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Thread: VALE OF ANDUIN FACTION: COMPATIBLE WITH TATW 2.1! Not compatible with FROME!

  1. #1

    Default VALE OF ANDUIN FACTION: COMPATIBLE WITH TATW 2.1! Not compatible with FROME!

    Vale of Anduin Faction

    Download link: http://www.filefront.com/17281469/VoA.rar

    This download does not contain any new content or features for this mod compared to our older download links, it just makes this mod compatible with TATW 2.1. This mod is not compatible with the newest version of TATW!

    Installation instructions:
    Make a copy of your TATW folder (which can't be done by just copy pasting the folder, the Medieval engine has more extensive guidelines for this, so make sure that you copy your Third_Age folder in the right way). Extract the data folder from the VOA rar into your copied Third_Age folder. After this go to main menu, choose single player, then fellowship campaign. There you will have 2 listed campaigns, one of which is the Vale of Anduin Campaign, choose that one and then play.

    Note: You must extract the data folder from the VOA rar into your copied Third_Age folder instead of the original one (copying in the original Third_Age folder might cause problems). So just make sure that you extract the data file into a copied Third_Age folder.

    This mod is not compatible with FROME!


    Why did we make this?
    Because there are currently a lot of rebel settlements in the northern part of the Vale of Anduin, at the moment those rebel settlements are easy to conquer for the Silvan Elves and the Orcs of the Misty Mountains. Adding a Vale of Anduin faction will limit their expansions. Also, the Beornings must have been pretty strong since they guarded the High Pass and the Carrock and they had Beorn and later his son Grimbeorn as their chieftain. The faction is also interesting due to the many peoples inhabiting the area: Beornings, Woodmen, Hobbits, Radagast, Eagles and inhabitants of Framsburg.

    Team and Credits

    Founder
    Elphir of Dol Amroth

    Team Leader
    Elphir of Dol Amroth

    Coding
    Skeleton Of The West
    JorisofHolland

    Mapping
    Skeleton Of The West

    Unit Making
    Sgawara84
    Dea Paladin


    Lore Research
    Elphir of Dol Amroth
    JorisofHolland
    Beorn of Carrock

    Descriptions
    Elphir of Dol Amroth
    mambea
    JorisofHolland
    Beorn of Carrock
    Squeaky

    2d-art
    Eöl_Nauglamír
    Beorn of Carrock
    Dea Paladin
    Tokus*Maximus

    Public Relations
    Elphir of Dol Amroth
    Beorn of Carrock
    Skeleton Of The West

    Beta Testers
    Elphir of Dol Amroth
    Beorn of Carrock
    Skeleton Of The West
    koultouras
    Bela
    Seleukos_I

    Special Thanks
    - The Third Age Total War team for making this mod and giving for us permission to use it as a base.
    - The makers from Ruischi Total War for giving out permission to use their amazing bears.
    - miniwally for helping us in the early stages of the mod.
    - The community for their great response to our mod.
    - King Kong for giving permission to edit his Hobbit units.
    - Beregond for helping us to make contact with the Ruischi team.
    - IrishBlood and Patrician1 for valuable feedback.

    Already Known issues/bugs for version 1.1
    - Not all unit cards are complete, some are still peasants.
    - Some units and also some unit cards look a bit weird, we will change this in future releases.
    - Captains have empty or purple portraits.
    - We still have the symbol of Dale in campaign.
    - We still have a Dalian captain.
    - There are no bears in the mod.

    Banners (Made by Dea Paladin and patrician1)







    Feedback is always appreciated!
    Last edited by Elphir of Dol Amroth; January 13, 2012 at 07:16 AM.

  2. #2
    Eöl's Avatar Divide and Conquer
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    Icon7 Announcing Vale of Anduin Faction [Don't make any appointments for next weekend. VOA is coming!!]

    Vale of Anduin Faction

    Campaign Intro Description:
    Spoiler Alert, click show to read: 

    The lands that lie between the Misty Mountains and the forest of Mirkwood have been inhabited by men ever since the great migration of the Edain westwards. The men who came to live in these areas are mostly relatives of what would later be known as the House of Marach; tall and muscular men with blonde hair. In the Upper Vale of Anduin and in other parts of Rhovanion they became known as the Northmen.
    The Beornings are a confederation of tribes who where all mustered under the command of Beorn and who lived close to the Old Ford and the Carrock. The Woodmen are the people who inhabit the western eaves of Mirkwood. While the Éothéod are a last remnant of the once proud people inhabiting the Kingdoms of Rhovanion, and although most of their kin have migrated to the south, some Éothéod still remain in the North near their old capital of Framsburg. There are also other people who live near the banks of the river Anduin. For there still live Hobbits of Stoorish descent in the Gladden Fields. Furthermore the wizard Radagast has made his dwelling at Rhosgobel and even the Great Eagles have made their eyrie's on the mountain tops of these lands.
    With the rise of Beorn as a mighty chieftain, the people inhabiting the area have been unified. This gives them a greater advantage in fighting the enemy as they will now aid one another against their common foe. But even their combined armies may prove to be not powerful enough to defeat the legions of Dol Guldur, the Wargs of Rhovanion and the Goblin hordes from the Misty Mountains.


