[en] The Prancing Pony > Other
Dorwinion Faction
Walküre:
--- Zitat von: dkbluewizard am 18. Dez 2016, 16:52 ---Maybe Diewalkure, you could merge this with the Dorwinion Proposal?
--- Ende Zitat ---
Sure.
dkbluewizard:
To Diewalkure, thank you.
lordoflinks:
I shall now present my proposal for a Dorwinion fraction. Firstly, two disclaimers:
1. I have beem heavily inspired by Divide and Conuqer's interpretation of Dorwinion
2. I shall ignore semi canonical names, as I can't be bothered to research them; feel free to improve my suggestion with them however
I propose at the beginning of the game a Dowinion player selects from two sub-fractions, in a similar manner to the Dwarfs; they either pick the Vinyard Court or the Cult of the Shadow. This is becuase, assuming the other mystery fraction is an Evil Men fraction, we will have 5 evil and 5 good fractions; and hence I believe Dorwinion should be gray. The theme of Dorwinion is an architecture style based on Ancient Greece; the nation has never really fought in or started a conflict and hence they are a mercantile nation that is highly culture; with the advent of Rhun however it looks increasingly likely that Rhun will invade and annex the Land of Wine and hence Dorwinion enters into a civil war. One fraction, the Cult of the Shadow, believes standing aginst Rhun will result in Dorwinion's destruction; and there is little they can do to stop Rhun, and by extent Sauron, and hence they align themselves with Sauron. The Vinyard Court however believes that by allying with the Avari Elves and the Orcani Dwarfs, Dorwinion can stand against the Shadow and make a diffrence. This civil war has also affected the Blue Wizards with Alatar siding with the Cult and Pallando with the Court. I believe by splitting up the Wizards it allows us to have two powerful heroes in the same fraction, if they were both avalaible for recuirtment at once they could not be as powerful, in addtion it allows us to position the CUlts as evil, keeping with the themes of Middle-Earth. To upgrade their buildings Dorwinion uses a spell. The Court is defensive with a focus on caverly while the cult is agressive and a focuse on infantry.
Dorwinion is a walled castle nation, and on their castle they can build the following: Villa- Decreases cost of heavy infantry; Tooler- Descreases cost of Cavarly and contains forged blade upgrade; Infantry Academy- Trains Hoplites and Long Blades, contains the Banner Carrrier uprgrade; Specialist Acadmey- Trains Companion Caverly (Switch between lance and sword, no shield) and Archers and contains flaming arrows and pure bloodlines (Better horses- New Texture for the Horse) upgrades; Engineering Academy- Allows the contsruction of Engineers (Can build towers, onogers and battering rams outside castle) , improved engineering (Heavy armour for siege quipment), fire arrows upgrade for buildings, and heavy armour upgrades; heroic statute; plaza (Place to drink wine- heals units); Vinyard Court (Court only)- Trains Paladins (Elite unit- 3 limit) and Templers (Heavily armoured Hoplites that can change between sword, spear and bow via stance command), as well as a second uprgarde for armour provided by the elves, the Avari Armour upgrade (Gives units gold armour), vine clad walls upgrade (New texture for walls and towers adn gate + automatically heal towers and walls and gate+ more armour), it also acts as a tower; Cult Encalve (Cult only)- Trains Druids (Healers) and Cultits (Long ranged spellcasters that deal heavy damge, in other words shoot fire); gives the enchanted blade upgrade as a second tier, enchanted walls (Adds aura of fear on walls, towers and gate), acts as a tower and model is a greek temple;
Wall Buildings are:
Tower, Wine Fountain (Heals units), Mirror tower (Court, acts as long range siege by redirecting and enhancing sun rays), Cult tower (Cult, shoots fire), Gate buildings are heroic statues, and Posten Gate
On external plots Dorwinion can build: Outposts: Rebel Stronghold (Cult only, uses Rohan Fortress from 3.8, with uprgrades)- Trains very agressive rebel units (Rebel Horsemen, Rebel Infantry [Can switch between sword and Javalins], Rebel Axmen (Building destroyers), and the rebel lord Selene (Female mass slayer); Avari Stronghold (Court Only, uses Elven stronghold from BFME II with uprgrades)- Trains Avari Units (Mounted archers and Mounted Lancers) and two heroes, the Avari Lord Dalenmean; and the Ambassador of Mirkwoord Tauriel. The other outpost building is the normal outpost.
