Post ideas of factions here

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We should hold off on adding more factions, to avoid map lag. I do like your original version, maybe it could appear in later versions, but our priorities should shift away from adding more factions, so Perisno can have some truly unique features. :smile:
 
The Dark Robin said:
We should hold off on adding more factions, to avoid map lag. I do like your original version, maybe it could appear in later versions, but our priorities should shift away from adding more factions, so Perisno can have some truly unique features. :smile:

More factions = More map = More weapons = More armor = More gameplay = More enjoyment

so yeah
 
The Dark Robin said:
We should hold off on adding more factions, to avoid map lag. I do like your original version, maybe it could appear in later versions, but our priorities should shift away from adding more factions, so Perisno can have some truly unique features. :smile:
Right now, the plans are to add one more major faction (Maybe not in 0.6), that is on the already made map, so no new map will be made.
But yeah as you said, map lag, which we don't have yet and we would love to keep it that way.

SilverBrone said:
The Dark Robin said:
We should hold off on adding more factions, to avoid map lag. I do like your original version, maybe it could appear in later versions, but our priorities should shift away from adding more factions, so Perisno can have some truly unique features. :smile:

More factions = More map = More weapons = More armor = More gameplay = More enjoyment

so yeah
More faction + more map = map lag :grin:
More weapons + more armor = bigger mod size = more enjoyment = (still bigger mod size  :wink:
 
I only realised Prophecy of Pendor had something called ''Order of the Falcon'', which Perisno resurrects them as Knight of the Falcons, HAIL PERISNO
 
SilverBrone said:
I only realised Prophecy of Pendor had something called ''Order of the Falcon'', which Perisno resurrects them as Knight of the Falcons, HAIL PERISNO
You might consider reading the lore...of both, before you equal them.
I'll save you the time by telling you that they have actually nothing to
do with each other. The Realm Of The Falcon is my idea and mine alone. :neutral:
 
SilverBrone said:
The Dark Robin said:
We should hold off on adding more factions, to avoid map lag. I do like your original version, maybe it could appear in later versions, but our priorities should shift away from adding more factions, so Perisno can have some truly unique features. :smile:

More factions = More map = More weapons = More armor = More gameplay = More enjoyment

- More work for us, but instead of a better mod, we get... = Map Lag = No New Gameplay Mechanics = Less Enjoyment


More factions will do nothing to change the usual pattern in Warband of recruit -> fight -> loot -> sell -> repeat, which many people are tired of. More factions also increases map lag, which makes the mod harder to player for those with less RAM. We might be adding one more faction, after the Valahir, but that will be all.


We will add unique locations for some of the minor factions, and questlines associated with them; as well as a few other features that will be very unique to Perisno. Not all of this is in 0.6, though. Anyway, new factions for each version is not the direction we are aiming for. There will be two added, from 0.5 to 1.0, including the Valahir. :smile:


That is my understanding of our plans, Michadr is the one who knows everything. :smile:
 
What? I was talking about the Aroulo and the Valahir. :lol:

Ok, ignore my prior post then. But I do think we should avoid adding that many more factions. (my count is up to five now)
 
The Dark Robin said:
What? I was talking about the Aroulo and the Valahir. :lol:

Ok, ignore my prior post then. But I do think we should avoid adding that many more factions. (my count is up to five now)
The Aroulo may or may not actually become a major faction (probably not)
 
I read the OP just now. :razz: They are interesting, (the suggestions from the OP) but they should fit on the existing Perisno map. So, the Tinkerers would be fine, because we have a location on the map for them. Otherwise, if there's no space on the map, maybe another invasion similar to the Zann? Invasions don't cause much map lag. :smile:
 
Not for 0.6.

