Hello again,
this thread is some kind of collecting point of ideas, what could be added to this wonderful mod or could improve it in some way. Some ideas will not be very popular, but I think everything can be argued or has his pros and contras! Some things are mentioned by me before or in other threads and now i use this old thread to summarize my little thoughts.
And so, here my ideas:
- More Unique buildings
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I have collected the unique buildings which are already done, that means have names, cities, effects and descriptions.
I also want to present my ideas for a different settlement appearance on the campaigne map and to add some new settlement to enable some more unique buildings.
I have to said again that all pictures are made with paint and other photo-reworking programmes, so that they just have the purpose to support my ideas and how I imagine them and that I am not able to implement them ino the mod.
Unique buildings
inspired by the special buildings which are yet in the mod (like the Orthram, the Orthanc, the black gate etc.) and increases the middle-earth feeling. I have tried to find some buildings which could be included too.
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Shelobs liar
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Pictures: (building/card)
Attachment 123113
Settlement:
Cirith Ungol
Effect:
public order bonus due to law
Description:
Shelob is the most famous out of Ungoliaths breed. After the doom of Beleriand, she fled into the Epel Dúath, where she gouges with the help of her colossal body a nest of caves and tunnels with deathbringing trappes out of nets. There is one main tunnel and many smaller tunnels and caves to confuse her victimes or to store their bodies until she needs something to eat. Their are different entrances, although most of them are just known by Shelob herself and another one is blocked, which leads directly to the tower of Cirith Ungol.
From this nest her disgusting breed spread out into the whole world, especially into the Mirkwood.
There is no living being which could cross this venomous system, what brings Shelob over the centuries, a vast number of orcs, humans and even elves to munch. Her tunnels are darker than the the blackest night and engulfs every good feeling and all hope. It smells like death and rot and you can not take any breath without inhals her unhealthy exhalations.
Although Sauron and Shelob have no alliance, they share the common hatred against every good thing and as long as Shelob guards the only known way across the Epel Dúath for Sauron, he sacrifices with pleasure some of his unworthy slaves from Cirith Ungol to feed his mightest and strongest guardian.
And there is one thing, which is not only known by the servant of the Dark Lord, to enter the pass of Cirith Ungol or "the spider cleft" means to enter the safe death.
Galadriel`s Mirror
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Pictures: (building/card)
Attachment 123109![]()
Settlement:
Caras Galadhon
Effect:
public order bonus due to happiness
Description:
With his huge Mallorn Trees the city of Caras Galadhon is one of most holy sites for the elves eastwards of the Misty Mountains and the most holiest place in Caras Galadhon is the garden of Galadriel, ruler of Lothlórien and wearer of one ring of power.
She is the only person, who has the power of the mirror, which presents the cental relic in Galadriel`s Garden. The mirror is a water basin made out of silver, which is implemented in a richly ornamented stone pillar and is feeded out of a clear source of water with the help of a silver can.
Galadriel is the only person who is able to let out the magical power of the mirror, because everyone who take alook into the water, has a vision about important events in his life. But you never know, what you will see, because the mirror shows things out of the past, things, which happens at the moment or things, which will happen in the future. But the conclusions, the person draft out the vision, could be misleadingly and dangerous, because the mirror shows also things, which would never happen, except the persons let himself influenced and try to prevent it.
So everybody should be careful, how he judges the vision and how he let himself influenced by it.
Path of the Death
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Pictures: (building/card)
Attachment 123114
Settlement:
Dunharrow
Effect:
public order bonus due to law
Description:
At one time, the humans of the Ered Nimrais had sweared fealty to Isildur during the foundation of Gondor, but as Isildur went to war against Sauron, they refused his request for support and hided themselves in the White Mountains. After Isildur defeated Sauron, he cursed the perjured people and say that they should be unable to find any peace until they fulfilled their oath.
Now the citizens, who fled into the caves of the White Mountains, form the Army of the Dead, their city is just reachable with a path, which go from Dunharg over the Dimholt to the dark door.
The dark door is crowned by unsharp figures and symbols, which are graved in stone and warn every illegitimate invader to enter the empire of the dead. And the warning should taken seriously, because nobody returned, who pass the dark door.
So the figures and symbols say:
"The way is shut. It was made by those who are dead. And the Dead keep it. The way is shut."
So only this person should walk on the path and face the Army of the Dead, who has the right to do it and this person is Isildur`s heir himself. But he is hidden until he reminds this army of perjureds and cowards of their oath and call them into the last battle to regain their honour and their peace.
Isendike
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Pictures: (building/card)
Attachment 123112![]()
Settlement:
Isengard
Effect:
improved food production, culture increase bonus
Description:
In the past Isengard was a lively and green place, its huge trees were watered by the Isen, which flew through the ring of Isengard.
But as Saruman leads his eye more and more from the living things to iron and science, he has no use anymore for the growing things in his fortress. What he needs were ovens and fire and wood to inflame both. So that the Isen did not quench the ovens and Isengard did not vegetated with new green, he decided to dam the Isen in his origins in the spur of the Misty Mountains on whose hillsides Isengard was builded.
It has the porpuse to refuse the water of the Isen the entrance to Isengard. So he sand his orcish allied to builded the dike and they began to work directly.
Now smoke rises out of Isengard, the living is gone and the forests around the ring of Saruman burn in his ovens, where his slaves forges armour and weapons for his army.
But the deforestation and the destruction of the trees are not unseen and the dammed water of the Isen has not only nourished the trees of Isengard. Saruman should be careful, that he does not awake again a long forgotten power.
Helm`s Horn
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Pictures: (building/card)
Attachment 123111or
Settlement:
Helm`s Deep
Effect:
public order bonus due to happiness, retraining costs reduced, troops experience +1
Description:
In the year 2758 T.A. Rohan was attacked by Dunlendings and Easterlings. The then king Helm Hammerhand withdraw into the Hornburg. During this time Helm performed a lot of great deeds and finally he expeled his enemies out of his kingdom. To honoured him and his achievements, the refuge received its new name: Helm`s Deep.
One of the most noticeable building of this fortress is the high tower of the Hornburg. From its top, you can overview the whole Deep and the valley. Integrated in this tower is the unique Horn, which is named after Helm Hammerhand, because everytime before he rode into battle, he blew into a gigantic horn.