    Why did we made this?
    Spoiler Alert, click show to read: 
    Because there are currently a lot of rebel settlements in the northern part of the Vale of Anduin, at the moment those rebel settlements are easy to conquer for the Silvan Elves and the Orcs of the Misty Mountains. Adding a Vale of Anduin faction will limit their expansions. Also, the Beornings must have been pretty strong since they guarded the HighPass and the Carrock and they had Beorn and later his son Grimbeorn as their chieftain. The faction is also interesting due to the many peoples inhabiting the area: Beornings, Woodmen, Hobbits, Radagast, Eagles and inhabitants of Framsburg.




    If you want to use parts of our mod for your own mod, please ask permission first.

    Team:
    Spoiler Alert, click show to read: 

    Founder:
    Elphir of Dol Amroth

    Team Leader:
    Eol_Nauglamir

    Coding:
    Skeleton Of The West
    JorisofHolland
    miniwally

    Mapping:
    Skeleton Of The West

    Unit Making:
    sgawara84
    Dea Paladin

    Lore Research:
    Elphir of Dol Amroth
    JorisofHolland
    Beorn of Carrock

    Descriptions:

    Elphir of Dol Amroth
    mambea
    JorisofHolland
    Beorn of Carrock

    2d-art:
    Eol_Nauglamir
    Beorn of Carrock
    Dea Paladin
    Tokus*Maximus

    Movie Making:
    Eol_Nauglamir

    Public Relations:
    Elphir of Dol Amroth
    Eol_Nauglamir
    Beorn of Carrock

    Special thanks to:
    -The Divide and Conquer team for letting us use their amazing forum, their aid in various aspects of modding and their overwhelming attention for our mod.
    -The Third Age Total War team for making this mod.
    -The makers from Ruischi Total War for giving out permission to use their amazing bears.
    -The community for their great response to our mod.
    -Beregond for helping us to make contact with the Ruischi team.
    -King kong for letting us use his hobbit models.


    Traits and Ancillaries:

    Spoiler Alert, click show to read: 

    List: Traits

    - Skin-changer
    - Woodmen
    - Éothéod
    - Northmen
    - Beorning

    List: Ancillaries

    Bear

    Beorning Axe
    Beorning Banner

    Beorning Honey Pies

    Beorning Horn

    Friendly to Animals

    Great Eagle

    Guardian of the Carrock

    Guardian of the High Pass

    Hobbytlan

    Northmen Armour

    Northmen Blade

    Northmen Shield

    Scatha's Hoard

    Silvan Elf

    Spider Bite

    Understanding of Animals

    Warg Fur

    Woodmen Cloak

    Woodmen Spear

    Yew Bow



    Messages:

    Spoiler Alert, click show to read: 

    Conquer Message
    We should be proud of ourselves because our armies have managed to defeat an enemy. Our children and wives will not have to fear them anymore, since our brave warriors have fought them and inflicted upon them a crushing defeat; a defeat so great that their entire nation has collapsed and it seems unlikely that they will ever rise again to challenge us. Now it is Beorning and Woodmen warriors who are guarding the fortresses and cities of our former enemies and it is the Éothéod and their horses who patrol the borders of the lands that were formerly ruled by our hated rivals.

    Victory Message
    We are victorious at last; we have driven out our enemies from their mountain strongholds and from the evil fortress of Dol Guldur. Orcs, Wolves, Spiders and other evil creatures will hunt us no more; we have freed our lands from their grasp through the powerful axes of the Beornings and the deadly spears of the Woodmen. A new power has risen in the Vale of Anduin and beyond, one that will be ruled by the descendants of Beorn the Skin-changer. His heirs will build a mighty nation, uniting all the Northmen to stand against the evil power that has arisen in the East.


    Defeat Message
    All hope has been lost; we have lost all of our settlements, even our mountain strongholds proved to be too weak to withstand the onslaught of the minions of evil. They have captured all of our villages in the Vale of Anduin; putting every warrior to death and casting their corpses into the river Anduin, while enslaving the rest of the population. Even our chieftain’s sacrifice was not enough to turn the tide. The wooden dwellings of the Woodmen, Beornings and Éothéod now lie in flames, and in our former fortresses the banner of the enemy has been raised,in place of where our flag once flew on high.


    Historical Battles:

    Spoiler Alert, click show to read: 

    Disaster of the Gladden Fields
    Returning victorious from the battle of the Last Alliance and being known to all the free peoples of Middle-earth as the heroic conqueror of Sauron the Deceiver had imparted Isildur with a false sense of security. His eyes were not as watchful as they had been, nor his mind as sharp,as he believed the Orcs were now hiding in dark caves, too frightened to emerge. As a result, Isildur decided to set out together with his three eldest sons to the north by taking the shorter but more dangerous route following the flow of the river Anduin upwards. The Arnorians under Isildur progressed well, and they managed to reach the Gladden Fields fairly quickly. It was there that they were ambushed by an army of Orcs, who were drawn and called by the power of the One Ring to act. The Arnorians managed to hold out for a long time due to their bravery, superior armour and expert fighting skills. In the end the line of the Arnorians broke, and they were slaughtered, but not before the enemy forces were severely decimated. Isildur escaped by putting the Ring on his finger, but the One Ring betrayed him and Isildur was killed. The Orcs had already begun to mutilate the bodies of the fallen Arnorians when the Woodmen came upon them in a great host to rescue the bodies of the Arnorians from further mutilation and to drive off the remaining Orcs.

