Mount & Blade: Warband

Mount & Blade: Warband

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The Last Days of the Third Age Guide for beginners
By Dobity
This Guide serves as an introduction to the TLA mod's factions (ranks, troops, rewards, companions) as well as some basics, and secrets that I have found. Will be edited if I find more/through comments.
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New Gameplay Elements
This section will just quickly introduce the biggest changes the mod brings, compared to Native.

First things first, there is no faction switching, starting one's own kingdom, going independent and haywire - TLD has, in some sense, a plot to follow.

MONEY

Resource points, or in short, money, is earned separately for every single faction. Doing quests for X faction's lords, guild masters, et cetera, will earn you money you can spend to buy goods from X faction's merchants, or pay for X faction's troops. Any other faction will not accept your finances from other factions - for example, if you have 20000 resource points in Gondor, that is wholly useless in say, Dale.

Passive income can be earned by holding some rank with a faction, where once in a while, resource points (money) and influence points are earned.

INFLUENCE

Influence is a secondary money, kept track of separately for each faction again. For completing quests, winning battles with a faction witnessing, or even exploring their settlements, one can earn Influence. Influence can be used to recruit beasts such as trolls, to earn faction rewards, to command allied troops, to give advice on what to attack next, and to recruit companions. Influence also passively raises one's rank in a faction.

RANKS

The more you help a faction, the higher rank you may achieve - higher ranks unlock benefits, such as Faction rewards, the right to advise military steps, recruit companions, and a higher payday. There are 9 noteworthy ranks, though one can climb ranks indefinitely beyond Rank 9. More in detail later.

A hint: Never Ask Around for Persons of Import in any settlement - finding the prominent folks nets a fair sum of influence and resource points - Depending on one's skillset.

SIEGE DIFFERENCES

All factions have a strength value, which changes depending on their victories, defeats, and other factors. Defeat enemy war parties, lords, caravans, to raise strength, lose battles or sieges to lose strength.

Factions can only attack settlements if they are Strong enough - the more the game progresses, the less strength is required. They also will only attack equal or weaker factions, so if your enemy is stronger, you should snipe out their war parties.

Sieges destroy the besieged place instead of conquering it, with the few exceptions being Pelargir, Osgiliath, Cair Andros, and for some reason, Ruined Dwarf Hold.

Capitals can only be besieged once every other settlement was destroyed or conquered.

Attacking as the player is not allowed at first - to be able to lead sieges, the player needs a high rank with a faction, and 100,000 resource points, then talk to a faction leader for permission. Even so, some settlements (Edoras, Helm's Deep, Minas Tirith, Morannon) can only be besieged by the AI.
A Short Introduction to the Factions - Good
The Southern Realm - Gondor

The Kingdom of Gondor encompasses the Southwestern parts of the map, and in size, it is easily the largest faction, with many cities and settlements to bolster its strength. Gondor is a jack of all trades faction, with access to good infantry, cavalry and archers alike. They have various units unique to recruitment location as well, called fief troops, making Gondor armies diverse. Gondor is governed from Minas Tirith, by Denethor II., the steward.

Gondor and Arnor were founded by the Númenorean refugees fleeing from the destruction of their home during the Second Age. Gondor went to war along with the elves against Sauron, scoring a victory that unfortunately killed the king Elendil, leading to the kingdoms splitting. While Arnor eventually fell into many pieces and was ruined by Angmar, Gondor held on strong against southern and eastern invaders... until civil wars, plagues, and much more weakened them too, and one day the king died without an heir, leaving the throne empty.

The Kingdom of Rohan

The Kingdom of Rohan is north of Gondor, across the majestic White mountains. With many settlements and cities to recruit from, Rohan is also a good choice for first time players. The cavalry of the horse lords is, not surprisingly, excellent, though when it comes to foot soldiers, they are somewhat lacking. The King of the Rohirrim is Théoden, who rules from Edoras.

Rohan is a vassal state of Gondor. when Éorl rode down south from the Vale of Anduin, he helped the forces of Gondor defeat a mighty host of balchoths coming from Rhun. For their service, the lands of Rohan were given to Éorl - so long as he will stay a loyal ally to Gondor. Rohan suffered greatly at times but produced some mighty heroes such as Helm or Brego. They long relied on the wisdom of Saruman in many matters, a habit they sadly learnt to regret with his betrayal.

The Woodland Realm

The Woodland Realm is the sindar kingdom encompassing the northern parts of Mirkwood, where they fight against the goblins of the north and Dol Guldur to the south. As an elven kingdom, Mirkwood has great quality troops, particularly noteworthy archers at that, but they lack cavalry. Thranduil is king of the Woodland Realm, ruling from his Halls.

The elves of Mirkwood have been isolated from the great conflicts since the first ages. The sindar are elves who never set foot in Valinor, nor have any wish to, and they live to this day in the same place they have been since their awakening ages ago. While often at odds with the dwarves of Erebor and the men of the Vale, Thranduil is a wise enough ruler to put aside their bickering against a foe much more sinister.

Lothlorien

Lothlorien is in some ways, an easy start - while small in size, and so recruitment is not the easiest, Lorien troops are one of the best. A few of them can handle much larger groups of the generally weaker soldiers of evil. Lothlorien has perhaps the single best foot soldier available, but as the Woodland Realm, they lack cavalry. Lady Galadriel rules from Caras Galadhon.

Lothlorien was created as a haven with the help of Nenya, Galadriel's elven ring. While it is a picturesque forest, beautiful and ancient, ultimately it is but a memory of Valinor onto which the galadrim hold onto. There will come a day when Lothlorien will be empty - but until then the elves will fight for Middle Earth.

Imladris

Imladris has a small presence in a single campsite in the North, and it consists of elves and dunedain. They have excellent troops, who are hard to muster in numbers. The elves they provide are generally better than the dunedain, but still, they all are good. Imladris is the only elven faction with cavalry, not bad at that. Lord Elrond leads them.

Imladris is similar to Lothlorien in nature, and the valley of Rivendell is ruled by Elrond - who, by tradition, could be viewed as the last great king of the elves... While he never took such a title up, with Gil-Galad dead he shoulders the responsibility, rank or not. The elves of Imladris and Mithlond joined with the remnants of Arnor's dunedain to fight Sauron in the North.

Dale and Esgaroth

The city-states of Dale and Esgaroth are close to the Kingdom of Erebor, and they fight together against their foes in this war. Their troops do not excel at anything, but they have usable cavalry, infantry and archers. King Brand of Dale is their faction leader.

Dale prospered from the wealth of Erebor, and suffered when Smaug desolated the city. The dalemen then would found Esgaroth, but after the Battle of the Five Armies, they rebuilt their true home and stay in close friendship with Erebor. King Brand and King Dáin are good and old friends - who would both perish together while protecting the gates of the mountain from a mighty Rhun host.

Erebor and the Iron Hills

The Dwarves of the region reside in the East, bordering the region of Rhun. Dwarves lack cavalry, and their archers are lacklustre, but their infantry is, despite their size, very tanky and strong. Their king is Dáin II. of Erebor.

The line of Durin came from Moria, or Khazad-dum, where they lived near the elves of Eregion and prospered, mining the elusive mithril. They dwelt too greedily and too deep, waking an ancient menace from the old world. Their home lost, the dwarves founded Erebor, only to lose it... and lost while trying to reclaim Moria, and spread to many lands, until Smaug died, and they rebuilt their old halls. Perhaps one day, Moria, too, will be dwarven once more.

The Vale of Anduin

The Vale is the hard mode for good players - they begin surrounded by enemies, and even their fully upgraded troops fall behind compared to others, except perhaps the Bear Warrior. They have good infantry, and the bears they summon are handy, however. The faction's leader is Grimbeorn.