The mouthpiece is located under the top of the tower. Along the whole backside of the tower there are two large pipes, which transported the tone directly to the rocks. Based on the structure of the valley and its rutted lay of the land, the call is not only intensified, but also regive as an Echo. So the tone streches itself a thousandfold through the whole deep and a lot of enemies in the past were horrorfied in fear and scare and fled from the battlefield because they thought they were sorrounded by the soldiers of Rohan.
When the tones arises, the Rohirrim are remembered on the old glory days and the deeds of their forefathers and they fight with more courage and strenght.
Secret Waterfall
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Pictures: (building/card)
Attachment 123117
Settlement:
Henneth Annûn
Effect:
extra wall defences, troops experience +1
Description:
The secret refugeplace Henneth Annûn, what means "Window to the West" or "Window to Sunrise", lays in norh-eastern Ithilien, near of the field of Cormallen. As a real base for the Rangers of Ithilien, it was previously used a water flown grot, which was hidden behind a waterfall.
Henneth Annûn was fortified in the year 2801 T.A. by Túrin II. the 23. governing Truchsess of Gondor.
For that purpose, a mountain torrent was redirected through a stonily channel, which earlier flew through the grot and now flew over the upper rock terrace and every flow inside the cave were walled up against the intrusion of water.
The refuge lay open to the west, where once was the flowing off of the stream out of the cave. It is a wide opening like a gate or window, therefore the opening has its name from as well as the whole refuge: "the Window to the West".
Now the window is hidden by a doubly high waterfall, which is called sometimes as "blind". The waterfall itself is one of the most beautiful in Ithilien. Primarly at the evening and in the night there is a wonderful sight, if the light of the sinking sun or that of the moon breaks in the water spray in thousands of facettes. The rock hall behind the window is just rude carved, the lower part is shielded with blinds to guarantee the commanding captain a bit of private room. The refuge can be left by 2 ways, obviously these cavernous were eroded by the stream. The first way lead through stairs to a high river bank, the other one lead through winding stairs up to a stone terrace.
Principally, Henneth Annûn serves at forward post of Gondor to observe the borders of Mordor and to execute smaller ambushs. Most of all, the cave offers protection to the Rangers and serves as sleeping-place, armoury and provision camp.
So Henneth Annûn can resist a siege, which is executed by a much higher number of troops.
Tower of the Dome of Stars
Spoiler Alert, click show to read:
Pictures: (building/card)
Attachment 123115![]()
Settlement:
West-Osgiliath
Effect:
public order bonus due to happiness
Description:
After the doom of Númenor and the landing of Isildur and Anarion in southern Middle-Earth, in the year 3320 S.A., they builded a common capital for their southern Kingdom called Gondor.
This city was named Osgiliath, what means in Sindarin: "Citadel of Stars". The city received its name, because of its most impressive building; the Tower of the Dome of Stars.
Constructed on the huge Stone-Arch-Bridge in the year 3320 S.A., the Dome had a wide of ca. 300 feet and a height of ca. 400 feet, with its dimensions, you could see the building from the whole city. It was the most important building of Gondor`s capital of the time and it conformed a black or dark blue hemisphere, which was decorated with golden and silver stars. The Palantír of Osgiliath was saved under the Doom of Stars, which represented the roof. The lower part of the tower inclosed the great hall of Osgiliath, where the thrones of Isildur and Anarion stand side by side.
During the civil war in the year 1437 T.A., the Dome was set on fire and collapsed. The Palantír was lost in the Andúin. Although in these days there are only ruins, which remember on the old glamour of Osgiliath, the rests of this noble building of Kings are not less impressive than before its destruction and every single soldier of Gondor will give everything to defend his old capital.
Secret Stair
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Pictures: (building/card)
Attachment 123110
Settlement:
Minas Morgul
Effect:
increase in tradable goods
Description:
The secret stair or the secret path is one of two known ways from the West in the dark empire of Sauron, although there are not much western people, which know that the path exists. The stair lays in the Shadow Mountains and connected the Morgul valley with the path of Cirith Ungol. The secret stair consists of two parts, the lower stair is called the straight stair, it is considerable shorter than the upper one. Its rise is not so strong and the steps are less dangerous than these of the other one. But this part is better overviewed from the Morgul valley and there are always troops in attendance in Minas Morgul, waiting for a call of their always watchful scouts to march out and to arrest the invaders or if that is not possible, kill everybody.
If you have passed unseen the guards and climbed the first part, you have to cross a long, dark tunnel, which separated the two parts of the stair. After that the upper stair or winding stair is in front of you. This one is essential longer and much more dangerous than the first one, because the steps have different heights and wides and they are very slippery and so the climbing is a fairish risk for everyone, who wants to invade into Sauron`s empire and even if it is succesfull to break through all dangers of the secret stair, you will just face Shelob`s lair, a deathbringing place, where the path had ended forever for every enemy of Mordor up to now.
Death Marshes
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Pictures: (building/card)
Attachment 123116
Settlement:
Malgalad
Effect:
public order bonus due to law
Description:
On the fields of Dagorlad and in the area of the death marshes of the present days, the last alliance of the elves and humans defeated the armies of Sauron at the end of the second age, whereupon he was forced to withdraw to Barad-Dûr. The victors builded high barrows to bury the fallen soldiers in the lowlands, where the left battlefield were. In later days these barrows were overflowed and are now the death marshes.
It reached from the Emyn Muil in Northwest to the No-Mans-Land in the Southeast, where the Morannon lays. The Marshes developed, because the eastwind bring poisonous fume from the Mount Doom and the Slag-Hills, which makes the land fruitless. The spare fallen rain could flow down unhindered from the Emyn Muil and the spurs of the Epel Dúath into the grass-covered dale. Nowadays the Death Marshes are filled from the rivers, which flow down from the Emyn Muil.
There are just a few paths, which cross the death Marshes and their transition is very dangerous, because the ghosts of the fallen soldiers are passed over from the overflowed barrows to the marshes and appaer the wanderers as dead gestalts. They are elves, humans and orcs, every race, which participate on the great battles of the ancient times. Every gestalt consists an unearthly green light because they are no physical creatures.
