Faction Description 國家派系 |
|
Eriador, A.D. 2954 Summer
King Aragorn Elessar The lands between the Misty Mountains and the Blue Mountains are named Eriador. In the north it is bordered by the frozen bay of Forochel and in the south by the White Mountains. Such natural defences have at times allowed the land to prosper, but it has not always been peaceful.For in the year 3320 of the Second Age, Elendil established the Northern kingdom of Numenorians - Arnor. Elendil built many settlements here – Amnnuminas the great capital of Arnor, and fortresses such as Fornost, Amon Sul and Tarbad. There was also the high tower of Elostirion in which one of the great treasures of Middle-earth was kept the great Palantir.. Sauron hated the Dúnedain Numenorians and sought to destroy them. In the war of the Last Alliance, the Dark Lord’s forces were defeated but leaders of the Alliance against him - Elendil and Gil-galad were killed in the fighting. Isildur - son of Elendil was himself the bane of the Dark Lord and it was he that took up the One Ring. When Elendil fell and the One Ring was lost, his son Valandil became king. After the Disaster of the Gladden Fields, Arnor began its slow decline. While Gondor rose in power, Arnor waned.After the death of its tenth king, Eärendur, in T.A. 861, Arnor was shaken by civil war between the three sons of Eärendur. The eldest son, Amlaith, claimed Kingship over all Arnor but was reduced to only ruling the region of Arthedain as his kingdom, while the other sons founded the kingdoms of Cardolan and Rhudaur. The former capital, Annúminas, became depopulated and fell into ruin. This marked the start of the decline of the Northern Dúnedain.The three kingdoms had frequent border skirmishes over boundary disputes, but the relationship of Arthedain and Cardolan remained relatively peaceful. However, Rhudaur was unfriendly towards the two other successor states, and took part in a bitter conflict with Cardolan over the tower of Amon Sûl and the palantír associated with the tower. Around T.A. 1300, an evil power, the Witch-king, arose in the mountains of the North East, where he founded Angmar. It was later revealed he was the leader of the Nazgûl.In 1974 the Witch-king destroyed Fornost and with it the last of Dunedain here. One year later Angmar was defeated by Gondor and Elves but northern Kingdom of Numenorians was lost. Only a part of dunedain leading by Aradart - descendant of Isildur survived. Most of Eriador people died in wars and in time of Great Plague, last of the Dúnedain. Although some still wander in the wilderness, to all intents and purposes, Eriador has been ever since a kingdom without a king, or at least a king who would show himself to the Shadow.But as the echoes of Sauron whisper in the world, the rallying cry has risen in the Free Lands. Aragorn II, son of Arathorn, is the last of the great Dúnedain and the burdened king of Eriador. Aragorn would seek to reforge not only the alliance of men and Elves, but also the kingdoms of Arnor reunited into a mighty whole, and perhaps even the shards of Narsil.
, 公元 2954 夏
|
|
Units List 兵種單位 |
60
Lumber Men light infantry Strong light infantry, lacking in good defence.
|
60
Town Militia light infantry Peasants wielding farming tools and if lucky, wearing some armour.
|
60
Suburb Militia spearmen infantry In times of war peasants are forced from their farms and drafted into militias.
|
60
Bandits light infantry Light infantry armed with a small wooden shield and a sword.
|
60
Greenway Guardsmen heavy infantry Heavy pikemen, equipped with a shield and sword.
|
60
Eriador Hunters missile infantry Light archer unit, equipped with a bow and a small knife.
|
60
Hobbit Archers missile infantry Good archers and the best Hobbit warriors available.
|
60
Eriador Scouts missile infantry Light archers equipped with a bow and sword.
|
60
Dunedain Rangers missile infantry Excellent heavy archers, capable of terrifying ambushes.
|
30
Bree-Land Riders light cavalry Versatile light spear cavalry with axes and small shields.
|
30
Ranger Sentries light cavalry Fast-moving, lightly armored horse archers.
|
20
Númerrámar light ship This light and manoeuvrable warship of the Fleet should not be underestimated for her size.
|
30
Palarran light ship This heavy warship of the Fleet can outmatch most other vessels, though a Corsair Marauder will provide a challenge.
|
24
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling javelins a great distance, skewering the enemy with ease.
|
24
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
|
Cannot recruit units 無法招募兵種 |
15
Grey Company heavy cavalry Elite medium cavalry armed with a lance and sword.
|
15
Dunedain Knights heavy cavalry Heavy cavalry bodyguards, last of the legendary Dunedain.
|
30
Alcarondas light ship A great warship for long voyages of exploration.
|
Faction strength 國家優勢 |
Boasts strong and flexible light infantry. |
Faction weakness 國家劣勢 |
Lacks heavily armored units. |
Special unit 特色兵種 |
Dunedain Rangers |
 |
City Buildings List 城市建築 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
|
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
Stables A Stable allows for the recruitment of basic cavalry units.
|
Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
|
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
|
Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
|
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
|
Mines Mines increase the trade income generated by metal deposits in the region.
|
Library A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
|
Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
|
Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
|
Merchant Bank A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
|
Theatre A Theatre improves public happiness throughout the settlement it graces.
|
Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
|
Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
|
Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
|
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
|
The Green Dragon The Green Dragon is a popular inn near Hobbiton.
|
The Prancing Pony The Prancing Pony is a famous inn in Bree.
|
Smials Hole dwellings used by Hobbits.
|
Castle Buildings List 城堡建築 |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
|
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
|
Stables A Stable allows for the recruitment of basic cavalry units.
|
Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
|
Bowyer A Bowyer allows for the recruitment of basic missile units.
|
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
|
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
|
Port A Port allows a settlement to trade with the far-distant corners of the world.
|
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
|
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
|
Mines Mines increase the trade income generated by metal deposits in the region.
|
Library A Library converts a small percentage of the region to Dunedain culture, and improves happiness.
|
Jousting Lists Jousting Lists improve the quality of knights recruited here.
|
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
|
|