The descendants of Beorn, all shapeshifters like he was, and the many woodsmen of the Vale, disorganised and often at odds with their neighbours and each other, grabbed their weapons to fight the darkness coming against them. With their elven and dwarven friends, as well as the men of Dale, the Vale folk will fight.
Of Gondor
Settlements

Minas Tirith - Capital of Gondor

The White City is the largest settlement of Middle Earth, and the strongest fortress of men. Once the seat of Gondor's Kings, today it is where the Stewards rule from. Minas Tirith has a Guildmaster right by the gates, A supply master right of the gate, a smithy on the first level, the Captain of the Guard near the Smithy. While leaving the Citadel, do not travel to the Main Square - walk instead to find Ioreth, a healer.

Dol Amroth - City

Dol Amroth is a large and hard to navigate city, home of men rumoured to be related to elves. The Guildmaster can be found by the stone-covered port. If one rides up to the walled city to the left of the starting point, inside the walls to the left is the Supply Master. From him, continue your circle to find the smithy and the captain.

Osgiliath (West) - City

Osgiliath had long fallen into ruin, and now Mordor took control of the Eastern side. The west was recaptured by the valiant Boromir, and since was held by his brother, Faramir. The Smithy is right left of the starting point, and further left is the Campmaster. Walking right from the entry point leads to the Supply Master. The Captain resides in a small tower, extremely easy to miss - right of the starting point, near where the archers train.

Pelargir - City

Pelargir is a great port city in Gondor, a bastion against corsairs and the Haradrim. The main square houses the prominent figures, as usual, but the captain is a street or two further from them.

Calembel - City

Calembel lies west of Lossarnach, and has an outer and inner ring. The Guildmaster and Supply master can be found outside of the walls, with the smithy and the captain inside.

Linhir - City

Linhir is another port, though not as sparkly and prominent as Pelargir. It is smaller, too. The Smithy is close to the entrance, the captain is right across from the castle, just go straight upon exiting. The Guildmaster is far from the gate but easy to find, and the Supply master is at the docks.

Lossarnach - Town

Lossarnach is a fortress with a small town surrounding it, settled by farmers and foresters. The four prominent people are all near the castle, with the Captain standing near the castle doors and the other three outside by a bigger house.

Tarnost - Town

Tarnost is west of Linhir, and is a small, fortified town. The prominent figures are near each other, two near the castle and two near the entrance, impossible to miss.

Edhellond - Town

Edhellond is a fortified town in Western Gondor, also known as Anfalas. Right by the gates the Supply Master may be found - Right of him, the Smithy, and left of him, the Guildmaster and the captain. The captain will be standing inside a tower of sorts, they are all on the ground level.

Pinnath Gelin - Town

Pinnath Gelin is a village with a fort. The Guild and Supply masters can be found right at the village square one starts at. The Smithy is right of the castle walls, a little further, and the captain can be found within the walls.

Erech - Town

Found in Northern Anfalas, Erech is where the Army of the Dead (while still alive, mind you) swore allegiance to Gondor, and here is it where they dwell in the mountains. The town of Erech is small, as many fear the haunted hills. Left of the starting point is where one finds the smithy and supplies, and right, at the castle, the captain and the Guildmaster.

Cair Andros - Fortress

Cair Andross marks the northern border of Gondor. It was not always so, and the fortress being branded as such is a sad reminder of the fall of the kingdom. Down by the port, the supply master can be found, while the captain is training men out in the open. One may consider looking for the smithy and the Guildmaster up at the fortress.

Henneth Annun - Camp

Henneth Annun is the camp of the rangers in Ithilien - a sacred and hidden place from where they organise their ambushes on the Mordor supply lines. The captain is right by the cave entrance, and everyone else is a little further away, banded together.


Faction Commanders

Steward Denethor II. - Steward of Gondor, always in Minas Tirith
Prince Imrahil - Prince of Dol Amroth, Marshall of Gondor
Faramir - Captain of Gondor, son of the steward, starts in Osgiliath
Húrin of the Keyes - Noble of Gondor, starts at Minas Tirith
Golasgil - Noble of Gondor, starts at Pinnath Gelin
Forlong the Fat - Lord of Lossarnach, vassal of Gondor
Dervorin - Lord of Calembel, vassal of Gondor
Hirluin the Fair - Lord of Pinnath Gelin, vassal of Gondor
Duinhir - Lord of Erech, vassal of Gondor


Troop Trees

Gondor has the most different troop trees, with most fiefs having their own.

Gondor levy can be recruited from Minas Tirith, Osgiliath, Linhir, Tarnost, Edhellond and Cair Andros. They can eventually become Swordsmen, Spearmen and Archers of extreme quality: Tower and Fountain Guards.

Gondor nobles can be recruited from the same places, and can be trained into Knights of the Citadel, great heavy cavalry.

Rangers from Henneth Annun make excellent archers.

Lossarnach recruits can be turned into hardy axemen, good infantry.

Pelargir recruits may become marines or infantrymen, neither particularly excelling but not bad.

Lamedon recruits from Calembel make great infantry and alright cavalry.

Pinnath Gelin recruits mediocre cavalry and alright bowmen.

Blackfoot Vale recruits from Erech make great archers.

And finally... Dol Amroth recruits can be turned into the prestigious Swan Knights, perhaps the best cavalry in the game.

Faction Ranks and Rewards

Gondor
Rank 0 Commoner of Gondor
Rank 1 Soldier of Gondor
Rank 2 Sergeant of Gondor: Cooking Cauldron +20 Party Morale
Rank 3 Knight of Gondor: Middle Earth Herbarium +1 Wound Treatment
Rank 4 Tower Guard of Gondor: Citadel Shield
Rank 5 Citadel Knight of Gondor: Silmarillion +1 Leadership
Rank 6 Steward's Guard of Gondor: Tower Guard Armour
Rank 7 Captain of Gondor: Tower Guard Helm
Rank 8 Champion of Gondor: Sword of Westernesse
Rank 9 Hero of Gondor: Horn of Gondor +1 Leadership, +1 Charisma, +1 Rallies in Battles
Of Rohan
Settlements

Edoras - Capital of Rohan

Edoras is a wooden city at the foot of the White Mountains, overlooking the plains of Rohan. This is where the great golden palace, the Meduseld, was built, the home of the kings of Rohan. From the gates, one can see the Supply Maiden fairly easily. On the path towards the palace, one can find the smith and thain easily as well. Once beyond the second layer of walls, the captain is a bit to the left of the palace, under a small roof. Back where the Thain was at, take a bridge to the right to meet Freya, a healer.

Aldburg - City

Aldburg is Rohan's only other settlement that can be called a city. It is east of Edoras. The Thain is right by the gates, and the Smith and Supply master can be found together a street away. The captain is to the right inside of a tower.

Eastfold - Town

Rohan's eastern border, the Eastfold is sparsely populated. Left of the gate is the thain, right of it the supply and smithy, and by the castle entrance stands the captain.

Westfold - Town

Rohan's western frontier, with Gondor nowhere in sight, typical. The Captain is by the gates, the thain and smith next to the palace - and for some reason, the Supply Maiden is outside of the walls, to the right.

East Emnet - Town

East Emnet is the name of the field that makes up northeast Rohan. The settlement here is small, barely a walled village. the Thain is right by the gates, with the smithy and supplies found if one circles the lower level. The captain is training right of the palace doors.

West Emnet - Town

Just like East Emnet, not many live here either. If one goes right from the gates, they can find supplies, the captain, the thain, and the smith in that order.

Hornburg - Fortress

Despite not being a settlement, there is more life at Helm's Deep than in most of Rohan. Behind the thinner deeping wall, in a village of sorts one can find the Supply Master. From here, going towards the fortress allows us to meet the smith. In front of the Fort, the captain is waiting, and inside, Gamling the thain is found.

