Post ideas of factions here

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We are planning to add some more factions to Perisno in Version 0.6 and later. We have already planned out a tribal faction, a Viking based faction and an invading Far East based faction. We might have room to add one last faction so:

The Idea of this thread is to post faction ideas. This is like the Suggestions thread except that you will only be posting factions here if you want to, as we are looking for unique faction ideas for inspiration. Whoever posts a faction idea that we (the Perisno Dev team) likes and is original with a nice description will probably have that faction added into a future Perisno version. If not, then it will probably be added in a form of a minor faction.
So post your ideas here (anything you want, really, we are open to all suggestions) about minor and major factions, and your faction might just make it into a future release  :wink:


Of course you will be credited as well under contributions.
Template:
Faction Name:
Faction Leader (and lord titles if you want):
Faction Troops:
General Info & Lore:

_____________________________________________________________________________________________________________

Once we make a dwarf faction we shall base it of this idea:

by katsuki

Faction Name: The Kaikoth Confederation (They are dwarves)


Faction Leader : King Bergnar


Faction Troops:
General ideas about the troops: No cavalry for the dwarves, only heavily armoured infantry and crossbowmans. Their fighting philosophy can be recap in a few words : "Move slowly and hit hard".

Notes: All the dwarves have higher strength and Ironflesh than any other same tier units.

Cavalry: None, dwarves can't ride, they are too small  :grin:

Infantry: Heavy Infantry equipped mainly with axes and maul. Each dwarves infantry units has a throwing weapon.
The infantry part is equipped with a sword, a shield and some throwing axes. The warrior part wield two handed axes or maul, alongside some throwing axes of course.

Archers: Heavy armoured crossbowman. Dwarves crossbow are actually more powerful than any other crossbow in Perisno. Although they take much more time to reload.
The heavy crossbowman wield a much more powerful crossbow than the veteran crossbowman. But the veteran (and the sharpshooter) have better accuracy and firing speed. The heavy one also wears an heavier armor.

Noble troops : Some very VERY heavy infantry equipped with shields, maces and maul. They are wielding a great two-handed axe, a shield, a one-handed mace and some throwing axes.

Mercenary : A dwarf rider sounds a little bit weird to me, so i was thinking of a light infantry : very fast and equipped with javelins like the greek peltast

TROOP TREE :
For those who don't understand how to read the Troop tree, here an exemple of the well-known swadian troop tree, from native:
Swadian Recruit-->Swadian Militia-->Swadian Footman-->Swadian Infantry-->Swadian Sergeant
                                                                                    -->Swadian Man at arms-->Swadian Knight
                                                    -->Swadian Skirmisher-->Swadian Crossbowman-->Swadian Sharpshooter

So, now, the dwarven troop trees (the name might change, but this is the basic idea) :

Peasant troop tree :

Dwarven Miner-->Dwarven Mining Police-->Dwarven Footman-->Dwarven Warrior-->Dwarven Veteran Warrior-->Dwarven Bodyguard
                                                                                        -->Dwarven Infantry-->Dwarven Heavy Infantry
                                                                -->Dwarven Skirmisher-->Dwarven Crossbowman-->Dwarven Veteran Crossbowman-->Dwarven Sharpshooter
                                                                                                -->Dwarven Heavy Crossbowman

Noble troop tree :
Dwarven Noble-->Dwarven Thane-->Dwarven Paragon

General Info & Lore:
The Dwarves are inhabitants of Perisno. They used to be an important part of the great Perisno Empire, both by their commerce of metals and jewels, and by their good relations with the Empire's human leaders. They once have twelve great city, built in the mountain, symbol of their greatness. No blacksmith in the world could even match a dwarf. They created splendid jewels and awesome armour.
But, what was once vanished in the darkness. The Old Perisno Empire crumbled and fall. And though the dwarves were not technically part of this Empire, deep inside theirs mountains, they feel the consequences of this event.
When the invasion begin, when the elves first land on the coast of Perisno, they savagely attack the dwarves, forcing them to abandon some of their lands and cities. But the dwarves are a proud people, who didn't want to see his ennemy farm their lands and live in their cities. So they burned the lands, and closed the entrance to their cities.
For the first time since centuries, the dwarfs decided to elect a king. Actually, each city was independant, but during the dark ages of the dwarf nation, the dwarven Lord elect one of them as their King.
All of them aggreed to elect Bluin, the Lord of the town of Anik-dûr, as their respect leader and King.
Bluin the first lead a gigantic army of dwarves to take back their city and kick the elven back in the sea. But the dwarves didn't wage a war since centuries, and even if their warriors were proud, they were weak.
Thousand of dwarves died fighting the elves and they couldn't raise enough warriors to fight the others invaders. When the Tolranians and the Hakkon landed on Perisno, the dwarves were only the shadow of their former glory. Bluin died in a desesperate battle to save the Southern dwarves cities and the once all-mighty twelves dwarven cities were now only three : Nimazar, Anik-dûr and Hornogoth.

Their King was dead, and his son, Lord Bruin, reclaims the throne. When he father died, the dwarven Lords were facing a very unlikely (for the dwarves) situation. A King died without nominating a royal heir. For Lord Bruin, it was clear, if his father would have nominate a heir, it would have been him. Plus, the definition of a monarchy is a political system were the power is transmited from father to son. So the new Lord of Anik-dûr claims the throne was rightfully his. But according to the Law, the Lords had to choose the new king. Lord Bergnar, Lord of Nimazar, demanded a meeting of the Assembly. He used all his might to persuaded the powerful family ruling the town of Hornogoth to support his claims to the throne. And he was elected to the dismay of Lord Bruin.

