View Poll Results: So, who would like to see a unit pack release for the first five new factions?

Voters
15. You may not vote on this poll
  • Me!

    7 46.67%
  • Not yet, complete all the new factions first.

    8 53.33%
Page 1 of 6 123456 LastLast
Results 1 to 20 of 109

Thread: Third Age Expanded - Explore Greater Middle Earth!

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Third Age Expanded - Explore Greater Middle Earth!

    Third Age Expanded is a new WIP campaign mod that extends the campaign map to include factions and regions to the south and east including Ered Laranor, Mumakan, Ormal Bay, Ered Harmal, and theTalathrant River basin. The goal is to provide a more varied and realistic campaign experience while staying as lore friendly as possible by leveraging the rich body of fan fiction and RPG literature covering wider Middle-Earth.

    Ten new factions:

    Bellakar - Sailor/trader mannish faction on the Belagaer coast south of Umbar. Good cavalry and decent archers. Lacks effective spearmen.

    Spoiler Alert, click show to read: 
    Campaign Description

    South of Gondor and Mordor lies the vast desert of Haradwaith. Much of its western expanse lies under the dominion of Bellakar, a warlike kingdom of coasts and hills, lying between the deepest of seas and the most barren of wastelands. Bellakar boasts a mix of different cultures: Númenórean, native Bellakaze, Aukuag tribesmen of the desert, Bozishnarod, and a tribal people from the East called the Tedjin. In such a varied realm, conflict seethes eternally.

    The fisher-folk of the Bellanarod stood in awe of the Númenóreans, whose ships towered over them like the houses of the gods. They allowed the Númenóreans to settle around their harbors and bays, learning from them and teaching them, in turn, the wisdom of life on a desert coast. The clans who allowed the
    newcomers to live among them acquired their lore and sometimes even mixed bloodlines with them.

    As cities grew up around the Númenórean colonies, a permanent social and political order came into being, identifiable as that of the Bellakaranî, the people of Bellakar, distinct from other nations and tribes of Harad. In each Bellakarian city-state, a council of powerful elders decided matters of law and justice. In the Second Age these city-states banded together to form the Bâitha’n-Kadîr.

    In some cities these ruling oligarchies consisted entirely of the "Adûnâi," wealthy citizens of traceable and purely Dúnadan descent. Among themselves they spoke only the traditional tongues of Númenor: Adûnaic and Sindarin (and later only Adûnaic). In other cities, the “mixed-blooded” class, known as the Bellakaze, held some share of wealth and power. They spoke a language as mixed as their heritage (also called “Bellakaze”) that became the speech of trade and lore all through Bellakar, even penetrating into the remote
    villages and desert trading stations where they treated with the wandering nomads of the Haradwaith.

    The ruling house of Bellakar, the Tumakveh, arose from a clan of landowning gentry similar to many in colonial Bellakar. Primarily of Dúnadan lineage, they also claimed Bellanara descent, something rare in the Númenórean domains. They were more tightly knit than most of the great families of Bellakar, and were both fortunate and unfortunate in having little connection to the wealthy trading families of the coastal city-states—unfortunate, because they had fewer riches and friends in Númenor than some families; fortunate, because these two traits made them ideal middlemen in political squabbles in the Bâitha’n-Kadîr.

    Though relations with the Kingdoms of the Faithful to the north have not always been stellar, the men of Bellakar fought along side the Last Alliance at the close of the Second Age, and through the Third Age the Tumakveh have stood as a bulwark against the spread of the Shadow through southern Endor. By the time of the War of the Ring however, Bellakar is hard pressed by Haradan tribes to the north and east and the dark realm of Anballukhor to the south. Bellakar's hope now rests in the skill and courage of its famed Bellakaze cavalry and wily desert camelriders.

    Sources: Other Hands Issue 29 and 30 Supplement, "The Realm of Bellakar"

    Starting position



    Aukuag Nomads



    Bellakaze Warriors



    Bellakaze Heavy Cavalry



    Chyan Empire - Resurgent mannish faction on the northern shores of Ormal Bay, east of Khand. Good all around mix of infantry, archers, light and heavy cavalry. Weak starting position.

    Spoiler Alert, click show to read: 
    Campaign Description

    In the seventh century of the Second Age of the Sun, Chyan nomads from the Talathrant basin crossed the Ered Harmal and conquered the lands on the northern shores of Ormal Bay, formerly inhabited by Múranian and Elinse peoples. There they formed six tribal kingdoms, that were unified in SA 853 under a single Rashaja. After several successive dynasties and conquests through the Second and Third Ages the Chyan Empire finally succumbed to the domination of the armies of Aransiros the Sublime, Nhazadh of Harshandatt in 2947 and most Chyan lands still suffer under the yoke of Harshandatt.