Also, we probably won't accept any new major factions. Minor factions still may be accepted for 0.7, though. :smile:
 
Reposting under permission...
Michadr said:
Posting here works best. Also make a new post, as it will get my attention :wink:
Faction Name:
Faction_Name_II.jpg

(by Silberfalke) updated Jan.17th

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
-Kite Shield
-Strong Hunting Bow
-Large Bag of Bodkin Arrows

[*]Armor:
-Chapelle-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:
-Military Hammer
-Heavy Heater Shield
-Nomad Bow
-Elmwood Arrows

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

[*]Horse: 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:
-Combed Morion
-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: Falcon War 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 Falcon War Horse
[/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:
-Kettle Hat
-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
-Black Knight Armor
-Mail Chausses Guard Boots
-Black And White Gauntlets
[*]Horse: Spirited Falcon War Horse
[/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
-Elmwood Bow
-Elmwood 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
-Skywood Bow
-Large Bag Of Elvarie Blood 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
-Arming Winged Mace
-Heavy Elven Shield
[*]Armor:
-Elven Winged Helm
-Elven Royal Armor
-Mail Chausses Guard Boots
-Redwood Gloves
[*]Horse: Falcon Warhorse
[/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:
-Cavalier's Lance
-Ivory Blade
-Arming Winged Mace
-Heavy Elven Shield
[*]Armor:
-Elven Winged Helm
-Fountainguard Armor
-Mail Chausses Guard Boots
-Black And White Gauntlets
[*]Horse: Spirited Falcon War Horse
[/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 Skywood Bow
-Large Bag Of Elvarie Blood Arrows
-Heavy Arming Winged Mace
[*]Armor:
-Elven Winged Helm
-Silver Eagle Armor
-Mail Chausses Guard Boots
-Black Splinted Leather Gauntlets

[*]Horse: Spirited Falcon War Horse
[/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 Skywood Bow
-Large Bag Of Elvarie Blood 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... 
 
I am unlocking this thread, so anyone can post updates on their ideas. Those who have already been accepted that is. Any new ideas will most likely not be added since we have set the limit for factions. I guess feedback on current ideas can be posted here aswell.
 
Reposting under permission :
Thanks to Silberfalke who help me to complete this presentation :
Silberfalke, if you read this, I love you~~


Faction Name:                                                            The Kaikoth Confederation
                                                                                                                  (by Katsuki) updated March.22nd

Possible Location...
vZWSS2X.png
                Faction Leader:  King Bergnar                  Faction Infantry and Archers---->
Peasant troop tree :

Dwarven Miner-->Dwarven Mining Police-->Dwarven Footman-->Dwarven Warrior-->Dwarven Mountain Warrior-->Dwarven Bodyguard
                                                                                        -->Dwarven Infantry-->Dwarven Armoured Infantry
                                                                -->Dwarven Skirmisher-->Dwarven Lowland Crossbowman-->Dwarven Sharpshooter-->Dwarven Elite Crossbowman
                                                                                                -->Dwarven Highland Crossbowman-->Dwarven Siege Crossbowman

Noble troop tree :
Dwarven Noble-->Dwarven Thane

Main Infantry Branch:
Dwarven Miner------------->
Equipment:[list type=decimal]
[*]Weaponry:
Pickaxe
Stones
Round shield

[*]Armor:
-Wrapping Boots
-Leather Cap
-Leather Gloves
-Leather Vest

[/list]Stats: WIP
Dwarven Mining police------------->
Equipment:[list type=decimal]
[*]Weaponry:
Sword (18c; 15p)
Heavy wooden shield
Mallet (two handed)
Bent throwing axes

[*]Armor:
-Hide Boots
-Skull Cap
-Leather Gloves
-Aketon

[/list]Stats: WIP
Dwarven Footman------------->
Equipment:[list type=decimal]
[*]Weaponry:
Hammer (one handed)
Axe(Two handed)
Round shield
Light Throwing axes

[*]Armor:
-Mail Chausses
-Kettle Hat
-Mail Mittens
-Brigandine

[/list]Stats: WIP
Dwarven Infantry------------->
Equipment:[list type=decimal]
[*]Weaponry:
Broadsword (One handed)
Sledgehammer (Two handed)
Board shield
Throwing axes

[*]Armor:
-Mail Boots
-Chapelle-de-Fer
-Gauntlets
-Cuir Bouilli

[/list]Stats: WIP
Dwarven Armoured Infantry
Equipment:[list type=decimal]
[*]Weaponry:
Broadsword (one handed)
Greathammer (Two handed)
Heavy Board shield
Heavy Throwing axes

[*]Armor:
-Iron Greaves
-Open Barbuta
-Plate Mittens
-Perisno Heavy Plate

[/list]Stats: WIP

Warrior Branch :
Dwarven Footman---------->Dwarven Warrior------------------->
Equipment:[list type=decimal]
[*]Weaponry:
Military Hammer (one handed)
Battle Axe (Two handed)
Heavy Round shield
Throwing axes