    The dispute of Scatha's treasury
    Fram was King among the Éothéod, the ancestors of the Rohirrim. Besides being the son of Frumgar and father of Léod, little is known about his life except for one heroic deed which lives on in the tales of the elder days forever: It was Fram who killed the legendary dragon Scatha. This dragon was a mighty long-worm from the Grey Mountains who had previously terrorized the Dwarves and stolen their possessions. Fram, who was well aware of the danger that this dragon posed to his people, set out to kill Scatha. He succeeded, though whether he did it through a mighty shot from a bow or a thrust with his spear or perhaps impaling the beast on his sword remains a mystery. By killing Scatha, Fram had not only guaranteed the safety of his people but had also recovered a great Dwarven hoard. The Dwarves of the Grey Mountains laid claim to this treasure but Fram denied them any profits; he only gave a tooth of Scatha saying: “Jewels such as these you will not match in your treasuries, for they are hard to come by.” For this insult the Dwarves killed him. Though the dispute was later resolved, the Éothéod told few charitable tales about the Dwarves from the north for generations thereafter.

    Battle under the trees
    The Silvan Elves of Mirkwood have succeeded in guarding themselves from the shadow of Dol Guldur for countless years. Until recently, it was only small bands of filthy Orcs who dared to cross the borders of Thranduil's Realm. These Orcs proved to be no danger to the Silvan Elves because they stood no chance against the expert forest fighters amongst the Silvan ranks. Now things are changing: Sauron has launched his great assault upon Middle-earth and Thranduil's Halls will not be excluded from this great attack. His attack upon the Woodland Realm will begin from Dol Guldur, where bands of Orcs, packs of Wolves and poisonous spiders have already begun the march to the north, leaving a trace of fire and smoke behind them. As a countermeasure, Thranduil has expanded and improved his army with more troops and better equipment. He now prepares to move his army to the south, where they will soon meet with Woodmen and Beorning warriors who will swell their ranks for the coming battle. But even the combined forces of the Silvan Elves of Mirkwood and the Men of the Vale of Anduin together are no guarantee for victory. For the forces marching from Dol Guldur outnumber those of Thranduil, and they are both well equipped and well trained.


    Units:

    Unit List
    - Beorning Farmers
    - Stoor Militia
    - Stoor Scouts
    - Mirkwood Hunters
    - Beorning Ballista
    - Mirkwood Spearmen
    - Woodmen Warriors
    - Beorning Longbowmen
    - Framsburg Guard
    - Éothéod Scouts
    - Guardians of the Carrock
    - Mirkwood Marchwardens
    - Rhosgobel Sentinels
    - Éothéod Knights
    - Bears
    - Beorning Berserkers

    Unit Descriptions

    Spoiler Alert, click show to read: 

    Name: Beorning Farmers
    Troops: 60
    Rating: 1/10, Militia
    Attributes: Can hide everywhere, vulnerable to missiles
    Weapons and Equipment: Knife, Pitchfork, Clothing
    Short Unit Description: These men only fight when their lives are in danger. They can be quite fierce, but because they are mere farmers, their weapons are no match for more professional units.
    Long Unit Description: Sometimes there is need for the Beornings to call upon the common folk to go to war. The men who are called upon to fight are mostly farmers living on the fertile banks of the river Anduin, where the ground is suited to agrarian purposes. Although they are scarcely clad and not properly equipped to fight in battles, they are still fierce warriors, since the same blood runs through their veins as that of their Beorning brothers. When their land, their families, or their own lives are endangered these men are willing to take up arms against those that threaten them. The Beorning Farmers wear no armour and only use a pitchfork, which they normally use for their daily farming tasks but which is now carried as a weapon. It is also a useful weapon due to the fact that it has three sharp and deadly points and because of the length of the steel, which allows the Beorning Farmers to engage their enemy from a distance. These men are useful as a scouting unit because they are able to hide in almost all environments. In the open field they are however less dangerous, due to their lack of armour and training. But of all the farmers of Middle-earth, the Beorning Farmers are amongst the best, since they are used to a rough life full of hardships and perils.