Faction Commanders

King Théoden - King of Rohan, Lord of Edoras
Théodred - Prince of Rohan, starts at West Emnet
Éomer - Lord of Rohan, starts at Aldburg.
Elfhelm - Lord of Rohan, starts at Edoras
Hama - Lord of Rohan, starts at Edoras
Grimbold - Lord of Rohan, starts at Westfold
Erkenbrand - Lord of Rohan, warden of Hornburg


Troop Trees

Rohan has two major troop lines, the guard-line, which produces fair infantry, namely the Helm Guard and Warden of Meduseld among others, and the squire-line, which can be trained into heavy cavalry archers, lancers and swordsmen alike: the Éorl, Brego and Thengel guards.

Faction Ranks and Rewards

Rank 0 Ceorl, Commoner of Rohan
Rank 1 Thain, Servant of Rohan
Rank 2 Léod, Freeman of Rohan: Cooking Cauldron +20 Party Morale
Rank 3 Rohir, Rider of Rohan: Maps of Middle Earth +1 Pathfinding
Rank 4 Scyldbora, Shieldbearer of Rohan: Rohirrim Armoured Courser
Rank 5 Swéordbora, Swordbearer of Rohan: Lance With Horse Banner
Rank 6 Frumgar, First Spear of Rohan: Royal Armour
Rank 7 Bealdoraed, Master Adviser of Rohan: Saddle +1 to Riding
Rank 8 Eorl, Nobleman of Rohan: Sword of Eorl
Rank 9 Haleth, Hero of Rohan: Mearh Stallion
Of The Woodland Realm
Settlements

Thranduil's Halls - Capital of the Woodland Realm

The king of the Realm lives underground, but his palace leads up to the surface. To approach the royal palace under Mirkwood's hills, one has to cross a small bridge. By this bridge stands the captain. In front of the palace's gates, the supply master, the elder, and the smith can be found. A little to the right of them, one may meet Corwiel the Soft-Handed, a healer.

Woodelf West Camp - Camp

A quaint little place with a small lake. Cross the stone arch, and to your left you shall see the Captain. Near the tents one can easily spot all the other people of note.

Woodelf South Camp - Camp

The campsite is a little hard to navigate at first. Cross the river and climb up a rock so that you are on the lowest wooden platform. Keep going forward if you wish to meet the Elder. If not, turn around and walk up the other tree to find the Supply Master. From the supplies, continue to find the smith on the next tree. Either from the smith or the lowest platform, walk towards the middle, then on top of a tree branch to find the captain.

Faction Commanders

King Thranduil - Ruler of the Woodland Realm, starts at Thranduil's Halls
Miriel - Commander of the Woodland Realm, starts at Thranduil's Halls
Gladvaethor - Commander of the Woodland Realm, randomised spawn

Troop Trees

Mirkwood's troop tree has two main branches, an infantry and an archer line. The infantry trained alright quality spear and swordsmen, "Thranduil's Chosen Spear or Shield Master"-s, while the archer line can train one of the best foot archers: Thranduil's Chosen Marksmen.

Faction Ranks and Rewards

Rank 0 Sador, Faithful to Greenwood
Rank 1 Tauron, Forester of Greenwood
Rank 2 Hirfaron, Master Hunter of Greenwood: Lembas
Rank 3 Calendirith, Green Guard of Greenwood: Athelas Leaves
Rank 4 Thangyl, Shieldbearer of Greenwood: Elven Amulet +1 Power Draw
Rank 5 Maglagyl, Swordbearer of Greenwood: Mirkwood Bow
Rank 6 Tiribrannon, Warden of Greenwood: Great Spear
Rank 7 Pengherdir, Bowmaster of Greenwood: Finwarisil +1 Agility
Rank 8 Armagor, Royal Swordsman of Greenwood: Woodelf Arrows
Rank 9 Thalion, Hero of Greenwood: Relic Sword
Of Lothlorien
Settlements

Caras Galadhon - Capital of Lothlorien

Caras Galadhon is the beautiful capital of Lothlorien, hidden from almost all. Once crossing the bridge and gate, if you wish to see the captain, do not ascend upon the trees, stay on the ground and walk around following the path. Take a set of white stairs to the other path on the ground, closer to the trees, to find the supply camp. The smith is on the large wooden platform in the middle, on the largest tree. The Loremaster is near the very top, close to Lady Galadriel, impossible to miss.

Cerin Amroth - Town

A smaller town of Lothlorien, used as a military camp. The captain and loremaster will be at the central tree, while the supplies and smithy to the left.

Cerin Dolen - Town

Another smaller town used by the military. The captain and loremaster stand by a central tree, right of them waits the smith. The supply master is behind them.

Faction Commanders

Lady Galadriel - The ruler of Lothlorien, always at Caras Galadhon
Celeborn - Co-ruler and marshall of Lothlorien, starts at Caras Galadhon
Orophin - Commander of Lothlorien, starts at Caras Galadhon - Healer
Haldir - Commander of Lothlorien, starts at Cerin Amroth

Troop Trees

Lothlorien troops can end up as Marksmen and Guard alike, both of which are good, but if one wants their most versatile and devastating unit, they should only ever press the upgrades that have the word "Warden" in them. Those may eventually become Grey Wardens.

Faction Ranks and Rewards

Rank 0 Sador, Faithful to Lorien
Rank 1 Tauron, Forester of Lorien
Rank 2 Mifaron, Grey Hunter of Lorien: Lembas
Rank 3 Thindirith, Grey Guard of Lorien: Athelas Leaves
Rank 4 Thangyl, Shieldbearer of Lorien: Elven Amulet +1 Power Draw
Rank 5 Maglagyl, Swordbearer of Lorien: Elven Cloak +1 Wildcraft
Rank 6 Tiribrannon, Warden of Lorien: Silmarillion +1 Leadership
Rank 7 Glaurchir, Grandmaster of Lorien: Elf Lord Tiara
Rank 8 Galadhîr, Radiant Lord of Lorien: Noldorin Bow
Rank 9 Thalion, Hero of Lorien: Light of Galadriel +1 Wildcraft, +1 Leadership, +1 Intelligence
Of Imladris
Settlements

Rivendell Camp - Camp

Rivendell Camp is a walled, fortified campsite from where the host of Eriador commands their forces. Right through the gates one can find the Camp Master, and if one goes right, they will meet the elf lord, or captain. Left of the gate the path leads to the smithy. The supply master is past the commander's tent in the middle.

Faction Commanders

Elrond - Lord of Rivendell, marshall of Imladris - Healer
Elladan - Prince of Rivendell
Elrohir - Prince of Rivendell
Halbarad - Commander of the Dunedain

Troop Trees

Imladris has two troop lines - the elven and the dunedain.

Dunedain troops can be trained into ranger, who then may become Champions or Master Rangers of Arnor, or swordsmen, who may become either of those two, or even Knights of Arnor. All are good, but overshadowed by the elven line.

Elven recruits can be trained into archers or swordsmen, with Guardian of Imladris (archer) and Knight of Imladris (cavalry) being available either way. But to train Champion of Imladris one must take the swordsman route. They all are quite great.

Faction Ranks and Rewards

Rank 0 Háno, Brother of Imladris
Rank 1 Macar, Warrior of Imladris
Rank 2 Macar, Warrior of Imladris: Lembas
Rank 3 Luinëcollo, Blue Cloak of Imladris: Athelas Leaves
Rank 4 Turmacolindo, Shieldbearer of Imladris: On the Fall of Gondolin +1 Tactics
Rank 5 Langocolindo, Swordbearer of Imladris: Miruvor Flask
Rank 6 Aráto, Champion of Imladris: Imladris Steed
Rank 7 Hesto, Captain of Imladris: Sword of Westernesse
Rank 8 Runando, Redeemer of Imladris: Shield of Tuor
Rank 9 Callo, Hero of Imladris: Decorated Armor
Of Dale and Esgaroth
Settlements

Dale - Capital of Dale

A beautiful city that we approach from fairly far away. Ride past the gates, there is nothing outside. Right past the gate, to the right, is the Supply Master. If one takes the path left along the city walls, they can come across the smithy fast. Once you explore the outer ring, head towards the castle - the Quartermaster is easy to spot, in the centre of the main square. Left of the castle is where the captain is at.