But you have to be careful, because they lure the unwary with their ligths into the depth of the marsh and so into the certain death.
Aglarond
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Pictures: (building/card)
![]()
Settlement:
Helm`s Deep
Effect:
public order bonus due to happiness, extra wall defences
Description:
Aglarond also called the Glittering caves, is an undergrounded cavesystem in Helm`s Deep in Rohan.
Its name received the caves, because of its unique natural beauty, which materialised itself in huge deposits of Diamonds and crystals in the walls. The facettes of these jewels reflect the countless, artful waterfalls and lakes, which deploy an unreachable magnificence.
But the beauty is not its only purpose, which is fulfilled by this system. Because of the direct connection to Helm`s Deep, it serves again and again as refuge for the population of Rohan, which is easy to defend against a hostile army, so it was in the year 2758/2759 T.A. during the siege of Rohan and the long winter. Through great armoury and stores in the caves, the Rohirrim could resist a siege for a long time.
Caras Galadhon
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The Watchers
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Pictures: (building/card)
Settlement:
Minas Morgul
Effect:
culture increase bonus due to law
Description:
In front of the bridge in the Morgul valley, the entrance to Minas Morgul is guarded by two Statues, which bear witness of the deformed Art of Mordor.
It is not known when these creatures were builded, but it is sure, that it was after the fall of Minas Ithil in the year 2002 T.A., likely ordered by the highest Nazgûl Lord itself. The bodies are adapted from big cats, but covered with the scalier skin of a lizard instead of fur. They are made out of stone and the anonymous sculpture has armed them with huge paws and claws, which promise a cruelly death to everyone, who should dare to pass.
And although these creatures are captured on their pedestal, they confirm with their frightening, living and magical grimaces, exactly the same, what every offender could feel by entering the valley: There is no hope on this place, here is no victory to gain for you, just the death.
The Unknown Lake
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Pictures: (building/card)
Settlement:
Goblin Town
Effect:
public order bonus due to law
Description:
Deep under the peaks of the Misty Mountains, there exists a body of water, which is feeded by unknown sources and runlets and builded an undergrounded lake in the course of time.
In this lake live fishes, which are perfectly matched with living in absolute darkness. But they are not the only living things, which find a home in this scary environment. There is something, that scared even the orcish population to death, who are connected to the lake with a tunnel system. They are scared so much, because not everybody returned, who was sended to the lake. They just disappaered and you heard nothing anymore from them, except a painful squeak and a following, impervious silence.
So you should avoid this place or better obey your chieftain, if you don´t want to get the order to go to the lake of no return.
Stone-Arch-Bridge
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Pictures: (building/card)
Settlement:
East-Osgiliath
Effect:
culture increase bonus, improves roads and trades
Description:
In the year 3320 S.A. after the arrival of Isildur, the bridge was builded out of stone together with the city of Osgiliath. The Stone-Arch-Bridge is one of the few passages over the Andúin and the only connection between West- and East-Osgiliath. The bridge was so huge, that a very large number of houses and towers stood on it, whereby the most importat building was the tower of the dome of stars, which was the first citadel of the Kings of Gondor.
The bridge was of great importance, because it was one of the few places south of the Rauros, beside the river island Cair Andros, where you could cross the Andúin. The scales of the bridge were so immense, that ships could pass beneath it, what had a positive effect on trade and cultural exchange.
During the civil war in the year 1473 T.A., the bridge was the location of a great battle and over its course the bridge was so heavily damaged, that it cracked under the pressure of its own weight. At the same time, the Tower of the Dome of Stars collapsed and the Palantír was lost in the floods of the Andúin. But because of its importance, the Truchsesses of Gondor builded several smaller bridges to keep up the connection between Ithilien and Anórien.
But in these days, it is too dangerous to rebuild the Stone-Arch-Bridge, because it would opened Anórien and Gondor to the hordes of Sauron´s servants, which wait on the eastern riverside.
Celeborn`s Palace
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Pictures: (building/card)
Settlement:
Caras Galadhon
Effect:
culture increase bonus, public order bonus due to happiness
Description:
This palace hosts probably the most powerful ruler pair of Middle-Earth; Celeborn and Galadriel and it is the most beautiful and most impressive building in the legendary Caras Galadhon.
Like the most buildings in the empire of Lórien, the palace is builded on a gigantic wooden platform, called Flett, which are integrated inside the branches of the Mallorn trees. Just a handful of visitors, even in the elven community gain the honour to have a close look at the palace since the countless years of its uplifting.
The palace is characterized by its perfect ornaments and its unbelievable architecture, which could just reached during the immortal live of the elves and just created with the help of the rings of power.
It is really a symbol of the dominance and the majesty of the elves and a worthy centre of power inside this mighty empire.
Houses of Healing
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Pictures: (building/card)
Settlement:
Minas Tirith
Effect:
public order bonus due to happiness, public health bonus
Description:
The houses of healing are the hospital of Minas Tirith, which are builded by he Númenors during the foundation of Minas Tirith.
This building complex is situated in the sixths ring of the city, on the southern wall, near the Veste.
The buildings lay in a garden, which is tree lined and reaches to the southern walls. It is the only park-like installation, which exists in Minas Tirith of the late Third Age and has the porpuse to serve for the sick persons as a place for convalescence and rest. In time of peace, in these buildings were cured heavily sicked persons, but in time of war, the healers take primarely care of soldiers, which were injured in battle or died because of their wounds.
The principal of the houses of healing leads the houses and has the responsibility for the patients. Beside him there is the herb-master, which is responsible for the herbal medecines. At last there work some women, which support the herb-master or have some healing abilities theirself. In time of war, these women are the only civilists, which would not be evacuated, but would live and work in the houses.
In these houses, there left a large part of the númenorien knowledge of healing arts and the medical science, so that a lot of lives could be rescued here.
Royal Stables
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Pictures: (building/card)
Settlement:
Edoras
Effect:
retraining costs reduced, troops experience +1, public order bonus due to happiness
Description:
As Eorl the Young supported Gondor in its war against the Balchoth in the year 2510 T.A., the Truchsess of Gondor honorized him with Calenardhon, also called the "Green Province", Eorl constructed the city Edoras as the new capital of his new empire.