The New King says only one thing when he took the throne: "I will take back what is ours"



Quick resume if you don't want to read :
Dwarves, a claimant (Lord Bruin) which is still a part of the faction,
3 towns : Nimazar, Anik-dûr, Hornogoth.
Super heavy infantry, no cavalry, hard-hitting crossbowman, many throwing weapons.
Not any kind of subtlety


____________________________________________________________________________________________________
Accepted Ideas: *most likely in a future version...

Realm Of The Falcon by Silberfalke
With such a impressive and thorough overview I cannot post it in this thread since it would exceed 4,000 characters. So follow the link below to find the latest update. (or reply 3 on this page)
http://forums.taleworlds.com/index.php/topic,287568.msg6840350.html#msg6840350

Kreigstein Duchy by makmix
Faction Leader: Archduke Kreiger X

The Kreigstein Duchy (UPDATED)

Kreig Welp ---> Kreig Militia ---> Kreig Kavallerist ---> Kreig Hacker ---> Kreig Doppelsoldner ---> Kreig Schwertmeister
                                            ---> Kreig Reiter  ---> Kreig War Reiter ---> Kreig Ritter ---> Kreig Ritterbruder
                                                                        ---> Kreig Wurfen Reiter
                ---> Kreig Axe Handler ---> Kreig Thrower ---> Kreig Veteran Handler ---> Kreig Hawker
                                                                                                                              ---> Kreig Wurfmeister

Faction Troops: Decent infantry with heavy armor yet they lack in the helm department preferring noble hats.  Stupendously heavy cavalry, with high upkeep and destiers.  Very much lacking in arrows and bolts but make up in throwing axes and throwing hammers.

Infantry:  Once your past the Militia, you'll start to see them use two handed swords and start wearing heavier armor, however they refuse to wear a proper helmet, instead choosing to wear a flamboyant hat or no head gear at all.  Their armor, however is strong and can take a few waves of Redwood arrows to the chest, however, I can't say the same if the arrows fly towards their face.  They can hold against a cavalry charge and chop down whoever gets caught in the wall of two handed swords.  The Schwertmeisters are the elite of this tree with their immense skill and strength and they wear a proper war helm.

Archers: The Kreigstein Duchy decided not to stick with fletching and their bows of their home faction for Hugo loved throwing axes, spears, hammers, and the like.  They wear a slightly heavy armor, enough to protect them in close quarters, but light enough for them to move around proficiently.  The difference between the Hawker and the Wurfmeister is that the Wurfmeister carries more throwing items and doesn't have a shield while the Hawker carries less ammo, but has a shield for close quarters.  The Kreig Hawkers or Wurfmeisters are cheap and quick to train, they are a solid backbone of any Kreigstein army.

Cavalry:  This is where the Dukes spend the most time and most money.  All of it devoted to the riders of Kreigstein.  These men ride on strong horses and wear heavy armor.  The riders are first equipped with hardy, non armored horses.  They wield swords and maces and morningstars.  The more time and money is spent on the riders, the better they get.  When they hit Ritter stage, they start wearing stupendously heavy armor.  The protection it gives along with their full helms is astounding.  They can take many Redwood arrows with out stopping.  The elite of them all is the fearsome Ritterbruder, a variant of their Reich cousins, the Dragoner.  They ride destiers, maybe even strong built destiers, but, since they wear such heavy armor to protect them from head to toe, they move quite slower and cannot wield the standard weapons of typical cavalry.  They wield flanged maces and morningstars and kite shields.  The slow moving cavalry will be prone to arrow fire, but if there aren't many archers on the field, their ammo will run out before they get close.  Hugo has developed a variant in their Cav lineup, insisting on putting some of the Wurfen men on speedy coursers and it proved to be incredible.  Each Wurfen Reiter carries at least to batches of their preferred throwing weapen, a sword, and a shield.  Some don't even use a shield and opt for just a sword to carry more of their ammo.  This is the bread and butter, the creme de la crop, the best Kreigstein has to offer.  They are super expensive, but well worth the money if you battle constantly.
Lore:  Hugo Bruger Kreiger X was a man of the Reich until his unit was given an order that Hugo could not even stand to take or talk about, hell even think about.  His displeasure was so great to this order, he defected immediately and led his unit as far from the Reich as his legs could take them which, not surprisingly, led him to the edge of the continent, next to the blue waters of Perisno.  Hugo went on to lead his unit to a deserted, broken down castle being held by bandits.  He and his elite unit slaughtered all the bandits and took the castle for his own.  He only bothered to repair the walls and castle hall as he named himself Archduke of his new Kreigstein Duchy.  He immediately promoted some of his most trusted men into Dukes and sent them to the 4 villages within his new borders, as designated by Hugo himself, to be absorbed into the new faction.  The Dukes claimed the land and took the villages as fiefs, Hugo took it upon himself to gain a foothold quickly and searched for old castles that have been long deserted.  Within 6 months, the Duchy had grown quickly and the few men they had time to spend on training, superbly armed and trained.

Overview: All of the troops from the Duchy are slow and vulnerable to constant arrows or bolts flying at them making them a rather close up and in your face faction.

Lore:
Place holder for now.  Need to get my thinking cap on...

Minor factions under consideration:
Abot said:
An idea for a 'minor' faction with a castle:

The Tinkerers

Faction Leader: The Forger

Faction Location:
Wbfjjbg.png

Faction Info: The Tinkerers are a secretive and secluded faction that own a fortress in the southeast forests of Perisno. They are a faction based very heavily on the equipment that they make and use. In order to constantly have the best technology for the best gear, they send very small, very fast parties of scouts that, before you discover their stronghold, are simply called 'Mysterious Scouts' (after you discover the stronghold they are simply called Tinkerer Scouts).

