Re-developing Eriador will be a lengthy process and instead of keeping people in the dark (whats the fun of that, except for my own perverse enjoyment ) I've decided to go for full disclosure. FULL disclosure. This will help keep questions about Eriador at a minimum.
BACKGROUND INFO
Eriador isn't a kingdom, it isn't a state, it's just a region encompassing the lands west of the River Greyflood to the River Lune. Because of this there was no central authority. The small villages and towns (like Bree) were completely independent. The northern lands, once prime Arnorian territory, has been completely abandoned except for a few Dunedain camps. While rebels might make for satisfactory filler for the area; a full fledge faction (properly implemented) can offer the player the opportunity for unique challenges.
PLANS FOR THE 'REBOOT'
Eriador will be implemented in two phases.
1) Remake the core Eraidor faction. Changing all units to an AOR style recruitment plan.
2) Create all new "Arnorian" units which will emerge based on in game mechanics.
PHASE 1
Phase one consists of a reworked faction roster based loosely on the roster seen in 1.0. These units will be made from scratch to reflect a new design and direction for the faction. The following is the list of units for the faction that will be incorporated into Phase 1. Weapons are displayed in brackets beside the name.
- Hobbit Archers (bow and dagger)
- Hobbitry-in-Arms (various pole arms)
- Bandobras Archers (bow and clubs/maces)
- Bandits/Highwaymen (short swords/falchions and shield)
- Woodland Hunters (boar spears and shield)
- Woodsmen (2HD axes)
- Countryside Militia (spear and shield)
- Merchants of Breeland [formerly Breeland Riders] (longsword and shield)
- Greenway Sentries (pole arm and shield)
- Greenway Guards (lance/sword and shield)
- Dunedain Rangers (bow and sword)
- Battle Ready Dunedain (bastard sword)
- Mounted Battle Ready Dunedain (lance/sword and shield)
For Regions outside of Eriador proper:
- Town Militia [based on countryside militia] (spear and shield)
- Merchant Militia [based on Merchants of Bree] (spear and shield)
- Militia Archers [based on country side militia] (bow and dagger)
Recruitment IDEAS:
Buildings will be structured essentially like this:
LEVEL 1 Barracks > LEVEL 2 Barracks > Level 3 Barracks > Level 4 Barracks
Hunting Camp > Lumber Camp
Bandit Camp
Camps are resource dependent. You can only build a hunting camp in forest regions etc. The level of the barracks dictates which level of unit you can recruit and the camp will determine the type. For example:
Hunting Camp + LEVEL 1 Barracks = Woodland Hunters
For hobbit units you must hold the region that has THE SHIRE as a resource. Then they will be recruitable via the barracks system. For example:
Hobbitry-in-arms: THE SHIRE + LEVEL 1 Barracks
Hobbit Archers: THE SHIRE + LEVEL 1 Barracks
Bandobras Archers: THE SHIRE + LEVEL 3 Barracks
The same will hold true for Dunedain and Greenway units. Hold the proper resource plus barracks level, the resources for those units are DUNEDAIN CAMP and GREENWAY OUTPOST respectfully.
For regions outside of Eraidor "proper" the standard recruitment will apply to the three units listed above. In addition to the three blanket militia units woodland hunters, lumbermen and bandits will be available based on building the proper camp in a region with the required resources.
PHASE 2
Phase two is the creation and implementation of a Arnor faction which replaced the existing Eriador faction after the player meets several scripted goals. These goals will be difficult to achieve and it is my goal to have the player chose between expansion and achieving the Arnorian Re-emergence. Eriador will then consist of the following units which will be recruited in the standard fashion:
Arnorian Militia (spears, round shield)
Arnorian Men-at-Arms (swords, kite shields)
Arnorian Pikemen (pikes [duh])
Arnorian Archers (long bow, sword, round leather shield)
Sergeants of Arnor (mounted men-at-arms)
Knights of Arnor (heavy cavalry, lance, sword and shield).
North provinces will be able to recruit:
Rangers of the North [Dunedain rangers with slight armor upgrade]
The city of Annúminas will be able to recruit:
Knights of Annúminas both mounted and dismounted variations [slightly armor upgraded Battle Ready Dunedain]
Southern provinces will get:
Greenway Guard
Greenway Sentries
RENDERS AND IN GAME IMAGES