    To most of the people of western Middle-Earth, the land called Chy is a very exotic country, where the minions of the Shadow are powerful. The Chyans who live there have strange customs (polygamy, the caste system, a religion considered as blasphemous by the Men of Gondor) that for many of the West, implies one thing: that like many other realms in the East, Chy is a realm of Shadow.

    This assumption is sadly mistaken. On the contrary, the Chyan people still struggle against the forces of evil in the East. This fight encompasses all levels of the Chyan society, including the servants, the commoners, and especially the nobles and the priests, who act as the spiritual and physical guides of the Chyan people. Their beliefs are in fact not far away from the Númenórean faith, as they revere the True One God Asrûta and his fourteen children (to whom they oppose the Demon and his fourteen children).

    The Chyans are fierce enemies of the Easterlings of Khand and Orcs, whom they kill on sight. They have a
    long standing rivalry with the Múranians of Harshandatt, a realm which currently dominates their once great empire. They can field excellent cavalry, cunning archers, and a flexible roster of light and heavy infantry in battle.

    Today the Chyan Empire lies in ruins, subjugated by the Nhazadh of Harshandatt, servant of Sauron, but yet hope remains. After the fall of the Chyan capital Pelepelplû in TA 2950, Manizeh the twin sister of the last Rashaja lived in hiding in the highlands until her eventual capture and death at the hands fo the Harahsdatti. However, her young son Vishtâspa survives, fostered in his youth by the Elves of the Ered Harmal and by TA 2980 now a leader of a small but growing rebel band in the Clyan Highlands. As the Eye of Mordor draws the Nhazadh's attention toward preparations for the coming war against the Men of the West, Vishtâspa perceives that the opportunity to liberate his people from the cruel Aransiros, restore the glory of the Chyan Empire, and stand against the forces of the Shadow in the East has finally come.

    Sources: The Chyan Empire and the Ered Harmal Lands

    Starting Position



    Clyan Veterans



    Imperial Huntsmen



    Chyan Lancers



    Anballukhor- Imperialist evil mannish faction on the Belegaer coast south of Bellakar and west of Ered Laranor. Cheap Moredain levies and elite ruling class Black Numenorian units. Lacks horsearchers. Rare/expensive/slow recruitment of upper tier units.

    Spoiler Alert, click show to read: 
    Campaign Description

    Originally named Ciryatanórë for the Numenorean King Tar-Ciryatan, for it was originally established in the Second Age as a Númenórean colony. Ciryamir, the original founder of the domain, was the cousin of Mûrazôr (the future Witch-king) and the father of Akhôrahil (another future Úlair). Bewitched by his vile son, he committed suicide in SA 1918. Akhôrahil ascended the throne on the first day of the next year. He subsequently conquered a vast portion of southern Endor. After accepting a Ring of Power in SA 2000, he broadened his hold, reaching as far west as Harshandatt and Ormal Bay, only to run afoul of his Númenórean liege (Tar-Ancalimon) and be deposed and forced to flee to Mordor. Anballukhor as seldom been a powerful factor in events in southern Middle Earth since that time.

    Lying west of the Ered Laranor and south of Bellakar, Anballukahor is a semi arid land, watered by a few rivers that flow south from the mountains. Zadan an-Adûn ("Tower of Red Sunset" Qu “Marath Carnadúnê”, S. "Barad Annûn") serves as its traditional capital. Huge plantations along the rivers take up virtually all of the arable land.

    Anballukhorian society is harshly divided along tribal and ethnic lines with a small ruling class of mixed Numenorean descent, the urban Etulian peoples who perform most of the administrative and commercial functions as well as filling the mid ranks of the army, and the lower class made up of various Apysaic tribes most of whom live as slaves or serfs working the plantations and mines. The cult of the Shadow remains strong among these people.

    The Anballukhorian miltary power consists largely of various tribal levies and a core of professional Etulian soldiers. For many of the lower classes, conscription into the army offers an escape from a life of brutal labor. A small but powerful elite, drawn from the ruling class, retains the last vestige of Numenorian warcraft south of Gondor, recalling the the power of Akhôrahil's feared Army of the Southern Dragon.

    Toward the end of the Third Age, the lords of Anballukhor look with envy and hate at the prosperity of neighboring lands: the men of Bellakar and the dwarves of the Yellow Mountains. To the north, the Dark Lord's minions are stirring and calling the lords of Anballukhor to restore the former glory of their kingdom. With their own lands becoming depleted through years of overintensive cultivation and a burgeoning underclass to keep in check, the need for external conquests to maintain the ruling class' grip on power is growing evident. A new phase of imperial expansion is set to begin as the Shadow spreads through the southern reaches of Middle Earth.