Because Eorl was the King of the Éothéod, famous horse people with their origins southeast of Mirkwood, they worship their horses beyond all measures and cared about them with the same effort as for their own childrens. Therefore Eorl setted great value upon an expensive and pompous construction of his stables in his capital, which are well-known as "the royal stables" in whole Middle-Earth in these days.
This richly ornamented building offers place for a high number of horses and still every horse has its own bay with the finest food and water.
A lot of servants take care of the horses for the whole day, whereby just the best and fastest horses of Rohan get under shelter in the royal stables, which are mostly owned by the purple or the king himself. The most famous of these royal horses are the Mearas. Because of these outstanding animals, the stud farm of the king of Rohan is one of the best in whole Middle-Earth.
The riders of Rohan in common belonged to the handiest riders in the world, but the warriors, which were trained in these stables, belong to the absolute elite in Rohan´s army.
Watchers of Cirith Ungol
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Pictures: (building/card)
Settlement:
Cirith Ungol
Effect:
culture increase bonus, public order bonus due to law
Description:
The two watchers, also called the silent watchers are two statues, which guard the Tower of Cirith Ungol.
They are two large, stoney images and sit on thrones. Everyone has three grown together bodies with three vulture heads. One see out, one see on the entrance and one see inside the tower. They are in fact immovable, but they could also awake to consciousness.
The watchers deny the entry to every enemy, who posses not more strength of will, what have only a very few people. And if someone has the strength and pass the gate, they scream directly alarm.
Because the tower was builded by the humans of Gondor, you should expect, that the statues were builded by them too. But if you entering the tower, you feel a crucial mind of naughty watchfulness going out from the watchers and also their form with the vulture heads and the claw-type hands contradict that the images were carved by the Númenors. So it is more probable, that they were consructed by evil forces.
In this way it is not verified, who was the constructer, but from the dark empire nobody is known, who has the power to create them, except the Nazgûl or Sauron himself.
Citadel of Durthang
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Pictures: (building/card)
Settlement:
Durthang
Effect:
extra wall defences
Description:
The old castle Durthang, what means "dark repression" on Sindarin, is situated in the mountains of the Epel Duath, in a place, where a thin chine pushes forward vertically to east from the main chain of the mountains. The castle is located exactlyon a low top at the origins of this chine.
The castle was builded by Gondor at the begining of the third age, as Sauron was evicted and Mordor was leaved. The original name is not known, but the name was surely another one. gondor build up this and a lot of other emplacements in Mordor, like Cirith Ungol, because they were afraid of a possible return of Sauron servants. For this purpose, Durthang should observe a critical place, because there is not just a single way to the Gorgoroth, but rather another one to Udun, so it is a way to bypass the Isenmouthe. More important as the way is that there exist obviously a secret path over the less higher tops of the mountains into the North of Ithilien, which is just known by a few living creatures.
In the 12. century of the Third Age, the watchfulness of Gondor decreased and the builded bases in Mordor ruined. Finally in the 17. century after the great plage, the emplacements wre quitted once and for all and the soldiers were commited against other risks for the empire. In the year 2002 of the Third age, Minas Ithil was besieged and captured by the Nazgûls. Orcs and other broods returned to Mordor and populated the quitted fortresses of Gondor, they repaired them and suited them to their needs. So turned the in former times beautiful Durthang to the orc citadel and to the initial point of smaller attacks to Ithilien, which were leaded over the slender path, which contributed to the depopulation of this landscape.
In these days Sauron uses Durthang to observe his servants, to protect the path and to send hurryrunners and secret missions over the fast ways.
building ideas without pictures/descriptions
Cerin Amroth
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Pictures:
Settlement:
Cerin Amroth
Effect:
public order bonus due to happiness, culture increase bonus
Description:
Central Marketplace
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Pictures:
Settlement:
Esgaroth
Effect:
increase in tradable goods, improved food production
Description:
The Great Hall
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Pictures:
Settlement:
Esgaroth
Effect:
public order bonus due to happiness
Description:
Secret dwarven Entrance
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Pictures:
Settlement:
Erebor
Effect:
extra wall defences
Description:
Dwarven Watchtower
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Pictures:
Settlement:
Erebor
Effect:
extra wall defences
Description:
Dol-Amroth Harbour
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Pictures:
Settlement:
Dol-Amroth
Effect:
increase in tradable goods, trade fleets available
Description:
Beorn`s Halls
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Pictures:
Settlement:
Beorn`s Halls
Effect:
improved food production, public order bonus due to happiness
Description:
Pelargir Harbour
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Pictures:
Settlement:
Pelargir
Effect:
increase in tradable goods, trade fleets available
Description:
Dungeons of Dol Guldor
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Pictures:
Settlement:
Dol Guldor
Effect:
culture increase bonus, public order bonus due to law
Description:
Thrórs Great Hall
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Pictures:
Settlement:
Erebor
Effect:
culture increase bonus, public order bonus due to happiness
Description:
Stone of Erech
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Pictures:
Settlement:
Erech
Effect:
culture incease bonus
Description:
Fortress of Cair Andros
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Pictures:
Settlement:
Cair Andros
Effect:
extra wall defence, retraining costs reduced
Description:
Elrond`s House
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Pictures:
Settlement:
Rivendell
Effect:
culture increase bonus, public health bonus, public order bonus due to happiness
Description:
Old Mill
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Pictures:
Settlement:
Hobbiton
Effect:
improved food production, culture increase bonus
Description:
Mathom-House
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Pictures:
Settlement:
Michel Delving
Effect:
culture increase bonus, retraining costs reduced (for Hobbit-units)
Description:
Carn Dûm
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Pictures:
Settlement:
Carn Dûm
Effect:
extra wall defences, retraining costs reduced
Description:
Dunharg
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Pictures:
Settlement:
Dunharg
Effect:
extra wall defences
Description:
Ruins of Fornost
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Pictures:
Settlement:
Effect:
culture increase bonus
Description:
Gundabad
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Pictures:
Settlement:
Gundabad
Effect:
extra wall defences, public order bonus due to law
Description:
Tarannon`s House
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Pictures:
Settlement:
Pelargir
Effect:
culture increase bonus, public order bonus due to happiness
Description:
Harbour of Lond Daer
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Pictures:
Settlement:
Lond Daer
Effect:
trade fleets available, increase in tradable goods
Description:
Thranduil´s wine cellar
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Pictures:
Settlement:
Thranduil`s Halls
Effect:
public order bonus due to happiness, increase in tradable goods
Description:
Thranduil`s Prison
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Pictures:
Settlement:
Thranduil`s Halls
Effect:
public order bonus due to law
Description:
Lighthouse of Dol-Amroth
Spoiler Alert, click show to read:
Pictures:
Settlement:
Dol-Amroth
Effect:
retraining costs reduced (for ships)
Descriptions:
Unique buildings in added settlements
one of my other ideas is to add some new settlements to be able to include some important unique buildings or to prevent, that to much unique buildings are in one settlement.
