Last Alliance: TW is overhaul mod to Shogun 2. This mod base on stories from Tolkien's books, concretely on wars Dúnedain and Elves against Sauron at the end of the Second Age. This still WIP, but is avaiable alpha with playable Akallabêth campaign ^^


Discord Patreon


Forums: TWCenter, totalrtsmods

Installation Guide, Frequently Asked Questions, Mod Credits


There are no release dates for future updates. Please don't ask about this and don't predict release date.


Alpha version include:
- Akallabêth campaign with new campaign map
- New animations
- A lot of new units and models
- Heroes with own bodyguards
- New buildings, technologies, skills trees and more.


All releases changelog, Known bugs, Roadmap

Campaign will be expanded (new lands and factions) in next patches. Link to roadmap is above.

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New update is out now! Download mod here:

Last Alliance: TW v0.5.0 - Khamûl's Legacy

Not save compatible

If the download is slow, open the mirror server list and select a server from your region.

Recommended difficulty level: Hard

Suggested unit size: Ultra


This is full version, you don't need previous version to play, but you don't have to remove previous version (e.g. if you want finish your started campaign). Don't run files from different version together!

If you have problems with mod, check firstly Installation Guide, Known bugs list and FAQ, links below.

Mod should be stable, but sometimes isn't. So I suggest to saving game often (and don't replace saves of course).



Mae govannen!

After a period of silence, here comes a Storm from the East. In a new Update, we introduce the Easterlings - some of the most famous of Sauron's servants. Despite their fame, we have quite little information about them in the books. Particularly in the Second Age, where we only know that the Easterlings fought wars with the Northmen and that Khamûl, the Shadow of the East, who received one of the Rings of Power, originated from among them.

For this reason, based on this scant information, we had to write our own lore for the Easterlings. We tried to make them fit the atmosphere of Middle-earth and our mod, as they are not the first culture we had to prepare a lore for. I hope you like how we portrayed the Easterlings in the mod ❤️

As always thanks to Luiza Aris and Jawor with whom I'm creating this mod ❤️ Also additional thanks to Ellan for his help with technologies and some minor things ❤️ If you like the update and want to support the project check out Patreon and my Ko-fi profile ^^ - Any donation, even small, is appreciated ❤️


We began writing the story with Khamûl, his relationship with Annatar and how he got the Ring, and his tribe, which we called the Luuriag, who lived on the eastern coast of the Sea of Rhûn. The Luuriags, under Khamûl's leadership, in time dominated the other Tenüüriag tribes (which is what we called the Easterlings in their language) on the Sea of Rhûn and the Great Steppe. After the War of the Elves and Sauron, in which they took part, they set out to conquer Middle-earth. Khamûl, with the power of the Ring, along with two other chieftains, terrorised Middle-earth from the Vale of Anduin to the Orocarni Mountains and the Deserts of Harad.

Hundreds of years have passed since then, the Khamûlid Empire he created, though powerful for a long time, has declined. Influence in the Far East and the South was lost and the Northmen in Rhovanion, who had never laid down their arms during that time, finally liberated themselves. Now, after a disastrous attempt to regain Rhovanion, Khamûl II has ascended to the dark throne in Khamûl Khuaran. A self-proclaimed restorer of the Empire, ready to drown Middle-earth in blood at any cost.


As the Luuriag inhabit the Great Steppe, it was obvious that their army would be based mainly on cavalry. In addition to the tribal units, which despite their disorganised nature are able to harass the enemy effectively, the Khamûlid Empire also boasts a professional army. The Mirza and Noyon, Luuriag lords, field their own retinues, while directly answering to the Great Khan are Tamma and Nokor, who are the main force of the Empire.


The third force in the Empire is the Itgel, religious orders who fight fanatically in the name of Annatar and Khamûl. They exterminate any disobedience to the Dark Lord of Mordor and join war expeditions to spread his will in Middle-earth.

Although virtually the entire Luuriag army is made up of cavalry, the Luuriag army has units that are meant to perform infantry tasks on the battlefield. They are more numerous than other troops, so they can perform well during sieges, for example. This allows the Luuriag armies to quickly cross large distances to attack unsuspecting enemies.