    Sources: The Shadow in the South and Tulwang and Anbalukkhor

    Starting Position



    Farijin Scouts



    Etulian Spearmen



    Dragon Knights



    Anarike - Naval/colonial faction on eastern shore of Ormal bay. Mixed Numenorian/Easterling culture. Strong swordsmen, archers, cavalry. Lacks AP units, polearms.

    Spoiler Alert, click show to read: 
    Campaign Description

    The Kingdom of Anarike was established on the northeastern shores of Ormal Bay by Numenorian colonists loyal to the King who in the Second Age sought to exploit the mineral wealth of the nearby Ered Harmal. Over time they were largely assimilated into the local peoples, the Elinse (pastoral Easterling culture dwelling the vales of the Ered Harmal) and Lynir (distant cousins of both the Numeoreans and the Northmen of Rhovanion and Eriador, who turned southward during the migrations from Hildorien in the First Age). The resulting culture is an interesting mix of Numenorean, Easterling, and Edainic influences.

    The Anarikani consider themselves as the major power of Ormal Bay, but they are not as haughty and arrogant as the descendants of other Numenorean colonies. The blending of cultures and a high degree of social and political equality across ethnic lines (though those of at least partial Numeorean blood do tend to dominate the upper class) make Anarike a very different realm than those established by either the Black Numenoreans of Umbar and Anballukhor (whom the Anarikani despise for worshiping the Shadow) or the Elendili of Gondor and Arnor (who regard the Anarikani as uncouth heretics).

    The capital city of Abar-Narik (Ad. "Citadel of Iron Eagles") lies on the mouth of river Kriis and is situated on a formidable natural harbour with enough space for an entire fleet. Indeed, the Anarikani excel at seamanship and naval warfare. Their land forces reflect the mixed cultural and historic influences on the Kingdom, blending the strengths of Adunaic and Eastern traditions, with well armoured and disciplined Adunaic spearmen fighting alongside swift Elinse horse archers and deadly Lynerian swordmasters dedicated to their ancient martial art.

    Perhaps due to the successful blending of disparate elements, Anarike remains a vibrant society well into the late Third Age. It may never have been a great center of Numenorean culture, but neither has it suffered the fading decline and self destructive infighting of the other realms of the Dunedain in Middle Earth. Unfortunately this has not preserved the kingdom from the probing and hateful Eye of the Enemy. The Dark Lord's minions are moving on the horizon and it is inevitable that the Kingdom will be drawn into war. Even now hordes of savage Mumankanril tribesmen threaten from across the Bay, and the Nhazadh of Harshandatt, having absorbed the Chyan lands, drives his forces East to destroy the last outpost of Numenorean influnce in the East. All the strength and craft of the Anarikani will be needed to stand against the forces of Darkness sweeping over Middle Earth.

    Sources: Anarike

    Starting Position



    Elinse Hunters



    Lynerian Swordmasters



    Anarikani Heavy Lancers



    Republic of Koronande - Mannish/multicultural free republic in tropics south of Ered Harmal. Flexible infantry and archers, including AOR Avari and Hathorian (transplanted Northmen) units.. Lacks heavy armor.

    Spoiler Alert, click show to read: 
    Campaign Description

    The Kirani - the inhabitants of Koronande - are a tall, slim people with deep black skin and noble faces. Some believe that the Kiranai of the distant past married Avarin Elves. In origin, the Kirani were a reclusive jungle tribe without great knowledge, but their contact with the (by mortal standards)
    wise and gifted Avari of southern Endor, and with Numenorean explorers, brought them great power. The Kiranai are gifted traders, and have well trained warriors to resist the Mûmakanda hosts that invade their lands in the late Third Age. In addition to the Kirani regulars, the Republic can field fierce Hathorian warriors (Northmen mercenaries imported by Numenorian traders in the Second Age) and deadly Avari archers.

    Koronande is a republic, extremely rare in Middle-earth. The capitol of Koronande is Korlan, on the mouth of the Koros river. The realm is divided into six districts, each having its own main town and governor. The Senate consists of twelve members, two from each of the districts, who meet monthly for three days to decide matters of concern to the realm as a whole. Many of the Koronande legislators and governors have Elven advisors, who often survive several turnovers of office, being excellent noncommittal sources of information and wisdom. As may be expected, the Avari inhabit the more rural, forested areas of Koronande,
    constructing beautiful and elaborate homes in the branches of the huge trees, which often grow to heights exceeding 200'.

