Haradrim Tribes

*The lands* *known as Harad are vast, diverse, and often times unforgiving. Some regions hold sweltering deserts with dunes as tall as mountains. Some regions play host to steamy jungles filled to the brim with life. Still other regions of Harad contain barren wastelands that stretch as far as the eye can see and beyond.The people who make their homes here, the Haradrim, are an ancient and war-like people. Like the lands they inhabit, they are quite a diverse grouping of people.Though, they all have unique customs, dress, and methods of war, they all share two things in common; a burning hatred of Gondor and an uncanny ability to thrive in difficult conditions. All Haradrim hold an individual's strength and force of will in the highest regard for only the strongest survive in these lands, and only those stronger still can hope to lead these people. If we would seek to lead all the tribes of Harad we must prove our strength by conquering as many lesser tribes and regions as we can!*

*The most powerful of the Haradrim Tribes are always looking to increase the size of their dominion and they often form powerful tribal confederations and city states. The most well known tribes are: the Mûhad, a nomadic group of expert camel riders and javelinmen; the Hasharii, a highly secretive group that trains it's warriors in the art of double bladed warfare, a rare sight in Middle Earth; and the Troll-men, fierce warriors with inhuman strength and mastery over the feared Mûmakil.*

*Of course our own tribe, the Tribe of the Black Serpent, stands as the most powerful of all. We are led by Serpent-Lord Khûzaymáh. A man, it is whispered, whom can converse with snakes! He has many powerful allies but chiefest of these is the Dark Lord of Mordor himself! The Great Eye is rumored to have granted Khûzaymáh the gift of snake speech in return for his loyalty and a pledge to unite Harad under Sauron's name. To that end Khûzaymáh has made strong alliances with the Haven Master, Qusay, of Umbar and a relatively unknown Variag Khan named Arkish. This eager Khan has agreed to send some of his own warriors to fight for the Serpent so ong as our alliance is maintained.*

*The Harnen River is the lifeblood of Harad. Not only is it the largest source of water for hundreds of miles in many directions, it is also used as a sort of highway for trade and troop movements. We of the Black Serpent control the city of Faen'obel and maintain our dominion of the Harnen from this great city, or in the local tongue it is known as the "Jewel of the Harnen". Only Umbar itself can match it in size and splendor.*

*From his palace in Faen'obel, Serpent-Lord Khûzaymáh has a very strategic position from which to dominate these lands! To the South lies the Haradwaith, controlled by the Troll-men with their Mûmakil. Vast, wild, and filled with many potential resources to exploit, it would be a hard fought but rewarding prize. To the East lies the Avallô Jungle and flood plains, where the Harnen is bolstered by hundreds and hundreds of tributaries. These lands are fertile and wealthy. To the West lie the two coastal cities of Gobel Mirlond and Ramlond, these cities' coastal location will provide ample opportunities for trade. To the North are the lands of Harondor, where we will most certainly meet our most hated enemies, the filthy Gondorians.*

*Where will we spread our domain to first? It would be unwise to attack Gondor until we have gained more support from other tribes. The Haradrim understand strength better than most, conquering more territory will undoubtedly bring more tribes to join our cause! Once we have united the disparate tribes of Harad as one, we can bring the fight to Gondor itself! We will avenge our countless ancestors who died by their wicked blades! The Great Eye will bath us with His glorious gaze!*

## Starting Situation

The Haradrim Tribes start with one city, Faen'obel, which has the unique building the Black Palace, and with three generals.

The faction heir, Warlord Mûsab, starts southwest of your city with two units of Haradrim Spearmen and two units of Haradrim Archers.

General Utbah starts east of your city, also with two units of Haradrim Spearmen and two units of Haradrim Archers.

The faction leader, Serpent-Lord Khûzaymáh, starts in Faen'obel with one unit of Southron Lancers, one unit of Southron Archers, one unit of Southron Warband and one unit of Southron Pikemen.

North of your city is Admiral Waqqas, with two units of Longships; and south of your city is a diplomat.

The Haradrim Tribes start in an alliance with the Ar-Adûnâim, the Variags of Kand and Mordor.

The Haradrim Tribes start at war with the Kingdom of Gondor, the Principality of Dol Amroth and the Independent Realms.

## Unique Script

The goal of the Haradrim Tribes is to unite all the different tribes.

By conquering more territories, more tribes will join your cause with their unique units.

By owning four regions, the Mûhad tribe will join you.

*The men of the dunes, or as they call themselves, the Mûhad, have pledged their loyalty and fealty to the Black Serpent! They bring with them excellent javelinmen as well as hordes of stubborn, hardy camels. We must have impressed them with our recent conquest.*

The Mûhad will give you the custom general Sahar, and will allow you to train Mûhad Tribesmen and Mûhad Beastmasters.

