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Lords of the Golden Flower

Intro:

Glorfindel was the chief of this house, and their device was that of a rayed sun, that they bare upon their shields. Their vestments and arms are not described, but it is said that their lord wore a mantle with celandines embroidered with golden threads, and his arms were damascened with gold.

When the Fall of Gondolin began, Gothmog led Melkor's armies to the northern gate, which was soon knocked down. Meanwhile, the strength of the Golden Flower was in the Great Market, on the east part of the city, and at some moment they decided to march to the fight about the gate. They marched there by a circuitous way with the idea of surprising the foe upon his left flank, but instead they were ambushed by a host of Orcs led by Balrogs. For hours they fought, until a fire-drake came and overwhelmed them, and they had cut their way out very hardly, as the dragon began to burn all the market.

But Glorfindel had previously sent messengers to King Turgon with urgency, so the house of the Harp was sent to their aid. However, Salgant, the lord of this house, betrayed his men, sending them to the Lesser Market at the south part. The men of the Harp fretted thereat, and broke from their lord to come before the king's hall right in the moment that Glorfindel and his folk were chased by a press of foemen. The men of the Harp saved them, droving the enemy back into the market, but there they were trapped, burned to death or poisoned by the breath of the dragon.

Thus Glorfindel and the last of his men, along with all the remaining houses, barricaded themselves in the Square of the King. After Turgon proclaimed the fall of the city and ordered the survivors to follow Tuor, Glorfindel held the rear for those who retreated towards Idril's secret way, and many more of the Golden Flower falled there.

Summary: About unit function and place in meta

The Lords of the Golden Flower are the best two handed sword unit in the game. This unit will shred their way their through every non bodyguard unit and have a bonus against elephants. However they are low in number at forty men and can be overwhelmed easily.

Pros and Cons of Unit

Pros:

Best 2 handed sword unit in the game.

3 hit points.

Bonus against elephants.

Relentless.

Insanely Tanky

Has Glorfindel as an officer.

Frighten enemy infantry.

Cons:

Very expensive at 1650.

Low unit number at 38 men.

Very vulnerable to armor piercing missiles.

Gallery
Ballista (Hearthguard of Tirion)

The **ballista** plural **ballistae**, sometimes called bolt thrower. It is a missile weapon that launched either bolts or stones at a distant target.

Crew:

Hearthguard of Tirion

Strengths:

-Good at destroying enemy artillery.

-Has access to flaming shot.

Weaknesses:

-Not the best at killing infantry.

Classification: *Ballista*

In Silmarillion: Total War, Ballista's enjoy improved accuracy which makes them good against enemy artillery,

Gallery:

Valinor Ballista
Shoalrunners of Alqualonde

**Alqualondë**, the **Swanhaven**, was the chief city of the Falmari on the shores of Valinor. The city is said to be north and east of Tirion between the Calacirya and Araman in northern Eldamar.

The Shoalrunners of Alqualonde are a good horse archer unit. They fulfill Valinor's cavalry skirmish needs.

**Strengths:**

-Cheap for the Valinor roster at 485.

-Above average number of men in a cavalry unit at 60.

-Good morale of 14.

-Good amount of ammo at 32.

-Can form shooting circle.

-Combat bonus in deserts.

**Weaknesses:**

-Lightly armored.

-easy to skirmish down.

**Classification:** *Horse Archer*

In Silmarillion: Total War, Horse archers enjoy all the benefits of archers with the mobility of cavalry.

**Gallery:**

Shoalrunners of Alqualonde
Knights of Tirion

**Tirion**, known fully as **Tirion upon Túna**, was the city of the Ñoldor in Aman. It was from here that Finwë ruled, and where his sons Fëanor, Fingolfin, and Finarfin lived.

J.R.R. Tolkien's original name for this city - until the final development of his First Age tales as accounted in *The History of Middle-earth -* was **Kôr**.

The Knights of Tirion are Valinors premier melee cavalry unit. They are one of the best melee cavalry unit in the mod and even have a decent charge.

**Strengths:**

-Good armor value at 10.

-Good skill of 14.

-Good morale of 20.

-Good speed of 1.15.

-Two hit points provide good tankyness.

-Bonus fighting cavalry.

**Weaknesses:**

-Expensive at 1115 florins.

**Classification:** *Melee Cavalry*

In Silmarillion: Total War, Melee Cavalry enjoy bonuses against cavalry. However to gain this bonuses against cavalry they only have a low charge value.

**Gallery:**

Knights of Tirion
Spearmen of the Swallow

Intro:

Their lord was Duilin. It was a house of archers, who wore a fan of feathers upon their helms, and they were arrayed in white and dark blue and in purple and black. Their emblem, which rested upon their shields, was that of an arrowhead. From this folk came the most numbered and best archers along with the folk of the Heavenly Arch, so they were positioned in the broad places of the walls.

During the Fall of Gondolin, Gothmog gathered his armies in the northern gate and knocked it down. The folks of the Arch and the Swallow defended the walls in the northern part, pouring rains of arrows over the hosts of Orcs, helping the houses that fought below. As the enemy's attack grew, Duilin fell from the walls, smitten by a fiery bolt from outside of the city.

When the gate was lost, many goblins held a great part of the walls, so many elves of both the Arch and the Swallow were thrust to their doom. Then the house of the Fountain arrived to help, but a great gap was opened in the western wall, and bands of the Arch and the Swallow battled amid the wreck against the coming enemies. Slowly the battle in that part of the city was lost and they retreated towards the Square of the Folkwell, where the guard of the Arch, the Swallow and others was scattered and gathered together, forming a good battalion. Led by Tuor, they marched to the Square of the King. There they met Egalmoth of the Heavenly Arch, who had been in the south walls with some of his men and of the Swallow, and later they had helped him to rescue captives and wandering men.