    The Kirani are the traders of the Utter South and not surprisingly, the Republic has a strong navy, the only one in the region. Korlan is the main trading city, and a center of commerce. The Elves of Taaliraan have a more extended trading network, but their volume is a small fraction of the Kirani's.

    By the end of the Third Age, Koronande is in decline. Many of their Elven allies have succumbed to the weariness of Middle-Earth and sought their way to the Undying Lands. Once lucrative trade routes lie under the threat of the Corsairs of Umbar to the west and Vulmaw pirates to the east. Most threatening are the hordes of barbarian Mumakanril tribes that encroach upon the Republic from the east, driven by the far reaching hand of the Dark Lord. The Republic must rally, Men and Elves, in order to survive the coming storm.

    Sources: The Court Of Ardor fan module and Other Hands Issue 29/30, "The Mumakanril"

    Starting Position



    Kirani Bowmen



    Hathorian Warriors



    Republican Guard



    Mumakan - Aggressive evil men faction, confederation of Mumakanril tribes. Hordes of fierce tribal warriors and powerful Mumakil. Lacks armour.

    Vothrig Dominion- Northmen culture evil men faction, on the shores of Illuin Bay north of Rhun. Brutal light and heavy infantry units with a Viking flavor. Lacks heavy shock cavalry.

    Spoiler Alert, click show to read: 
    Campaign Description:

    The Vothrig were originally a small tribe of Northmen that lived in a few scattered settlements south of the Iron Hills. In the turbulent days of the early second age, the Vothrig found many Easterling tribes migrating into the region, and in some cases violently forcing their current inhabitants from the land. When the Baradhrim people attacked the Rhovanion at the beginning of the age, the Vothrig began a long migration that would take more than 300 years to complete. First they moved north, then east settling for a time in the lands that would later become the home of the Ulgath people. Later they traveled through Kykurian Kyn and eventually made it to the rocky coastlands on the southeastern side of the Illuin Bay and the lower Talathrant River valley. At the time the land was sparsely populated, so the Vothrig were able to establish several settlements along the rugged coastland. As time went by they began to expand their farming lifestyle to embrace fishing and whaling the northern seas. Now they swore that this would be their land forever, and they quickly became proficient at defending themselves against their primary adversaries, the Easterling tribes of the interior. Eventually the number of Vothrig villages and trading towns grew, and they soon gained control of the lands that would be named after their tribe.

    From the time of their childhood, children begin to learn some basic forms of combat, and by the time they reach adulthood, most men have been trained with weapons. The only real standing army is the bodyguard of the king and the jarls. Most other warriors have other duties, but rotate guard duties as dictated by the village leader. In times of war or raids the jarl or even the king will call for a muster and a great number of warriors will come to his call. In the coastal villages, fishing boats or trade vessels can change to warships at a moments notice. Even while fishing, most warriors have some sort of weapons on their craft. During the off season from their farms and fishing grounds, bands of Vothrig warriors, usually under the leadership of some ambitious jarl, will commonly form raiding parties to cruise the coasts of Illuin Bay or head upstream along the Talathrant to pillage teh settlements of the Easterling tribes of central Middle Earth. The bravest and most succesful of these raiders are praised in the mead halls for generations. Vothrig warriors wear a wide variety of armor from hide and leather to mail and steel lamellar. In battle they favor broadswords, axes, and bows.

    With the growth of Sauron's influence in the late Third Age the Vothrig have increasingly fallen under the Shadow. Harshening winters have driven farmers and fisherfolk to depend more and more on raiding and pillaging neighboring cultures. Where once the spirits of the land and the power of the sea held chief sway among the superstitious Vothrig now the war god, Rejn, and Tyrata, the god of plunder, dominate their religions, a development strongly encouraged by the agents of the Dark Lord who move among the people. Now, as the marauders of the north lands lead their raiding parties further south and west every season, violent collision with the Free Peoples of northwestern Middle Earth is all but inevitable.

    Sources: MERP fan modules Eastern Illuin Bay and Desdursyton

    Starting Position



    Vothrig Thralls



    Vothrig Town Militia



    Vothrig Riddahere



    Dwarves of Ered Laranor - Bavor's Folk, who settled in the Ered Laranor south of Harad in the Second Age. More lightly armoured than thier northern brethren due to the local climate. Excellent light and heavy infantry, advanced artillery. Lacks cavalry.

    Harshandatt - Aggressive evil mannish faction on the western shores of Ormal Bay, east of Harad. Flexible infantry and good archers. Lacks heavy spearmen.