By owning eight regions, the Troll-men tribe will join you.

*Chieftain Ubaàdah of the Troll-men confederation has approached our Serpent-Lord with the proposition of an alliance between the Serpent and the Haradwaith. Our recent conquests have proven to him that we are the supreme power in the region. Troll-men above all other Haradrim value strong leaders, they will form the vanguard of our forces from now on. They do not, however, feel compelled to reveal the secrets of training Mûmakil for war to us just yet. They say we are not ready to accomodate such beasts, anyway.*

The Troll-men will give you the custom general Ubaàdah, and will allow you to train Troll-men Warriors, Troll-men Hunters and Troll-men Champions.

By owning twelve regions, the Hasharii tribe will join you.

*The mysterious Shadowmaster Khaldoôn of the Hasharii Tribe appeared in the dead of night to speak with our leader. Our growing relationship with the Dark Lord of Mordor intrigues them, as he put it, "Barad-dur casts the longest shadow of all". His people worhsip the abscence of light itself. He offered the full might of his secretive tribe for a chance to prove their worth to the source of all darkness! The Hasharii are excellent bowmen, as well as deadly melee warriors. Their dual blade style of combat will be quite a suprise for the Gondorians to the North!*

The Hasharii wil give you the custom general Khaldoôn, and will allow you to train Hasharii Blades and Hasharii Shadows.

By owning fifteen regions, the Troll-men tribe will allow you to use Mûmakil.

*All Glory to our Serpent-Lord! The tribes of Harad now march in lock step to his commands! The Troll-men have now agreed to begin the arduous process of capturing young Mûmakil to train into the mightiest beasts of war in all of Middle Earth! However, first, we must provide them with an adequately sized and reinforced space where the beasts kan be kept. These creatures are our ultimate weapon! With Oliphaunts and the full power of the Harnen River now at our backs, we can now set our sights on even prettier prizes!*

*More emissaries arrived from Mordor this day. The Dark Lord is pleased! He made his pleasure knwon through gifts of horses and weapons. Rumour has it that the two emissaries, cloaked entirely in black and speaking only in whispers, came to know and asked you to reaffirm your loyalties to the Dark Tower.*

*Regardless, the Dark Lord has revealed his full plan to us now. He commands us to push North immediately, and unleash the full might of Harad on the Gondorian lands of Belfalas and Anfalas! Or milord, do you have other plans for Harad, plans that will lead us to even greater glory...*

You get the custom general Umaarah, and you can now train Mûmakil.

## Haradrim Spearmen

### Hit Points

1

The deserts of Harad are filled with many warlike bands. From these are levied fierce and brave warriors wielding spears and bucklers. While being incredibly well suited to their desert terrain, the lack of armour makes these soldiers somewhat exposed to archery.

Abilities

* Can do schiltrom
* Skilled against mounts
* Reliable in deserts
* May charge without orders
* Good stamina
* Morale: Average
* Morale Response: Impetuous
* Movement Speed: 110%
* Terrain Bonus: Desert
* Terrain Malus: Snow

* Bonus Against: Horses, Camels, Wargs

## Haradrim Archers

### Hit Points

1

The desert of Harad is a land that is hostile to all life, a place where the water is scarce and the heat is relentless. Although almost none on Middle-Earth could live in these conditions, there are those who made this place their home, and they are the Haradrim. Even though there are not many things to hunt in Harad, for the desert is too hot to cultivate in some areas, there are still many skilled hunters who had to adapt to these conditions to survive, and those adaptations make them skilled and enduring archers. If the need arises, these hunters would protect their homes from any threat with their bows. Even though they are only equipped with a simple bow and a scimitar, the life in the desert has turned them into fearsome warriors, and the general that doesn't consider them a major factor on the battlefield will be taken by surprise.

Abilities

* Reliable in deserts
* Ranged unit
* Good stamina
* Morale: Average
* Morale Response: Poor
* Movement Speed: 110%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Missiles: 10
* Range: 150 Meters
* Accuracy: Low

## Southron Archers

### Hit Points

1

The Haradrim have long seen the use of the bow as being effective in combat. These troops are the embodiment of that belief and a wise commander knows it is a good idea to watch out for these marksmen. On the battlefield, they use composite bows and are seen as a truly dangerous force; one to be reckoned with. Unfortunately, their light armour and poor skills with melee weapons makes them weak against cavalry and in close combat.