Alongside an extensive roster, the Khamûlid Empire also received its own technology tree. As with Krákaland, their technologies focus on sowing terror in Middle-earth and reforming their decaying dominion. So all supporters of the Lord of Gifts should have a good time here.


Additionally, we have expanded the commanders' skill tree. This is, of course, a change that applies to all factions. Now upgrades for the general guards are granted through the tree, so the previous problem of upgrading the guards through the blacksmith has been solved. The tactical and administrative skills of the generals have also been expanded and the number of available skill points has been significantly increased.

Furthermore, generals now receive passive experience while staying in settlements, and all factions have access to recruit them (previously only Númenor and Mordor could do so).


A new siege map has also been added. Admittedly, it is just a quickly prepared placeholder still using vanilla assets, but it should perform much better than the vanilla siege maps. We noticed that in vanilla maps, due to their structure lacking buildings inside walls, archer focused factions get too much of an advantage. So the new siege map, filled with buildings, should solve this problem.

The map was made quite quickly (and it's actually my first siege map), so it's a bit unpolished and has some problems, but it's only a temporary solution.


Finally, it is worth mentioning the other available Luuriag faction - the Aytacid Khanate. Aytac is a Luuriag commander who, after another defeat of the Empire, decided to disobey Sauron and, with the support of the northern clans, broke away from the Khamûlids to form his own Khanate. This is an alternative, harder start for those wishing to play Luuriag not necessarily on the side of the Lord of Gifts. His faction isn't fully finished though, as they lack even their own technology tree (so they use the Khamûlid tree as a substitute), but these are things we'll probably add in future updates.


Apart from that, as always, a number of different improvements have been made to the mod. The most significant ones are reworked unit movement stats, improved crossbowmen and reduced unit costs for Eryn Galen. In addition, some factions, such as the Northmen and Khazad-dûm, which previously had AI aggressiveness set to ‘low’ or ‘low to medium’, now have it set to ‘medium’ due to the appearance of Luuriag on the map. As always, a detailed list of changes can be found in the Changelog ^^

We also received a model of a ballista prepared by bigwavek (one of the devs of the Morning Sun mod), which was to be used on heavy Númenorean and Elven ships, as well as a land siege machine. However, due to my focus on working on Luuriag, I didn't have a spare moment to prepare all the stuff for this ballista, so it will be introduced in the next update, gomene >.<

I hope you will enjoy the new update ^^ Have fun! If you want to chat about the mod or give feedback then you can join the Discord mod server. Meanwhile we'll be getting ready to work on the next update, which we hope to be able to show soon ^^

Last Alliance: TW - Little of Everything Update Released!

Last Alliance: TW - Little of Everything Update Released!

News 1 comment

There's a lot to do and even the small things can be very significant.

Last Alliance: TW - Heir of Geta Update Released!

Last Alliance: TW - Heir of Geta Update Released!

News 9 comments

The time of a new Golden-Red Era for the People of the Crows is coming. The time of the Heir of Geta has arrived!

Last Alliance: TW - Remnants of Dor Daedeloth Update Released!

Last Alliance: TW - Remnants of Dor Daedeloth Update Released!

News 3 comments

A bit of a new scrap for the orcs, so Middle-earth trembles in terror!

Last Alliance: TW - Riders of the North Update Released!

Last Alliance: TW - Riders of the North Update Released!

News 4 comments

Arise, Riders of the North! Let our spears fill the enemy with fear! Forward! Don't fear the darkness!

RSS Files
Last Alliance: TW v0.5.0 - Khamûl's Legacy

Last Alliance: TW v0.5.0 - Khamûl's Legacy

Full Version

The Shadow Rises on the East, the Khamûlids will drown Middle-earth in blood!

[OUTDATED] Last Alliance: TW Alpha v0.4.5 - Little of Everything

[OUTDATED] Last Alliance: TW Alpha v0.4.5 - Little of Everything

Full Version 7 comments

There's a lot to do and even the small things can be very significant.