Spoiler Alert, click show to read:
Moria
The first one was not my idea, but something I really like and support; to divide Moria into three parts.
This was done before by Skelleton of the West and I want to take over that because i think it describes better the huge scale of Moria and as the dwarves it is more difficult to conquer your old capitol, what makes it more interesting.
Also the balrog could just attack, if you have reached the Halls of Moria, which would fit more into Lore.
And Moria have so much important unique buildings, that they would be too much to added them all to one settlement.
But enough writing, here I show you how I imagine it and my and to complete it the vanilla unique buildings:
Vanilla Moria/Divided Moria
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Unique buildings:
Westdoor of Khazad-dûm
Spoiler Alert, click show to read:
Mithril Mines
Spoiler Alert, click show to read:
Pictures: (building/card)
Settlement:
Western Moria
Effect: (just for the Dwarves)
increase in tradable goods
Description:
The enormous wealth of Khazad-dûm was not because of veins of Gold and Diamonds in the Misty Mountains, but in another extremly rarely metall, which can be founded in Middle-Earth just in the Mines of Khazad-dûm; Mithril.
Mithril is the most hardest and at the same time lightest metall in whole Middle-Earth. It was quarried in enormous amounts by the dwarves and meanwhile it is so rare, that you could buy a whole kingdom for a chest full with Mithril ore. It was used for weapons, armours and also for jewelleries, for example Elendilmir is made out of Mithril, which was weared by Elendil and Isildur as a symbol of their kingship, exactly like Nenya was made out of Mithril too.
Beside the Name Mithril, what means "grey glitter", it is called true-silver or Moria-silver too, the dwarves have an own, secret name for the metall.
As much wealth as Mithril brought to the dwarves of Khazad-dûm, finally it leads still to their doom, because of the slow depletion of the Mithril veins, the dwarves carved deeper and deeper and so they had awoke the Balrog of Morgoth, Durins grudge, and that was the begining of the fall of their kingdom.
Nowadays the Mithril Mines are leaved, because nobody except the dwarves knows, how to wrench the ore from the mountain. But the mines just wait to be reoccupated by the dwarves and bring them incredible wealth and respect.
Dwarrowdelf
Spoiler Alert, click show to read:
Pictures: (building/card)
Attachment 123118
Settlement:
Halls of Moria
Effect:
increase in tradable goods, public order bonus due to happiness
Description:
In time immemorial, in the First Age, Durin discovered the caves over Azanulbizar, the "Streams of the Shadows", and there he founded, what became the greatest of all dwarven empires - Khazad-dûm.
Based on the fabulous wealth out of the Mithril mines, the population grew at a tearing speed, wherefore the dwarves carved in tireless work huge chambers and rooms out of the stone to created houses and halls for the population.
The most greatest and magnificant of these pillared halls is Dwarrowdelf, an endless stringing together of pillars, which seems to stabilize the Misty Mountains itself and whose construction was finished in centuries of loving work by generations of dwarves.
But the dwarves fossicked to deep and to eager for the precious metalls and so they awoke in the year 1980 of the Third Age a Balrog out of the First Age, who slayed the King Durin VI. and his heir King Náin I., by what he finally expelled the dwarves from Khazad-dûm and trooped together an army of goblins and Trolls.
After several failed attempts in the year 2790 Third Age from King Thrór and in the year 2989 Third Age from King Balin to recolonise Khazad-dûm, the halls are now firmly under control of the Goblins and is called Moria, what means "the black pit".
So the halls of Dwarrowdelf are not fulfilled with the laughter of dwarven childs, but with the drums of the Goblins.
Chamber of Mazarbul (Vanilla)
Spoiler Alert, click show to read:
Pictures:
Settlement:
Halls of Moria
Effect, Pictures, Description stay the same
Bridge of Khazad-dûm (Vanilla)
Spoiler Alert, click show to read:
Picture:
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Settlement:
Eastern Moria
Effect, Pictures, Description stay the same
Orodruin
another Settlement I would add is the Orodruin, because I think it is one of the most important places in Middle-Earth, because it is the only point, where Sauron can be beated.
This should not be a flourish city with thousands of people. It shall be a small village without any population, without any buildings except the Sammath Naur and without any appreciable income. So if you conquer this city with a general who has the one ring and he stays in the city for 1 turn, the ring will be destroyed.
Vanilla Mordor/with Orodruin city
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Unique building:
Sammath Naur
Spoiler Alert, click show to read:
Pictures: (building/card)
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Settlement:
Orodruin
Effect:
culture increase bonus
Description:
The Sammath Naur, what means "Chambers of Fire" on Sindarin, is a rock-cut tomb in the cone of the Orodruin, which was ordered by Sauron in the Second Age. In this rock-cut tomb is located a lava stream, which is called the "Cracks of Doom", it is hottest point overgrounded in Middle-Earth, and which is reachable without bigger problems.
This incredible heat was needed for the production of the most important object in Middle-Earth. After Sauron simulated to be the friend of the elves in the 16. century of the Second Age, he helped to gain unbelievable knowledge and to create the rings of power. But he betrayed them all, because he had created in the Sammath Naur the Master- or the "One Ring", which has the power to enslave the other rings of power and to doom Middle-Earth.
Because the one ring was made in the simmering Fire of the Sammath Naur, it is just this flame, which is hot enough to destroy the one ring and beat Sauron once for all.
But up to now, nobody, except Isildur after the battle of Mount Doom, manages it to reach the Sammath Naur.