Faction Troops: Their three lowest-tier units are relatively weak, not being made for combat and instead responsible for the development and crafting of the equipment for the higher tier troops. The three high tier troops are incredibly powerful, on par with even the best troops Perisno has to offer. To balance this, there is a very large jump in level between the two tiers of units, making it a very long and difficult process to upgrade them.
                                                              --> Tinkerer Deadeye
Tinkering Apprentice --> Tinkering Smith --> Tinkerer Sentinel
                              --> Tinkerer Scout --> Tinkerer Chevalier

Faction Lore: There is little to no information known about this mysterious faction, including its true name and the identity of its leader. Some are not even confident of its existence. The only reliable account of interactions between the Tinkerers and inhabitants of mainland Perisno is when a band of Redwood Village Farmers stumbled upon a mysterious scouting party that had stopped for an unknown reason, in the scouting party's haste to leave, they accidentally left behind papers containing blueprints of modified weapons and armor of the surrounding factions.
 
Major faction idea
Tegildor

Faction Leader: Overlord Keule

Troops:
Infantry: Less of a focus on swords/spears, more on powerful, short-ranged, blunt weapons: hammers, maces, morning stars, flails, truncheons, cudgels, bludgeons, frying pans, etc.

Skirmishers: Instead of archers or crossbowmen the skirmishers could specialize in throwing, as well as being almost a match for the infantry of their level in terms of melee.

Cavalry: Since blunt weapons tend to be pretty short and useless to cavalry, their cavalry could specialize in skirmishing with throwing weapons like the skirmishers.

An overall emphasis on speed would be shown in their troops through these faster one-handed weapons, lighter armor, and non-armored horses (coursers/hunters). Their troops can hit hard as long as they are sufficiently protected from heavy missile fire.

Faction Info/Lore: Under the leadership of Overlord Keule, Tegildor adopted a feudal system based on Nihon, an island off the east coast of Khergia. In this system, each separate

Minor faction idea
An idea for a 'minor faction' (really just a single party), if you guys want to have this element exist in Perisno, could be a very rare spawn of matchlock or other very early gunpowder weapon troops. Guns don't even have to be sold as I expect you would not want this sort of thing to interfere with the medieval Perisno setting, but it may be cool to see a rare squad of these men with weapons of the future fighting the old sword and shield. Just a thought.

Edit: just saw the template, one moment...
 
The Dev. Team has decided that guns in Perisno is a definite no, so we won't be using that. However, your faction idea looks very interesting and even has the map location (helps a lot with deciding where to put it). Added to OP.
 
Faction Name:
Faction_Name_II.jpg

(by Silberfalke)

Possible Location...
Location.jpg
                Faction Leader:  Gunnar (The Falcon)                  Faction Troops (Cavalry)  ---->The troop tree at a glance...
Falconrealm_Trooptree_II.jpg

Lancer Branch:
Aepele Fealcen--------------->
Equipment:[list type=decimal]
[*]Weaponry:
-Military Hammer
-Heavy Heater Shield
-Strong Hunting Bow
-Large Bag of Bodkin Arrows

[*]Armor:
-Dhapel-De-Fer
-Brown Padded Armor
-Highlander Boots
-Redwood Gloves

[*]Horse: Heavy Courser
[/list]Stats: Level 6, HP 50[list type=decimal]
[*]Attributes: Str 9, Agi 9, Int 6, Cha 4
[*]Skills:
-Power Strike 1    -Athletics 1
-Power Draw 1    -Shield 1
-Horse Archery 2  -Riding 2
[/list]
mb_warband_2013_11_13_10_47_40_653.jpg
Scouts------------------------>
Equipment:[list type=decimal]
[*]Weaponry:
-Heavy Military Hammer
-Heavy Heater Shield
-Nomad Bow
-Elvarie Arrows

[*]Armor:
-Dhapel-De-Fer
-Green Surcoat Over Mail
-Rus Cavalry Boots
-Redwood Gloves

[*]Horse: Heavy Perisno Purebread
[/list]Stats: Level 13, HP 56[list type=decimal]
[*]Attributes: Str 12, Agi 13, Int 6, Cha 4
[*]Skills:
-Power Strike 2    -Athletics 1  -Ironflesh 1
-Power Draw 2    -Shield 1      -Pathfinding 1
-Horse Archery 3  -Riding 4
[/list]
Falconrealm_Scouts.jpg
Light Renweards------------>
Equipment:[list type=decimal]
[*]Weaponry:
-Darksteel Warhammer
-Guardian Shield
-Military Cleaver
-Arming Winged Mace
[*]Armor:
-Full Swordsman Helm
-Bear Striped Mail Shirt
-Mail Boots
-Black Splinted Leather Gauntlets

[*]Horse: Forest Mount
[/list]Stats: Level 20, HP 60[list type=decimal]
[*]Attributes: Str 15, Agi 15, Int 8, Cha 4
[*]Skills:
-Power Strike 4    -Athletics 2  -Ironflesh 2
-Power Draw 2    -Shield 2      -Pathfinding 2
-Horse Archery 3  -Riding 5      -Trade 1
[/list]
Falconrealm_Light_Renweards.jpg
Renweards------------------>
Equipment:[list type=decimal]
[*]Weaponry:
-Bloodflow Warhammer
-Lion Shield
-Elmwood Blade
-Arming Winged Mace
[*]Armor:
-Elven Winged Helm
-Heraldic Mail With Surcoat
-Mail Boots
-Black Splinted Leather Gauntlets