    Name: Stoor Militia
    Troops: 60
    Rating: 1/10, Militia
    Attributes: Can hide everywhere, vulnerable to missiles
    Weapons and Equipment: Knife, Throwing Spears, Clothing
    Short Unit Description: Hobbits are inexperienced and weak fighters, but when their lives are in danger, they can be quite fierce.
    Long Unit Description: The origins of Hobbits remains a mystery, but it is believed that after coming from the East, the Hobbits have settled in the Upper Vale of Anduin, near the Gladden Fields. It was from this place that they made their first contact with the Northmen who lived nearby. Relations were friendly and soon trade was established. After the arrival of the Necromancer in Dol Guldur, it became dangerous for them to remain in the area where they lived and thus they were forced to flee to safer regions. Most of them inhabited the areas where the Gladden flowed into the river Anduin. Years later they where forced to flee once again from their villages because of the rise of the Witch-King and his evil kingdom of Angmar. While most of the Hobbits went westwards to settle in Eriador, some decided to remain in the Gladden Fields and others forsook the journey to Eriador and went back to their old settlements. Since that time the Hobbits, who are mainly of Stoorish ancestry, have survived in the Upper Vale of Anduin. Despite being weak warriors they have managed to survive, mainly due to their secretive way of life.
    The Stoor Militia are regular Hobbits called upon to fight; they carry a knife and throwing spears. And though they do not wear armour, they do wear a cloak which shields them from unfriendly eyes.

    Name: Stoor Scouts
    Troops: 60
    Rating: 2/10, Militia
    Attributes: Can hide anywhere, vulnerable to missiles
    Weapons and Equipment: Bow, Knife, Clothing
    Short Unit Description: Hobbit Scouts are weak in close combat, but when striking from a distance they can shoot quite accurate.
    Long Unit Description: The origins of Hobbits remains a mystery, but it is believed that after coming from the East, the Hobbits have settled in the Upper Vale of Anduin, near the Gladden Fields. It was from this place that they made their first contact with the Northmen who lived nearby. Relations were friendly and soon trade was established. After the arrival of the Necromancer in Dol Guldur, it became dangerous for them to remain in the area where they lived and thus they were forced to flee to safer regions. Most of them inhabited the areas where the Gladden flowed into the river Anduin. Years later they where forced to flee once again from their villages because of the rise of the Witch-King and his evil kingdom of Angmar. While most of the Hobbits went westwards to settle in Eriador, some decided to remain in the Gladden Fields and others forsook the journey to Eriador and went back to their old settlements. Since that time the Hobbits, who are mainly of Stoorish ancestry, have survived in the Upper Vale of Anduin. Despite being weak warriors they have managed to survive, mainly due to their secretive way of life.
    Due to their small stature, Hobbits try to cover their disability in close combat by wielding short bows to thin the enemies formations. Surprisingly, their marksmanship is disproportionate to their size and discipline.

    Name: Mirkwood Hunters
    Troops: 40
    Rating: 3/10, Militia
    Attributes: Combat bonus in woods, vulnerable to missiles
    Weapons and Equipment: Bow, Knife, Leather Armour
    Short Unit Description: Although not the best archers to be found in Middle-earth, they have gained some experience from hunting animals.
    Long Unit Description: The forest of Mirkwood, formerly called Greenwood the Great, has remained a dangerous place even after the successful attack on the Necromancer by the White Council in the year 2941 of the Third Age. Spiders, Orcs and other evil creatures still perform cruel acts underneath the trees; hunting innocent animals, torturing Elves and men and burning large parts of the forest. But with the unification of the various Northmen tribes still living in the Vale of Anduin, the forest has become less dangerous.
    Woodmen living in isolated farmhouses protected by palisades now patrol the eaves of Mirkwood and guard the great Dwarven Road. They have become strong people who are now able to defend themselves and even to strike decisive blows at the enemy.
    Among these Woodmen some favour the bow as their weapon of choice; they carry a small wooden one of average quality, which however will still serve its main purpose as a hunting tool. As a weapon of war their bow is less useful due to its relatively poor accuracy, however in the hands of these experienced Mirkwood Hunters their bows can nonetheless become a deadly weapon. For further protection they wear leather armour, and carry a small knife for when their supply of arrows is exhausted.

    Name: Beorning Ballista
    Troops: 20
    Rating: 4/10, Regular
    Attributes: Vulnerable to missiles
    Weapons and Equipment: Knife, Clothing
    Short Unit Description: Though the Beorning Ballista is of average wooden quality and handled by untrained Men, it is still a useful machine.
    Long Unit Description: Although the Beornings and other men in the Vale of Anduin are not known for their skill in siege warfare, they still possess the knowledge required to construct basic siege engines for assaulting fortifications. Sometimes there is need for a weapon that can knock down enemy walls or kill larger foes from a distance. For this they use ballistae made out of wood hewn from the trees of Mirkwood forest. Although it is not of the best quality and is made of simple wood and rope, the Beorning Ballista can fire an arrow faster and harder then any archer ever could. They fire their projectiles with such power that they can be used to fell the walls and towers of enemy castles or cities, allowing troops to enter. However, the men that operate the ballistae are not trained in the arts of war and do not stand a chance in open combat, therefore it is vital to keep them guarded by the more able troops on the battlefield. The crew are drawn from peasants and as such they do not wear armour. They are unsuited to melee engagements; their only recourse at such times being a knife.
    Furthermore, the Beorning Ballista is a relatively small machine compared to the siege engines of the more advanced peoples of Middle-earth. The advantages bestowed by its size allows the Beornings to transport it swiftly and through smaller paths than those its larger bretheren can traverse. Advantages which will surely be necessary in the forested areas of Mirkwood and on the narrow and dangerous paths of the Misty Mountains.


