the Battle of Pelennor Fields, Rhun chose Harad to ally with), for Rhun is a
infantry nation lacking in affordable cavalry, powerful archers and effective siege;
Harad fills many weaknesses of Rhun such as siege and a lack of archers, Khand grants
Rhun access to a horde of mounted units and Umbar has some of the most powerful units in
Middle-Earth. The religious connotations of the Templar name for the Umbar units are fully
intentional as it can be presumed Black Numenoreans still worship Melkor.
NOTE: AN ALLY IS PICKED AT ANY TIME OF THE GAME AND YOU CAN ONLY BUILD THEIR OUTPOST,
ALL SETTLEMENTS CAN BE BUILT REGARDLESS
Name Description Image
Fortress B uildings
Citadel Trains Heroes
Apartment Generates resources and
reduces the cost of elite
infantry; level 1 has 1 floor but
upgrades to 2 floors visually
Statue of Sauron
Wall Buildings
Walls
Postern Gate
Tower
Dragons Fury Heavy Tower
Carved Dragons Debuffs enemy
Statues of Sauron Gate buildings
Dragons Breath Gate building that spills fire like
the fountains of Imladris spill
water
Exterior Buildings
Rhunic Mill Decreases the cost of cavalry
Citadel
Mumakil Stables
royal pavilions
Slaving camp
Tents
Black Numenorean Fortress Black Nmenrean fortress with
upgrades, trains Temple Guard
(Elite heavy infantry that can
switch between sword, pike and
bow via stance, wields steel
bows) three units units of
Temple Knights
Upgrades are: Banners of
Melkor, Bewitched Munitions,
Steel bow Ballistas, House of
Lamentations, Spire of Sorcery
Khand Encampment Outpost that upgrades as the
Khand leaders do; trains Variag
units; has 5 levels (upgrades
twice when each leader reaches
level 5; and then again twice
when they reach level 10); at
level 5 Variag Ravengers patrol
around the camp
Military Camp Builds your own units
Upgrades: Barracks, Stables,
Archery Range, Workshop,
Supply Lines
Units
Balchoth Axemen
Balchoth Javelin Throwers
Balchoth Riders
Archers
Halberds
Swordsmen
Dragon Guard
Wainrider War Chariot
Cataphracts/ Dragon Knights
Battering Ram
Dragons Fury
Red tube (cannon like), with
golden dragons head, on
wheels and fires flaming
balls
Corsairs
Murkamil
Haradrim Archers
Haradrim Warriors
Haradrim Lancers (Heroic;
limited to 3) (Requires Royal
Pavilion)
Black Serpent Cavalry
Abrakhn Guard
Troll Men
Variag Horde Variag riders armed with
polearms; upgrades are HA, FB,
BC, HS; requires level 1 Khand
Encampment
Variag Mounted Archers Variag Riders armed with bows,
upgrades are HA, FA, BC;
requires level 2 Khand
Encampment
Variag Raiders Variag riders armed with
swords, gain resources when
killing enemy units; upgrades
are HA, FB, BC, HS; requires level
3 Khand Encampment
Variag Ravager (Heroic Infantry, limited to 3
battalions), Variag infantry
armed with a massive axe and
heavy armour; very effective
against buildings and gains
resources when attacking them,
can attack gates; requires level 4
Khand Encampment. Very
heavily armoured.
Spells
Row 1
Horns of the East Horn Spell
Blood Mark Heals
Summon Totem Summons the Harad Banner
with Tusks that debuff the
Enemy
Row 2
Dunes of Harad Debuffs the enemy, sand terrain
spell
Plains of Rhun Buffs friendly units, plains
terrain spell
Scorpion Trap Spawns a trap that spawns
scorpions to harass the enemy;
trap is not revealed to the
enemy until they are close
Dark Dwarf Allies Summons the a small host of the
dwarf like people mentioned in
the book
Row 3
Sandstorm Covers the map in said storm
Troll-Men Host Summons a host of troll-men
Black Numenorean Sorcery Area spell that damages and
inflicts units with fear in the
target area
Row 4
Shadow of the East Summons Khamul and a host
from Dol Guldur
Firestorm Covers the selected area in fire