[*]Armor:
-Ceased Greaves
-Open Barbuta
-Hourglass Gauntlets
-Plate and Mail

[/list]Stats:
WIP
Dwarven Mountain Warrior------------------->
Equipment:[list type=decimal]
[*]Weaponry:
Military Hammer (one handed)
War Axe (Two handed)
Steel  shield
Throwing hammer

[*]Armor:
-Iron Greaves
-Warrior's Helm
-Plate Mittens
-Steel over Mail

[/list]Stats:
WIP
Dwarven Bodyguard
Equipment:[list type=decimal]
[*]Weaponry:
Iron mace (35b)  (one handed)
Heavy Warrior Axe (Two handed)
Steel heater shield
Throwing hammer

[*]Armor:
-Plate Greaves
-Sugarloaf Helmet
-Plate Mittens
-Warrior's Plate Armor

[/list]Stats:
WIP

Highland Crossbowman Branch
Dwarven Mining Police------>Dwarven Skirmisher--------------->
Equipment:[list type=decimal]
[*]Weaponry:
Light crossbow
Bolts
Hand axe
Leather Covered Round shield

[*]Armor:
-Leather Boots
-Segmented Helmet
-Leather Gloves
-Aketon

[/list]Stats: WIP
Dwarven Highland Crossbowman----------->
Equipment:[list type=decimal]
[*]Weaponry:
Crossbow
Steel bolts
Plate covered Round shield
Battle axe

[*]Armor:
-Mail Chausses
-Kettle Hat
-Mail mittens
-Cuir Bouilli

[/list]Stats: WIP
Dwarven Siege Crossbowman
Equipment:[list type=decimal]
[*]Weaponry:
Siege crossbow
Steel bolts
Plate Covered Round Shield
Iron axe

[*]Armor:
-Ceased Greaves
-Chapelle-de-Fer
-Gauntlets
-Steel Coat of Plates

[/list]Stats: WIP

Lowland Crossbowman Branch
Dwarven Skirmisher-------->Dwarven Lowland Crossbowman-->
Equipment:[list type=decimal]
[*]Weaponry:
Heavy crossbow
Steel bolts
Fighting Axe
Leather Covered Round shield

[*]Armor:
-Leather Boots
-Footman's Helmet
-Leather Gloves
-Studded Leather Coat

[/list]Stats: WIP
Dwarven Sharpshooter---------------------->
Equipment:[list type=decimal]
[*]Weaponry:
Improved Crossbow
Steel bolts
One handed axe
Round shield

[*]Armor:
-Splinted Leather Greaves
-Segmented Helmet
-Mail Mittens
-Byrnie
[/list]
Stats: WIP
Dwarven Elite Crossbowman
Equipment:[list type=decimal]
[*]Weaponry:
Improved Crossbow
Steel bolts
One handed axe
Perisno blue shield

[*]Armor:
-Splinted Greaves
-Chapelle-de-Fer
-Lamellar Gauntlets
-Hauberk

[/list]Stats: WIP

Noble Recruitment(NR)                                      and...                              Household Troops(HT)
Dwarven Noble(NR)------->
Equipment:[list type=decimal]
[*]Weaponry:
Long axe
Iron mace (35b)
Heavy Throwing Hammer
Wood and Steel shield

[*]Armor:
-Iron Greaves
-Guard Helmet
-Gauntlets
Cream Plate Armor

[/list]Stats: WIP
Dwarven Thane(NR)                                           
Equipment:[list type=decimal]
[*]Weaponry:
Polehaxe
Heavy knighthammer
Heavy throwing axe
Wood and steel shield

[*]Armor:
-Plate Boots
-Open Barbuta
-Plate Mittens
-Milanese Armor

[/list]Stats: WIP
Dwarven Peltast(HT)       
Equipment:[list type=decimal]
[*]Weaponry:
Solid gears axe
Javelins x2
Round shield