    Name: Mirkwood Spearmen
    Troops: 40
    Rating: 4/10, Regular
    Attributes: Combat bonus in woods, can perform shieldwall
    Weapons and Equipment: Spear, Shield, Leather Armour
    Short Unit Description: Mirkwood Spearmen are only slightly armoured, but many long years in the woods have made them fierce fighters.
    Long Unit Description: The men who inhabit the dark forest of Mirkwood are hardy folk that have adapted to the dangerous conditions they live in. For ages they have sheltered in their isolated farmhouses protected by wooden palisades. But now the time of hiding has come to an end; Beorn has united the Northmen tribes inhabiting the Vale of Anduin into a powerful nation. The Beornings have professionalized the army with higher grade equipment and training and have reinforced the many farmhouses near the borders of Mirkwood. The Woodmen inhabiting these places have now become strong enough to resist the evil shadow that grows ever darker in Dol Guldur.
    A considerable constituent of the Woodmen’s forces consists of spearmen due to the ease with which their weapons can be forged, particularly near the borders of Mirkwood where wood is plentiful. For protection, they are equipped with leather armour and wield a wooden shield. Their equipment is painted in such a way as to blend with the colors of the forest, something which grants them a great advantage when fighting in forested areas. On the battlefield, the Mirkwood Spearmen fulfill a defensive role and are unsuited to offensive maneuvers. Their shields and training allow them to perform the reliable shield wall formation in which their spears can prove deadly.

    Name: Woodmen Warriors
    Troops: 40
    Rating: 4/10, Regular
    Attributes: Can perform shieldwall, combat bonus in woods
    Weapons and Equipment: Axe, Shield, Leather Armour
    Short Unit Description: Woodmen Warriors are decent soldiers who, due to living in the woods, have become good ambushers.
    Long Unit Description: Near the borders of Mirkwood lives a strange folk; secretive people who excel in guerrilla warfare. They are relatives of the Beornings; both trace their ancestry back to the days of the princes of Rhovanion and even further back to the Edain of old. Their mostly blond hair and tall stature has convinced the lore masters of the Upper Vale of Anduin that the Woodmen are descendants of the House of Marach.
    A remnant of these ancient people has survived near the borders of Mirkwood even late into the Third Age. They are rough folk, for they have endured the terror of Dol Guldur for many years. It has made them secretive and slow to trust outsiders. It has also, however, made them a brave people and excellent ambushers. The men who belong to the ranks of the Woodmen Warriors are the bravest and strongest of their tribes.
    They are protected by leather armor, a choice borne out of necessity rather than choice due to the rarity of metal in Mirkwood. They carry an axe and a shield and are considered to be amongst the best ambushers in the whole of Middle-earth. It should be noted that though they excel at guerrilla warfare, they are less dangerous on the open field.

    Name: Beorning Longbowmen
    Troops: 40
    Rating: 5/10, Regular
    Attributes: Can hide everywhere, combat bonus in woods
    Weapons and Equipment: Bow, Knife, Leather Armour, Helmet
    Short Unit Description: Though not professional soldiers, the Beorning Longbowmen know how to use a bow.
    Long Unit Description: Though the Beornings are mostly made up of tall and muscular men, some are not as tall and strong as most of their tribesmen. These men find themselves unable to wield the heavy axes of their larger Beorning brethren. Instead of wielding such an axe, they use a longbow with quality wooden arrows. Their longbow is made of yew wood and is well suited for use in the forests of the North and near the valleys of the river Anduin. The Beorning Longbowmen do not shoot as accurately as their Elven counterparts, nor are they as heavily armoured as Gondorian archers, but they are still decent archers. Besides the longbow, they also carry a small stabbing knife and for protection they are equipped with a helmet and leather armour. These archers are better suited for close-combat than most other archers of Middle-earth, due to their courage and fierceness in battle.
    Most Beorning Longbowmen are recruited from Beorn's Halls and the surrounding villages, but others come from villages which are located on the western bank of the river Anduin. Though the Beorning Longbowmen are considered men who care for the land and the animals inhabiting it, it is well known that they sometimes shoot at the Great Eagles if they attempt to hunt their sheep.

    Name: Framsburg Guard
    Troops: 40
    Rating: 5/10, Regular
    Attributes: Can perform shieldwall
    Weapons and Equipment: Sword, Throwing Spears, Shield, Mail Armour, Helmet
    Short Unit Description: The Framsburg Guard are warriors who have become attuned to their surroundings due to the many evil creatures that roam the North.
    Long Unit Description: The ancient capital of the Éothéod is situated in the Upper Vale of Anduin, near the spot where the rivers Langwell and Greylin meet to form the river Anduin. It was in this confined area that Frumgar, lord of the Éothéod, built his capital city. After the famous slaying of Scatha the Long-worm by his son Fram; the city was renamed to Framsburg in his honour. For many long years the Éothéod lived in peace in the Vale of Anduin until the Steward of Gondor sent messengers to request aid from Eorl; the new lord of the Éothéod. Eorl answered the call and achieved a great victory at the Field of Celebrant. For his aid he was granted the land of Calenardhon, where he settled along with most of his people.
    But some of the Éothéod were too attached to their homes and refused to follow Eorl to the south. The men who remained in Framsburg and the surrounding lands continued to fight the forces of evil and to protect their city. Hundreds of years later the city of Framsburg still stands and is guarded by the Framsburg Guard, which consists of the local citizenry. The Framsburg Guard have received basic combat training and are equipped with mail armour, a long sword, some throwing spears and a helmet. An image of a white horse is painted on their shields, showing they have forgotten neither their ancestors, nor their skill at arms.