[OUTDATED] Last Alliance: TW Alpha v0.4.3 - Heir of Geta

[OUTDATED] Last Alliance: TW Alpha v0.4.3 - Heir of Geta

Full Version 37 comments

The time of a new Golden-Red Era for the People of the Crows is coming. The time of the Heir of Geta has arrived!

[OUTDATED] Last Alliance: TW Alpha v0.4.1 - Remnants of Dor Daedeloth

[OUTDATED] Last Alliance: TW Alpha v0.4.1 - Remnants of Dor Daedeloth

Full Version 3 comments

A bit of a new scrap for the orcs, so Middle-earth trembles in terror!

[OUTDATED] Last Alliance: TW Alpha v0.4.0 - Riders of the North

[OUTDATED] Last Alliance: TW Alpha v0.4.0 - Riders of the North

Full Version 10 comments

Arise, Riders of the North! Let our spears fill the enemy with fear! Forward! Don't fear the darkness!

[OUTDATED] Last Alliance: TW Alpha v0.3.7 - Eryn Galen

[OUTDATED] Last Alliance: TW Alpha v0.3.7 - Eryn Galen

Full Version 5 comments

The Elvenking will defend his new kingdom and will not allow the Shadow to nestle between the trees!

Post comment Comments  (0 - 10 of 862)
ekinney5
ekinney5 - - 116 comments

Just curious, will the next release feature non-Japanese voiceovers for the campaign map?

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Longobardo
Longobardo - - 704 comments

I thought you were going to ask about non-Japanese buildings. Those have been asked for like a million times already. But regarding your question, yes, non-japanese voiceovers are coming for the whole mod.

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Guest
Guest - - 693,536 comments

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ekinney5
ekinney5 - - 116 comments

Hey guys, I'm really having trouble with the mod crashing out of nowhere lately. I've been playing the mod very smoothly for the past week but now Im experiencing several saved campaigns crashing during the loading process and returning to desktop. Im also having the game crash on me in the middle of a turn too. Ive checked the Installation guide and tips on google but my efforts have been fruitless. Please give me any advice on what might be happening. My PC is an Alienware R16 and can EASILY handle any of the latest mods and Ive installed everything correctly. Also, Ive already tried checking the roaming files in AppData too just FYI.

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Sara_Temer Creator
Sara_Temer - - 771 comments

Seems that already I answered you on our Discord. However if someone other here also has similar problem then I remind that in Known Bugs doc is known solution for save corruption problem.

Reply Good karma+1 vote
Guest
Guest - - 693,536 comments

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Guest
Guest - - 693,536 comments

Hi, you seem to know more about modding shogun 2 then almost every other person. Maybe you can give me an idea on how to implement the following into the game?:

Im making a rome total war style mod for shogun 2.
For the pacing of the campaign to feel more like the og rome i would like to add a minimum amount of time you have to besiege before you can actually attack a settlement.
Like you had to wait in rome to build rams and siege towers.

For now it would be enaugh to just make units wait 1 round before they cann attack the settlement. Do you have any idea if and how this could be achieved?

Thanks i advance and thank you for your good work for the shogun 2 modding community

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Sara_Temer Creator
Sara_Temer - - 771 comments

I doubt whether would be possible to strictly block option to assault settlement on certain amount of turns of besieging.
However, I would suggest to just make garrisons strongly enough. In Last Alliance we did quite strong garrisons (especially if in settlement is also garrison building and castle level is upgraded to higher level). That way both, player and AI need to gather more and stronger forces before attacking settlement.

Reply Good karma+1 vote
Artion_
Artion_ - - 24 comments

As soon as you finish this mod, contact Pixelated Apollo (the youtuber). He should run a full campaign, highest difficulty. I think that he would love playing this mod.

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Sara_Temer Creator
Sara_Temer - - 771 comments

"finish this mod" is highly uncertain and unclear term :P
Also, Pixelated Apollo already did some videos about Last Alliance, although it was quite long ago and a lot of things in the mod were added since then. So yeah, maybe I will contact with him again ^^

Reply Good karma+2 votes
Artion_
Artion_ - - 24 comments

Would be awesome. It's a great mod, after all :D

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