[*]Armor:
-Leather Boots
-Skull Cap
-Leather Gloves
-Lamellar Vest

[/list]Stats: WIP

Special Lore :
When Tarhn Bergnar tried to convince the lords of Hornogoth that he would be the
best ruler they could find, he incorporated some simple poor dwarf in his army and
he gave them only some javelins. He aimed to create a group of those fast moving,
javelins infantry in order to outflanked the tolranian or hakkon infantry.
He called them "Peltast". The dwarven Peltast wore a light armor, many javelins
and a one-handed axe.
Dwarven Paragon(HT)
Equipment:[list type=decimal]
[*]Weaponry:
Long Hafted Spike Mace
Sword (28;23)
Heavy throwing axes
Blue and white crossbow shield
[*]Armor:
-Plate Boots
-Visored Helm
-Plate Mittens
-Gothic Armor

[/list]Stats: WIP
During the biggest battle between the dwarves and the elves, King Bluin was killed
and his son (Tarhn Bruin) was circled by the elven cavalry on a hill. Even though
Tarhn Bruin managed to survive, he remembered this day and tried to figure out
how he could have survived without loosing all his men. He concluded that he needed
a special bodyguard units. Those men were so strong and versatile that they were
quickly called "Paragon". The dwarven Paragon have an heavy armor, a pike, a
pavise shield, some throwing axe and a short sword.

Mercenary(M)              and...            Unique Spawn(US)
Dwarven Mercenary Helbardier(M)           
Equipment:[list type=decimal]
[*]Weaponry:
Great Long Bardiche
Shortened Military Scythe

[*]Armor:
-Ceased Greaves
-Bascinet
-Bear Gloves
-Cuir Bouilli

[/list]Stats: WIP
Dwarven Master at arms(US)
Equipment:[list type=decimal]
[*]Weaponry:
Hache d'armes
Long arming sword
Great Iron Hammer
Heavy Kite Shield

[*]Armor:
-Black Boots
-Black Helmet
-Hourglass Gauntlets
-Black Armor

[/list]Stats:
WIP

Infantry:
The infantry is really powerful. Almost all of the dwarven infantry carry a shield so they can still be of any use against their nemesis : archers.
The lack of cavalry amongst the dwarves is compensed by both shield and throwing weapon. Upon a hill or during a siege, there is only one way to beat the dwarf, it os the use of mass archery (the detailed history of their (many) defeat against the Redwood will be explained within the Lore). The infantry branch can cover the crossbowman, and the warrioir are able to take down many ennemies at once. With decent throw power, each dwarf can actually kill a unshielded ennemy before going to close combat.
Archers:
Dwarven crossbowman are the most heavily armoured crossbowman in Perisno. They can take a few arrow/bolt/anything that can be throw before being taken down. They are also able to substain a longer close combat fight than any other archers in Perisno. They can hold a position even in front of a cavalry charge. With good tactics, they can deal significant amount of damage to the ennemy without loosing to many in an archer vs archer fight (except againt the pointy ears of course)
Notes/Infantry:
The troop tree is cut into two branch as you can see.
The infantry part correspond the standard dwarven fighter. They are mainly defensive, as neither cavalry nor arrow can go through their pasive shield. The main part of any dwarven army is made of infantry.
The warrior branch correspond to much more effeicient (and expensive) unit. They are an offensive shock infantry with high athletism which allow them to quickly charge an army of ennemy and outrun them. They have an armor heavy enough to took 2 or 3 opponents down at once.
Notes/Archers:
as the infantry, the crossbowman troop tree is cut into two branch.
The lowland part consist of really accurate crossbowman who are not as armoured as the mountain one are. The lowland branch have higher speed rate and accuracy than the mountain branch. But the Dwarven Mountain and Siege Crossbowman have a heavy armor, a good shield, and enough power strike to make a dangerous opponent in close combat. The Mountain branch have also an higher armor penetration and damage than the lowland crossbowman.
Notes/Mercenary and Household:
The Household troops have a Lore for themselves. The Hallebardier are an idea from Varelse (and I may exprime my deeply thanks here) and they are designed to prevent an heavy cavalry charge, so the dwarves will be less vulnerable against a full heavy cavalry army (Hakkon Inquisitor or Reich des Drachen).

The 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 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 Tarhns elected one of them as their King.
All of them aggreed to elect Bluin, the Tarhn of the town of Nimazar, 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, Tarhn Bruin, reclaims the throne. When he father died, the dwarven Tarhns were facing a very unlikely (for the dwarves) situation. A King died without nominating a royal heir. For Tarhn 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 Tarhn of Nimazar claims the throne was rightfully his. But according to the Law, the Tarhns had to choose the new king. Tarhn Bergnar, Tarhn of Hornogoth, demanded a meeting of the Assembly. He used all his might to persuaded the powerful family ruling the town of  the now lost city of Anik-dûr to support his claims to the throne. And he was elected to the dismay of Tarhn Bruin.