City of the Death
I choose this city, although the whole Army of the Death thing is really disputed, because I think it is an important city to increase the Lore feeling.
The city should not be reachable for everybody, just for Aragorn and so the city should have an own way in the White Mountains. But for population, income and buildings it is the same as for Orodruin, that means no population, no income and no buildings, except the unique ones.
Vanilla/my settlement
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Unique buildings:
City of the Dead
Spoiler Alert, click show to read:
Palace of the undead King
Spoiler Alert, click show to read:
I also want to use my thread to call attention to the awesome unique buildings of Louis Lux in his "visual enhancement" thread, which definitely should be included in the vanilla mod!
Your building ideas are always wellcome, so please if you have some, write them down.
- Changing settlement appearance
Spoiler Alert, click show to read:
Changed campaign settlement appearance
Something I don`t like in the vanilla mod is , that dwarven settlement or the cities of the Orcs of the Misty Mountains are presented as normal cities. I think it would be better, if the settlements in Mountain regions would look like they are part of the Mountains and you could just see the entrances and the faction banner. Exactly like the Erebor (That is the reason, why I like this dwarven city the most).
I don`t know if this is possible but I imagine the same system as by the Erebor, that you "put" something which is designed like the surface of the surrounding Mountains over the cities and cover it up. I promise me of this, that there are more unique settlements on the campaign map and to increase the feeling of undergrounded cities.
Some pictures:
Spoiler Alert, click show to read:
Dwarves:
Orcs of the Misty Mountains:
Spoiler Alert, click show to read:
Orcs of Gundabad
- ideas for unique settlement models (battle map)
Spoiler Alert, click show to read:
Some settlements which could be some interesting models.
- Pelargir
Spoiler Alert, click show to read:
- Mount Doom with the Sammath Naur
Spoiler Alert, click show to read:
- Bree
Spoiler Alert, click show to read:
- Barad-Dûr
Spoiler Alert, click show to read:
- Thranduil´s Halls
- Fangorn
- Cirith Ungol
Spoiler Alert, click show to read:
- Umbar
Spoiler Alert, click show to read:
- Mithlond
Spoiler Alert, click show to read:
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- Dol Amroth
Spoiler Alert, click show to read:
- Nordinbad (from LotR: War in the North, because it looks badass)
Spoiler Alert, click show to read:
- Dale
- unit ideas
Spoiler Alert, click show to read:
This part is reserved for different types of unit ideas, like AOR-units, siege weapons, escorting characters for units...
AOR-Units
Spoiler Alert, click show to read:
Grond (AOR Barad-Dûr for Mordor)
Spoiler Alert, click show to read:
Grond is a special Siege weapon, but different as normal battle-rams, it isn´t recruitable just after starting a siege. You can build it like catapults or ballistas in towns and fortresses. So it is like catapults just with battle-ram animation. You can recruit it in Barad-Dûr every 40 turn or so.
Spoiler Alert, click show to read:
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Army of the Dead (AOR City of the Dead, look at added settlements above, for Gondor)
Spoiler Alert, click show to read:
This unit should be recruitable only by Aragorn in the added city "city of the dead".
Minas Morgul Skull guard (AOR Minas Morgul for Mordor)
Spoiler Alert, click show to read:
Mithlond Shipwrighters (AOR Mithlond for High Elves)
Spoiler Alert, click show to read:
They should be only recruitable in Mithlond. Perhaps you could use the "Guards of Osgiliath" Model (because I really like it), recolour the plate armour in the golden colour of the elven soldiers and change the weaponary from Pikes to javelins and as the secondary weapon a small axe and rename the Mithlond Nobles.
Rohan Shieldmaidens (AOREdoras for Rohan)
Spoiler Alert, click show to read:
The noble women of Rohan learn early how they can protected themselves with the sword.
Guards of the Galadhrim Court (AOR Caras Galadhon for Silvan Elves)
Spoiler Alert, click show to read:
Drúadan (AOR Drúadan Forrest for Gondor)
Spoiler Alert, click show to read:
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Osgiliath Veterans (AOR destroyed Osgiliath for Gondor)
Spoiler Alert, click show to read:
Osgiliath Domeguards (AOR rebuilded Osgiliath, replace Guards of Osgiliath, for Gondor)
Amon-Sûl Guards (AOR Amon-Sûl for Eriador/Arnor)
Spoiler Alert, click show to read:
Great Eagles (AOR Misty Mountains for Silvan Elves)
Spoiler Alert, click show to read:
Moria Wallcrawlers (AOR Moria for OotMM)
Spoiler Alert, click show to read:
Light armoured infantry. Armoured in Leather without helmets.
Beside the standard bannerbearer, the AOR units should get an own banner to underline the fact, that they are recruitable just in special regions! (except the eagles of course!)
normal recruitable units
Spoiler Alert, click show to read:
Dwarven Travellers (Dwarves)
They are a light infantry unit, armoured with leather armour and a cloak, the typicall suit for travelling dwarves. They are weaponed with a small axe and a mace.
Their purpose is to chase enemies, because of their light armour they could run very fast and have the famous dwarven endurance!
Angmar Warriors (Orcs of Gundabad)
Vault Warden Warriors (Dwarves)
They are equiped with long shields and a one handed axe. It is not an offensive unit, they purpose is to block the tunnels of the dwarven cities, during the shooters attack the enemies from behind. So their attack stats are not high, but their defensive stats are nearly at the maximum. These warriors are perfectly trained for figths in close rooms and against superior number. In combination with the dwarven pikemen, they are a deathbringing threat for every opponent.
Spoiler Alert, click show to read:
Goblin Maraudeurs (Orcs of the Misty Mountains / Orcs of Gundabad)
Spoiler Alert, click show to read:
Sworddancers (Silvan Elves)
They are not just warriors, they are artists with their swords they could fulfill things which are just impossible for normal mortals. They perform in the celebration circles of Thranduil in Mirkwood and at the same time they are his elite attack unit, with the purpose to assassinate the enemy general or to shock the enemy troops. They have very high attack stats but very low defensive stats, because they are equiped with light leather armour and two small swords, so they have the maximum flexibility and quickness to make their awesome attacks.