[*]Horse: Elvarie Spirit Horse
[/list]Stats: Level 32, HP 66[list type=decimal]
[*]Attributes: Str 18, Agi 18, Int 12, Cha 6
[*]Skills:
-Power Strike 6    -Athletics 4  -Ironflesh 4    -Prisoner Management 2
-Power Draw 2    -Shield 6      -Pathfinding 4
-Horse Archery 3  -Riding 6      -Trade 2
[/list]
Falconrealm_Renweards.jpg
Ridereas Fealcan
Equipment:[list type=decimal]
[*]Weaponry:
-Knight Lord's Lance
-Redwood Kite Shield
-Heavy Bloodflow Warhammer
-Heavy Arming Winged Mace
[*]Armor:
-Elven Winged Helm
-Heavy Black Spiked Mail
-Mail Boots
-Black And White Gauntlets

[*]Horse: Spirited Dark Armored Charger
[/list]Stats: Level 48, HP 74[list type=decimal]
[*]Attributes: Str 21, Agi 24, Int 16, Cha 9
[*]Skills:
-Power Strike 7    -Athletics 8  -Ironflesh 7    -Prisoner Management 3
-Power Draw 2    -Shield 8      -Pathfinding 4  -Leadership 3
-Horse Archery 3  -Riding 8      -Trade 3          -Trainer 3
[/list]
Ridere_Fealcan.jpg

Widumann Branch (The Priests):
Aepele Fealcen(s.a.)-------->Widumenn-------------------->
Equipment:[list type=decimal]
[*]Weaponry:
-Wooden Spear
-Large Bag Of Light Throwing Axes
-Difficult Mace
-Serpent Nordic Shield
[*]Armor:
-Nordic Fighter Helmet
-Green Kilt Over Armor
-Highlander Boots
-Leather Gloves
[*]Horse: Perisno Purebread
[/list]Stats: Level 13, HP 56[list type=decimal]
[*]Attributes: Str 11, Agi 12, Int 8, Cha 4
[*]Skills:
-Power Strike 2    -Athletics 2    -Power Throw 2
-Power Draw 1    -Shield 1      -Pathfinding 2
-Horse Archery 2  -Riding 4      -Ironflesh 1
[/list]
Falconrealm_Widumenn.jpg
Bearwesmenn--------------->
Equipment:[list type=decimal]
[*]Weaponry:
-Heavy Rounded Axe
-Large Bag Of Perisno Throwing Axes
-God Of Amber Mace
-Redwood Kite Shield
[*]Armor:
-Sharp Mail Kettle Hat
-Scale Suit
-Rus Cavalry Boots
-Redwood Gloves
[*]Horse: Heavy Perisno Purebread
[/list]Stats: Level 24, HP 60[list type=decimal]
[*]Attributes: Str 15, Agi 15, Int 12, Cha 4
[*]Skills:
-Power Strike 4    -Athletics 4    -Power Throw 4    -Prisoner Management 1
-Power Draw 1    -Shield 2      -Pathfinding 4        -Leadership 1
-Horse Archery 2  -Riding 5      -Ironflesh 4
[/list]
Falconrealm_Bearwesmenn.jpg
Frod Bearwesmenn-------->
Equipment:[list type=decimal]
[*]Weaponry:
-Heavy Dragon's Tongue Battle Axe
-Large Bag Of Heavy Empire Javelins
-God Of Amber Mace
-Redwood Kite Shield
[*]Armor:
-Novogrod Helm
-Cataphract's Scale
-Mail Chausses Guard Boots
-Redwood Gloves
[*]Horse: Spirited Blue Warhorse
[/list]Stats: Level 32, HP 64[list type=decimal]
[*]Attributes: Str 18, Agi 18, Int 14, Cha 4
[*]Skills:
-Power Strike 6    -Athletics 4    -Power Throw 4    -Prisoner Management 2    -Tracking 1
-Power Draw 1    -Shield 4      -Pathfinding 4        -Leadership 2
-Horse Archery 2  -Riding 6      -Ironflesh 5            -Spotting 1
[/list]
Falconrealm_Frod_Bearwesmenn.jpg
Bearwesheald
Equipment:[list type=decimal]
[*]Weaponry:
-Heavy Dragon's Tongue Battle Axe
-Large Bag Of Jarids
-Heavy God Of Amber Mace
-Heavy Elven Shield
[*]Armor:
-Valgarde's Helm
-Steel & Mail Heavy Armor
-Mail Chausses Guard Boots
-Black And White Gauntlets
[*]Horse: Spirited Redsteel Charger
[/list]Stats: Level 44, HP 68[list type=decimal]
[*]Attributes: Str 21, Agi 21, Int 18, Cha 6
[*]Skills:
-Power Strike 7    -Athletics 6    -Power Throw 6    -Prisoner Management 3    -Tracking 2
-Power Draw 1    -Shield 6      -Pathfinding 6        -Leadership 3
-Horse Archery 2  -Riding 6      -Ironflesh 8            -Spotting 2
[/list]
Falconrealm_Bearwesheald.jpg

Horse Archer Branch:
Aepele Fealcen(s.a.)--------->Scouts(s.a.)------------------>Sceotend Fealcan----------->
Equipment:[list type=decimal]
[*]Weaponry:
-Arming Winged Mace
-Elven Shield
-Elfbow
-Elvarie Arrows
[*]Armor:
-Elven Winged Helm
-Bluewood Archer Armor
-Rus Cavalry Boots
-Redwood Gloves