The New King says only one thing when he took the throne: "I will take back what is ours"
The Claimant...
Tarhn Bluin
Even if the Assembly didn't elected him, Tarhn Bluin had some partisant and he is ready to do anything to get his throne back. For him, he should be King, and Tarhn (he never refered to Bergnar as King) had just stolen his place on the throne
The Dwarven Archives
Since Anik-dûr have fallen, the remaining dwarven archives have been transferred to Hornogoth. I'm trying to reconstruct all the event that happen since the fall of the Empire to now.
The Dwarven Calendar :
We, dwarves, use a duodecimal system. We have 30 months of 12 days, each month is composed of two weeks of 6 days. The origin of a calendar is the seperation of the 12 brothers who will found our once all-mighty 12 city.But, whoever might read those archives might not know how our calendar work. I will always translate those dates in the standard human system.


Various Ideas :
Idea for a legendary weapon :
Elfbane (two-handed battle-hammer):
Deep inside the mountain near Galwe was once the greatest of all the dwarven cities, Kal'Sharoth. This city became rich because of its exceptional blacksmith. They forged the armor of the emperor and even if the dwarven armor are of better quality than any other human-made or elven-made armor, they are nothing compared to what the armor of Kal'Sharoth were.
When Lord Bluin was named King, the blacksmith of Kal'Sharoth put all their skill and all their might in order to create what was, and will be maybe forever, their greatest creation.
The Warhammer of the Mighty Mountain who was soon called Elfbane for it is said that hundred of elves were killed by this glorious weapon. It was given to King Bluin.
At his death, his son, Tarhn Bruin, inherited the Hammer.

How to obtain it :

If you help Tarhn Bruin to reclaim the throne, he acknowledged the great help you provided to him and gave you the Hammer.

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

Idea :
1) If the king is prisoner for a long time (maybe a month) and if Tarhn Bruin have enough support, he became the new king and King Bergnar is freed (no more king = no ransom) and he became a simple exiled claimant.

2) Tarhn Bruin will proposed you to convince the other Lord to support him. Then he will summon a meeting of the Assembly of the Tarhn and they will name him King. King Bergnar will object that he is King until his death and scouic, Tarhn Bruin put an end to this argument.

3) If you had:
-at least 4 towns and 10 castle
-erased the Redwoods of Perisno
-been recognized as the Choosen One by the Persino Pilgrim

4) Here is a mod whis a model for dwarf (found by Rakrak) :
http://www.moddb.com/mods/elvenpath/images/screenshots103#imagebox
Thanks to :
Silberfalke, who provided (and still does) a great help to me
Varelse, for he gave the idea of the dwarven hallebardier
SilverBrone, for the idea of a player kingdom/dwarf alliance came from him
Rakrak for his dwarven model

 
May I suggest Halebardiers for the dwarven troop tree? Or, at least long 2handed axes(125-135). This is mainly to deal with cavalry that penetrates the shieldwall after a charge. This is even more important if the dwarves are actually...dwarves, that is shorter, which makes hitting the guy sitting on a horse even harder. Alternatively, they could have 2handed axes with great speed, so they can chop fast enough to kill the armored horses before they untangle from the infantry blob.
 
Minor Factions: Knighthood Orders like in propechy of pendor. You could change them of course and customize them for the realm of Perisno.

Perisno Order Idea:
Order of the Dark Forest (bad name, i know): When the player comes into the Realm of Perisno, he can establish an Order of a long-lost nobility (like the current top-tier cavalry units "Darkforest Cavalry"). The player is given quests and ranks up inside the guild/order, getting unique armour sets as he or she progresses. For the the faction, these elite nobles wouldn't have to be heavy knight tanks. Similar to mercenaries, they could provide a new aspect to the faction in the form of a rare and powerful unit type (pikemen or infantry tanks with crossbows).

