Valinor

Lore:

Valinor was the place to which the Valar moved after Almaren was destroyed by Melkor. Valinor properly refers to the inhabited lands of the continent of Aman, home to the Valar and the three kindreds of Elves: the Vanyar, some of the Noldor, and some of the Teleri. Valmar is its central city. The island of Tol Eressëa was located just off the eastern shore.

Everything in the realm, from the stones to the waters, were hallowed and stainless and there was no sickness, corruption or withering. In Valinor the Valar brought what beauty and light they salvaged from the Spring of Arda before the marring, and they created new things, making Valinor even fairer than Almaren.

Its major city was Valmar of many bells, built in the midst of the plain, where the Vanyar and the Valar reside. To the west of Valmar was a green mound called Ezellohar and from this mound grew the Two Trees that lit the land.

Two other cities are Alqualondë and Tirion, the respective homes of the Teleri and the Noldor. It also had an island, Tol Eressëa, just off its east coast.

After the destruction of Númenor, the Undying Lands were removed from Arda so that Men could not reach them and only the Elves could go there by the Straight Road and in ships capable of passing out of the Spheres of the earth.

THE BLESSED REALM OF VALINOR:

--Faction Traits--

The Light of Valinor:

Noldor and Vanyar units enjoy an extra hit point and gain an additional 5% to their melee defense and attack statistics.

Blessings of the Undying Lands:

All units are faster than the normal baseline. Heavy infantry have the speed of Medium Infantry, Medium Infantry are as swift as Light Infantry, and Light Infantry enjoy +.05 speed.

Army of the Light:

In the War of Wrath campaign Valinor can recruit warriors from the Falathrim, House Fingolfin, House Finarfin, and Gondolin

--Faction Summary--

Valinor armies are cosmopolitan citizen armies composed of Vanyar, Teleri, Maiar, and the remnant of the Noldor under Finarfin. The bulk of the army are supported by Teleri who are mediocre warriors, but deadly skirmishers. They are supported by medium Vanyarin spearmen, heavy Noldor swordsmen and further bolstered by the mighty Maiar, servants of the Powers who rule Arda in Eru's name.

On the battlefield an army of the Blessed Realm is a formidable, flexible force, capable of addressing a multitude of challenges in a variety of different ways, having access to all infantry classifications, artillery types, and many kinds of cavalry. However a chain is only as strong as its weakest link and the soft underbelly of the Host of Valinor is undoubtedly the Teleri. Though numerous, they are but lightly armed, armored, and unaccustomed to the horrors of war. As such they are susceptible to Fear and morale shocks and are more prone to flee than similar units of their tier in other factions. In addition, while durable and peerless on the battlefield, Noldor, Vanyar, and Maiar are very expensive to field. Valinor generals will need to strike a balance between their powerful core units and the supporting Teleri roster.

Weaknesses:

Limited AP, below average mid tier quality, Teleri susceptible to mass routing, while Noldor and Vanyar are very expensive and low in number. Fear and morale shocks can be incredibly effective against the Teleri who form the bulk of the standing army of Valinor, small units vulnerable to focus fire, artillery, and attrition warefare;

Strengths:

The best bodyguard units in the game, robust cavalry wing, liberal access to multiple hit point units, Vanyar and Noldor units are best in class on a per model basis, excellent morale buffing capabilities, fantastic skirmish and mobility potential.

Capped at 80 men, 2 HP, Medium infantry/cavalry, all spearmen, but use slashing damage. 2h spears are AP. Vanyar cost an additional 10%., 20 morale base, but all Vanyar inspire so blocks of them are difficult to remove. Base armor of 7, can upgrade armor for increased cost (80.) 3 capped.

Distinctive features: Purple eyes; Gold, purple, red, and white color scheme.

Noldor:

The heavy infantry of Valinor. Well armored, shielded, and brave. They're just a remnant of the once mighty folk that departed Valinor and are thus few in number. 60 men per unit, but with higher caps than the Vanyar. If you choose you will be able to field Noldor in greater numbers than Vanyar. Base morale of 18, +15% to all charge damage, + 15 charge distance, upgrade armor for reduced cost (40). Base damage increased by +1.

Distinctive features: Black hair; Light blue, white, silver, and gold color scheme

Teleri:

Light infantry exclusively. No armor upgrades. Normal unit sizes. Accounts for the midntier roster. 1HP only. All infantry use normal morale response, while skirmishers use low. +2 melee defense for all Light units. -10% cost.

Distinctive features: Light blue and white color scheme.

Maiar:

Maiar enjoy 10% on melee defense and attack

Individually some of the best fighters to be found anywhere.

All Maiar benefit from the Relentless trait.

Distinctive features: Larger than the average infantryman; golden eyes

Units:

Mariners of Alqualonde

Swanguard of Alqualonde

Plaza Guardians of Valimar

Peacekeepers of Valimar

Sentries of Alqualonde

Shoalhunters of Alqualonde

The Grieving Sons

Hearthguard of Tirion

Sentinels of Tirion

Kinsmen of Ingwe

Shoalrunners of Alqualonde

Wild Riders of Orome

Knights of Tirion

Ballista (Hearthguard of Tirion)

Catapult (Hearthguard of Tirion)

Trebuchet (Hearthguard of Tirion)