[*]Horse: Elvarie Spirit Horse
[/list]Stats: Level 20, HP 58[list type=decimal]
[*]Attributes: Str 12, Agi 18, Int 8, Cha 4
[*]Skills:
-Power Strike 3    -Athletics 1  -Ironflesh 2
-Power Draw 4    -Shield 1      -Pathfinding 1
-Horse Archery 6  -Riding 6
[/list]
Falconrealm_Sceotend_Fealcan.jpg
Frod Sceotend Fealcan
Equipment:[list type=decimal]
[*]Weaponry:
-Heavy Arming Winged Mace
-Heavy Elven Shield
-Strong Elfbow
-Large Bag Of Elvarie Arrows
[*]Armor:
-Elven Winged Helm
-Elven Royal Archer Armor
-Mail Chausses Guard Boots
-Redwood Gloves

[*]Horse: Heavy Elvarie Spirit Horse
[/list]Stats: Level 32, HP 62[list type=decimal]
[*]Attributes: Str 15, Agi 24, Int 9, Cha 6
[*]Skills:
-Power Strike 4    -Athletics 3  -Ironflesh 5
-Power Draw 4    -Shield 3      -Pathfinding 2
-Horse Archery 8  -Riding 8
[/list]
Falconrealm_Frod_Sceotend_Fealcan.jpg

Noble Recruitment(NR)                                      and...                              Household Troops(HT)
Gonfanan Fealcan(NR)------------>
Equipment:[list type=decimal]
[*]Weaponry:
-Knight Lord's Lance
-Ivory Blade
-Heavy Arming Winged Mace
-Heavy Elven Shield
[*]Armor:
-Elven Winged Helm
-Elven Royal Armor
-Mail Chausses Guard Boots
-Redwood Gloves
[*]Horse: Spirited Dark Armored Charger
[/list]Stats: Level 34, HP 68[list type=decimal]
[*]Attributes: Str 21, Agi 21, Int 9, Cha 6
[*]Skills:
-Power Strike 7    -Athletics 6    -Ironflesh 7
-Shield 6              -Pathfinding 2 -Spotting 2
-Riding 7              -Tracking 2    -Leadership 2[/list]
Gonfanan_Fealcan_II.jpg
Frod Ridereas Fealcan(NR)                                       
Equipment:[list type=decimal]
[*]Weaponry:
-Heavy Cavalier's Lance
-Ivory Blade
-Heavy Arming Winged Mace
-Heavy Elven Shield
[*]Armor:
-Elven Winged Helm
-Fountainguard Armor
-Mail Chausses Guard Boots
-Black And White Gauntlets
[*]Horse: Spirited Redsteel Charger
[/list]Stats: Level 50, HP 80[list type=decimal]
[*]Attributes: Str 24, Agi 24, Int 15, Cha 10
[*]Skills:
-Power Strike 8    -Athletics 8    -Ironflesh 8    -Trainer 4
-Shield 8              -Pathfinding 4 -Spotting 4    -Tactics 4
-Riding 8              -Tracking 4    -Leadership 3
[/list]
Frod_Ridereas_Fealcan.jpg
Gunnar's Renweard Marshals(HT)       
Equipment:[list type=decimal]
[*]Weaponry:
-Serrated Sword
-Strong Elfbow
-Large Bag Of Elvarie Arrows
-Heavy Arming Winged Mace
[*]Armor:
-Elven Winged Helm
-Silver Eagle Armor
-Mail Chausses Guard Boots
-Black Splinted Leather Gauntlets

[*]Horse: Spirited Redsteel Charger
[/list]Stats: Level 40, HP 76[list type=decimal]
[*]Attributes: Str 18, Agi 24, Int 12, Cha 8
[*]Skills:
-Power Strike 6    -Athletics 6  -Ironflesh 6    -Leadership 1
-Power Draw 6    -Shield 3      -Pathfinding 2
-Horse Archery 8  -Riding 8      -Trainer 2
[/list]
Renweard_Marshals_II.jpg
Eorl Lucarion's Gehorsod Egas(HT)
Equipment:[list type=decimal]
[*]Weaponry:
-Assassin's Sword
-Strong Elfbow
-Large Bag Of Elvarie Arrows
-Redwood Kite Shield
[*]Armor:
-Valgarde's Helm
-Dark Plate Armor
-Mail Chausses Guard Boots
-Redwood Gloves

[*]Horse: Spirited Black Stallion
[/list]Stats: Level 36, HP 70[list type=decimal]
[*]Attributes: Str 16, Agi 24, Int 12, Cha 6
[*]Skills:
-Power Strike 5    -Athletics 6  -Ironflesh 6
-Power Draw 5    -Shield 3      -Pathfinding 2
-Horse Archery 8  -Riding 8      -Trainer 1
[/list]
Falconrealm_Gehorsod_Egas.jpg

Infantry:
There is none, as all factions should have their weaknesses. That means they ARE vulnerable to spear walls, but having given the Lancer tree a bit of melee capability it should be balanced now...(Ex.:Battle of Minas Tirith...they don't need it, IF the terrain can be wisely chosen. If not they may also survive using a bit of tactics :wink:)
There might also be a possibility to hire mercs, but I cannot really imagine yet, how it could be implemented for their Lords to hire them. Maybe give them a few randomly, but that's actually not necessary, as one should do fine, storming a castle with dismounted troops, although maybe a bit more costly :wink:
Archers:
There are none, except for those, you can give orders to dismount of course :mrgreen:, they might cost alot, but are really efficient...
Notes/Cavalry:
This will be the (only) troop-tree. The names are taken from Old English, except for the scout which originated as well from "sceotend":"archer", "warrior"
To differ the Lancers a bit from others they actually sacrifice their Lances for blunt maces and swords to give them a bit more agility. This will correspond with them, not being Eagle Knights but Falcon Knights...more flexible and agile, but not less deadly :wink:
Notes/Stats:
Except for the Health Points, I tried to give the units only the possible amount of attributes and skillpoints in respect to their level. When I compared them though with the other units, I realized that I had to increase their HP in order to make them competitive :wink: This might by all means be reversed, in case that HPs are overlooked again and get reduced in general.
Notes/Cavalry-Branches:
The Lancers are already explained within the Cavalry notes. The 2nd one are the priests of The Realm. If you upgrade a recruit to their branch, you actually downgrade him. That's because...ah you will see by checking their units which are really deadly :wink: Their horses are more maneuverable and their skills point out, that they have adjusted themselves to a life in the woods, for they are the guards of the sacred groves...
The 3rd branch are the horse archers, which are quite similar to those from Redwood, explicable by their descent, although a bit more balanced I'd say.