Abilities

* Reliable in deserts
* Ranged unit
* Excellent stamina
* Morale: Average
* Morale Response: Average
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Missiles: 24
* Range: 170 Meters
* Accuracy: Average

## Southron Warband

### Hit Points

1

Life in Harad's dry environment is full of hardship. Food and water are not easy to come by and most of the wealth is unevenly distributed by the warrior elite. Thus many men of Harad, especially young ones, flock to the Haradrim army banner eager for glory and plunder. Protected by leather vests with spears and small round shields in their hands, these war bands march in large numbers to engage the bulk of the enemy force and screen their archers from cavalry charges, while the elites take up more favourable tactical positions. Hardened by life under the blistering Southron sun, these men are not afraid to fight but they won't willingly give their lives either unless there is some worthwile reward to be gained.

Abilities

* Can make a shield wall
* Skilled against mounts
* Reliable in deserts
* Excellent stamina
* Morale: Average
* Morale Response: Average
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Bonus Against: Camels, Wargs, Horses, Oliphaunts

## Southron Pikemen

### Hit Points

1

Hailing from Southern Harad, these warriors are used to counter cavalry and they do a very good job. Armed with a 12 foot pike, they are able to form a defensive "spear-wall" that is capable of stopping even the heaviest cavalry of Dol Amroth in their tracks. They are equipped with scale-mail vests that give good protection for the body but lack effective head protection, preferring instead to wear the traditional Haradrim headdress. These pikemen don't wield a shield, their pike being so heavy it requires two hands to hold, which leaves them vulnerable to missile fire.

Abilities

* Can form spear wall
* Skilled against mounts
* Reliable in deserts
* Good stamina
* Very long spears
* Morale: Average
* Morale Response: Good
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Bonus Against: Camels, Wargs, Horses, Oliphaunts

## Southron Lancers

### Hit Points

1

Considering the vastness of the Harad deserts, it is no surprise that many Haradrim men learn to ride as children, and some will have joined this regiment. Considered medium cavalry, these lancers can be used as shock troops or for completing a rout and running down fleeing troops. They are equipped with a slightly lighter lance than that of the Serpent Guard, but are extremely deadly wielding it. They wear fine light armour made from hardened leather, wield a small, light round shield, and are an integral part of any Haradrim army.

Abilities

* Reliable in deserts
* Good stamina
* Morale: Average
* Morale Response: Average
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Secondary Attack: 5

## Mûhad Tribesmen

### Hit Points

1

Carrying javelins and a shield, the Beastmasters are used to hunt down Mûmakil to turn those creatures into fearsome mounts on which to wage war. Though they are used to hunt down Mûmakil, they are equally effective in penetrating enemy lines with their javelins.

Abilities

* Skilled against mounts
* Reliable in deserts
* May charge without orders
* Good stamina
* Morale: Good
* Morale Response: Impetuous
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Bonus Against: Camels, Wargs, Horses, Oliphaunts
* Missiles: 4
* Range: 65 Meters
* Accuracy: High

## Camel Riders

### Hit Points

1

The riders of Harad prefer to use horses as they are swifter and can be better trained to the horrors of battle. However they have long had to fight against the superior cavalry of Dol Amroth, as sush, as well as train horses to sweep away infantry, they often use camels to frighten an alarm enemy horses. The men atop the camels are simple tribesmen who have lived among the camels their whole lives and can control them effectively, some wield spears and others use bows but neither are professional warriors. Outfitted in simple tribal leather armour, they do not hold up long in melee but can turn the tide on even the greatest Knights of Dol Amroth.

Abilities

* Reliable in deserts
* Scare horses
* Excellent stamina
* Morale: Average
* Morale Response: Average
* Movement Speed: 100%
* Terrain Bonus: Desert
* Terrain Malus: Forest, Snow
* Bonus Against: Horses, Amrothian Swan Cavalry

## Mûhad Beastmasters

### Hit Points

1

The Haradrim highly value the camel as a beast of the desert. They are often used to carry goods across the barren wastes of Harad and are able to endure the harshest of weather. Carrying javelins and a shield, the Beastmasters have turned these stubborn creatures into fearsome mounts on which to wage war. They are able to cause fear among enemy cavalry due to the exotic smells and sounds, scaring the pathetic horses.

Abilities

* Can form shooting circle
* Effective against armour
* Reliable in deserts
* Scare horses
* Excellent stamina
* Morale: Good
* Morale Response: Average
* Movement Speed: 95%
* Terrain Bonus: Desert
* Terrain Malus: Forest, Snow
* Bonus Against: Camels, Wargs, Horses, Oliphaunts
* Missiles: 5
* Range: 65 Metres
* Accuracy: Average

## Serpent Archers

### Hit Points

1

Only the most skilled and devoted join the ranks of the Serpent Warriors and this makes them, arguably, the finest units in the Haradrim Army. Mounted on the finest mounts from the Great Plains of Harad, they are the heaviest mounted unit available, wearing plate and scale mail armour that provides good protection. The Serpent Archers eschew melee strength for deadly accuracy. They train night and day in the vast plains of the south to perfect their accuracy whilst on the move. The men of Khand may have many horse archers in their steppes but few men can compare to the skill of the Serpent Archers.