Esgaroth - City

Esgaroth, or Laketown, is on top of a lake, as the name may suggest to some. It is a fishing settlement and has many traders as well - in peace time, trading with the city of Dorwinion in Rhun.
Enter the city and walk left to find the Smithy. The captain and supply master will be beside the castle, and the quartermaster is on the deck below the supplies.

Faction Commanders

King Brand - King of Dale and marshal of the faction
Lord Bard - Noble of Dale, starts at Dale
Lord Halward - Noble of Dale, starts at Dale
Lord Esgarain - Noble of Dale, starts at Esgaroth

Troop Trees

Dale recruits may become hearthmen, bill masters, or barding bowmen - fair quality infantry and archers. Their lacking light cavalry can be trained from Northmen recruits.

Faction Ranks and Rewards

Rank 0 Commoner of Dale
Rank 1 Freeman of Dale
Rank 2 Soldier of Dale: Cooking Cauldron +20 Party Morale
Rank 3 Boatman of Dale: Maps of Middle Earth +1 Pathfinding
Rank 4 Shieldbearer of Dale: Archer Gloves
Rank 5 Swordbearer of Dale: Thrush +1 Tactics, +1 Spotting
Rank 6 Barding, Archer of Dale: Nobleman Mail
Rank 7 Captain of Dale: Royal Sword
Rank 8 Lake Master of Dale: Black Arrows
Rank 9 Hero of Dale: Bow of Bard
Of Erebor
Settlements

Erebor - Capital of Erebor

Erebor is the mighty hall of the dwarves inside the Lonely Mountain - a place rich with ores and gems, and once held even the Arken stone, rumoured to be perhaps a lost silmaril. Walk straight through the great hall to meet the guildmaster. Once having met him, turn right to meet the smith. Use the thin stairways along the walls to get on the rock arch going across the hall to meet the captain. The supply master is near to where you started from, just to the left.

Grey Mountains Gateway - Camp

The campsite is a forward outpost against the coming goblins. By the tents on the left, one can find the captain and smith. Once at the stone arches, go past the right one to meet the supply master, and ascend the stair by him to meet the camp master.

Faction Commanders

Kind Dáin II. - King of Erebor, starts at Erebor
Thorin Stonehelm - Prince of Erebor, starts at Grey Mountains Gateway
Fulgni Longbeard - Lord of Erebor, starts at Erebor

Troop Trees

Apprentice dwarves may be turned into lack-luster bowmen, but if you want to bring out their best, take the warrior-path with them. They can eventually become longaxe or longpike dwarves, or less tanky but more dangerous longbeard axedwarves.

The Iron hills recruits can be trained into the extremely hardy Grór's Guard.

Faction Ranks and Rewards

Rank 0 Dwarven Greenbeard
Rank 1 Dwarven Miner
Rank 2 Dwarven Warrior: Cooking Cauldron +20 Party Morale
Rank 3 Dwarven Longbeard: Smith's Hammer +1 Weapon Mastery
Rank 4 Dwarven Axe: Flying Axes
Rank 5 Dwarven Master Axe: Shield of Khaled-Zaram
Rank 6 Dwarven Greybeard: Iron Fists
Rank 7 Dwarven Captain: Scale Mail
Rank 8 Dwarven Chief: Sharp Axe
Rank 9 Hero of the Halls: King Helm
Of The Men of the Vale
Settlements

Beorn's House - Capital of the Vale

Once the house of the great Beorn, the homestead has been fortified into a formidable outpost. Upon entering the meadow, the Beorning elder will wait by the gate. There are supplies in front of the manor house, and behind the house, the chieftain can be found along with the smithy.

Beorning Village - Town

The folk of Beorn live here, mainly shapeshifters. It has been fortified against wargs and goblin parties. Enter the village and along the path you will meet the Supply Master. You will find the Smith and Elder by the main square around a tree. The captain stands a bit to the side from the elder.

Woodsmen Village - Town

The village is small, but well-fortified. The main square houses the supply master by a butcher table, the smith across from it, and Pierre Woodman, the elder of the village. The captain is past the manor house, towards the back of the town.

Faction Commanders

Chief Grimbeorn the Old - Chief of the beornings, marshall of the faction. Starts at Beorn's House
Beranor Blackfur - Beorning commander, starts at Beorning village
Ruel - Woodsmen commander, starts at Woodsmen village

Troop Trees

Woodmen recruits, recruited from Woodsmen Village, can be trained into Night Guards, moderately good infantry, or Night Stalkers, moderately good archers. For all their weaknesses, these units are immune to darkness debuffs.

Beorning recruits, from Beorning village, can be trained into Carrock Berserkers, glass-cannon units of poor quality, or Bear Warriors, who are the only worthwhile unit of this faction. Beorning troops of high level will spawn alongside them bears to fight, who do not count as units but take out most enemy troops easily so.

Faction Ranks and Rewards

Rank 0 Forest Cub
Rank 1 Forest Tracker
Rank 2 Forest Hunter: Cooking Cauldron +20 Party Morale
Rank 3 Forest Ranger: Hunter Gloves
Rank 4 Forest Shieldbearer: Hunter Boots
Rank 5 Forest Axebearer: Hunter Cowl
Rank 6 Forest Bear: Middle Earth Herbarium +1 Wound Treatment
Rank 7 Forest Great Bear: Bear Club
Rank 8 Forest Giant: Chieftain's Tunic
Rank 9 Hero of the Forests: Beorning Shield
A Short Introduction to the Factions - Evil
A DISCLAIMER

Evil factions, once the Good side is wholly eliminated, will turn on each other, and the War of the Two Towers between Mordor and Isengard will commence. Isengard and Dunland will always remain allies, same as Mordor and Dol Guldur - but all the other factions are randomly assigned to one.

Sauron's Realm - Mordor

Mordor lies beneath a ring of mountains, a land with little resources, filled with the machinations of the dark lord. Their troops are plentyful but weak - orcs mainly serve as fodder, while uruks and evil men are rarer. Given their ample allies at the start, however, Mordor is not the worst. They are ruled from Morannon, the Black Gate, and the faction is governed by the Mouth of Sauron.

The fortresses dotting Mordor's borders were built by the folks of Gondor, wishing to keep watch on the cruel land. But as their might waned, Sauron returned, rebuilt his fortress and took these forts for himself. Slaves work around lake Nurnen to grow feed for the armies, and dark clouds cover the land so that none may know what goes on there.

Sauron's Fortress - Dol Guldur

Dol Guldur is but a single fort that represents the might of Sauron in the North - a fortress inhabited by him for many years, and to this day viewed as a monument to his darkness. Dol Guldur has weak orcs, and is sort of a token force. They are led by Master Fuinur, a Black-Númenorean.

Dol Guldur was a fortress of Sauron from where he led his machinations throughout most of the Third Age. Known then as The Necromancer, he brought pain and ruin to many, all the while collecting rings of power from dwarves, and regrouping his ringwraiths.

Men of Harad

The Haradrim are not well-known regarding their culture, but due to their mutual hatred of the Gondorians, these warriors of the South marched north to fight against their bitter enemy. Harad boasts a diverse, well-rounded army, and while they excel at nothing, they don't have an obvious weakness either. Their leader is Chief Ul-Ulcari.

Númenor colonised the lands of Harad, and made the once prosperous kingdoms and city states there pay heavy taxes. When the island kingdom sank, and Gondor was estabilished, many rulers of the Haradrim felt it was time for vengeance... and so many a times they marched upon Gondor, slowly pushing the border northward, until it was the Poros river, and by today, the Anduin.

Men of Khand

Khand is a land South-East of Mordor, and has long been under the influence of Sauron. More tribal than the Haradrim, the men of Khand called the Variags are cavalrymen rivaling the good factions, and their infantry is good too. They are a fairly strong evil faction, but only have one camp. They are led by Shibh Krukmahur, a chief of the variags.