    Name: Éothéod Scouts
    Troops: 40
    Rating: 5/10, Regular
    Attributes: Vulnerable against missiles
    Weapons and Equipment: Bow, Sword, Leather Armour, Helmet
    Short Unit Description: These are descendants of the men of Rhovanion, and as such possess a natural talent for shooting from horseback.
    Long Unit Description: Near the inflow of the river Greylin into the river Langwell, a great wooden city stands. In the surrounding lands of that city there dwelt horses both strong and swift; legend tells that some of them have the blood of the great white horse Nahar within them. This has given these horses incredible power and intelligence compared to the other horses of Middle-earth. They even have the ability to understand the speech of Men, something which has rendered them as valuable targets for ownership to the Northmen who live nearby. Many of these Northmen who still dwell in the far north are descendants of the Éothéod of old, and as such they have inherited a natural talent for riding and dealing with horses.
    The Éothéod Scouts are skillful warriors who have succeeded in capturing and taming these horses. These men are able to shoot at a target from horseback with great accuracy. Their preferred tactic on the battlefield is to encircle the enemy and hit them with their arrows from as many directions as possible, all the while without exposing themselves to close-combat. Once their supply of arrows has been extinguished, they will draw their swords and are capable of engaging the enemy in close-combat. This should, however, be avoided for as long as possible as the Éothéod Scouts wear only light leather armour and a small helmet. Furthermore they are not trained in the finer points of close combat and do not have the courage to stand their ground for long.

    Name: Guardians of the Carrock
    Troops: 20
    Rating: 7/10, Superior
    Attributes: Can perform shieldwall
    Weapons and Equipment: Sword, Throwing Spears, Shield, Mail Armour, Helmet
    Short Unit Description: The Guardians of the Carrock are excellent skirmish troops who also know how to handle a sword.
    Long Unit Description: North of the Old Ford, there is a small rocky island in the middle of the river Anduin. The top is flat and accessible through small steps carved out by Beorn in his early years. In later years, when the Beornings began to proliferate; Beorn ordered a special force to guard the Carrock and both banks of the river Anduin. These men were called the Guardians of the Carrock and they were experienced and skilled warriors. They were hand-picked by Beorn himself to guard the Carrock because of their skill in battle and for their courage. An advantage that maintaining a small elite force to guard the Carrock provides is the ability to spy the land from atop the Carrock, which provides an excellent view of the surrounding lands.
    The Guardians of the Carrock are armed with a sword and some throwing spears. They are protected by a shield, mail armour and a helmet. Although they are skilled warriors, their primary function is that of a scouting force and so should be kept out of battle for as long as possible. But when they are forced to fight in close combat they can still be relied upon to hold out for a long time, especially due to their ability to perform a shield wall, their excellent armour and their bravery and fierceness in battle.

    Name: Mirkwood Marchwardens
    Troops: 20
    Rating: 8/10, Superior
    Attributes: Can hide everywhere, combat bonus in woods
    Weapons and Equipment: Bow, Knife, Leather Armour
    Short Unit Description: The Mirkwood Marchwardens are excellent troops for guerrilla warfare, especially when using their bows.
    Long Unit Description: The Mirkwood Marchwardens are ambushers matched by none in terms of stealth, secrecy and camouflage. They are an elite bowmen unit and are far stealthier than any Elf in Thranduil's army. They carry quality longbows with sharp, poisoned arrows, and if necessary they can draw their knives for close-combat. If there is one disadvantage that the Mirkwood Marchwardens have, it is the fact that they are not protected by heavy armour; they are only equipped with light leather armour. This does, however, make them maneuverable troops, but it does not shield them as well from danger as heavier armour would have. They are supremely suited to guerrilla warfare and should not be expected to perform well in the open field.
    Their tasks often take them far away from the borders of Mirkwood, further than anyone from Thranduil's army has ever been; for it is their duty to ensure the safety of the Woodland realm and to keep at bay any invading army that intends to enter Mirkwood.
    When confronted by an overwhelming number of enemies, the Mirkwood Marchwardens will sometimes join forces with the Woodmen who live on the borders of Mirkwood. Together they have succeeded in keeping the hosts of Dol Guldur and those of the Misty Mountains at bay for centuries.