Spoiler Alert, click show to read:
Dale Dragonhunters (Dale)
They are weaponed with different types of weapons. Their first one is a Longbow and their secondary one is a long Spear, so that they are well equiped for the dragon hunt. On their back, they wear a long shield with spikes on the side and a big axe for giving the dragon the finishing stroke.
Wolves (Orcs of the Misty Mountains)
Spoiler Alert, click show to read:
Every faction should have unique siege weapons.
some units recruitable from allied factions
Spoiler Alert, click show to read:
Gondor - Rohan Riders in Minas Tirith
Spoiler Alert, click show to read:
Mordor - Harad Lancers / Rhun Spearman in Black Gate
Spoiler Alert, click show to read:
Arnor - Eldarinwe Archers in Amon Sûl
Spoiler Alert, click show to read:
Dale - Dwarven Warriors
Spoiler Alert, click show to read:
Dwarves - like in Vanilla TATW Dale Riders
musicians for high tier units
Spoiler Alert, click show to read:
This should not be whole units, just an extra model like the captain and the bannercarrier.
Gondor - Silverbucinas
Spoiler Alert, click show to read:
Dwarves - Carnyx
Spoiler Alert, click show to read:
High Elves -Golden Cross Flute
Spoiler Alert, click show to read:
Mordor - Trolldrummer
Spoiler Alert, click show to read:
OttMM - Goblindrummer
Spoiler Alert, click show to read:
Harad - Didgeridoo
Spoiler Alert, click show to read:
Rohan - Horns
Spoiler Alert, click show to read:
- hero ideas
Spoiler Alert, click show to read:
new heroes
ancillaries v= existing in the Vanilla mod, i= own idea, which could be addedSpoiler Alert, click show to read:
Gondor
Spoiler Alert, click show to read:
Denethor, Steward of Gondor
Spoiler Alert, click show to read:
Imrahil of Dol Amroth
Spoiler Alert, click show to read:
Forlong the Fat of Lossarnach
Eriador/Arnor
Spoiler Alert, click show to read:
Dwarves
Spoiler Alert, click show to read:
Rohan
Spoiler Alert, click show to read:
Theodred
Spoiler Alert, click show to read:
Eomer
Spoiler Alert, click show to read:
Gamling
Erkenbrand
Spoiler Alert, click show to read:
Silvan Elves
Spoiler Alert, click show to read:
Dale
Spoiler Alert, click show to read:
Bain
Bard
High Elves
Spoiler Alert, click show to read:
Cirdan
Spoiler Alert, click show to read:
ancillaries:
Lord of Mithlond (v)
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Mordor
Spoiler Alert, click show to read:
Gothmog
Spoiler Alert, click show to read:
ancillaries:
warlord of Mordor (i)
Mouth of Sauron
Spoiler Alert, click show to read:
ancillaries:
Mouth´s helmet (i)
Shelob (restricted in movement area)
Spoiler Alert, click show to read:
ancillaries:
shelob´s poison (i), shelob´s net (i)
Flying Nazgûl
Spoiler Alert, click show to read:
ancillaries:
Fellbeast (i)
Isengard
Spoiler Alert, click show to read:
Sharku
Spoiler Alert, click show to read:
ancillaries:
warg-master of Isengard (i)
Orcs of the Misty Mountains
Spoiler Alert, click show to read:
Durbûrz Warlord of Moria
Spoiler Alert, click show to read:
ancillaries:
Balrog
(spawning General (not an ordinary unit) when Moria is under attack, restricted movement area)
Harad
Spoiler Alert, click show to read:
Rhûn
Spoiler Alert, click show to read:
Andûr Lord of Blades
Spoiler Alert, click show to read:
ancillaries:
Orcs of Gundabad
Spoiler Alert, click show to read:
Agandaur (from LoftR: War in the North)
Spoiler Alert, click show to read:
added or changed ancillaries of existing heroes
Spoiler Alert, click show to read:
- gameplay/general ideas
Spoiler Alert, click show to read:
- Hobbit campaigne
- add Reunited Kingdom, conditions: Annuminas and Osgiliath rebuilded, Gondor and Arnor allied,
Mordor defeated or the One Ring destroyed
New rooster with new standard soldier type:
- change Wall Building Cards depending on culture (orcs, dunedain, northmen, elves etc.)
- Aragorn married with Arwen also in High Elven family tree
- Celeborn married with Galadriel
- changing spy appearance, Dale, Eriador/Arnor, Gondor looks like the corresponding Ranger, don´t know if this is possible, but it would be cool Isengard spies look like a swarm of birds
- Ringbearing General rebels, if he shall destroy the Ring, the chance depends on the General´s loyality
- changing landscape, depending on the owner; orc faction the landscape changes to a death, black
land like Mordor, Elves, the land gets green and lively (perhaps you could use season animation)
- in orc factions fear or surpressing bonuses instead of happines.