The Eorls and Ladies...Gunnar(The Falcon)
Field Marshal Gunnar (The Falcon)
Gunnar.jpg

Lady Ayaris(wife)
Lady_Ayaris.jpg

Facecodes:
Gunnar:0x00000004cf080515055e9a292c8ec6ab00000000001db6e40000000000000000
Lady Ayaris:0x000000000000000b3cde6db6dd89b6e500000000001e371b0000000000000000
Eorl Lucarion
Eorl Lucarion(good-natured)
Eorl_Lucarion.jpg

Lady Mayandra(wife)
Lady_Mayandra.jpg

Lady Gwendana(daughter/claimant)
Lady_Gwendana.jpg

Eorl Filotabien(son)
Eorl_Filotabien.jpg

Facecodes:
Eorl Lucarion:0x000000086b0c30c829538d9b632e296400000000001d96c90000000000000000
Lady Mayandra:0x000000068a0c300c375ba4b56c69d66d00000000001cd9140000000000000000
Lady Gwendana:0x000000037c10300f559d6636d48ec4b300000000001da9220000000000000000
Eorl Filotabien:0x00000006410802c1570d95d91dcdc55a00000000001d01ac0000000000000000
Eorl Padraigh
Eorl Padraigh(good-natured)
Eorl_Padraigh.jpg

Lady Eirendra(wife)
Lady_Eirendra.jpg

Eorl Dracarion(son)
Eorl_Dracarion.jpg

Eorl Diendarion(brother)
Eorl_Diendarion.jpg

Facecodes:
Eorl Padraigh:0x000000065d0802114d547198b4ceaf3d00000000001d681b0000000000000000
Lady Eirendra:0x00000006a308000128e1cdd6938e36ab00000000001d3ccc0000000000000000
Eorl Dracarion:0x00000006730412cf384c50b6a535d95d00000000001cd96b0000000000000000
Eorl Diendarion:0x000000084710251566e68e351c86232b00000000001db78a0000000000000000
Eorl Diendarion
Eorl Diendarion(good-natured)
Eorl_Diendarion.jpg

Lady Wievyanda(wife)
Lady_Wievyanda.jpg

Lady Samarisia(daughter)
Lady_Samarisia.jpg

Facecodes:
Eorl Diendarion:0x000000084710251566e68e351c86232b00000000001db78a0000000000000000
Lady Wievyanda:0x000000002100300b6adc84992575449a00000000001cbb660000000000000000
Lady Samarisia:0x000000000108000f52a9689d6b6dc6ec00000000001ab31b0000000000000000
Eorl Filotabien
Eorl Filotabien(upstanding)
Eorl_Filotabien.jpg

Eorl Lucarion(father)
Eorl_Lucarion.jpg

Lady Mayandra(mother)
Lady_Mayandra.jpg

Lady Gwendana(sister/claimant)
Lady_Gwendana.jpg

Facecodes:
Eorl Filotabien:0x00000006410802c1570d95d91dcdc55a00000000001d01ac0000000000000000
Eorl Lucarion:0x000000086b0c30c829538d9b632e296400000000001d96c90000000000000000
Lady Mayandra:0x000000068a0c300c375ba4b56c69d66d00000000001cd9140000000000000000
Lady Gwendana:0x000000037c10300f559d6636d48ec4b300000000001da9220000000000000000
Eorl Dracarion
Eorl Dracarion(upstanding)
Eorl_Dracarion.jpg

Eorl Padraigh(father)
Eorl_Padraigh.jpg

Lady Eirendra(mother)
Lady_Eirendra.jpg

Eorl Diendarion(uncle)
Eorl_Diendarion.jpg

Lady Samarisia(cousin)
Lady_Samarisia.jpg

Facecodes:
Eorl Dracarion:0x00000006730412cf384c50b6a535d95d00000000001cd96b0000000000000000
Eorl Padraigh:0x000000065d0802114d547198b4ceaf3d00000000001d681b0000000000000000
Lady Eirendra:0x00000006a308000128e1cdd6938e36ab00000000001d3ccc0000000000000000
Eorl Diendarion:0x000000084710251566e68e351c86232b00000000001db78a0000000000000000
Lady Samarisia:0x000000000108000f52a9689d6b6dc6ec00000000001ab31b0000000000000000