Settlements: Estate, Vinyard, Orcani Bastion (Court)- Trains Dreor Lord of the Orcani and Orcani Nobles, acts as a tower and upgrades similarly to Grey HEavens Tower only with exp from kills; Milita Stockade- Trains milita (Free units of equal quality to orcs) and Fendro LEader of Milita , Unit supporter of milita, and acts as a tower
Heroes from the castle are:
Court- Slyvana Herald of the Elves (Scout) who summons Elven Herals (Mounted) permently with limit of 2; Havar, Paladin of the Court- Unit Supporter; Mentora, Female Paladin of the Court- Unit and Hero interferer; Vromtag, Royal Guard of the EMpress- Hero Killer; The Empersd- Fraction wide supporter; Pallando- Building suppoerter and Mass slayer
Cult- Turlough, Infiltator- Scout and Unit Interferer; Cakvor, Druid Leader- Unit supporter; Gortug, Cult Leader- Mass slayer; Ajax, Rebel Son of the Emperess- Mass slayer/ Hero Killer; Alaatr- Hero killer, unit interferer
Ring heroes are the Wizrds and the Fraction leaders
Spells:
Row 1- Authority of the Royal Line (Upgrades building, one use from 1 -> 2; two uses from 2 -> 3); Dorwinion Wine (Heals); Horns of the East (Horns spell)
Row 2- Hills of Dorwinion (Landscape spell that buffs your and allys units);Arrow volley ; Lone Tower; "Into the East" (Upgrades Wizard hero)
Row 3- Glory of the Edain (Weather spell that buffs your own units and leaves the enemy units in terror); Dalian Allies (Summons small force from Dale- no heroes); March of the Ent-Wives (Summon Ent-Wives; can be used as some may have fled to area around Dorwinion)
Row 4- Allies from Afar ([Cult] Summons massive force from Rhun led by the Emperor/ [Court] Summons force of Mirkwood ELves, Men of Dale, and dwarfs of Erebor led by King Dain, King Brand and Thraundil); Glory of the First Age- Imbues selected units with increases strength and immortality for a short time
Fredius:
I actually love your idea lordoflinks! This makes the faction very interesting and different from the others. Especially the Blue Wizards, they might have killed each other in the civil war, and therefore never returned to the Undying Lands! Though I wouldn't use iconic historical names like Hoplites, Templars or Ajax; Middle-Earth is a fantasy realm and should remain like that. Also:
--- Zitat ---The Court is defensive with a focus on caverly while the cult is agressive and a focuse on infantry.
--- Ende Zitat ---
Cavalry isnt really a defensive specialty :P, but rather offensive. Though I like your current unit roster.
lordoflinks:
Thank you, for loving my ideas.
My image of the Court is that they're fraction that builds up a solid defence and sends cavalry out to harass and burn their opponents buildings while holding out before moving to crush them with their infantry, while the Cult is more of a horde spam fraction.
If you have better name suggestions please add them. All names are subject to renaming by those more skilled in the linguistics of middle earth than I am; perhaps Vinyard Guard for the Templers, and Vinyard Paladins. Hoplites I feel is as generic as a term as pikemen and gives Dorwinion an unique flavour, heroes names are of course up to debate barring Tauriel who we all know is from the Hobbit Movies.
I have added fortress upgrades and wall buildings to Dorwinion.
I will say this much, coming up with spells for Dorwinion was a pain, hence why I have resorted to two spells based on the first age. Allies from Afar summons different units based on which sub-fraction you pick, as it is possible to change the effect of a spell in a dwarf like system.
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