Similarly to Harad, Khand has a history of conflict with Gondor. But while the Haradrim serve Sauron primarily out of vengeance and greed, the variags fell under his dark influence and follow him devotedly. Perhaps for them, and all the other corrupted men, there is hope still.

Men of Umbar

The corsairs of Umbar were the folks exiled from Gondor in the past, back for revenge. They have no cavalry whatsoever, but train decent foot soldiers, especially archers. They are led by Admiral Tulmir, from a raiding camp at the mouth of the Anduin.

After a bloody event known as the kinslaying, half of Gondor's royalty fled to the city of Umbar, and from here on out, this Gondorian fortress became a grouping point for the enemies or traitors of the crown - the people of Umbar have great influence over parts of Harad, as once Gondor did, and many of them joined ship crews to pillage their bitter enemy - their own sibling: Gondor.

Men of Rhun

The men of Rhun come from the steppes to the East. Long have they tried to conquer west for land and plunder, and now, on Sauron's orders, they primarily march against Erebor and Dale. They are formidable horsemen, and make acceptable infantry too. Their leader is Jarl Helcaroth, a warlord who united the balchoths and other tribes of the Steppes.

Gondor attempted to conquer parts of Rhun in its prime, but the vastness of the land led to nothing but failure. In turn, the tribes of the steppes, sometimes organised together, sometimes one by one, tried the same with Gondor, and found failure in going west. Sauron spread the worship of Morgoth among them, and many of them now rise with religious fervor against the forces of light.

Isengard

Isengard is the other major faction of the evil side, and it has a fairly good set of troops. While their orcs are weak as always, their uruks are hardy and powerful, giving Isengard strong infantry, noteworthy archers, and some cavalry. They have many commanders and are aggressive early on, a good choice for first time players. Their leader is Saruman the White, from Isengard.

Saruman the White betrayed the valar out of fear and thirst for power. He uses his intelligence and power to make armies to burn the lands with, and marches against his old allies from his near-impenetrable fortress. He is disloyal even to Sauron, and no doubt, wishes to overthrow him when the time comes.

Men of Dunland

The men of Dunland came from the West, to fight against Rohan. Even at high tiers, their troops are lightly armoured and easy to kill, though their infantry can dish out damage. They have good shields as a compensation, but remain glasscannon-ish. Their leader is Chief Daeglaf the Black.

Dunland has become poor and wild compared to Rohan, and the men there felt jealous and wronged. No diplomacy existed between the two nations, and so war came. During the times of Helm, the dunnish forces almost destroyed all of Rohan, only to be crushed at Hornburg, and since then held a grudge against the riders of Rohan.

Goblins of Moria

The Goblins of Moria left behind Gundabad and destroyed Balin's expeditionary force. They are led by Durin's Bane perhaps, or at the very least serve it. Moria has decent infantry and okay cavalry, but their main strength are their trolls - which they usually have in bigger numbers than others. Their leader is Bolg the Lesser in Moria.

The goblins of Moria took over the dwarven halls after they were abandoned, and now prosper and breed in the darkness of the mountains. They grow emboldened as darkness spreads, and want to conquer more than what they hold.

Goblins of Gundabad

The goblins of the Grey Mountains, at war with Erebor and Mirkwood. Gundabad is a more cavalry-oriented orc faction, but has overall weak troops. Their cavalry is good by orc standards, and they have ample recruiting locations. Their leader is Burza Krual, an orc chief from the North.

Just like in Moria, the orcs of Gundabad are not controlled by Sauron or Saruman, but are the remnants of older forces, from Angmar or perhaps even Angband. They hold the Grey mountains and await for the days they can plunder south.
Of Mordor
Settlements

Barad Dur - Capital of Mordor

The imposing dark tower where Sauron himself resides cannot be reached in-game. Even if one does through cheats, upon reaching it they will enter a conversation with themselves.

Minas Morgul - City

The Sinister City that houses the host of Mordor once was the twin of Minas Anor, today Minas Tirith, and was called Minas Ithil. Along with Cirith Ungol, this city served as a watchtower over Mordor in the absence of Sauron. Right where you spawn in, you can meet the chief, and left of him the supply master. The captain is near the castle entrance, continue upwards. A longway past the captain straight the smithy can be found.

Osgiliath (East) - City

The Eastern half of the city that once was the capital of Gondor, Osgiliath is under the command of a host of orcs. Similarly to the other side, it is a pain to navigate. From the start, go right and right again towards a door to find the captain. If you go to the left, however, you can find the smith and supplies. Outside of the castle can you find the campmaster.

Morannon - Fortress

Morannon is the actual place considered as the capital of Mordor in the mod. Built by Gondor along with the Fangs of Mordor, the fortress and gate have been taken over years ago. All four of the noteworthy people will stand by a cave entrance. Okstuk the Healer can be found here too.

Emyn Muil Watchtower - Camp

A makeshift tower with wooden walls, this campsite serves as a frontier outpost against Gondor. The supply and campmasters are to the left, smithy to the right. The captain stands at the tower entrance.

Emyn Arnen Sentry - Camp

Only appears once the war starts. A quite small, but well-fortified camp. So small in fact that all four of the important people are close to each other, inside the walled area.

Faction Commanders

The Mouth of Sauron - Satrap of Mordor, In charge in stead of his lord. Always at Morannon
Gothmog - Marshall of Mordor, Commander of Minas Morgul
Captain Mortakh - Commander of Mordor, random starting place
Pharakad the Bastard - Commander of Mordor, random starting place
Berúthiel - Commander of Mordor, random starting place - Healer
Grishnakh - Commander of Mordor, random starting place
Skang - Commander of Mordor, random starting place

Troop Trees

Mordor uruks can be trained into mediocre infantry, and orcs into adequate fodder. Orcs can become cavalry and archers too, and Morgul recruits can be trained to the max rank in just one go.

Black Numenoreans can make decent horsemen and infantry, provided the player even gets any, as they are much rarer than the uruks and orcs.

Faction Ranks and Rewards

Rank 0 Worm
Rank 1 Snaga
Rank 2 Backstabber of Gorgoroth: Cooking Cauldron +20 Party Morale
Rank 3 Sentry of Cirit Ungol: Orc Brew
Rank 4 Slavedriver of Udun: Evil Hammer
Rank 5 Despoiler of Durthang: Huge Warg
Rank 6 Watchman of Morannon: Master's Whip +1 Trainer, Recruits Tribal Orcs
Rank 7 Captain of Minas Morgul: Mordor Captain Armour
Rank 8 Commander of Barad-Dur: Mordor Sinister Warhorse
Rank 9 Scourge of Mankind: Wicked Sword
Of Dol Guldur
Settlements

Dol Guldur - Capital of Dol Guldur

The nefarious fortress where Sauron resided in hiding, regaining his power and poisoning the fair woods. The smith and supply master can be found around the small courtyard. The captain is on a wall overall to the left, far from everything but easy to spot his flag. The chief will be outside of the castle. From the courtyard, descend down into the bowels of the fort to meet Mornagar the Gramaryer, a healer and necromancer.

Dol Guldur Road Outpost - Camp

Only appears once the war starts. A messy makeshift camp. The supply master will stand by a few low tents, and the smith will stand by a cave entrance. The captain stands by another cave entrance further in, and the campmaster is by a sole fireplace.

Faction Commanders

Master Fuinur - Marshall of Dol Guldur, starts at Dol Guldur
General Mugslag - Commander of Dol Guldur, starts at Dol Guldur
General Tuskim - Commander of Dol Guldur, starts at Dol Guldur

Troop Trees

Guldur orcs can be turned into the exact same orcs as the Mordor ones, making them versatile but overall lacking. It is a good place to pick up or armor trolls, however.