- reworking some factions, OotMM/OoG (Goblin run animation, more different unit types human/orcs),
Rohan (textures, beards etc.), Harad (textures), Mordor (textures)
In terms of OoG you could use the concepts and models of "LotR War in the North", which fit very well in the Lore (faction leader could be Agandaur):
Spoiler Alert, click show to read:
- relocate Thranduill´s Halls to the river and make the river navigable for trading, but the harbours
should just be able to recruit low tier ships
- Isengard neutral to Rohan at the start, at turn 40 (?) there is an Event Video, which shows the
change of Isengrad and after that war is declared to Rohan, Isengard gets 2 full stacks of mixed
Isengard units
- Voice of Saruman confuses enemies and make them fighting against each other
- add shields to gondor cavalry
- Mordor catapults should shoot human heads
- At the begining of a dwarven campaigne, you should get a mission to recapture Moria, if you have
success, ther sould be an event "the old Kingdom fo Khazad-Dûm is restored", the General should get
the title "King of Khazad-Dûm"
- more ancillaries/titles
Spoiler Alert, click show to read:
- bannercarrier of ... (every faction have certain regional banners)
Spoiler Alert, click show to read:
Gondor
- Minas Tirith
- Osgiliath
- Cair Andros
- Pelargir
- Dol-Amroth
- Lebennin
- Pinath Gelin
- Lamedon
- Arnach
Rohan
- Edoras
- Helm´s Deep
- Eastfold
- Westfold
- East-Emnet
- West-Emnet
- Wold
- Fennmark
High-Elves
- Imladris
- Ost-In-Edhil
- Forlond
- Harlond
- Mithlond
Silvan-Elves
- Woodland Realm
- Mirkwood
- Caras Galadhon
- Cerin Amroth
Eriador/Arnor
- Annuminas
- Arthedain
- Bree
- Shire
- Cardolan
- Amon-Sûl
- Rhudaur
Dwarves
- Erebor
- Khazad-Dûm
- Iron Hills
- Ered Luin
- Naugrim
- Grey Mountains
Dale
- Esgaroth
- Dale
- Celduin
Mordor
- Barad-Dûr
- Morannon
- Minas Morgul
- Cirith Ungol
- Dol Guldor
- Gorgoroth
- Nûrn
Isengard
- Isengard
- Dunland
OotMM
- Moria
- Misty Mountains
- High Pass
- Grey Mountains
Orcs of Gundabad
- Angmar
- Gundabad
- Cram
Harad
- Umbar
- Harondor
- Harad
- Muhad Tribes
- Troll-Men
Rhûn
- Rhûn
- Mistrand
- Khand
- Balchoth
- good submod ideas
Spoiler Alert, click show to read:
Pyrosh improvemennts and new units: http://www.twcenter.net/forums/showthread.php?t=554745
SAUS: http://www.twcenter.net/forums/showthread.php?t=430666
Third Age Expanded: http://www.twcenter.net/forums/showthread.php?t=554687 (I like the idea of a greater Middle-Earth map)
PCP: http://www.twcenter.net/forums/showthread.php?t=355651 (because of the dragons and eagles)
Taro M´s New units for Gondor: http://www.twcenter.net/forums/showthread.php?t=498703
Lore Enhanced Mod: http://www.twcenter.net/forums/showthread.php?t=313581
Unite the clans: http://www.twcenter.net/forums/showthread.php?t=560824
Additional Mercenary Minimod: http://www.twcenter.net/forums/showthread.php?t=562269
Baron Samedi´s Gameplay Enhancing...: http://www.twcenter.net/forums/showthread.php?t=390535
Gondor Armour Upgrade: http://www.twcenter.net/forums/showthread.php?t=513030
Rhun Clan System: http://www.twcenter.net/forums/showthread.php?t=558713
Dunedain Counter Invasion: http://www.twcenter.net/forums/showthread.php?t=497959
Total Diplomacy: http://www.twcenter.net/forums/showthread.php?t=463385
Enhanced Ancillaries Pictures: http://www.twcenter.net/forums/showthread.php?t=378633
4 Tier Road System: http://www.twcenter.net/forums/showthread.php?t=552401
Boromir in plate armour: http://www.twcenter.net/forums/showthread.php?t=525016
Call to Arms: http://www.twcenter.net/forums/showthread.php?t=513244
Immortal Nazgul: http://www.twcenter.net/forums/showthread.php?t=260218
Untainted heroes: http://www.twcenter.net/forums/showthread.php?t=326942
The Uruk´s Gameplay Enhancing Script: http://www.twcenter.net/forums/showthread.php?t=520707
Heroes Mod: http://www.twcenter.net/forums/showthread.php?t=376540
Unit Addon: http://www.twcenter.net/forums/showthread.php?t=422815
Morfalas: Total War Expanded Map: http://www.twcenter.net/forums/showthread.php?t=395842
TATW Big Unit Submod: http://www.twcenter.net/forums/showthread.php?t=536820
More units for the fiefdoms: http://www.twcenter.net/forums/showthread.php?t=536652
Minas Tirith Trebuchet: http://www.twcenter.net/forums/showthread.php?t=501184
Finarfin´s Epic Late Campaigne: http://www.twcenter.net/forums/showthread.php?t=521964
FOG: Fiefs of Gondor: http://www.twcenter.net/forums/showthread.php?t=509681
Next Heir ancillary: http://www.twcenter.net/forums/showthread.php?t=527715
Ozz´s New Unit Project: http://www.twcenter.net/forums/showthread.php?t=358459
MOS Expansion Project - ancillary overhaul: http://www.twcenter.net/forums/showthread.php?t=445106
Merlkir`s MiddleEarth concept art: http://www.twcenter.net/forums/showthread.php?t=517583
CRS-Character Role Submod: http://www.twcenter.net/forums/showthread.php?t=511080
Gondor Cavalry Shield: http://www.twcenter.net/forums/showthread.php?t=507580
Eil Faction Reskin: http://www.twcenter.net/forums/showthread.php?t=367192
Visual Enhancement: http://www.twcenter.net/forums/showthread.php?t=256326
Fourth Age Submod: http://www.twcenter.net/forums/showthread.php?t=491934
Faction Conversion Mod: http://www.twcenter.net/forums/showthread.php?t=393235
Changing settlements wall model: http://www.twcenter.net/forums/showthread.php?t=473984
Scout´s Extended Edition: http://www.twcenter.net/forums/showthread.php?t=396972
ThirdAge:TW - New Shores: http://www.twcenter.net/forums/showthread.php?t=254136
Army of the Dead: http://www.twcenter.net/forums/showthread.php?t=452695
Ancillary Overhaul: http://www.twcenter.net/forums/showthread.php?t=440010
Men of Angmar: http://www.twcenter.net/forums/showthread.php?t=377323
Wolves/Wardogs: http://www.twcenter.net/forums/showthread.php?t=417874
CNEO: http://www.twcenter.net/forums/showthread.php?t=377868
New Gondorian Traits: http://www.twcenter.net/forums/showthread.php?t=262829
Heroes fix and additional Heroes: http://www.twcenter.net/forums/showthread.php?t=286752
Moria Entrances Submod: http://www.twcenter.net/forums/showthread.php?t=281846
Unique buildings: http://www.twcenter.net/forums/showthread.php?t=263404
Sgawara Add-on: http://www.twcenter.net/forums/showthread.php?t=287996
Hope, you´ll like some of them and if I have inspired someone with something, then this thread has fulfilled his porpuse.
Greetings
Pallas










































































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