The Lore...
The Realm Of The Falcon split up from Redwood in the early days of the Elvarie's arrival to Perisno. In 323 a few Redwood Nobles decided that endless wars and fruitless negotiations, led only by the intention to continue with the bloodshed "for the sake of honor", could no longer be their way and also couldn't provide the future, they dreamed of, for their people.They decided that it was better to live a rather poor and simple life than being just invaders and power-hungry plunderers to a land that was not their own.
Redwood, being constantly at war with the other kingdoms of Perisno, couldn't prevent them and their followers from leaving Forniron. They quickly disappeared into the great woods, adjoining the territories, later inhabited by the Hakkon, finally settling at the foot of the mountains.
The isolation they chose, protected them as planned from the persecution of Redwood and other Kingdoms and still being considered only another band of outlaws, neither Redwood nor other kingdoms were willing to sacrifice valuable ressources to go after them - they were left in peace.
A peace which allowed them to grow in numbers, using their good relations to some Tolranian lords to establish trade routes. After all, the Tolranians had come to Perisno for the same reason, those nobles and their followers had split up from Redwood and the fact that there were still lords of Tolrania, opposing these endless wars, made them sympathize with -and protect each other.
As they settled down, they quickly found out that there was already someone living in the woods nearby. A group of people with their own rites and believes. They were already followers of the new gods, living in harmony with nature. These people, as well as their believes quickly became part of the Realm's culture and today nobody could tell assuredly who aligned with whom, but something that for sure can be said is, that their believes were very similar to each other and therefore brought no reason for a struggle.
So from the beginning, The Realm Of The Falcon not only respected other folk, but their animals as well and being partly Elvarie still, they used their strong empathy to become friends of the creatures they were depending on, rather than dominating them. They had learned that bonds thus established are alot stronger and more effective. A reason for this as well might have been the ever rising number of refugees from all corners of Perisno, affiliating to their population and knowledge. Desperate people with hopes for a better future for themselves and their children arrived, after rumors of a somehow peaceful life in the Realm Of The Falcon reached their ears. They were Tolranian peasants, Maccavian Smiths and Traders from the Reich, fleeing the tax burdons and inhumane treatment by their lords.

So after a few years, this growing community blossomed into a sovereign State that at last gave itself the Name "Realm Of The Falcon" originating from the falcon that assists their nobles on the hunt. For hunting on horseback with a falcon was a discipline the lords brought from Redwood and the falcon being a symbol for witness, agility and chivalry...
But a community growing bigger also had to be well protected, so in 340, when more and more caravans got raided by the Hakkon Emperor on their no longer secret but rather long routes, the lord's council decided to build up an army, incomparable to others and very hard to defeat. Still lacking the strength in numbers, compared to the other states, they decided that only a strong cavalry could be a big enough deterrent to protect them from being extinguished again in a surprise attack.
Heavy-heartedly they implemented a conscription, knowing that the perspective to get killed in one of their lord's wars, had been the reason for so much folk to join the Realm in the first place. Nevertheless most people understood and in 341 the first recruits mounted their horses; formidable horses, for they were descendants of the Elvarie horses, brought by their owners from Redwood and one of the reasons as well, because of which the caravans had gotten raided so often.
For their horses were the most important trade good of The Realm Of The Falcon and the "Golden Hall" in the center of their only city could never have been constructed if not with the income that horsetrade had generated. This was only possible, because more and more terrain of the great woods had to be cleared with the growing number of people that crops had to be grown for. These grounds were also best suitable for horse-breeding.
From 341 on, there were more and more skirmishes with the Hakkon Empire and fears grew within The Realm Of The Falcon that an open war might become unavoidable and was only postponed by the empire because of continous fights against the other kingdoms...
In 345 then, the war broke out, but it turned out that The Realm's strategy of enhanced cavalry was most effective. The Lords had elected a Marshal that temporarily had the same authorities like a king. Only temporarily though, because those Lords believed in a more democratic way and most of them remembered the consequences in laying too much power into the hands of a single individual.
The man they elected wasn't even a noble, but the oldest son of a Maccavian family that emmigrated to the Realm Of The Falcon in 325. He had shown himself to be very skilled as he had climbed the ranks of the new build army unbelievably fast, showing extraordinary intelligence, tactical intuition as well as courage. His name was Gunnar and after his victory over Emperor Hakkon II in 346 in the Battle of Amarna he was honored with the honorary title "The Falcon" after he had conquered the city.
Amarna was later returned in exchange for recognition and the guaranty of the trade routes. The Hakkon Empire had underestimated the Realm's strength and in particular the determined militancy of its priests, that, fom their appearance alone, can instill terror on someone. They were ignorant enough to take on Gunnars troops in an open-field-battle, which led to their shameful defeat.
After the peace agreement, the army was quickly rebuilt and the Realm Of The Falcon flourished through trade like never before, for the trade routes were then considered save, at least from the Hakkon raids. This, of course, incited desires within the other kingdoms for the wealth thus created and only through means of extremely cautious diplomacy, The Realm Of The Falcon avoided another war until...
In 365 it happened...
Rumors of a new invasion to Perisno reached the Realm. The people shuddered upon the atrocities that were said to be comitted by the unknown foe, much harder to defeat as any other army. And again the Lords decided to send Gunnar to oppose this new great danger that had come over the already war-torn lands of Perisno...   
The Claimant...
Lady Gwendana
Lady_Gwendana.jpg

The female claimant of this faction calls herself Lady Gwendana. She wants the Realm to become a kingdom like the others of Perisno are. The peaceful life in the Realm Of The Falcon had never been to her liking, as she forsees a golden future for it by conquering the other's lands with herself then of course, being at the top of the hirarchy as queen. She is the oldest child of Eorl Lucarion and Lady Mayandra and has never accepted the male succession. She promises everyone who wants to listen, that this will be the first rule she would change being queen. Although there are not many willing to listen - be it a poisoned sword or a poisoned word - she'd stoop to anything to get her way... 
 
Wow. off the coast of Khergia. I didn't think anyone paid attention to the Zann Lore.
 
Ability to join with minor factions or recuit minor factions to you war.

few factions with different hiearchy, vikings honor blood. More kills you have more respected you are.

wanna join with vikings you need have atlest 100 kills.  Vikings should realy be Infrantry based with some archers.
 
Manhunters faction? They aren't even a real faction since native. I am not good with writing lore and such but I hope it's a good idea.
 