    Name: Rhosgobel Sentinels
    Troops: 20
    Rating: 8/10, Superior
    Attributes: Can perform shield wall
    Weapons and Equipment: Spear, Shield, Mail Armour, Helmet
    Short Unit Description: Fully armoured troops who are responsible for the defense of Rhosgobel and the surrounding lands.
    Long Unit Description: Rhosgobel has been the dwelling place of the Wizard Radagast for uncountable generations of human lives. It is situated near the western eaves of Mirkwood, not far from where the evil fortress of Dol Guldur stands. Radagast the Brown was one of the five Istari who came to Middle-earth to aid the Free Peoples in their struggle against Sauron and his minions. Radagast, however, forsook his mission and chose to settle down and pay little heed to the burdens of Elves and Men. This was not to last as the growing shadow taking shape at Amon Lanc convinced Radagast to rise up from his isolated existence and become actively involved in resisting the Necromancer. Whereas the Woodmen who lived nearby first viewed him as an old man who warranted little attention, they now looked up to him and saw Radagast for what he really was: a powerful Wizard who seemed to command both nature and beasts at will.
    Radagast decided to teach the Woodmen much about the secrets of nature, and in return it was now their duty to ensure the safety of Rhosgobel. To aid them in its protection they wear excellent equipment consisting of mail armour, a spear and a helmet. Furthermore they carry a shield with the image of the Wizard´s staff painted onto it; a display of the extreme loyalty the Rhosgobel Sentinels harbour for their master. The Sentinels are all battle hardened men because they have resisted the shadow nearby for countless years.

    Name: Éothéod Knights
    Troops: 20
    Rating: 8/10, Superior
    Weapons and Equipment: Spear, Shield, Mail Armour, Helmet
    Short Unit Description: These are descendants of the men of Rhovanion, and as such possess a natural talent for horsemanship.
    Long Unit Description: The Éothéod Knights are drawn from the last remnant of their people who have remained in the north after the majority of their kin traveled southwards. These knights descend from a long line of nobility who where related to the ancient princes of Rhovanion. After the fall of the ancient Kingdom of Rhovanion these men went to the north and settled at Framsburg, where they now rule the city and its surrounding lands.
    It is said that the Éothéod Knights ride on the legendary horses called the Mearas, who are descendants of the mighty white horse of Oromë called Nahar. As such the majority of the Éothéod Knights still ride on large white horses, which are believed to understand the languages of Men. This has created a strong bond between rider and horse, which clearly serves as an advantage on the battlefield, since the horse immediately understands and fulfills the commands of its master.
    Éothéod Knights are armed with a spear and a green wooden shield with the image of a white horse painted on it. Furthermore they are protected by quality mail armour and a helmet. Although they differ from the present day Rohirrim, their common ancestry can still be seen through their equipment; especially their shield which represents and honours this common ancestry. Éothéod Knights have excellent morale and are the last to flee from the battlefield.

    Name: Bears
    Troops: 5
    Rating: 9/10, Elite
    Attributes: Vulnerable to missiles, may charge without orders, can go berserk
    Short Unit Description: The bears of the Vale of Anduin are dangerous animals to have as your foe, but if you are their friend, they can be loyal and dedicated allies.
    The Beornings have always been friendly to the animals who live nearby, especially bearswith whom they share a very special connection. The Skin-changers among the Beornings have the ability to turn into a great bear. In this bear-form the Beornings are able to speak with their animal bear friends. The bears of the Vale of Anduin are the greatest bears in all of Middle-earth and also the most dangerous if you are unfriendly to them. Most bears have either brown or black as their main colour, it is noted that Beorn himself turns into a black bear for example.
    Sometimes, when the homelands of the Beornings are threatened, these bears fight to defend their human friends. They do not wield any weapons of course, for their claws and teeth are enough to kill any foe with ease. However, the fact they do not wear armour is one of their biggest disadvantages, for a company of archers might be able to shoot a bear relatively easy from a distance. Aside from this they also have another disadvantage which is the fact that they have no discipline at all. Once unleashed there is no stopping them, not even the Skin-changers are able to control these bears when they are in full rage. A bear is always an ideal friend to have besides you in battle though, for they have had experience fighting giants and if a bear is able to kill a giant, it should be easy for him to kill a horde of Goblins as well.

    Name: Beorning Berserkers
    Troops: 20
    Rating: 9/10, Elite
    Attributes: Valurable against missiles
    Weapons and Equipment: Axe
    Short Unit Description: These men wear no armour at all because it would limit their ability to fully swing their great axe.
    Long Unit Description: The Beornings live in the Vale of Anduin and are relatives and servants of their great leader Beorn the Skin-changer. Some of these Beornings have inherited the same ability as Beorn: to change into great bears. If not in bear form, the Beorning Berserkers wield a great fearsome axe, which they swing with great strength. They wear no armour because it hinders the wide arc of their axe swing. They also possess a remarkably high degree of pain tolerance, much higher than that of other humans. Another reason that they do not wear armour is to display their bravery, for these men are expected by their kinsmen to be as brave as Beorn, brave enough to fight without armour. As such, the Beorning Berserkers have a reputation to live up to.
    The men who become Beorning Berserkers are often of great stature and are among the bravest warriors of their tribe. To shed any fear for battle; the Beorning Berserkers will often consume alcoholic beverages to bring them into a state in which they care not for pain, nor for the overwhelming numbers of the enemy. When in this alcoholic state, the Beorning Berserkers will charge recklessly at the enemy, hoping to frighten and rout them. One thing that is sure however, is that the Beorning Berserkers will never run away from battle, they would rather die fighting for their freedom.