Probably many of them survived as exiles, as while crossing Cristhorn, a man of this folk informed Tuor that Glorfindel was being attacked by a band of Orcs and a Balrog.

Summary: About unit function and place in meta

The Spearmen of the Swallow are a hybrid archer/spearmen unit. This hybrid nature makes this unit very useful because they can skirmishes with the enemy and then either ward off cavalry or hold the line. They are also massable and are Gondolins second best archer.

Pros and Cons of Unit

Pros:

2nd best archer for the Gondolin roster.

cheapest amassable archer for Gondolin.

Hybrid unit.

Decent spearmen.

Cons:

Low ammunition.

Gallery
Gondolin Trebuchet

Intro: IE info about Unit history

Gondolin siege unit

Summary: About unit function and place in meta

Trebuchet are great at destroying walls and towers however they are aweful against enemy infantry. The Gondolin trebucket has a crew armed with halberds from the gate of silver.

Pros and Cons of Unit

Pros:

Unique crew armed with halberds.

Trebuchet is great at crumpling walls.

Crew has spear wall.

Cons:

Low accuracy against infantry/siege weapons.

Gallery
Sentries of Alqualonde

**Alqualondë**, the **Swanhaven**, was the chief city of the Falmari on the shores of Valinor. The city is said to be north and east of Tirion between the Calacirya and Araman in northern Eldamar. In the Year of the Trees 1162, the Falmari who abandoned Tol Eressëa began to build Alqualondë with the help of the Noldor. Its lord was Olwë.

When Fëanor rebelled against the will of the Valar, he went to the shores of Aman, seeking for a way to reach Middle-earth. He demanded the use of the Telerin ships, however, the Teleri refused and resisted when Fëanor ordered the Noldor to take them by force. A battle broke out, the First Kinslaying, in which many Teleri were slain, for they were armed with mere hunting bows against the fully armed Noldor. They also attempted to block the harbor. The battle was joined by the hosts of Fingon and Fingolfin, many of whom thought that the Teleri had attacked the Noldor.

In the later years of the First Age, Alqualondë was visited by Eärendil and Elwing who had reached Valinor. Elwing stayed a little there and told stories to the Teleri about the griefs of Beleriand.

The Sentries of Alqualonde are Valinors only foot archer. They form the mainstay of Valinors skirmish archer line. The Sentries are average archers by elvish standards however compared to archers of human factions they are quite good.

Strengths:

-Most numerous skirmish unit in Valinor roster.

-Cost of 540 florins is cheap by elvish standards.

-Good morale of 15.

-Good range of 190 meters.

-Good amount of ammo at 16.

-Can use sharpened stakes.

-Combat bonus in deserts.

-Above average speed of 1.1.

Weaknesses:

-Expensive compared to other archers.

-Vulnerable to missiles.

Classification: *Archer*

In Silmarillion: Total War, Archers form the mainline of skirmish lines.

Gallery:

Sentries of Alqualonde
Waldschreiter Wainriders

The Waldschreiter Wainriders main role is to support the Haladin skirmisher line. The Wainriders are very vulnerable to missiles and any unit with a spear. This is made up by the fact that the Wainrider are great at fighting cavalry due to their missile attack and fast speed making them excellent at kiting.

-Bonus fighting cavalry allows this unit to take on enemy cavalry in melee.

-High mass at 2.5 can be used to push through lines.

-High moral at 18 allows this unit to keep fighting even against overwhelming odds.

-Good speed at 1.25 allows this unit to cover ground surprisingly fast.

Weaknesses:

-Bad against spears, halberds and two handed spears.

-Very squishy against enemy missile fire, enemy cavalry, and enemy foot bound units.

-5 hit points for a chariot unit is very low.

-Low armor at 9 for a elephant unit make this company very vulnerable.

-Uses elephant hit box which is absolutely massive.

-Has low unit count at three chariots.

-Vulnerable against any unit with a bonus against elephants.

-Can't hide.

Classification: Chariots.

In Silmarillion Total War chariot enjoy the advantages of excellent mass and high stats however their main weakness is that they use the elephant hit box which means that it is easy to bog them down and kill them due to their large hit box.

Gallery:
Scouts of the tree

The House of the Tree was one of the Houses of the Elves of Gondolin, under the leadership of Galdor. They were distinguished by a green livery, and bore clubs and slings.

In the Fall of Gondolin in FA 510, they were one of the two main kindreds that first hurled themselves upon the Balrogs and Orcs upon the destruction of the Gate of Gondolin. They guarded the western entrance to the Arch of Inwë. Many escaped the slaughter with Tuor, and were scouts ahead of the women and children, for they had "eyes like cats in the dark", later dwelling at the Mouths of Sirion. They were often referred to as the People or Folk of Galdor.

Scouts of the Tree are one part of Gondolin's mid-tier trinity. They are quick, versatile light infantry armed with slings for skirmishing, and maces for close quarters combat. Scouts are an excellent supporting unit who are also capable of holding their own in melee better than many other skirmishers of their tier. They are best used to thin out the numbers of lighter or unshielded foes, but can be deadly against heavily armored targets if they can maneuver themselves behind engaged heavy troops and fire freely into their backs.

**Strengths:**

-Cheap (by Gondolin Standards), numerous, and deadly en masse.

-Armor piercing missiles and in melee.

-Solid range of 130 meters. The best range of any handthrown unit.

-High ammunition pool of 10 bullets per model.

-Fast firing speed.

-Uses Infantry Template over Skirmisher Template. (Higher combat stats; Improved Morale and Morale Shock Reponse.)

-Increased fighting prowess when fighting in the woods.

**Weaknesses:**

-Lowest missile damage of all skirmishers.

-Require direct line of sight, identical to crossbows + cannot arc shots.

-Lowest shield value of all light infantry.

-Low armor/resistance to missiles.