    Spoiler Alert, click show to read: 
    Campaign Description

    Harshandatt, the realm of the Black Leopard, is the easternmost land populated by Haradrim, and is probably
    the most famous of all the Haradrim realms due to its strategic location. The realm is located on the borders of the Mirror of Fire, and on the most important trade roads between Bellakar, Sîrayn, Harad, and the Chyan
    Empire. Harshandatt is a major destination to the traders coming from Western Middle Earth or from Ormal Bay.

    The local Muranian people settled in this region around the banks for the Nuar River in the Second Age, farming rice and wheat. The Múranians are a very religious people, and follow their Nhazadh with undying loyalty. The realm is a theocratic state, where all must submit the priests' authority. Slaves constitute the vast majority of Harshandatt population, and are considered the personal property of the Nhazadh. Nobles and the priests of Sadeh (Morgoth) are responsible for the administration of the land, and for the slaves held there to work it. The massive slave plantations and the strangle hold on trade keep the Nhazadh's treasuries full.

    The military forces of Harshandatt range from simple slave levies to the professional household forces of the nobility. The elite Nhazadh's Companions lead the army into battle riding war chariots. The bulk of the army is made up lightly armored infantry and archers, accustomed to the rigors of combat in the deserts and arid uplands of eastern Haradwaith.

    The Nhazadhs, the Binding Kings, a succession of rulers possessed by the power of a ring of the Enemy and the fell spirit of its original bearer, Aransiros the Glorious, rule Harshandatt in the latter centuries of the Third Age. After several centuries of patient work through the Nhazadhs he has possessed with his Ring of Binding, the Leopard Ring of Harshandatt, Aransiros the Glorious has, at last, infested a host worthy of him. His descendant Aransiros the Sublime is a fearless warrior, a great conqueror and a ruthless Nhazadh. In a few years he has broken the resistance of his hereditary enemies, the Chyans who are now crawling at his feet, and holds most of the north-western coast of the Bay of Ormal under his sway. Backed by his Dark Lord, who now can stop the sword of Aransiros?

    Sources: Harshandatt fan module

    Starting Position

    Harshandatti Slave Militia



    Harshadatti Archers



    Nhazadh's Companions



    Southern Orc Clans- Wild orcs of the desert wastes and arid highlands of southern Middle Earth. Cheap and numerous goblin units, savage mountain trolls, and fast snatcher mounted units. Lacks effective spearmen and missile units.

    Other additions:

    New units/upgrades for existing factions (pending permission of creators).

    More in depth treatment of religion with faction/diety specific bonuses for religious buildings.

    New units recruitable based on development in settlement (Brigands from taverns, Merchant Marines/Pirates from ports, etc).

    New basic levy units impressed from local population recruitable from core buildings while your faction's religion level is low in newly conquered settlements.

    A new culture for Moredain (African) factions.

    Don't want existing factions to get left behind either:

    Angmar Rising script (Witchking returns to Angmar with new Angmarim and Uruk units to buff OOG if Arnor is reborn).

    Additional Units Mod by Agostinos
    Dale Armour Upgrades by Maedhros
    Arnor Armour Upgrades by Emperor of Hell
    Gondor Armour Upgrades by ALHIMIK

    All of the mapping and most of the new units are done. Working on integrating new factions into campaign and adding 2d/UI elements.

    Credit to: KK and the TATW team for an awesome mod, to Agostinos for the AUM units, Emperor of Hell for Arnor Armour Upgrades, Maedhros for Dale Armour Upgrades, the Rusichi Team for their awesome units, Taro_M for his OSP Gondor units, Alpha Delta for his Broken Crescent unit release, T&D for his Angmar Uruk units, ALHIMIK for his Gondor Armour Upgrades. Credits for additional elements contributed by other modders to follow as work progresses to release.
    Last edited by Spice Master; September 19, 2012 at 02:54 PM.

  2. #2
    Riverknight's Avatar Last of the Romans
    Join Date
    Mar 2011
    Location
    https://youtu.be/MpCoidxg6Ek
    Posts
    3,929

    Default Re: Third Age Expanded

    YES!!!! A SOUTHERN DWARF FACTION!!!!!!!!!!!!!! Good Luck!!!!
    Last edited by Riverknight; August 02, 2012 at 10:33 PM.

  3. #3

    Default Re: Third Age Expanded

    This looks CRAZY awesome! It will make middle earth even more fun than it already is!
    Tegyvuoja Lietuva!

    "The greatest pleasure is to vanquish your enemies and chase them before you..."

  4. #4
    Elfhelm's Avatar Biarchus
    Join Date
    Apr 2009
    Location
    The Cold cold North! Brrrrr!
    Posts
    649

    Default Re: Third Age Expanded

    I like it Spice! the south needs some luv & thought for sure,even if it is stretching the lore a little! At least you are adding something that lengthens and expands our pleasure and demands us to use our imagination a bit rather than force us to endure the obvious! ..I very much doubt JR would have been against this and neither am I!Good luck mate!