Faction Ranks and Rewards

Rank 0 Worm
Rank 1 Snaga
Rank 2 Backstabber of Gorgoroth: Cooking Cauldron +20 Party Morale
Rank 3 Sentry of Cirit Ungol: Orc Brew
Rank 4 Slavedriver of Udun: Evil Mace
Rank 5 Despoiler of Durthang Archer Gloves
Rank 6 Watchman of Morannon: Middle Earth Herbarium +1 Wound Treatment
Rank 7 Captain of Minas Morgul: Spider
Rank 8 Commander of Barad-Dur: Black Arrows
Rank 9 Scourge of Mankind: Sorcerer's Mask
Of Harad
Settlements

Haradrim Camp - Camp

Haradrim Camp is the one and only settlement of the Harad faction, though they are in a good position to take control of some Gondor cities. The first tent to the left houses supplies, with the camp chief standing at a nearby tent too. The smithy is close to the main square, a bit to the right from the entrance. A haradrim noble stands right of the supply stash.

Faction Commanders

Chief Ul-Ulcari - Chief of all Harad forces, Marshall of Harad. Starts at Haradrim Camp
Karna the Lion - Harad noble, likely of Far Harad, starts at Haradrim Camp
Na'man - Harad noble, likely of Harondor, starts at Haradrim Camp - Healer
Haarith - Harad noble, starts at Haradrim Camp

Troop Trees

Harad recruits can end up as Eagle Guards, fair archers, or Lion or Tiger guards, fair infantry variations. Far Harad recruits can become Panther Guards, weakly armoured but heavy hitting troops, while Harondor scouts can end up as agile horse archers or knights. Harad is versatile, and the troops are pretty, although not overly powerful.

Faction Ranks and Rewards

Rank 0 Initiate of the Tribe
Rank 1 Adult of the Tribe
Rank 2 Warrior of the Tribe: Cooking Cauldron +20 Party Morale
Rank 3 Lionslayer: Maps of Middle Earth +1 Pathfinding
Rank 4 Snakecharmer: Eagle Guard Bow
Rank 5 Mumakil Handler: Saddle +1 Riding
Rank 6 Black Snake Guard: Middle Earth Herbarium +1 Wound Treatment
Rank 7 Captain of Harondor: Harad Camel
Rank 8 General of the Great Desert: Maranka Armor
Rank 9 The Golden Serpent: Harad Totem +1 First Aid, +1 Surgery
Of Khand
Settlements

Khand Camp - Camp

Khand Camp is far from where Khand actually would be, as it was set up north of Mordor. The stash master will be directly to the left, at the first tent. The smithy is to the right, with the war chief near it at the prisoner pens. Past the smithy one may also find the camp master.

Faction Commanders

Shibh Krukmahur - Marshall and leader of Khand, starts at Khand Camp
Lurmsakun - noble of Khand, starts at Khand Camp
Torask - noble of Khand, starts at Khand Camp

Troop Trees

Khand troops have a main cavalry and infantry line. The infantry line can train well-armoured but not excelling sword and spearmen.

The cavalry of Khand is perhaps the best evil factions have, particularly the variag Ironclad trained from melee cavalry. Their horse archers and lancers are good too.

Faction Ranks and Rewards

Rank 0 Plainsman of Khand
Rank 1 Serf of Khand
Rank 2 Warrior of Khand: Cooking Cauldron +20 Party Morale
Rank 3 Hawk Warrior of Khand: Smith's Hammer +1 Weapon Mastery
Rank 4 Shieldbearer of Khand: Khand Lance Polearm
Rank 5 Swordbearer of Khand: Evil Torque +1 Power Strike
Rank 6 Horsemaster of Khand: Tulcarisil +1 Strength
Rank 7 Warlord of the Variags: Easterling Warhorse
Rank 8 Chief of the Variag Clans: Khand Ram Mace
Rank 9 Legendary Conqueror: Khand Sacrificial Knife +1 Leadership, +1 Charisma
Of Rhun
Settlements

Rhun Main Camp - Camp

Serving as the de-facto capital of Rhun, this camp is their only settlement until the war starts, at which point it gains capital status for sieges. Approaching the camp, the chieftain will be training towards the left. A smithy can be found near the chieftain, towards the main square. The supply master stands by one of the tents of the square too, with the High Priest waiting at the stairs towards the temple.

Rhun Northern Outpost - Camp

Only appears once the war starts. A surprisingly elaborate camp. Right of the entrance is where the smith is at, and right opposite of the entrance the captain waits. The camp chief and supply master will be at the inner part of the camp.

Rhun Southern Outpost - Camp

Only appears once the war starts. A forward camp against the elves. The captain stands by the gate, and the camp master is found inside the big tent. Circle the base to find the smith and supplies.

Faction Commanders

Jarl Helcaroth - Marshall of Rhun, leader of the faction. Starts at Rhun Main Camp
Kusulak - Noble of Rhun, starts at Rhun Main Camp
Brodda - Noble of Rhun, starts at Rhun Main Camp
Ulwarth the Balchoth - Noble of Rhun, starts at Rhun Main Camp

Troop Trees

Rhun recruits may make lightly armoured horse archers, lancers, or sturdy footmen, while Horsemen of Rhun can be trained into heavily armoured warlords.

Rhun has good troops all in all, and each option has merit to it.

Faction Ranks and Rewards

Rank 0 Plainsman of Rhun
Rank 1 Serf of Rhun
Rank 2 Warrior of Rhun: Cooking Cauldron +20 Party Morale
Rank 3 Bull Warrior of Rhun: Rhun Horse
Rank 4 Shieldbearer of Rhun: Saddle +1 Riding
Rank 5 Swordbearer of Rhun: Great Axe
Rank 6 Horsemaster of Rhun: Tulcarisil +1 Strength
Rank 7 Warlord of Rhun: Rhun Heavy Horse
Rank 8 Chief of the Steppe Clans: Balcoth Bow 2
Rank 9 Khamul's Right Hand: Helm of Khamul
Of Umbar
Settlements

Corsair Camp - Camp

Corsair Camp is a raiding camp estabilished south of Gondor, close to their port cities and forts. On the way to the main tent, one can meet the supply master. Go behind the main tent's line to find the smithy and the quartermaster by a tent. The captain is on the shore, far opposite of the smithy.

Faction Commanders

Admiral Tulmir - Admiral of the Corsair Fleet, Marshall of Umbar. Starts at Corsair Camp
Captain Morbir - Commander of Umbar, starts at Corsair Camp
Captain Sangahyando - Commander of Umbar, starts at Corsair Camp
Captain Angamaite - Commander of Umbar, starts at Corsair Camp

Troop Trees

Umbar has two major troop lines - The warrior line trains hardy, well-armoured spearmen and swordsmen, while the marine line trains excellent foot archers, rivalling any that are not elven. They completely lack cavalry, and their spearmen are worse than their swordsmen.

Faction Ranks and Rewards

Rank 0 Landlubber
Rank 1 Deck Hand
Rank 2 Sailor: Cooking Cauldron +20 Party Morale
Rank 3 Harpooner: Maps of Middle Earth +1 Pathfinding
Rank 4 Throatcutter: Poisoned Throwing Daggers
Rank 5 Plunderer: Archer Gloves
Rank 6 Sailmaster: Finwarisil +1 Agility
Rank 7 Captain of Umbar: Corsair Bow
Rank 8 Commander of the Fleet: Trident of Sea Fury
Rank 9 Grand Admiral of the Seas: Ancient Numenorean Karma
Of Isengard
Settlements

Isengard - Capital of Isengard

The tower of Orthanc and the surrounding fields, once a lush garden, now an industrial hell. The Overseer, likely Gríma, can be found just outside of the tower. On the path left of him, one may venture deep down and find supplies and a smithy. The captain is on the surface, training near the tower, look around a bit. At the area where you can find the supplies, there is a path going even deeper, leading to Nurgal the Patcher, a healer of sorts.

