The Chiefdom of Khand
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DIFFICULTY FACTOR: LAUGHING AT LIVE DRAGONS

CULTURE (SUBCULTURES): Barbarian (Variags, Nomads, Men of Khand)

CHIEF CITIES: Acharn

It was not until the Easterlings were pushed back in the early years of the Fourth Age that Khand began to emerge as a more independent chiefdom. They have kept largely to themselves, neither expanding nor withdrawing, though it is inevitable that they will become involved in the struggles for control of the East. They are fiercely independent, and follow a Barbarian culture like that of the men of Rhûn to their north.

STRENGTHS: Skilled horse archers. Lamellar armour allows greater flexibility and speed.

WEAKNESSES: Few units. Unable to develop cities to the same level as many other Mannish factions. Unable to build engines of war.

GAMEPLAY TIPS: The Chiefdom of Khand would be wise to rely upon its horse-archers in battles. Powerful factions surround it, but it might take advantage of the less-well-guarded lands south of it in Harad and Far Harad. However, it shares cultures with the Easterlings to its north, so pushing northward might also be in its interests.