  5. #5

    Default Re: Third Age Expanded

    This sounds amazing! I'm always interested in submods that add factions. The map being expanded is something that I wish more submods would do! It Will add so much more to the game. Plus the map will not have as many straight line edges which will make it look much better. Can't wait for this. The map will be epic so long as there are plenty of settlements for me to attack good luck with it all. Please keep us updated with the progress. I will be following this submod very closely.

  6. #6
    Bowmaster's Avatar Biarchus
    Join Date
    Jun 2012
    Location
    Where do ya think!?
    Posts
    635

    Default Re: Third Age Expanded

    More factions? Sound's great! But what about the lore?

  7. #7

    Default Re: Third Age Expanded

    Quote Originally Posted by warlol View Post
    More factions? Sound's great! But what about the lore?
    Great point. Like I said, my intent is to keep this as lore friendly as possible. This is all about balancing lore, realism, and game play. To me that means avoiding elements that grossly violate the established JRRT canon and incorporating elements that are both in keeping with the spirit of the original works and internally consistent.

    Since the regions outside of northwestern Middle Earth are rarely mentioned in the official JRRT canon this leaves quite a bit of room for creativity and I am also relying on the large and detailed body of material developed by and for the Middle Earth roleplaying community (some of which is already integrated in to vanilla TATW).

    So, hordes of purple dragons, goblins riding spiders, or dark elf mages tossing lightning balls around, are all out. A more diverse roster of Southron and Easterling factions, with a more realistic treatment of cultural, religious, and economic development is definitely in.

    I welcome ideas and suggestions from the TATW community and contributions from other modders. Thanks!

  8. #8

    Default Re: Third Age Expanded

    Faction Preview ~ The Realm of Bellakar

    Spoiler Alert, click show to read: 
    South of Gondor and Mordor lies the vast desert of Haradwaith. Much of its western expanse lies under the dominion of Bellakar, a warlike kingdom of coasts and hills, lying between the deepest of seas and the most barren of wastelands. Bellakar boasts a mix of different cultures: Númenórean, native Bellakaze, Aukuag tribesmen of the desert, Bozishnarod, and a tribal people from the East called the Tedjin. In such a varied realm, conflict seethes eternally.

    The fisher-folk of the Bellanarod stood in awe of the Númenóreans, whose ships towered over them like the houses of the gods. They allowed the Númenóreans to settle around their harbors and bays, learning from them and teaching them, in turn, the wisdom of life on a desert coast. The clans who allowed the
    newcomers to live among them acquired their lore and sometimes even mixed bloodlines with them.

    As cities grew up around the Númenórean colonies, a permanent social and political order came into being, identifiable as that of the Bellakaranî, the people of Bellakar, distinct from other nations and tribes of Harad. In each Bellakarian city-state, a council of powerful elders decided matters of law and justice. In the Second Age these city-states banded together to form the Bâitha’n-Kadîr.

    In some cities these ruling oligarchies consisted entirely of the "Adûnâi," wealthy citizens of traceable and purely Dúnadan descent. Among themselves they spoke only the traditional tongues of Númenor: Adûnaic and Sindarin (and later only Adûnaic). In other cities, the “mixed-blooded” class, known as the Bellakaze, held some share of wealth and power. They spoke a language as mixed as their heritage (also called “Bellakaze”) that became the speech of trade and lore all through Bellakar, even penetrating into the remote
    villages and desert trading stations where they treated with the wandering nomads of the Haradwaith.

    The ruling house of Bellakar, the Tumakveh, arose from a clan of landowning gentry similar to many in colonial Bellakar. Primarily of Dúnadan lineage, they also claimed Bellanara descent, something rare in the Númenórean domains. They were more tightly knit than most of the great families of Bellakar, and were both fortunate and unfortunate in having little connection to the wealthy trading families of the coastal city-states—unfortunate, because they had fewer riches and friends in Númenor than some families; fortunate, because these two traits made them ideal middlemen in political squabbles in the Bâitha’n-Kadîr.

    Though relations with the Kingdoms of the Faithful to the north have not always been stellar, the men of Bellakar fought along side the Last Alliance at the close of the Second Age, and through the Third Age the Tumakveh have stood as a bulwark against the spread of the Shadow through southern Endor. By the time of the War of the Ring however, Bellakar is hard pressed by Haradan tribes to the north and east and the dark realm of Anballukhor to the south. Bellakar's hope now rests in the skill and courage of its famed Bellakaze cavalry and wily desert camelriders.