Uruk Hai Outpost - Fortress

Only appears once the war starts. The fortified ruins of an old Rohan town or fortress, now inhabited by uruk hai. The Supply Master stands under a small roof, behind his cover there is a smith. A captain waits right of the entrance to the fort, while the campmaster stands on a raised platform.

Uruk Hai Hunting Camp - Camp

A camp where the uruks cut the trees of Fangorn. At the start of the tent line, the smith stands, and at the end, the supply master. The Campmaster stands by a fire near those two, and the commander trains further away from the camp.

Uruk Hai River Camp - Camp

Only appears once the war starts. Similarly built on the ruins of a Rohan settlement, this outpost is less fortified and more hastily built. To the left, the supply master stands on a platform. The captain and smith stand together by a fire in a corner, while the campmaster is on top of the corner bastion.

Faction Commanders

Saruman - Ruler of Isengard, always at Isengard
Mog the Seven-Fingered - Marshall of Isengard, starts at Isengard
Hushnak Longshanks - Commander of Isengard, starts at Uruk Hai Hunting Camp
Mauhur - Commander of Isengard, starts at random place
Uglúk - Commander of Isengard, starts at random place
Gronk the Man-Eater - Commander of Isengard, starts at random place
Gridash the Tree-Biter - Commander of Isengard, starts at random place

Troop Trees

Isengard orcs can be trained into bad quality fodder, however they do make useable cavalry. The true strength of the faction are their uruks - decent archers, decent spearmen, and good swordsmen, and their more volatile berserkers make short work of quite a lot of things... so long as they have the numbers for it.

Faction Ranks and Rewards

Rank 0 Rat
Rank 1 Snaga
Rank 2 Crankturner: Cooking Cauldron +20 Party Morale
Rank 3 Treeburner: Orc Brew
Rank 4 Wargfeeder: Iron Fists
Rank 5 Ironsmelter: Huge Warg
Rank 6 Forgemaster: Evil Torque +1 Power Strike
Rank 7 Captain of Orthanc: Silmarillion +1 Leadership
Rank 8 Commander of Legions: Uruk-Hai General Armour
Rank 9 White Right Hand of the Wizard: Tome of Arcane Knowledge +2 Tactics, +1 Intelligence
Of Dunland
Settlements

Dunlander Camp - Camp

The camp where the men of Dunland gather, preparing for war. Outside of the main square, you can find the stash master by the butcher table. the captain and camp chief wait outside of the chief's tent, while the smithy is further away from it all, towards where you came from.

Faction Commanders

Chief Daeglaf the Black - Chief of Dunland and Marshall of Dunland. Starts at Dunlander Camp
Fudreim - Noble of Dunland, starts at Dunlander Camp
Wulf - Noble of Dunland, starts at Dunlander Camp

Troop Trees

Dunnish troops can become pikemen fairly early on, but remain lacking if so. If one trains warriors instead, they can choose between cavalry and swordsmen. Their Wolf Guard and Night Wolf units dish out damage but cannot take many hits, while their cavalry is light and overall meek.

Faction Ranks and Rewards

Rank 0 Pup
Rank 1 Dog
Rank 2 Wardog: Cooking Cauldron +20 Party Morale
Rank 3 Wolf: Garlic +1 Wound Treatment
Rank 4 Strong Wolf: Crebain Bonus to Spotting (scales with Wildcraft)
Rank 5 Dire Wolf: Hunter Cowl
Rank 6 Great Wolf: Hunter Gloves
Rank 7 Wolfpack Leader: Hunter Boots
Rank 8 Chief of the Clans: Dun Chief Armour
Rank 9 Freca's Avenger: Chieftain Sword
Of Moria
Settlements

Gates of Moria - Capital of Moria

Once you make it to the great hall, no wonder once inhabited by dwarves, go forward to meet the chieftain. Turn right to find the Chief near a fire pit. On the other side of the hall, the supply and smith can be found on the ground level.

Troll Cave - Town

A cave with a troll. Full name: Troll, The. Walk forward to find the supply master, and turn right there to find the others: the chieftain right beside him, the smith up on the cliff to the left, above the Troll, and the chief above the supply master on another cliff.

Faction Commanders

Master Bolg the Lesser - King of Moria, Marshall of Moria. Always starts at Gates of Moria
Whip Snog - Commander of Moria, starts at random place
Whip Snotgor - Commander of Moria, starts at random place

Troop Trees

Moria orcs are decently tough for orcs. They make poor archers, good warg riders, and the Moria chieftains and deep-dwellers are good infantry, especially in the dark.

Faction Ranks and Rewards

Rank 0 Maggot
Rank 1 Snaga
Rank 2 Tunnel Rat: Cooking Cauldron +20 Party Morale
Rank 3 Cave Forager: Orc Brew
Rank 4 Plunderer of the Mines: Moria Orc Shield
Rank 5 Despoiler of the Halls: Armoured Warg
Rank 6 Dwarfbane: Finwarisil +1 Agility
Rank 7 Goblin Warlord: Dwarf Great Pick
Rank 8 Goblin Chief: Moria Orc Heavy Mail
Rank 9 Terror from the Deep: Drums of the Deep Call Reinforcements, used from Camp
Of Mount Gundabad
Settlements

Gundabad - Capital of Mount Gundabad

The ruins of a dwarven city, now inhabited by orcs and goblins. Ignore the outside unless you feel like exploring. Turn right once inside to find the Master of the Caves, then just go left. The Supply Master will be standing in a doorway to the left, but just continue forward for the others. Turn left, and right, and you will find yourself in a big room. The chieftain stands by the entrance here. Walk further through Gundabad to the next large room to find the smithy. Going back from the smith room to the captain room, you can find a path branching off to the right, this leads to Lurgakh Third-Eye, a healer.

Goblin Town - Town

This place is quite hard to navigate. Hope that there is a lord in town, otherwise the tips here will not help. Climb up to where you can find the lords, and you will instantly find the supplies, the smith, and the campmaster, all together. The captain is across a bridge going even higher.

Ruined Dwarf hold - Fortress

Only appears once the war starts. A ruined dwarven outpost overtaken by goblins. The smithy and supplies are to the left, and the chieftain stands at the very top of the tower. The elder stands by a large fire in the centre.

Goblin Hideout - Camp

Only appears once the war starts. Goblin Hideout is a well fortified mountain pass. Above the starting gate, to the right, is where the chieftain is at. You have to climb the cliff to get to him. The smith and supply master are on a smaller cliff further in, overlooking the path leading there. Beyond them, past a wooden gate and to the right, is the elder.

Gundabad Southern Outpost - Camp

Only appears once the war starts. This outpost is small, merely a token force. The smithy, supplies and elder can be found around the tents, while the chieftain is training outside of the walls.

Gundabad Mirkwood Outtpost - Camp

Only appears once the war starts. A makeshift encampment in a forest valley, serving as a forward base against the elves. The chieftain stands by a cut down pine tree, and past him, walk further to find the elder, the supplies, and the smith, all beside small caverns or near tents in the canyon.

Faction Commanders

Master Burza Krual - Chief of Gundabad, always at Gundabad
Whip Brolgukhsh - Commander of Gundabad, spawns at random place
Whip Grumrunt - Commander of Gundabad, spawns at random place
Whip Grimsob - Commander of Gundabad, spawns at random place

Troop Trees

Gundabad is the ultimate orc civilisation - They have decent orc footmen, and their cavalry can square up with foes pretty well as well. They can even be considered an orc-cavalry faction, to some extent.