Conditions for Order activation in-game:
In addition, if a faction is destroyed or under certain conditions of a faction weakening/capturing a lost-lost castle or RE-capturing a certain town from the long-extinguished power of the factions old empire, a new Order is re-introduced from hiding into the world once they believe that their enemies lay dead or their old faction has regained substantial power. Each order from a faction could be given a new unit-type in an elite form from that faction.

Conditions for Order activation in-game:
If it is possible, instead of implementing new major or minor factions like the Realm of the Falcon/Dwarves/Tinkerers (although they do sound brilliant!), you could have them introduced as founded kingdoms mid-way through game under certain conditions. Perhaps even the player could re-instate a kingdom upon which a new faction is activated, full with a new troop tree and maybe even 1-3 lords. It would be hard, but worth it (similar to forming perisno except you would have to follow Perisnoan customs and traditions to be accepted under victory conditions (and player must the KING/QUEEN/GRANDMASTER of this faction).
(ABOT <--- i've seen some of your faction ideas, they are genius. This is perhaps one you can modify and feel free to do so).

Where:
Anywhere near the kingdom it spawns from or if it is not faction-based (player started), have it starting in an isolated location for lore.

Faction Troops:
Depending on related-faction they can fill the gap and perhaps be the equivalent or an order of elite mercenaries or somehow related to the faction's unit archetype. The player could even create a new troop tree for them with limitations for unit stats/armour/weapons combination and progression to higher tiers e.g. not having a mid-tier spearman upgrade into a heavy knight or deadly marksman.

Various Order Structure Ideas and Lore:
Have the Grandmaster as the equivalent of faction leader (or player) but with less power (less monarchistic than current kings who have absolute power). The Grandmaster can change with bi-monthly election in the Order (like voting for a marshal except that the voting system is like in native Warband - you can see who everyone has voted for before you cast your vote to decide. Upon whom you vote and who wins will determine relation/awarding of castles to the player. Prior to the final choice, the player can "pledge" their support to Order lords to varying degrees i.e. "i will only support you if you have a chance" = +4 relations or "I will support you whatever regardless of your position" = +8. This pledging would sometimes have negative implications for rival lords. Once the player is highly regarded enough among the Order (similar to popularity for becoming marshal) and renown AND honour (they all have varying degrees of honour required and the top ones even right to rule for becoming the Grandmaster) they can join the candidates for the Grandmaster title.
One more thing could be that if an Order is activated, rival Orders may begin to appear as a chain reaction in order to fight with their oath-sworn enemies. This means that you couldn't have one over-powered faction/Order but as soon as one begins to rise from the ashed other Orders sprout up in response to stop them.

Order Examples:
Order of the Old Hakkon Empire = Hakkon.  Maccavia = Order of the New Gods and Order of the Old Gods. Tolrania = Order of *insert lore character from their past here*. Redwood =  Order of the *lore faction/character reference*. Valahir = Order of *Nisaynian reference to their homeland*. Reich = Order of the *High Priest reference from lore*. Perisno/Player created = Order of the *insert any lore reference/noble animal e.g. griffon/custom name*. Perisno Order NECESSITY: Order of the *name related to Perisno Pilgrims/monks etc - holy "paladin order?!"*NOTES: WHOEVER DECIDES TO ADVANCE THIS IDEA, PLEASE COME UP WITH GOOD NAME; i cant.

!!!NOTE:!!!!
These Orders ARE NOT CONNECTED to ANY faction except for their positions on the map, unit archetype and lore. They would NOT BE influenced by the monarch of their ex-faction  but they WOULD start with positive relations, ALTHOUGH some lords will despise them for their "old ways." They are NOT sub-factions, but old branches which are now their own sovereignty - like the Realm of the Falcon who came from the Redwood Elves).
Sorry for the lack or lore, this has literally just been thought of in the last 60 minutes as im going. You were asking for templates and so anyone reading this is very welcome to improve the basics and add to it in order for it to be implemented into the game. (If it is, i would love to know that it was from this post and not someone else's [vanity, i know :razz: ].

(Hope this is clear English and please make sure you reply to THIS comment otherwise i won't get the email saying someone has commented on it - i am new to Taleworlds comment/reply system).

IF you have read to this point through the article, THANK YOU. This was my first ever idea for a faction system and has been constructed in the last 25 mins as i type. Please tell me what you think.

p.s. I have NO IDEA about modding or game development, these are strictly IDEAS for the Dev.Team to implement.

THANK YOU

 
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