Abilities

* Skilled against mounts
* Can form shooting circle
* Reliable in deserts
* Good stamina
* Morale: Very Good
* Morale Response: Good
* Movement Speed: 105%
* Terrain Bonus: Desert, Grassland
* Terrain Malus: Forest, Snow
* Missiles: 30
* Range: 130 Meters
* Accuracy: High

## Troll-men Warriors

### Hit Points

2

The vast lands of Harad are a conglomeration of many tribes, peoples and creatures that to the western eyes appear strange and exotic. Perhpaps the strangest of all are the Troll-men of Far Harad. Emerging from the southernmost expanses of Harad's desert and jungle regions they appear to the Gondorians as living legends come to haunt them. Arriving from unknown lands with unknown motives, the Troll-men fight with great ferocity that seems completely undeterred by their lack of armour or sophisticated weapons. Being perfectly adapted to life in the most inhospitable of deserts, their strength and endurance are considerable and Troll-men require little sophistication to be an effective fighting force. Their frightening, at times almost deformed, appearance and seemingly scorched skin is what earns the Troll-men their name though none, save the Haradrim, know their true origin or nature. Whether they are a product of exotic climate or dark sorcery, Troll-men represent a deadly threat on the battlefield.

Abilities

* Reliable in deserts
* Frighten nearby enemy infantry
* May charge without orders
* Excellent stamina
* Moral: Very Good
* Morale Response: Impetuous
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow

## Troll-men Hunters

### Hit Points

2

The deserts, forests and savannas of Far Harad hold a plethora of dangerous creatures. Mûmakil being the most well known and mightiest of these. All life here is utterly dependent upon the whims of the rains. The vast herds of the savanna undertake great migrations during times of drought, meaning anything or anyone who depends on them for food are also on the move quite often. Only the hardiest of people can survive here. The Troll-men of this land thrive in this exotic and harsh environment. In fact, it is they who capture and train adolescent Mûmakil to be the war machines that the Haradrim are famous for. The secrets of this training is a matter of great pride amongst these tribes. The act of taking a young Mûmak from it's mother requires a bravery and strength unlike anything the Men of the West have ever seen. Most tribes field specialized teams of hunters whose main purpose is the acquisition of Mûmakil. These Troll-men wield their spears quite expertly as they have all needed to defend their lives from the various dangers of the Haradwaith. They have also found that the best tactic for bringing an angry Mûmak down is massed volleys of javelins. During the many conflicts with the Men of Gondor, the Haradrim have found that the same tactics wich ensure their tribes' survival are actually quite effective against the heavily armoured cavalry of Dol Amroth. The addition of a shield to their kit, while not very useful on the hunt, helps ensure their survival on the battlefield.

Abilities

* Skilled against mounts
* Reliable in deserts
* May charge without orders
* Excellent stamina
* Morale: Very Good
* Morale Response: Impetuous
* Movement Speed: 105%
* Terrain Bonus: Desert
* Terrain Malus: Snow
* Bonus Against: Camels, Wargs, Horses, Oliphaunts
* Missiles: 3
* Range: 60 Meters
* Accuracy: High

## Hasharii Blades

### Hit Points

1

The Hasharii are an ancient order of assassins, rumoured to be created by the Dark Lord himself. They use only the most agile and stealthy of Harad's tribesmen, and the training they go through is ruthless and very harsh. This turns them into fearless warriors able to blend in and hide in nearly every environment. On the battlefield they fight with short swords that are often poisoned and wear camouflaged leather armour.

Abilities

* Can hide anywhere
* Reliable in deserts
* Powerful charge
* Excellent stamina
* Morale: Very Good
* Morale Response: Good
* Movement Speed: 110%
* Terrain Bonus: Desert, Forest, Grassland
* Terrain Malus: Snow

## Hasharii Shadows

### Hit Points

1

The Hasharii are an ancient order of assassins, rumoured to be created by the Dark Lord himself. They use only the most agile and stealthy of Harad's tribesmen, and the training they go through is ruthless and very harsh. This turns them into fearless warriors able to blend in and hide in nearly every environment. The shadows are a sub formation of the Hasharii who prefer bringing down their enemies with poisoned warrows than with poisoned blades. These assassins are so skilled at ambushing that the enemy is usually long dead before they even know they are under attack.

Abilities

* Can hide anywhere
* Reliable in deserts
* Ranged unit
* Excellent stamina
* Poison Arrows - Reduce Morale
* Morale: Very Good
* Morale Response: Good
* Movement Speed: 110%
* Terrain Bonus: Desert, Forest, Grassland
* Terrain Malus: Snow
* Missiles: 24
* Range: 170 Meters
* Accuracy: Very High