[en] The Prancing Pony > Other
A possible new Evil Men faction
lordoflinks:
After much consideration I have come up with a new concept for the the Evil Men, as my previous ideas were flawed to a general lack of knowledge I had of the more obscure facets of the Lord of the Rings lore, and hence I have two new ideas.
The first fraction that occurred to me was an “Evil Men” fraction. I believe that in essence it should be Rhun as the main fraction with Harad, Umbar and Khand. The main base of the Evil Men is a walled Rhunic fortress with nine total building plots. They upgrade their buildings, all of one type at a time (Midway between Gondor and Isengard’s upgrade systems) by spending resources to level them up from “Tribal” to “Confederate” and finally to “Imperial”. A disclaimer is that the Imperial buildings and units are a “what if”, in that they are what Rhun may have become if they had become more powerful. The buildings that can be built are:
An Apartment which functions similarly to the Gondor town house by reducing the cost of elite infantry.
A Bazaar which both decrease the cost of upgrades and increases in resource production depending on how many Trading Posts the player has built.
A Tribal Embassy which allows them to recruit cannon fodder men units (Javelin Throwers and Axe Men) which upgrades to a Confederate Embassy which allows them to build Low Land Barrier Carriers which only provide the upgrade for the aforementioned cannon fodder units at a reduced price, the Imperial Embassy merely builds faster and is tougher. These units cannot be upgraded with blades or armour but are midway between a basic infantry unit and an orc.
A Tribal Foundry can be built providing High Land Barrier Carriers (Which provide the upgrade to everyone else but the embassy units) and the Rhunic Battering Ram (red log with a gold head), a Confederate Foundry grants Forged Blades, Heavy Armour and the Rhunic Flame Thrower (A Gold Tube on wheels like a cannon that shoots bursts of flame towards an enemy over a fair distance), and an Imperial Foundry grants the Rhunic Fire (Think Greek Fire but green) to all archers and corsairs and the Flame Thrower.
A Tribal Barracks grants access to the Swordsmen and Halberds, a Confederate Barracks grants access to the Archers and an Imperial Barracks (Along with the blades and armour upgrades) grants access to their heroic unit, the Dragon Guard which can both use pike and blade.
A Tribal Stables allows the player to build the War Chariot which can be upgraded with both heavy armour and forged blade, and wields a lance. The Confederate Stables allows them to upgrade their chariots with Spiked Wheels increasing trample damage, and the Imperial Stables allows them to build Cataphracts which can be upgraded with heavy armour and forged blades.
Rhun can also build the Statue of Sauron which provides attack boosts to units fighting nearby and originates from the time Sauron spent among them.
Rhun can also build the Architect which upgrades their fortress with Rhunic Fire, Imperial Architecture (Walls Upgrade), and a Reinforced Gate.
Rhun of course can build a Battle Tower (Can be upgraded with Rhunic Fire), and their wall upgrades are the battle tower, flame thrower, and carved dragons (Which debuff the enemy).
On Settlements they can build a Rhunic Mill (Decreases the cost of cavalry), Khand Raiding Camp (Provides a small amount of resources, but more when units are killed nearby) which trains Variags which are raiding light cavalry that gains resources for kills, and at level 3 gain the ability to use bows, hence they can be upgraded with Rhunic Fire. The final building is the Trading Post that has no special benefit but increases the resource generation of Bazaars as well as providing a modest income.
On outposts they have 3 options. The first is a normal three plot Rhunic Outpost. The second is the Haradrim Camp, which allows the training of Haradrim Archers and Haradrim Lancers. It can be upgraded with towers, a slaving camp to provided resources, and a Mumakil Pen to train Mumakil. The final outpost is the Umbar Tavern which provides Corsairs and healing, but can be upgraded to a Dark Numenorean Outpost where 3 units of Dark Numenoreans (Elite heavy infantry that can switch between sword, pike and bow) can be trained.
The Evil Men have Six Buildable heroes, I shall not name them as they have no names in cannon and the names I would come up with would be terrible. They are:
The Variag Khan who is a scout hero that provides a leadership bonus to his units, Saleme the Harad Assassin, she acts as a hero killer and unit supporter (Blood Mark from War of the Ring). The Rhun Guard Captain who is a unit and hero supporter, and a tank. The Rhun Pyromaniac who uses the Rhunic Fire to be both a building destroyer and a mass slayer. Finally they have the Rhunic King who is a unit and building supporter who at level 10 can become an Emperor and enhance their abilities. They can also recruit the Harad Chieftan, Suladân who is both a unit supporter and hero interfere. Finally they have the Lord of Umbar, a Dark Numeorean who is a tank and a hero killer.
