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BANDITS! ROBBERS! PIRATES! THIEVES!!!

There is a faction made for these players, a faction that only contains the common Ruffian and their Bandit Leader.

Information[]

Bandits care not for religion, therefore their faction doesn't get affected by religious doctrines, or political ones. They cannot build towns but instead only Encampments and Strongholds. They can still colonize territory, however. One Bandit Leader can only hold one province. Bandits have 100 Troop point capacity PER PLAYER during wars.

Bandit 'Cultures'[]

There are multiple types of bandits, most common of all being the Ruffian Brute ones. Each culture is specific to the region the bandits are located in.

Culture Bandit Troop Bandit Gear Location Extra Info
Ruffians (Common Bandit) Ruffian Brutes Gear of the faction(s) they are raiding Allowed everywhere for any common bandit. They can equip their units with pieces of armor from their fallen enemies (MUST HAVE 'BELONGED TO' TAG)
Rangers Rangers, Ithilien Rangers Ranger Armor. Arnorian historical land, Gondor Historical Land, Rhun --
Orc Band Gundabad Orcs Gundabad Gear Anywhere except Harad --
Scouts Wood-Elf Scouts and Galadhrim Wardens Scout and Warden gear Lothlorien, Vales of Anduin, Mirkwood --
Corsairs/ Pirates Corsairs or Ruffians Corsair Armor Coastal provinces and Islands --
Nomadic Bandits Nomads Nomadic, and haradric Deserts and arid plains. --
Renegades/ Deserters Renegades Gondorian and Haradric Harad and Gondor --
Morwaith Mercenaries Morwaith and Morwaith Mercs Morwaith and Haradric Harad and Far Harad --

Extortion[]

These bandits cannot declare normal wars through political power, but they can spend up to $5000 to declare their 'Extortion Raids'

'Wars'[]

Bandit leaders can declare Extortion or Racketeering Wargoals.

Bandits are not able to ally with others, but if they feel the need to help out the Kingdoms of Middle Earth, they may volunteer and bring their troops alongside with them.

Passive Extortion[]

If you have a bandit camp or stronghold in another factions territory, you passively take 100% of the production in the same province, and 50% from nearby provinces.

Razing []

Bandit leaders can raid a provinces towns they captured, destroying some of the buildings (staff help with that) and unrecognizing the town entirely. Each raided town provides $500 per building and their production (x2), at the high cost of another factions loss.

Camp Limit[]

Bandits by default have a limit of 1 camp. For every 250 PP they collect, they can set up a second camp a max of 10 provinces from the original location. Eventually Bandits can get a max of 20 Camps.

Structures[]

These structures is what defines what you control, each one you build offers you a place to hide all your loot. But since when you take control over a province doesn't require any political power there is a cost of $2500. But, look on the bright side! You get a free NPC Spawner of the Bandit Culture, OR a Captain if you are a Corsair. Make sure they look aesthetically pleasing.

Bandit Camp[]

This is a common encampment of bandits that contains just some regular things you would find in one.

- Bandit Leader Tent: A large tent, bigger than the other ones, containing a double bed, 3 chests, crafting table and a light source (preferably campfire)

- 8 Tents: Each one contains a bed, chest and light source. If you want a reference got to any orc faction for tent ideas.

- Storehouse: Place to store the loot, Contains 2 Crafting tables, 3 Barrels and 5 Chests.

- Encampment Walls: These could be made out of regular logs or beams surrounding your camp in a minimum of 3 block tall walls.

- Camp Tower: A tower with a minimum height of 6 blocks looking over all else in the case of 'visitors' It must contain a barrel (to store booze or if you have an imagination to store arrows)

Bandit Stronghold[]

A stronghold, it could either be taken over from a faction or customly made by the bandit leader.

- Front Gate: It needs a front gate that is at least 4 blocks high and 3 blocks wide.

- Walls: It needs good looking walls that are 6 blocks tall, and 3 blocks wide minimum.

- Main Structure: A structure with no interior requirement, can be a castle or tower.

- Turrets: The walls need to have at least 4 turrets. (Turrets are towers attached to walls)

- Smithy: This can be part of a main keep or a separate building. A smithy must have at least 5 armor sets, 5 weapons, an anvil, a forge of any type, and a crafting table of any type.

- Barracks: A barracks consists of at least 10 beds, and 10 chests. This can be part of a main structure or it can also be tents.

- Granary: A warehouse consists of at least 8 chests, a crafting table (any kind).

- Water Source: can be a well, water storage (bunch of barrels with water), or a Water Tower.

Pirate Base[]

This can be located on a randomly generated island, or on one of the existing ones

- Camp Tower: A tower with a minimum height of 6 blocks looking over all else in the case of 'visitors' It must contain a barrel (to store booze or if you have an imagination to store arrows)

- Main Structure: A structure with no interior requirement, can be a castle or tower.

- Granary: A warehouse consists of at least 8 chests, a crafting table (any kind).

- Harbor: a harbor with 1 large ship ported, this ship will be used in any cases of naval battles

- 5 Houses: Each one contains a bed, chest and light source.

- Treasure Hold: Holds all the nice treasure piles and loot pirates love.

Existing Clans
Clan Name Clan Leader Camp Locations Camp Limit Bandit Type
Templatename Templatename 69 1 Ruffian
The Iron Band MausHetzer 327 1 Ruffian
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