There will be a nordic based faction in 0.6, it's WIP. But it will be more or less unorthodox, and not resembling the Nordic-Dane viking or such.
There is a possibility that more minor faction quest will be implemented. And with various prizes.

The idea of a blunt weapon only faction maybe a bit too cheesy, We'll consider that but with balancing of course.
 
Maybe some Orders (such as the Templars) holding a castle or two around the map..Elite troops, 1-3 lords and the ruler, nothing big but elite.. Their troops should be recruitable and expensive upon your entry into the order at the castles (aka if you got enough cash you can recruit as many as you want instantly in the castles)... About the troops..well most of these elite Orders didn't do much into archery, so heavy cavalry and heavy infantry are the best they got...
 
Sir Slicer said:
Manhunters faction? They aren't even a real faction since native. I am not good with writing lore and such but I hope it's a good idea.
They aren't big enough to be a real faction and I don't see a point in that.

Agovic said:
Maybe some Orders (such as the Templars) holding a castle or two around the map..Elite troops, 1-3 lords and the ruler, nothing big but elite.. Their troops should be recruitable and expensive upon your entry into the order at the castles (aka if you got enough cash you can recruit as many as you want instantly in the castles)... About the troops..well most of these elite Orders didn't do much into archery, so heavy cavalry and heavy infantry are the best they got...
We are probably making some orders hold castles but they will not be a main faction, the castles will be hidden locations for the player to find out.
 
Faction Name: Night Wolves(night time) The Downtrodden(day time)

Faction Leader: Redclaw(leader at night) Lord Dametrius(day time)

Faction Troops:Wolf Brave(night) Village Defender(day time) Shaman(night) Cleric(day time)

General Info & Lore: Basically if any one has read any of David Dalglish`s novels The Paladin, it all stems around Werewolfs and few other factions, mainly a Paladin sect(good) and Dark Paladin sect(evil), the two paladin sects are fighting each other, the werewolf pact are a major thorn for both paladins, eventually the werewolfs get commisioned into helping the dark paladins to defeat the other minor factions, all im interested in is the Werewolf pact, night time obviously they are werewolfs, daytime normal human faction, not sure if you can make it happen, would be cool if you could, maybe have a Town for the human faction then at midnight every night a few wolf pack armys spawn, the player needs to kill them before daylight, if not then midnight again the werewolf spawn doubles,and they turn into bandits at daylight rampaging the map.

i can possibly look into more lore on Redclaws clan and post it here if needed.
 
I would like to see an egyptian inspired faction with a pharao in charge. I liked how they were portrayed in rome total war albeit historically inaccurate. Strong archer line, pike/halberd and if possible chariots, but that's a long shot I know.
 
Cretas Commonwealth

Faction Leader: King Aolas

Faction Troops: A very heavily defensive faction, with high-quality shields and spear infantry

Infantry: Most or all spears/one handed polearms, with very high-quality shields to help balance the powerful Redwoods and the Reis de Drache.

Cavalry: A fairly poor selection of low quality cav (this will be a foot-based faction). Any cavalry they would have should probably not be shock/lancer cav and instead armed with swords to help support their infantry fight sword infantry.

Archers: Average/good quality archers to make up for the lack of mobility. Better than average archery skills while somewhat lacking in melee and self-defense.

Faction Lore: The Cretas Commonwealth is a monarchy lead by King Aolas. After two long and arduous wars against the Redwoods and the Reis de Drache, a set of military changes called the Sciathan Reforms were put into place. These reforms emphasized the role of spearmen and heavy armor and shields for protection against the Redwood Rangers and the Dragoners.
 
Idea actually sounds great. Keep making them if you can :wink:

We are planning to add the faction in that area near the Draharan desert (isolated by sea). It will be more of an offensive faction, as we already have a defensive faction.
 
Something unusual said:
Idea actually sounds great. Keep making them if you can :wink:

We are planning to add the faction in that area near the Draharan desert (isolated by sea). It will be more of an offensive faction, as we already have a defensive faction.

Hmhh , is there some kind of limits about map size ? I mean at desert , there is big mountain between desert so you cant get there. So i think story would be perfect for new faction. They could be there for many years but none of current factions havent get behind those high mountains :smile:

 
Yes expanded map is on the way. We'll wrap up in about 10+ factions, but not more than 15, or unifying the whole map will be a very long and painful task.
 
habeo123 said:
Yes expanded map is on the way. We'll wrap up in about 10+ factions, but not more than 15, or unifying the whole map will be a very long and painful task.

And well its hard to make unique factions if there is like 10 factions or so one....

I would like to see more factions using bows as now i see just damn crossbow factions...
 
There are only 2 factions using crossbow, the rest uses bow. Redwood is archer only, Tolrania is very good at archery as well. Only Drahara and Reich has average archer, but they can do their job just fine.

Crossbow should be a legitimate threat on any battlefield anyway. You'll see how effective Hakkon Sharpshooter is against the Redwood in siege, as I've experienced.
 
Northern Confederation

Faction Leader: Chieftain William III 

Faction Troops: A lightly armor faction focusing on 2-weapons and sword. A more offensive Faction and packs a huge punch.

Infantry: 2 handed swords or axes, lightly armored for a faster charge and mobility with pikes to fend of cavalry

Archers: Longbow men that pack a punch but slower firing speed. They also can handle themselves in melee

Calvary: Little to none in this department, featuring maybe only scout rider that are fast but aren't armored.

Faction Info: Born in the cold depths of the mountains, the Northern Confederacy is made up of proud highlanders and tribesmen. These men are brave and instill fear into any enemies they face. Growing up in the north, they know how to travel quickly in any terrain. They elect the strongest member to become their ruler. They sacrifice armor, defensive capabilities and shield for their deadly Longswords, Longbows and Pikes.
 
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