They have three (!) ring heroes, the King of Rhun uses the ring to instantly promote all of his buildings to the Imperial Level, crowns himself Emperor and gains an aura that increases the defence of his buildings. In addition he can upgrade a palace of a fortress (Central building) into a Dragon Spire, which allows Rhun to chain a single dragon to their side. This represents the height of their obsession with dragons as their armour are modelled on them. Suladân use the ring to increase the attack and speed of the units of the fraction. The final hero the Lord of Umbar is the most interesting in that when he gains the ring, a unit called a Dark Priest is spawned who can be used to build a Temple of Melkor with the Ring, hence their final ring hero is more of a building. The Temple allows the building of Temple Guard (Elite Infantry that switch between Sword, Pike and Shield) and Temple Knights (Elite Cavalry that switch between Lance and Bow), and can be upgraded to level 5 by sacrificing units to the temple. Once level 5 is reached the Temple can be sacrificed to train a Shade of Morgorth, which is not related to Morgorth in any way but rather is a construct formed of the ring and the lives used sacrificed and is controlled by Umbar. This Shade wields a hammer and uses shadow based abilities, and upon death drops the ring.
Their spell book is arranged as such.
Tier 1 abilities are: Horns of the East, Blood Mark (Healing Spell) and Summon Totem (Summons a Harad Banner with Tusks that debuff the Enemy.
Tier 2 abilities are: Desert Sands (Debuffs the enemy, sand terrain spell), Plains of Rhun (Buffs the Player, plains terrain spell), Lone Tower and Dark Dwarf Allies (Based on the Dwarf like people mentioned in the book)
Tier 3 abilities are: Sandstorm (Covers the map in said storm), Host (Summons a Rhunic Army) and Variag Riders (Summons an army of Variags)
Tier 4 abilities are: Shadow of the East (Summons Khamul and a host from Dol Guldur) and Firestorm
dkbluewizard:
Just a curious discussion on who you guys think should be the "Ringheroes" for the Evil Men faction. Also, who would be the best character all around (most mighty tank, mass slayer, building destroyer, hero killer character).
For Men of the South I would have to say Dalymyr is the most powerful for the Men of the South as he is a Black Numenor descendent and I think he would make a very interesting ring hero.
As for Rhun, I don't know, does anyone know of any non-canon cool characters that could compete with the other ring heroes?
lordoflinks:
To quote myself:
"They have three (!) ring heroes, the King of Rhun uses the ring to instantly promote all of his buildings to the Imperial Level, crowns himself Emperor and gains an aura that increases the defence of his buildings. In addition he can upgrade a palace of a fortress (Central building) into a Dragon Spire, which allows Rhun to chain a single dragon to their side. This represents the height of their obsession with dragons as their armour are modelled on them. Suladân use the ring to increase the attack and speed of the units of the fraction. The final hero the Lord of Umbar is the most interesting in that when he gains the ring, a unit called a Dark Priest is spawned who can be used to build a Temple of Melkor with the Ring, hence their final ring hero is more of a building. The Temple allows the building of Temple Guard (Elite Infantry that switch between Sword, Pike and Shield) and Temple Knights (Elite Cavalry that switch between Lance and Bow), and can be upgraded to level 5 by sacrificing units to the temple. Once level 5 is reached the Temple can be sacrificed to train a Shade of Morgorth, which is not related to Morgorth in any way but rather is a construct formed of the ring and the lives used sacrificed and is controlled by Umbar. This Shade wields a hammer and uses shadow based abilities, and upon death drops the ring."
This topic should be discussed in this thread however:
https://modding-union.com/index.php/topic,32416.30.html
Walküre:
I will merge this topic with the proper thread that relates to Evil Men.
--- MERGED ---
dkbluewizard:
Diewalkure thanks for merging links. I had been looking for this discussion.
Lordoflinks, I loved your ideas man. These were flawless dude! I feel they are canonical, they bring the essence of the books to life, show the essence of the movie, and would offer excellent gameplay. I feel it would be fool-hearty not to implement your ideas into the "Evil Men" faction. They work too superbly. I LOVE IT.
If we do a vote on your idea, you have my staff friend. I'll check out the other link you posted and put my two cents on their. But I literally cannot say enough good things about this idea!
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