Faction Ranks and Rewards

Rank 0 Turd
Rank 1 Snaga
Rank 2 Tunnel Rat: Cooking Cauldron +20 Party Morale
Rank 3 Cave Forager: Orc Brew
Rank 4 Plunderer of the Hills: Gundabad Flying Axes
Rank 5 Despoiler of the Mountains: Great Scimitar
Rank 6 Dwarfbane: Huge Warg
Rank 7 Wargrider Warlord: Wargrider Helm
Rank 8 Great Goblin: Gundabad Orc Heavy Armour
Rank 9 Pillager of the North: Idol of the First Orc Lead More Orcs
Good Companions
Cirdil

Found by the gates of Minas Tirith. Cirdil is a young and ambitious tower guard, quite new there and excited to see some more than the boring day-to-day patrols of the White city.

Rank needed to recruit: Commoner of Gondor

Mablung

Found right outside of Henneth Annun's cavern. Mablung is an experienced ranger captain serving under Faramir. Despite the valor of his position, he feels as though he could be of more use elsewhere, and so, for a trustworthy ally of Gondor, he can make a great companion.

Rank needed to recruit: Knight of Gondor

Ulfas

Found inside the Hornburg Keep. Ulfas is a young rider of Rohan, a bit of a drunkard at that. While he is no doubt a great rider, for his recklessness he was left behind and is looking for a new assignment.

Rank needed to recruit: Servant of Rohan

Galmyne

Found outside of the Edoras Meduseld. Galmyne is a shieldmaiden, who are warriors of great skill but mainly stay to guard the children and the sick. She feels she could do better elsewhere, however, but due to her position, not just anyone could take her.

Rank needed to recruit: Shieldbearer of Rohan

Luevanna

Found outside of Thranduil's Hall. Luevanna is not quite fond of battle and would much rather travel for the sake of seeing the world. Still, she is a good archer and capable of holding her own all the same.

Rank needed to recruit: Faithful to Greenwood

Glorfindel

Found near Lady Galadriel. This hero of Imladris serves as the hero for both Imladris and Lothlorien, and with how incredibly powerful he is, he more than makes up for that fact. The Balrog-slaying hero of the First Age is back, but to recruit him is exceedingly difficult.

Rank needed to recruit: Grandmaster of Lorien

Kili Goldfinder

Found in Erebor, up some stairs near the palace doors, standing above the smithy. The son of Dwalin, Kili is an important member of the Erebor community, training warriors and engineering defenses. But he feels there has been a lull in fighting, and perhaps could have more to do elsewhere.

Rank needed to recruit: Dwarven Miner of Erebor

Faniul

Found at the main square of Dale, under some covers. Faniul is an old healer, who tended even the King Brand many a times. Seeing our company she felt as though she could be of use if she joined up, after all, there is much healing to be done.

Rank needed to recruit: Commoner of Dale

Dimborn

Found at Woodsmen Village. While not exactly smart, he is very powerful. The nephew of Ruel is happy to come along to see the woods of other lands.

Rank needed to recruit: Forest Tracker of the Vale
Evil Companions
Ufthak

Found on top of the Emyn Muil Watchtower, Ufthak is a pathetic little creature with no redeeming qualities. That being said, he is tougher than a no-name orc.

Rank needed to recruit: Worm of Mordor

Gorbag

Found on top of Minas Morgul. Gorbag is an experience captain of the Morgul guard, but with the wraiths taking control, he is out of assignments, and is bored.

Rank needed to recruit: Sentry of Cirith Ungol

Zigurphel

Found in the Dol Guldur basement. Zigurphel is a necromancer from Númenor, alive many years after and serving the Dark Lord. It was her who killed Thráin, and now seeks to join our party to further her Lord's influence.

Rank needed to recruit: Despoiler of Durthang

Lykyada

Found in the Haradrim main tent. Lykyada is a warrior unfazed by the Melkor worship, fighting only to serve his home. For a friend of Harad, he could make a good ally.

Rank needed to recruit: Mumakil Handler of Harad

Turmbathu

Found near the Khand slave pits. Turmbathu is a gladiator who killed the son of a Khand chief in a fair duel, and so was imprisoned unjustly. Someone with influence in Khand could save her life, and she would be loyal.

Rank needed to recruit: Shieldbearer of Khand

Fuldimir

Fuldimir is a corsair, low in rank yet experienced, the why of that is not clear though - some say he is too focused on bigger goals, some say it is just misfortune. Either way, Fuldimir is an able hand.

Rank needed to recruit: Landlubber

Varfang

A balchoth warrior of Rhun, Varfang cares little for Morgoth, or plunder. What he cares for is the fame of his ancestors and to bring terror like they did.

Rank needed to recruit: Warrior of Rhun

Durgash

Found near the Isengard supply shack. Durgash is an Isengard tracker out of assignment and looking for a new master.

Rank needed to recruit: Snaga of Isengard

Gulm

Found at the Uruk Hai Hunting Camp, by some tents and a fire at the back. Gulm is an uruk berserker, powerful and wild. He killed his own commander for being too cowardly, and is seeking a way out of the camp fast now.

Rank needed to recruit: Wargfeeder of Isengard

Heidrek

Found near the dunnish main tent. Heidrek claims to be the descendant of Wulf, the Wulf who almost defeated Helm and conquered Rohan ages ago. While his story is likely untrue, he firmly believes it, and for a promise of being given Edoras, he will ride with anyone.

Rank needed to recruit: Wolf of Dunland

Bolzog

Found near the Moria lord's fire. Bolzog is a curious fellow, not a blood thirsty, mindless beast like many orcs, but rather, a surprisingly perceptive surgeon of sorts. He is not respected at Moria, though, and would be glad to serve someone nicer to him.

Rank needed to recruit: Snaga of Moria

Berta

Found in a cage in Gundabad's smithy room. Berta is an exceptionally smart troll, but yet she was captured. If one manages to free her through influence, she gratefully would serve them. She used to run with a trio of trolls before they turned to stone a good fifty or so years ago.

Rank needed to recruit: Despoiler of Mountains

Secret Locations
There are two kinds of Secret Locations - some are visitable on the map, some are found within settlements if one looks around enough. This list may be incomplete, and any secrets found will be added!

Spoilers, you have been warned.

Exploration

Minas Tirith - on the Citadel level, walk out to the edge of the long walkway, and inspect the flag.

Cair Andros - at the northern end of the island, look outside of the watchtower at the great river.

Hornburg - Glittering Caves - not much of an exploration, found immediately.

Minas Morgul - Climb up to the very top, if you dare

Rhun Main Camp - Endure the horrors of the Temple to Morgoth

Mount Gundabad - Dwell to the Depths of the old dwarven site

Troll Cave - Problem?

Gates of Moria - Good only - sneak in and find the room from the movies where Balin's Tomb is at.

Map Locations

Fangorn Forest - Once traveled to, you can talk to the ents for a quest. Do it for a handy reward, and to stop the ents from being hostile. Good side only

Old Ford - Not much of a secret, available from the start.

Dead Marshes - Visit at night to explore.

Amon Hen - Climb up on top to explore.

Mirkwood - Look around for something to find.

Suspected but unconfirmed

Dol Amroth - the hard to access northern part.

Erech - The Black Stone of Erech.

Henneth Annun - Waterfall.

Haradrim Camp - Mumakil Pen

Moria - Something in the deep
6 Comments
Kiste262 28 Aug @ 7:37am 
Nevermind you have that already
Kiste262 28 Aug @ 7:36am 
I found another secret location for the evil side. At Mt. Gundabad go the place where the faction leaders gather. Then go to the hole on the left of them where it says "Door to the Town Center". Go there and choose the entrance on the left where the two skeletons are nailed to the wall. Reach the end and you gain expierience and can get a dwarven sharp axe even as an Orc.
Epsilon-11 18 Aug @ 12:35am 
I just confirmed Dol Amroth you need to have a high rank to get past.
sephiroxical19981202 22 Jun @ 1:35am 
For anyone also looking, Cirdil is now on the walls of Minas Tirith. Turn left after you enter the main gate and take the first stairs.
sephiroxical19981202 21 Jun @ 5:13am 
I can't find Cirdil at his usual spot by the gate. Was he moved?
Spawn 9 May @ 5:30am 
vay