    Sources: Other Hands Issue 29 and 30 Supplement, "The Realm of Bellakar"
    Last edited by Spice Master; September 04, 2012 at 09:52 PM.

  9. #9
    Araval's Avatar Protector Domesticus
    Join Date
    Nov 2010
    Location
    Tartu, Estonia
    Posts
    4,614

    Default Re: Third Age Expanded

    Looks quite good

  10. #10
    Dutch-Balrog's Avatar Domesticus
    Join Date
    Jun 2010
    Location
    Amsterdam
    Posts
    2,188

    Default Re: Third Age Expanded

    Awsome! I'll be tracking this for sure!

  11. #11

    Default Re: Third Age Expanded

    Faction Preview ~ The Chyan Empire

    Spoiler Alert, click show to read: 
    In the seventh century of the Second Age of the Sun, Chyan nomads from the Talathrant basin crossed the Ered Harmal and conquered the lands on the northern shores of Ormal Bay, formerly inhabited by Múranian and Elinse peoples. There they formed six tribal kingdoms, that were unified in SA 853 under a single Rashaja. After several successive dynasties and conquests through the Second and Third Ages the Chyan Empire finally succumbed to the domination of the armies of Aransiros the Sublime, Nhazadh of Harshandatt in 2947 and most Chyan lands still suffer under the yoke of Harshandatt.

    To most of the people of western Middle-Earth, the land called Chy is a very exotic country, where the minions of the Shadow are powerful. The Chyans who live there have strange customs (polygamy, the caste system, a religion considered as blasphemous by the Men of Gondor) that for many of the West, implies one thing: that like many other realms in the East, Chy is a realm of Shadow.

    This assumption is sadly mistaken. On the contrary, the Chyan people still struggle against the forces of evil in the East. This fight encompasses all levels of the Chyan society, including the servants, the commoners, and especially the nobles and the priests, who act as the spiritual and physical guides of the Chyan people. Their beliefs are in fact not far away from the Númenórean faith, as they revere the True One God Asrûta and his fourteen children (to whom they oppose the Demon and his fourteen children).

    The Chyans are fierce enemies of the Easterlings of Khand and Orcs, whom they kill on sight. They have a
    long standing rivalry with the Múranians of Harshandatt, a realm which currently dominates their once great empire. They can field excellent cavalry, cunning archers, and a flexible roster of light and heavy infantry in battle.

    Today the Chyan Empire lies in ruins, subjugated by the Nhazadh of Harshandatt, servant of Sauron, but yet hope remains. After the fall of the Chyan capital Pelepelplû in TA 2950, Manizeh the twin sister of the last Rashaja lived in hiding in the highlands until her eventual capture and death at the hands fo the Harahsdatti. However, her young son Vishtâspa survives, fostered in his youth by the Elves of the Ered Harmal and by TA 2980 now a leader of a small but growing rebel band in the Clyan Highlands. As the Eye of Mordor draws the Nhazadh's attention toward preparations for the coming war against the Men of the West, Vishtâspa perceives that the opportunity to liberate his people from the cruel Aransiros, restore the glory of the Chyan Empire, and stand against the forces of the Shadow in the East has finally come.

    Sources: The Chyan Empire and the Ered Harmal Lands
    Last edited by Spice Master; September 04, 2012 at 09:52 PM.

  12. #12
    Bowmaster's Avatar Biarchus
    Join Date
    Jun 2012
    Location
    Where do ya think!?
    Posts
    635

    Default Re: Third Age Expanded

    Quote Originally Posted by Spice Master View Post
    Faction Preview ~ The Chyan Empire

    Spoiler Alert, click show to read: 
    In the seventh century of the Second Age of the Sun, Chyan nomads from the Talathrant basin crossed the Ered Harmal and conquered the lands on the northern shores of Ormal Bay, formerly inhabited by Múranian and Elinse peoples. There they formed six tribal kingdoms, that were unified in SA 853 under a single Rashaja. After several successive dynasties and conquests through the Second and Third Ages the Chyan Empire finally succumbed to the domination of the armies of Aransiros the Sublime, Nhazadh of Harshandatt in 2947 and most Chyan lands still suffer under the yoke of Harshandatt.

    To most of the people of western Middle-Earth, the land called Chy is a very exotic country, where the minions of the Shadow are powerful. The Chyans who live there have strange customs (polygamy, the caste system, a religion considered as blasphemous by the Men of Gondor) that for many of the West, implies one thing: that like many other realms in the East, Chy is a realm of Shadow.

