Wildmen of Dunland

The people of Dunland, named the Wildmen, are a cold-hearted folk with no love for the people of Rohan, as they had forced them into the hills to earn&#160;a living among the stony land.&#160; Now, with Saruman's aid, they will reclaim their ancient lands and drive out the horse-folk.

Lore
Ever since the days of Numenor, the Dunlendings have always quarrelled with other men.&#160; Their current homes are nothing but shacks made with wood and animal skin, and are nearly always attacked by either wargs or the neighbouring rohirrim.&#160; After taking up residence in Isengard, Saruman has used this history of bloodshed to his advantage and false promises of rich plunder to compell the Wildmen into Sauron's service.&#160; Now, alongside Saruman's Orcs (and Uruk-hai), these savages make one last final stand for themselves in a world consumed by chaos.

In the game
Before The Rise of the Witch-king, Wildmen are only summoned by a tier-2 power of the Isengard faction. In that game however, Wildmen and newly-added Wildmen Axethrowers are infantry recruitable from the Isengard Clan Steading. Abilities (RotWK only) === Torches:&#160; The men of Dunland can be equipped with torches to burn down enemy buildings and cause fire-damage to enemies, but not if they are summoned as a Power by either the Goblin Faction or the Isengard Faction.

Requirements
Recruited by:&#160; The Summon Wildmen of Dunland power, or hired from an Inn, or (for Isengard) from the Clan Steading in The Rise of the Witch-king.

Cost (from Clan Steading):&#160; 200 resources

Command Points taken:&#160; 48