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    Last edited by Eöl; February 07, 2010 at 12:58 PM.

  3. #3

    Default Re: Vale of Anduin Faction

    That looks awesome. Good luck!
    Is minic a gheibhean beal oscailt diog dunta!
    An open mouth often catches a closed fist!

  4. #4
    Plumo's Avatar Decanus
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    Default Re: Vale of Anduin Faction

    Sounds promising !

    But As I read the unit roster, it sounds quite familiar with Dale and Eriador. Or am I wrong?

  5. #5

    Default Re: Vale of Anduin Faction

    to me the roster looks different

  6. #6

    Default Re: Vale of Anduin Faction

    I've got an idea. what about a unit of wild bears, or transformed skin changers. They could be just like war dogs, and use the same animation.
    also make the faction a bunch of tough mother ****ers, wearing bearskin tunics and having big beards and matted hair. This would differentiate them from the organised dale and standard militia like eriador.
    Last edited by evinmulligan; June 09, 2009 at 11:10 AM.

  7. #7

    Default Re: Vale of Anduin Faction

    Quote Originally Posted by Eol_Nauglamir View Post
    I could help with 2d art and movie making
    Great, I will sent an inventation to you for our usergroup.

    will you also add some settlements to this area or will you leave it this way?
    Rhosgobel, Ninglor and Grimburg will be added to the campaign map. Amon Gastal and Wrakyaburg will be removed from the map.

    But As I read the unit roster, it sounds quite familiar with Dale and Eriador. Or am I wrong?
    We've tried to make the roster as unique as possible, but since they share allmost the same culture with Dale it's pretty logical that it may look a bit the same. But if you have suggestions for name changes for the units, please tell us.

    what about a unit of wild bears, or transformed skin changers. They could be just like war dogs, and use the same animation.
    Maybe later, for now they seem to be a bit difficult to make with animations and such.

    also make the faction a bunch of tough mother ****ers, wearing bearskin tunics and having big beards and matted hair.
    The Beorning Berserkers will surely look like that, we'll however try to make the other units a bit more civilized.

  8. #8

    Default Re: Announcing Vale of Anduin Faction

    The bears could use the war dog animation, but it's just a suggestion and the faction is fine without them

  9. #9

    Default Re: Announcing Vale of Anduin Faction

    Very nice! Its a good idea to add that faction

  10. #10

    Default Re: Announcing Vale of Anduin Faction

    Just like to wish you good luck

    and what stuff do you need doing more accurate than coding such as what parts of coding?

  11. #11

    Default Re: Announcing Vale of Anduin Faction

    Mainly being able to edit the EDU, doing traits and ancillaries, some replacing of settlements, adding spies and diplomats to the map, coding the family tree and some names editing.

  12. #12

    Default Re: Announcing Vale of Anduin Faction

    Mainly being able to edit the EDU, doing traits and ancillaries, some replacing of settlements, adding spies and diplomats to the map, coding the family tree and some names editing.

  13. #13

    Default Re: Announcing Vale of Anduin Faction

    Mainly being able to edit the EDU, doing traits and ancillaries, some replacing of settlements, adding spies and diplomats to the map, coding the family tree and some names editing.

  14. #14

    Default Re: Announcing Vale of Anduin Faction

    adding spies and diplomats isn't hard

  15. #15

    Default Re: Announcing Vale of Anduin Faction

    Quote Originally Posted by Elphir of Dol Amroth View Post
    Mainly being able to edit the EDU, doing traits and ancillaries, some replacing of settlements, adding spies and diplomats to the map, coding the family tree and some names editing.
    I am able to do those things and I will gladly help if you need my help.

  16. #16

    Default Re: Announcing Vale of Anduin Faction

    I can help with the traits and ancilairies

  17. #17

    Default Re: Announcing Vale of Anduin Faction

    I will sent you guys an inventation to the usergroup as well.

    Quote Originally Posted by miniwally View Post
    adding spies and diplomats isn't hard
    Yeah, but it's one of those things that need to be done.

  18. #18

    Default Re: Announcing Vale of Anduin Faction

    Quote Originally Posted by miniwally View Post
    I can help with the traits and ancilairies
    Thats the only thing I dont know how to do from the list the Elphir said, together we complete each other to cover the list of things required.

  19. #19
    Aikanár's Avatar no vaseline
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    Default Re: Announcing Vale of Anduin Faction

    This looks promising so far
    Keep up the work


    Son of Louis Lux, brother of MaxMazi, father of Squeaks, Makrell, Kaiser Leonidas, Iskar, Neadal, Sheridan, Bercor and HigoChumbo, house of Siblesz

    Not everything that counts can be counted, and not everything that can be counted counts.

  20. #20

    Default Re: Announcing Vale of Anduin Faction

    Quote Originally Posted by Skeleton Of The West View Post
    Thats the only thing I dont know how to do from the list the Elphir said, together we complete each other to cover the list of things required.
    lol

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