    This assumption is sadly mistaken. On the contrary, the Chyan people still struggle against the forces of evil in the East. This fight encompasses all levels of the Chyan society, including the servants, the commoners, and especially the nobles and the priests, who act as the spiritual and physical guides of the Chyan people. Their beliefs are in fact not far away from the Númenórean faith, as they revere the True One God Asrûta and his fourteen children (to whom they oppose the Demon and his fourteen children).

    The Chyans are fierce enemies of the Easterlings of Khand and Orcs, whom they kill on sight. They have a
    long standing rivalry with the Múranians of Harshandatt, a realm which currently dominates their once great empire. They can field excellent cavalry, cunning archers, and a flexible roster of light and heavy infantry in battle.

    Today the Chyan Empire lies in ruins, subjugated by the Nhazadh of Harshandatt, servant of Sauron, but yet hope remains. After the fall of the Chyan capital Pelepelplû in TA 2950, Manizeh the twin sister of the last Rashaja lived in hiding in the highlands until her eventual capture and death at the hands fo the Harahsdatti. However, her young son Vishtâspa survives, fostered in his youth by the Elves of the Ered Harmal and by TA 2980 now a leader of a small but growing rebel band in the Clyan Highlands. As the Eye of Mordor draws the Nhazadh's attention toward preparations for the coming war against the Men of the West, Vishtâspa perceives that the opportunity to liberate his people from the cruel Aransiros, restore the glory of the Chyan Empire, and stand against the forces of the Shadow in the East has finally come.

    (Based on historical info contained in "The Chyan Empire and the Ered Harmal Lands")
    Nice one. +rep

  13. #13
    Mhaedros's Avatar Brave Heart Tegan
    Content Emeritus

    Join Date
    Feb 2011
    Location
    Finland
    Posts
    8,764
    Blog Entries
    2

    Default Re: Third Age Expanded

    Nice stuff man
    Under the patronage of Finlander. Once patron to someone, no longer.
    Content's well good, innit.


  14. #14

    Default Re: Third Age Expanded

    Definitely interested in this - it looks awesome!

    Are the colors for the Chyan Empire final? The green, magenta and orange all seem too saturated and pastel for my personal taste. Perhaps tweaking the hues to a less obviously CMYK palette would make their heraldry mesh more with the rest of the skin.

    Visual pickiness aside, the new factions and units are VERY impressive. Nice work

  15. #15

    Default Re: Third Age Expanded

    Quote Originally Posted by Chainsaw Schmalz View Post
    Are the colors for the Chyan Empire final? The green, magenta and orange all seem too saturated and pastel for my personal taste. Perhaps tweaking the hues to a less obviously CMYK palette would make their heraldry mesh more with the rest of the skin.
    Thanks for the feedback. Yeah, I was thinking the same thing. I am going to tone the colors down some, but I'll stick with the purple and green for this faction. (Wife's favorite colors and this faction is for her). =]

    Also, I'm considering another faction: the Vothrig Dominion, an evil Northmen faction with Dunland/Rusichi style units, based on the shores of Illuin Bay (in the northeast corner of the map).

  16. #16

    Default Re: Third Age Expanded

    Perhaps something like this for the Chyan?
    Spoiler Alert, click show to read: 


    Quick saturation/hue/brightness edit adding more blue tones to the green and magenta, and altering the orange hats to red and the orange leggings to brown.

    The red vs green contrast isn't ideal here, but I think it works better than orange/green. Potential changes include taking the red slightly toward purple, moving the teal hats toward blue, and/or deepening the green, which is still a bit pastel.

    Feel free to disregard if it's not where you were looking to go with them

    Edit: I like the concept and placement idea of the Vothrig Dominion, but maybe make them evil leaning instead of locked-in evil so they occasionally raid Rhun?
    Last edited by Chainsaw Schmalz; August 10, 2012 at 06:27 PM.

  17. #17

    Default Re: Third Age Expanded

    Good call. I fixed the colors and they look much better.

    Re: Vothrig, they won't be on good terms with Rhun. Evil leaning is a good way to describe it. Chaotic, evil, but not as directly in the service of Sauron as some other evil factions. More of a viking/barbarian faction.

  18. #18

    Icon14 Re: Third Age Expanded

    This mod looks awesome. Well done new factions and an expanded map always have my vote. I must admit to being an MOS junkie and wonder if this would ever be compatible with it?

  19. #19

    Default Re: Third Age Expanded

    Maybe someday, but I doubt it. This is really a major submod in itself. I am incorporating some of the same submod features (e.g. AUM) where I can. The expansions and changes that I'm making to the campaign map/factions/religions/cultures more-or-less rule out being able to make this directly compatible with another major submod.

  20. #20

    Default Re: Third Age Expanded

    Cool. That makes sense. I still look forward to playing it

Page 1 of 6 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •