Faction Description 國家派系 |
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Eriador, A.D. 2980 Summer
King Aragorn Elessar The lands between the Misty Mountains and the Blue Mountains are named Eriador. In the north it is bordered by the frozen bay of Forochel and in the south by the White Mountains. Such natural defences have at times allowed the land to prosper, but it has not always been peaceful.For in the year 3320 of the Second Age, Elendil established the Northern kingdom of Numenorians - Arnor. Elendil built many settlements here – Amnnuminas the great capital of Arnor, and fortresses such as Fornost, Amon Sul and Tarbad. There was also the high tower of Elostirion in which one of the great treasures of Middle-earth was kept the great Palantir.. Sauron hated the Dúnedain Numenorians and sought to destroy them. In the war of the Last Alliance, the Dark Lord’s forces were defeated but leaders of the Alliance against him - Elendil and Gil-galad were killed in the fighting. Isildur - son of Elendil was himself the bane of the Dark Lord and it was he that took up the One Ring. When Elendil fell and the One Ring was lost, his son Valandil became king. After the Disaster of the Gladden Fields, Arnor began its slow decline. While Gondor rose in power, Arnor waned.After the death of its tenth king, Eärendur, in T.A. 861, Arnor was shaken by civil war between the three sons of Eärendur. The eldest son, Amlaith, claimed Kingship over all Arnor but was reduced to only ruling the region of Arthedain as his kingdom, while the other sons founded the kingdoms of Cardolan and Rhudaur. The former capital, Annúminas, became depopulated and fell into ruin. This marked the start of the decline of the Northern Dúnedain.The three kingdoms had frequent border skirmishes over boundary disputes, but the relationship of Arthedain and Cardolan remained relatively peaceful. However, Rhudaur was unfriendly towards the two other successor states, and took part in a bitter conflict with Cardolan over the tower of Amon Sûl and the palantír associated with the tower. Around T.A. 1300, an evil power, the Witch-king, arose in the mountains of the North East, where he founded Angmar. It was later revealed he was the leader of the Nazgûl.In 1974 the Witch-king destroyed Fornost and with it the last of Dunedain here. One year later Angmar was defeated by Gondor and Elves but northern Kingdom of Numenorians was lost. Only a part of dunedain leading by Aradart - descendant of Isildur survived. Most of Eriador people died in wars and in time of Great Plague, last of the Dúnedain. Although some still wander in the wilderness, to all intents and purposes, Eriador has been ever since a kingdom without a king, or at least a king who would show himself to the Shadow.But as the echoes of Sauron whisper in the world, the rallying cry has risen in the Free Lands. Aragorn II, son of Arathorn, is the last of the great Dúnedain and the burdened king of Eriador. Aragorn would seek to reforge not only the alliance of men and Elves, but also the kingdoms of Arnor reunited into a mighty whole, and perhaps even the shards of Narsil.
, 公元 2980 夏
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Units List 兵種單位 |
60
Breeland Militia spearmen infantry Townspeople and farmers of Breeland armed with short spears and rudimentary training.
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60
Hobbitry-in-Arms heavy infantry Hastely assembled Hobbit milita. REQUIRES HOBBIT REGION
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60
Lumbermen heavy infantry Unprofessional but hardy woodsmen with two-handed tree chopping axes. REQUIRES FOREST REGION
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60
Greenway Guards spearmen infantry Foot soldiers of Eriador tasked with maintaining the Greenway and keeping at bay the dangers of the wilderness. REQUIRES GREENWAY REGION
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48
Merchant Militia heavy infantry Merchant infantry, well equipped but lacking the prowess of dedicated warriors.
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48
Battle-ready Dúnedain heavy infantry Dúnedain infantry of great strength and skill bearing two-handed swords. REQUIRES DUNEDAIN REGION
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60
Archer Militia missile infantry Poorly trained Breelanders armed with short-bows.
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60
Hobbit Archers missile infantry Militia archers from Shire-land. REQUIRES HOBBIT REGION
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60
Bandobras Archers missile infantry Potent and versatile hobbit warriors. REQUIRES HOBBIT REGION
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60
Woodland Hunters missile infantry Light but skilled archers armed with hunting bows and skinning knives. REQUIRES FOREST REGION
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48
Dúnedain Rangers missile infantry Highly skilled archers, capable of terrifying ambushes. REQUIRES DUNEDAIN REGION
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30
Greenway Sentries heavy cavalry Mounted guardians of the Greenway oftentimes found patrolling along the road. REQUIRES GREENWAY REGION
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24
Merchants heavy cavalry Merchant cavalry furnished with Gondorian and dwarven arms but unpossessing of true fighting spirit.
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24
Mounted Battle Ready Dúnedain heavy cavalry Dúnedain heavy lancers mounted on war steeds. REQUIRES DUNEDAIN REGION
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60
Arnor Militia spearmen infantry Motivated militia units equipped with spears and a solid shield.
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60
Arnorian Archers missile infantry Good light archers, armed with quality bows, swords and shields.
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60
Arnorian Heavy Archers missile infantry Highly disciplined and skilled archers, able to defend themselves in melee.
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60
Arnor Men at Arms heavy infantry Highly disciplined men who wield large shields, quality helmets and a sharp sword.
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60
Arnor Pikemen spearmen infantry Perfect anti-cavalry unit, armed with long pikes and protected by a mix of mail and plate armor.
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48
Dismounted Dúnedain Knights heavy infantry Elite heavy infantry of dismounted knights. REQUIRES ANNUMINAS
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30
Arnor Sergeants heavy cavalry Strong heavy cavalry, accoutered in chain mail and armed with sword and spear.
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30
Arnor Knights heavy cavalry Heavy cavalry fighting with lances and swords and protected with heavy plate armor.
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24
Knights of Annúminas heavy cavalry Elite Dúnedain knights in heavy armour. REQUIRES ANNUMINAS
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20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
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30
Palarran light ship This heavy warship of the Fleet can outmatch most other vessels, though a Corsair Marauder will provide a challenge.
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24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
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24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering men with ease.
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24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
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24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
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24
Trebuchet missile siege Giant rock-flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
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Cannot recruit units 無法招募兵種 |
60
Bandits light infantry Sinister outlaws with long blades and round shields.
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10
Dúnedain Bodyguards heavy cavalry Dúnedain heavy lancers mounted on war steeds.
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30
Grey Company missile infantry Highly skilled Dúnedain archers, capable of terrifying ambushes.
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15
Bodyguards heavy cavalry Heavy cavalry fighting with lances and swords and protected with heavy plate armor.
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30
Alcarondas light ship A great warship for long voyages of exploration.
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Faction strength 國家優勢 |
Boasts strong and flexible light infantry. |
Faction weakness 國家劣勢 |
Lacks heavily armored units. |
Special unit 特色兵種 |
Dunedain Rangers |
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City Buildings List 城市建築 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Stables A Stable allows for the recruitment of basic cavalry units.
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Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
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Bowyer A Bowyer allows for the recruitment of basic missile units.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
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Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Pig Farm A Pig Farm feeds the population and encourages growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Library A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
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Library A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
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Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
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Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
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Merchant Bank A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
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Theatre A Theatre improves public happiness throughout the settlement it graces.
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Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
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Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
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Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
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Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
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The Green Dragon The Green Dragon is a popular inn near Hobbiton.
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The Prancing Pony The Prancing Pony is a famous inn in Bree.
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Smials Hole dwellings used by Hobbits.
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Hunting Camp A Hunting Camp allows to the recruitment of organized Woodland Hunters.
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House of Kings A palace for the Kings of Arnor. Enables the recruitment of Dúnedain Knights.
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Castle Buildings List 城堡建築 |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Stables A Stable allows for the recruitment of basic cavalry units.
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Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
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Bowyer A Bowyer allows for the recruitment of basic missile units.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Pig Farm A Pig Farm feeds the population and encourages growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Library A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
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Library A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
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Jousting Lists Jousting Lists improve the quality of knights recruited here.
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Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
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Hunting Camp A Hunting Camp allows to the recruitment of organized Woodland Hunters.
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