-Lower melee defense from Maces makes them vulnerable to charges. Takes fairly high attrition in melee.

**Classifcation:** *Light Infantry*

In Silmarillion: Total War, Light Infantry enjoyed increased movement speed, Melee Defense, and the ability to hide in Forest Tile at the expense of survivability in the form of lower Armor and Shield values.

**Gallery**
Gondolin

Gondolin, the great Hidden City of Turgon, was concealed from friend and foe alike during the First Age by the Encircling Mountains, and guarded from trespassers by the Eagles of Thorondor.

Some years after the Exile of the Noldor, Turgon was guided by Ulmo to the hidden valley of Tumladen, and there he founded Gondolin. Turgon's people, who had dwelt in Nevrast, travelled there secretly, becoming the Gondolindrim. They were separated into twelve houses, each led by a prominent lord of the city. Among the most famous of these lords were Ecthelion of the Fountain, Tuor of the Wing, and Glorfindel of the Golden Flower.

In F.A. 472, the Union of Maedhros attacked Angband, and Turgon rode for the first time to war. Unknown and unbidden by his kin, he opened the leaguer of Gondolin and rode to their aid with an army of ten thousand. This was to be the disastrous battle that was to become known as the Nirnaeth Arnoediad. The army of the Gondolindrim escaped from the Fifth Battle thanks to the men of the House of Hador. The only survivor there was Húrin, who was captured. Morgoth had great fear of Turgon, who was now High King of the Noldor, and wished to destroy him more than any other enemy. Therefore, the Dark Lord tortured Húrin and offered him freedom, but could not make him reveal the location of Gondolin.

The city remained hidden for almost four hundred years, being the last Elven realm to endure against Morgoth, but it was finally discovered through the treachery of Maeglin and besieged. Turgon was lost in the Fall of the city, but some few escaped the destruction and dwelt as Exiles at the Mouths of Sirion.

TBD

Summary: I.E. faction focuses/fits into meta.

TBD
Strengths and Weaknesses and Cons of faction

Strengths:

Amazing heavy infantry.

Tons of specialist units.

Weaknesses:

Only 1 cavalry unit

Vulnerable to armor piercing.

Expensive.

Links to units etc.

Scouts of the tree

Gallants of the White Wing

Shieldbearers of the tower

Axemen of the pillar

Armorers of the Hammer

Retainers of the King

Lords of the Golden Flower

Spearmen of the Swallow

Marksmen of the Heavenly Arch

Guardsmen of the Harp

Champions of the Fountain

Knights of the Golden Flower

Gondolin Ballista

Gondolin Trebuchet

Gondolin Catapult

Phalanx of the King

Gallery

TBD
Champions of the Fountain

Intro:

Their lord was Ecthelion of the Fountain, and they lived in the south part of Gondolin, near the Fountains of the South. They were said to find delight in silver and diamonds, and their swords were long and bright and pale. They went into battle accompanied by the sweet music of their flutes.

During the Fall of Gondolin, they were held in reserve by Turgon, who watched the battle from his tower. After the Balrogs made a breach in the wall and other houses had been defeated in the northern gate, the enemy sped messengers informing to hold what they had won. Then a sweet music sounded amid the host of the Gondolindrim, as the people of the Fountain came to battle playing their flutes, led by Ecthelion. The music ceased suddenly and the army attacked at the shout of Ecthelion.

> 'Tis said that Ecthelion's folk there slew more of the goblins than fell ever in all the battles of the Eldalië with that race, and that his name is a terror among them to this latest day, and a warcry to the Eldar.
>
>

Tuor and the folk of the Wing joined the fight beside them, and they harried the Orcs so they almost reached the gate. However, some dragons opened a path from Amon Gwareth and knocked down walls and ward-towers, opening a gap on the walls of that part of the city. Then Tuor gathered bands of other houses to fight against the coming enemies, while on his right Ecthelion rallied his men. There Tuor and Ecthelion killed many Balrogs and Orc captains, but the enemy army outnumbered them, and Ecthelion was injured and they had to retreat.

Tuor carried Ecthelion to the Square of the Folkwell, where the guard of the Fountain and other houses was scattered, forming a good battalion. They were led by Tuor to the Square of the King, and there they resisted with the remnants of all the other kindreds (except of the Hammer of Wrath). After Ecthelion died defeating Gothmog at the Fountain of the King, there is no mention of what happened with his men, who either were dispersed or joined the Exiles.

Summary: About unit function and place in meta

The Champions of the Fountain are Gondolins second best two handed sword unit, being worse than the Lords of the Golden Flower. They also have a devastating charge and excellent stamina. However they are vulnerable to two handed axemen.

Pros and Cons of Unit

Pros:

Relentless trait.

Minor missile deflection bonus.

2nd best 2 handed sword unit for Gondolin.

Cons:

Expensive at 1100.

Vulnerable to armor piercing.

Gallery
Trebuchet (Hearthguard of Tirion)

A catapult for hurling heavy stones employing a long sling.

Crew: Hearthguard of Tirion

**Strengths:**

-Bonuses against walls.

-Area attack.

-Long range.

**Weaknesses:**

-Inaccurate against troops.

**Classification:** *Trebuchet*

In Silmarillion: Total War, Trebuchets enjoy buffs against walls however they aren't the best at targeting infantry.

**Gallery:**

Trebuchet
Wild Riders of Orome

**Oromë** was a Vala and one of the Aratar, also known as the **Huntsman of the Valar** and the **Great Rider**. He is considered one of the more powerful of the Valar.

Oromë delights in hunting monsters and evil creatures, riding on his steed Nahar and blowing his great horn Valaróma. He loves horses and hounds as well as all trees and forests. In Yavanna's woods in Valinor he trains his folk and beasts for hunting. Oromë hunted all foul beasts of Morgoth, and when he blew his horn all would know that the woods had been purged. Oromë is known for his terrible wrath, in contrast to Tulkas, who laughs often and is rarely angry. Oromë was the brother of Nessa and the husband of Vána.

During the Years of the Trees, after most of the Valar had withdrawn completely from Middle-earth and hidden themselves in Aman, Oromë was the last who came to Valinor, and even then he still hunted in the forests of Middle-earth on occasion. He visited Middle-earth during the Sleep of Yavanna, hunting monsters and fell creatures and the shadows fled temporarily until he left.

Thus, he was responsible for finding the Elves when they awoke at Cuiviénen, and was the first to name them the Eldar. Seeking to ensure their safety, Oromë accompanied the Elves from Cuiviénen to Beleriand. Being a powerful huntsman, he was active in the struggles against Morgoth, who feared Oromë in his anger.

Because Oromë was the only Vala who travelled in Middle-earth during the Elder Days, it was believed, even during the Third Age that the wild oxen found near the Sea of Rhun descended from his Kine.

Wild Riders of Orome are excellant lance cavalry unit with good bonuses against monsters. They have the best charge compared to the other Valinor units.

**Strengths:**

-Good skill of 16.

-Missile resist of 2.

-Good morale of 20.

-Good speed of 1.4.

-Two hit points.

-Can hide anywhere.

-Bonus fighting cavalry.

-Efffective against armor.

-Combat bonus in woods.

-Bonuses fighting monsters "Elephants"

**Weaknesses:**

-Vulnerable to missiles.

**Classification:** Lance Cavalry

In Silmarillion: Total War, Lance Cavalry enjoy a ap charge, however they have normally no bonuses fighting cavalry.

**Gallery:**

Wild riders of Orome
Shieldbearers of the tower

Intro:

When the Fall of Gondolin began, The House of the Tower of Snow was in the north part of the city, where Gothmog had led the main attack. When the House of the Hammer of Wrath was completely destroyed outside the walls, the folks of the Tower of Snow and the Pillar suffered the next wave of enemies, receding more into the city. Finally, "Penlod perished there in a lane with his back to the wall, and about him many of the men of the Pillar and many of the Tower of the Snow". There is no other mention of them in the Tale, but later it is said that survivors of all the kindreds were reunited in the Square of the King, so probably many of them could survive as exiles.

Summary: About unit function and place in meta

The shield bearers of the tower are a above average heavy spear unit. Being Gondolin's only spear unit, they are brought often to ward off cavalry and to hold the line. They also wield their spears overhanded and have a tighter formation which gives them a semi phalanx like formation. However it often leads to this unit pushing deep into the enemy unit leading them to be surrounded.

Pros and Cons of Unit

Pros:

Phalanx like formation.

Only dedicated spear unit in Gondolin roster.

Unique animations.

Bonus fighting cavalry.

Cons:

Expensive at 820 florins.

lower attack compared to average spearmen of their tier and type.

Gallery
Mariners of Alqualonde

## Mainers of Alqualonde

The Teleri elves are one of the elvish people groups in service of the Elves of Valinor, under the leadership of the Vanyar. They are distinguished by their lighter armor and being more numerous than other elvish houses.

The Mariners of Alqualonde are Teleri elves in service to Valinor. The Mariners form part of Valinors Mid-tier line up. They are light infantry armed with harassment javelins and swords for melee. Mariners form an excellent supporting unit to the Swanguard of Alqualonde. They can also hold their own in close quarters which allows them to be used as a frontline unit.

**Pros:**

-Excellent moral at 16 keeps this unit in the fight.

-Armor piecing missiles give this unit a extra bit of damage against heavily armored units.

-Combat bonus in deserts give this unit a edge when fighting on desert tiles.

-Cheap (by Valinor Standards), numerous, and deadly en masse.

-One of the few units Valinor can mass up.

-Harassment javelins.

**Cons**

-Expensive at (575) florins despite being one of Valinors cheapest units.

Classification: *Light Infantry*

In Silmarillion: Total War, Light Infantry enjoyed increased movement speed, Melee Defense, and the ability to hide in Forest Tile at the expense of survivability in the form of lower Armor and Shield values.

Gallary

A unit Mariners of Alqualonde in game.
Plaza Guardians of Valimar

**Valimar** otherwise known as the **City of Bells**, and as **Valmar**, was the dwelling place of the Valar and their Maiar servants in Valinor, on the continent of Aman. According to *The Atlas of Middle-earth*, Valmar was on the Girdle of Arda, west of Taniquetil. The city was built on the great Plain of Valinor beyond the shield of the Pelóri, gated with great golden gates. It had gold domes, and streets paved with silver. Before the city's western gate lay the mound of Ezellohar, on which stood the Two Trees, and Máhanaxar, the Ring of Doom, were outside Valmar and between the city and the Trees. Valmar is generally considered the capital of Valinor, as it was there that the Valar congregated. After being released from prison, Melkor lived here for a time as he could not leave the city due to the Valar's mistrust of him.

Plaza Guardians of Valimar are Vanyar soldiers in service to the Valinor. They are two handed spears which makes them, Valinors only two handed spear unit. Guardians are a excellent at holding the line whether it be a field battle or a siege. They are best used against heavily armored enemies, but can also be deadly in choke points.

**Pros:**

-High skill (16).

-High mass of (2).

-Excellent moral at (20).

-Passive Ability of (+2) morale in (25) meter radius.

-(2) hit points.

-Can form Phalanx.

-Bonus fighting cavalry.

-Effective against armor.

**Cons:**

-Medium armor which makes them vulnerable to fire.

-Vulnerable to Fire.

**Classification:** *Two Handed Infantry*

**Gallery:**
Waldschreiter Dragoons

Lore:

Waldschreiter means forest strider. Dragoons originally were a class of mounted infantry, who used horses for mobility, but dismounted to fight on foot.

Summary:

The Waldschreiter Dragoons are a excellent horse archer/melee cavalry unit. The dragoons can compete on the same level as elvish cavalry units however they are very squish and take casualties very easily.

Dismounted Waldschreiter Dragoons

-Can hide anywhere help this unit ambush enemy units.

-High moral at 18 allows this unit to take heavy casualties and keep on fighting.

-Good speed at 1.1 allows this cavalry unit to charge down enemy cavalry and foot bound units.

-Bonus fighting cavalry give the Dragoons an advantage in melee against enemy cavalry.

-Combat bonus in woods give this unit a advantage when fighting on the forest tile.

Weaknesses

-Very squishy when under missile fire or in melee.

Classification: Hybrid unit

In Silmarillion Total War, Hybrid units get the advantages of two different unit merged into one, however they are more expensive per company and you can't bring these units in as great numbers before the price increase compared to other units.

Gallery:
Peacekeepers of Valimar

**Valmar** otherwise known as the **City of Bells**, and as **Valimar**, was the dwelling place of the Valar and their Maiar servants in Valinor, on the continent of Aman.

The Peacekeepers of Valimar are a elite spear unit. They are effective against armor and with their attack of 7, they can not only hold the line but gain a good number of kill while doing so. Two hit points with a skill of 15 makes this unit very difficult to kill.

Strengths:

-Above average skill of 15.

-Morale of 20 makes this unit very difficult to rout.

-Speed of 1.125 allows this unit to reinforce parts of the line quickly.

-Passive ability of +2 morale keeps lower tier Valinor units in line.

-Can make shield wall.

-Bonus fighting cavalry.

-Effective against armor.

-Two hit points give the Peacekeepers excellent tanking abilities.

Weaknesses:

-Expensive at 1175 florins.

-Only 83 men in the unit.

Classification: Spearmen

In Silmarillion: Total War, Spear enjoy bonuses against cavalry. However they suffer from a spear malious of -3

-Gallery:

Peacekeepers of Valimar
Daurwarda of Ephel Brandir

Lore:

**Ephel Brandir** (also called *the Ephel*) was a settlement of woodmen in Brethil. It lay upon the hill of Amon Obel, in the forest of Brethil, and is where Túrin was taken when he fell ill. It was ruled by Brandir son of Handir.

Etymology: *Ephel Brandir* is Sindarin for "the encircling fence of Brandir".

Summary:

The Daurwarda of Ephel Brandir are the Haladin's only bodyguard unit. They have two volleys of armor piericing javelins and are excellent in melee. Their main weakness is that they lack two hit points and only have eighty men in the unit.

-Excellent melee skill at 10 allows this unit to hold the line effectively.

-Armor piercing missiles allow this unit to shred armored units.

-Moral buff +2 in 25 Meters keeps other Haladin units in the fight.

-Good speed at 1.05 allows this bodyguard unit to close into melee quickly.

-High moral at 24 allows this unit to keep fighting even against overwhelming numbers.

-Can use sharpened stakes to ward off cavalry.

-Expert at hiding in woods gives this unit the ability to hide when in forest tiles.

Weaknesses:

-One hit point hurts this bodyguard units survivability compared to two hit point bodyguards.

-Smaller unit size compared to other one hit point bodyguards at eighty.

Classification: Bodyguard

In Silmarillion bodyguard units are the elite soldiers of each faction, they have the high stat compered to the rest of the units in their particular faction. Bodyguard units main downside is their smaller unit size however this is counteracted by the fact some have two and sometimes three hit points. The Bodyguard units that only have one hit point have more men in the unit then other bodyguard units with multiple hit points.

Gallery:
Gondolin Catapult

Intro: IE info about Unit history

Gondolin siege unit.

Summary: About unit function and place in meta

The Gondolin catapult is best suited in fields battles because it is great at preying on enemy infantry. The crew is armed with axes and shields and are from the gate of bronze.

Pros and Cons of Unit

Pros:

unique crew armed with 1 handed axes and shields.

Catapult is good at killing infantry.

Crew is medium infantry.

Cons:

Crew isn't the best in melee.

Gallery
Swanguard of Alqualonde

The Teleri elves are one of the elvish people groups in service of the Elves of Valinor, under the leadership of the Vanyar. They are distinguished by their lighter armor and being more numerous than other elvish houses.

The Swanguard of Alqualonde are solid spearmen in the service of the Vanyar. The Teleri elves that make up these companies are cheap to recruit making them often form the frontline/base for most Valinor armies. Their general tankyness allows them to hold off higher tier infantry units as well as cavalry.

Pros

-Cheap (By Valinor standards), at (490) florins allows this to be massed up.

-High skill (14) keeps the Swanguard in the fight against better units.

-Shield wall.

-Bonus fighting cavalry.

-Excellent moral at (16).

Cons

-Low attacker at (4).

Classification: *Light infantry*

In Silmarillion: Total War, Light Infantry enjoyed increased movement speed, Melee Defense, and the ability to hide in Forest Tile at the expense of survivability in the form of lower Armor and Shield values.

Galley

Swanguard of Alqualonde in game.
Nan Dungortheb

After Ungoliant fled Lammoth and the Balrogs of Morgoth she made her way to the valley below the Ered Gorgoroth. There she bred such horrors that the valley was given the name *Nan Dungortheb*. After she had departed the land was infested with her offspring. Waters that spilled into the valley from the Ered Gorgoroth were defiled, filling the hearts of those that drank of them with madness and despair. All living things other than the spiders avoided the valley, including the Noldor who would only cross it by paths nearest to Doriath.

When Aredhel, daughter of Fingolfin, attempted to ride eastward across Nan Dungortheb, her party was separated by the shadows. While she succeeded in reaching Himlad, her companions could not find her and were chased away by spiders. Returning to Gondolin, they reported her as lost to Turgon.

Beren, sorely pressed by the forces of Morgoth who sought for him in Dorthonion, passed over the Ered Gorgoroth and crossed Nan Dungortheb from north to south. He never spoke of his journey through this land lest the horror of it return to his mind.

In *The Book of Lost Tales*, the land was identified as ***Nan Dumgorthin***, the "Land of the Dark Idols". Instead of being inhabited by the offspring of Ungoliant (who never ventured to Middle-earth in this version), it is populated by strange Men that worshipped mysterious deities.
Swerdabrothir of Thargelion

**Thargelion**, earlier known as **Talath Rhúnen** and later known as **Dor Caranthir**, was a flat wooded region of East Beleriand, east of the river Gelion, bordering the Blue Mountains. It was north of the river Ascar, and therefore not counted as part of Ossiriand. Its northern end was Lake Helevorn. The Sindar called this land *Talath Rhúnen*. After the Rebellion of the Noldor this was the land of Caranthir, one of the Sons of Fëanor, and after him it was often called *Dor Caranthir*, "Caranthir's Land". There Caranthir met the Dwarves of the Blue Mountains. The Haladin briefly dwelt here independently, near the river Ascar, until they were nearly wiped out in an Orc-raid. Caranthir offered to their leader, Haleth, part of his land, but she refused and instead she led her people to Brethil. During the Dagor Bragollach, Orcs broke the defenses of Maglor's Gap, defiled Helevorn, and ravaged all Thargelion. Caranthir fled to the south. Caranthir later gave some of his former lands to Uldor.

*Etymology: Thargelion* is a Sindarin name, consisting of *thar-* ("across, over") and *Gelion*.

*Talath Rhúnen* is glossed as "East Vale".

Summary:

The Swerdabrothir of Thargelion form the upper tier of the Haladin's infantry core. They are a good medium to heavy infantry unit and are excellent at holding the line. The Swerdabrothir main weaknesses is that they will have to hold the line against enemy heavy infantry since they are the Haladins best dedicated melee unit.

-Armor is upgradable from 7 to 9.

-Relentless trait prevents this unit from being stunned or staggered.

-Moral buff of +2 in 25 meters bolsters the Haladins already impressive moral to almost unbreakable levels.

-High moral at 18 allows the brave soldiers of the Haladin to hold their ground against overwhelming numbers.

-Good speed at 1.075 allows this unit to advance quickly.

-Expert at hiding in woods allows this unit to set up deadly ambushes.

Weaknesses:

-Will have to hold the line often against superior enemy units such as the Armorer's of the Hammer.

Classification: Medium Infantry

In Silmarillion: Total War, Medium Infantry don't enjoyed increased movement speed, Melee Defense, and the ability to hide in Forest Tile of Light Infantry. They also don't enjoy the higher armor and defense of Heavy Infantry. However they do enjoy lower unit costs compared to Heavy Infantry and overall better stats than light Infantry. They also can be massed up easier than heavy infantry and will most often be the main frontline unit of most armies.

Gallery:
Kinsmen of Ingwe

**Ingwë** was the king of the Vanyar in Valinor and being the most high lord among the Elves, he was reckoned as the **High King of the Elves**.

Ingwë was one of the Minyar born at Cuiviénen. He was the eldest son of Ilion, thus belonging to the fifth generation of Elves, and a direct male-line descendant of Imin, from eldest son to eldest son. He was beloved by his people, and given to thought more than art. He wed Ilwen and had several children at Cuiviénen by the time Oromë found the Quendi.

When Oromë invited them to Aman, Ingwë with Finwë and Elwë followed him as ambassadors and travelled to the Blessed Realm. When they returned, they told their peoples about its beauty and bliss and became their leaders during the Great March. Ingwë was the leader of the Vanyar, the foremost of the clans to follow Oromë, who were the most eager to reach the West, which they did quickly.

After the Great Journey, Ingwë never returned or set eyes upon Middle-earth again. He lived in Tirion, in the tower called Mindon Eldaliéva, but then he went to Taniquetil at the feet of Manwë. There he begot many children in the bliss of Aman, as noted by Finwë when Finwë complained to the Valar about his widowhood. Indis, the second wife of Finwë, was of his close kin.

The Kinsmen of Ingwe are Valinor's Non-Maiar bodyguard unit. They are a solid sword & board unit. The Kinsmen are a cheaper alternative to the Maiar bodyguards.

Strengths:

-Armor of 10.

-Excellant of skill of 21.

-Morale of 24.

-Good speed of 1.075.

-Passive ability of +3 in 30 meters.

-2 Hit points.

-2 available before price increase.

-Cheaper than Maiar bodyguards.

Weaknesses:

-Expensive at 1400 florins.

-Low number of men in the unit at 53.

Classification: *Sword & Board*

In Silmarillion: Total War, Sword & Board unit enjoy a good balance of attack and defense. They are jack of all trades which can lead a assault and hold the line in defense.

Gallery:

Kinsmen of Ingwe
House Vayne

**House Vayne** of **Windsel** was the ruling dynasty of Ashdrad founded by King Raelor Vayne, but was replaced by House Daike when Daron Daike was selected to be the monarch of Ashdrad by the Royal Summit. However, a scion of this bloodline, Ser Tylar Vayne aims to be reclaim the throne for House Vayne.

House Vayne's sigil is a black crown on a snow-white field. Their words are *Bound by Blood*.
Hearthguard of Tirion

**Tirion**, known fully as **Tirion upon Túna**, was the city of the Ñoldor in Aman. It was from here that Finwë ruled, and where his sons Fëanor, Fingolfin, and Finarfin lived.

J.R.R. Tolkien's original name for this city - until the final development of his First Age tales as accounted in *The History of Middle-earth -* was **Kôr**.

Hearthguard of Tirion are Valinor's elite sword and board unit. They are one of the best sword and board units in the mod. They also serve as crew for Valinor's artillery.

Ballista (Hearthguard of Tirion)

Catapult (Hearthguard of Tirion)

Trebuchet (Hearthguard of Tirion)

Strengths:

-Good armor of 10.

-Excellent skill of 13.

-Outstanding of morale of 22.

-Good speed of 1.05.

-Two hit-points provide excellent tanking ability.

Weaknesses:

-Expensive at 1160.

-Low number of men in the unit at 63.

Classifcation: *Sword & Board*

In Silmarillion: Total War, Sword & Board unit enjoy a good balance of attack and defense. They are jack of all trades which can lead a assault and hold the line in defense.

Gallery:

Hearthguard of Tirion
Shoalhunters of Alqualonde

**Alqualondë**, the **Swanhaven**, was the chief city of the Falmari on the shores of Valinor. The city is said to be north and east of Tirion between the Calacirya and Araman in northern Eldamar. In the Year of the Trees 1162, the Falmari who abandoned Tol Eressëa began to build Alqualondë with the help of the Noldor. Its lord was Olwë.

When Fëanor rebelled against the will of the Valar, he went to the shores of Aman, seeking for a way to reach Middle-earth. He demanded the use of the Telerin ships, however, the Teleri refused and resisted when Fëanor ordered the Noldor to take them by force. A battle broke out, the First Kinslaying, in which many Teleri were slain, for they were armed with mere hunting bows against the fully armed Noldor. They also attempted to block the harbor. The battle was joined by the hosts of Fingon and Fingolfin, many of whom thought that the Teleri had attacked the Noldor.

In the later years of the First Age, Alqualondë was visited by Eärendil and Elwing who had reached Valinor. Elwing stayed a little there and told stories to the Teleri about the griefs of Beleriand.

Shoalhunters of Alqualonde are one of the only slinger units in Silmarillion. They are very effective when shooting into blobs. The Shoalhunters are also decent melee troops in addition to their skirmish ability.

Strengths:

-Cheap for Valinor units at 600.

-Good moral at 14.

-Above average speed at 1.22.

-Combat bonus in deserts.

-Decent at melee.

Weaknesses:

-Low unit count at 103 men per unit.

Classification: *Slinger*

In Silmarillion: Total War, Slingers excellent at knocking down units and doing excellent damage to blobs.

Gallery:

Shoalhunters of Alqualonde
Death sunflower

Death sunflower is death peashooters sister. She is a back up incase death peashooter fails and dies or almost dies. she is less strong but can heal herself. she has a really close personality to death peashooter. She prefers tacos over pizza.

Powers

selfheal: she can heal herself

sun hands: the same as death peashooter but she can use it to heal herself and others

Darkbeam: her strongest attack. It can disintegrate anybody weaker than her and heavily injure stronger foes. very risky because if she misses she gets really tired

all of death peashooters attacks but weaker
Dismounted Marhdrauht of Malduin

Lore:

Malduin (Sindarin for 'Golden river') was a river of the Beleriand, a northern tributary to Taeglin. It was located northeast of the forest of Brethil next to the river Glithui, another tributary of the Taeglin.

Summary:

The dismounted Marhdrauht of Malduin are a hybrid spear and javelin unit. They are average armor piercing spears in melee and can throw 6 volleys of javelins before charging into melee. The Marhrauhts main downside is their low numbers at 60 men per battalion.

Dismounted version of the Marhdrauht of Malduin: Marhdrauht of Malduin

-Excellent moral at 18 which allows this unit to stay in the fight for longer even against overwhelming odds.

-Shield wall tightens the unit formation and increases its mass making it harder to mass push through.

-Armor piercing in melee and at range with this units javelins.

-Good charge at 10 that gives the Marhdrauht a extra spike of damage in melee.

-Can hide in woods which allows this unit to set up ambushes in the wood regions of maps.

-Bonus fighting cavalry which allows this unit to ward off cavalry.

-Combat bonus in woods which makes this unit more effective a in combat when in the woods region.

Weaknesses

-Low numbers at 60 makes this unit vulnerable to being overwhelmed by superior manpower.

-Spear malice which applies minus 3 attack to the units attack value.

Classification: Spear unit

Spears in Silmarillion total war have bonuses against cavalry and often shield wall. They also suffer from the spear malice which applies -3 to spear unit attacks.

Gallery:
Calendário Magusiano

O calendário universal magusiano, escrito no ano 9 DGM, é dividido entre AGM (Antes da Guerra Malachiana) e DGM (Depois da Guerra Malachiana). Nesse calendário, que é usado por todo o Governo dos Feiticeiros atualmente, a unidade básica para a contagem do tempo é o dia, que corresponde a 24 horas.

Existem doze meses no ano: Gameli (30 dias), Anthestri (30 dias), Elaphebi (31 dias), Mounichi, (30 dias) Thargeli (30 dias), Skirphori (31 dias), Hekatombi (30 dias), Metageini (31 dias), Boedromi (30 dias), Pyanepsi (31 dias), Maimakeri (30 dias) e Poseidi (31 dias).

O ano solar é o período de tempo decorrido para completar um ciclo de estações. O ano solar tem a duração de 365 dias.

As estações do ano consistem de:

Eiar (de Gameli à Elaphebi)

Theros (de Mounichi à Skirphori)

Phinopon (de Hekatombi à Boedromi)

Kheimon (de Pyanepsi à Poseidi)
Marhdrauht of Malduin

Lore:

**Malduin** was a minor river of northern Beleriand. It flowed southwards from the Ered Wethrin to meet the Teiglin before that river passed under the eaves of the Forest of Brethil. It means "Golden River" in Sindarin, from MAL ("gold") + *duin* ("river").

Summary:

The Marhdrauht of Malduin are a hybrid javelin-lancer cavalry unit. This units main advantages are high skill and javelins. The Marhdrauht main weakness is that they are very squishy and take casualties easily against missiles. The Marhdrauht of Malduin form a integral part of the Haladin's cavalry force.

-Armor piercing javelins gives this unit a nasty bite against armored units.

-High skill at 13 gives this unit excellent survivability in melee.

-High moral at 18 prevents these brave men of the Haleth from fleeing like cowards.

-Good speed at 1.1 allows this unit to cover ground quickly.

-Expert at hiding in woods allows this unit to set ambushes.

-Bonus fighting cavalry gives this unit of Marhdrauht an advantage against enemy cavalry.

-Combat bonus on woods give this unit an advantage when fighting on the forest tile.

Weaknesses:

-Vulnerable against missiles.

Classification: Hybrid unit.

In Silmarillion Total War, Hybrid units get the advantages of two different unit merged into one, however they are more expensive per company and you can't bring these units in as great numbers before the price increase compared to other units.

Gallery:
Ananda's Arctic Album

Anada’s arctic album

Fine vellum sheets fill this well-worn book. Beautiful illustrations depict the effects of each spell, many with a distinctly arctic theme. Though the pages and their wintry illustrations are of high quality, the protective leather case that encloses both books smells and feels greasy, as if the hide has been crudely waterproofed with animal fat.

4th—ice storm, shout, stoneskin, symbol of revelation, wall of ice

3rd—arcane sight, dispel magic, elemental aura, fire trap, heroism, lightning bolt, sleet storm, susurrus of life\*, wind wall

2nd—false life, flurry of snowballs, glitterdust, gust of wind, hideous laughter, moderate infernal healing\*, resist energy, rope trick

1st—detect secret doors, endure elements, feather fall, gentle breeze, mage armor, magic missile, obscuring mist, shield, shocking grasp, snowball

Ritual

Refrigerator (Su): You gain the effects of Endure Elements against hot conditions as long as you have a spell with the cold descriptor prepared. You can end this effect as an immediate action to gain fire resistance for 1 round. The amount of fire resistance gained is equal to 5 times the highest level cold spell you have available to cast.
Magusiano

## **Descrição**

• Laranja

• Roxo

• Verde

• Vermelho

(Sem íris ou pupila)

Magusianos são uma espécie inteligente nativa de Aigokeros. Eles foram os fundadores do grande Governo dos Feiticeiros. São conhecidos por sua natureza pacífica porém fria.

## **História**

Milhares de anos depois da extinção dos anunnaki, cinco vertentes de magia foram desenvolvidas pelas cinco primeiras espécies criadas pelos malachianos. A Magia Oni, Magia Nommo, Magia Magusiana, Magia Igigi e Magia Élfica.

Em 122 AGM, os magusianos, nativos de Aigokeros, fundaram seu império. Eles foram expandindo seu território, comprando e vendendo mercadorias com outras raças. Assim, o império magusiano se tornou o maior de todas as espécies.

Com medo de que os magusianos se tornassem uma ameaça para seu lugar no topo da pirâmide social, os malachianos iniciaram uma guerra contra eles. Essa guerra ficou conhecida como a Guerra Malachiana.

Devido a seu bom convívio com as outras sociedades, os magusianos receberam ajuda na guerra. Assim vencendo, e expulsando os malachianos da dimensão física com a magia magusiana.

Em 5 DGM, foi fundado um grande Conselho dos Feiticeiros ao redor do mundo formado por várias raças, fazendo o império magusiano se tornar um governo misto de espécies. A partir desse período, o império magusiano, agora chamado de Governo dos Feiticeiros, passou a comandar todos os Doze Estados.
Gaierra

## Descrição

• Didimoi

• Ihtheis

• Karkinos

• Krios

• Leon

• Parthenos

• Skorpios

• Tavros

• Toksotis

• Ydrohoos

• Zygos

Este planeta foi encontrado pelos anunnaki em 4400 AGM durante suas viajens pelo universo. Eles fizeram de Gaierra sua morada, modificando as espécies nativas e criando novas. Atualmente, Gaierra é dividido em Doze Estados, que por sua vez estão todos sob comando do Governo dos Feiticeiros.
Aigokeros

## **Descrição**

• Catoblepas

• Cérbero

• Cockatrice

• Corça Aigokiana

• Enfield

• Estrige

• Grifo

• Hidra

• Javali Calydiano

• Javali Erythiano

• Lagopus

• Monoceros

• Myrmekes

• Pegasus

• Serpe Aigokiana

• Shādawār

• Unicórnio

• Boggart

• Bugbear

• Clurichaun

• Ciclope

• Cyncephano

• Domovoi

• Elfo

• Fomoriano

• Gárgula

• Gegenees

• Gorgon

• Ipotano

• Jotun

• Knocker

• Lutin

• Magusiano

• Myrmidon

• Náiade

• Otso

• Sátiro

• Selkie

• Sireno

• Spriganno

• Strigoi

• Trenti

• Vodnik

• Wulver

• Málava

• Vallago

Aigokeros é um dos Doze Estados do planeta Gaierra fundados pelos malachianos em 4000 AGM. Assim como os outros onze estados, Aigokeros está sob domínio do Governo dos Feiticeiros.
Corrosive (Rune)

Corrosive

School Conjuration [acid]; Range: short; Saving throw: Fort half; SR: no;

Required

* +1 Deals 1d4 acid damage/caster level
	+ +1 Deals damage an additional time per 3 caster levels. Reduce the damage two steps.
* +1 Sickens the target. Lasts 1 minute/caster level
	+ +1 Nauseates the target instead. Lasts 1 round/caster level

Optional:

* +0 change to ranged touch attack. Ignore fortitude save if this is a damage-only spell.