Jump to content


BorealisValkyrie

Member Since 04 Feb 2017
Offline Last Active Nov 18 2020 12:14 AM

Posts I've Made

In Topic: Lothlórien Faction Plan

17 November 2020 - 05:49 PM

Hello, dear forum community. As anticipated on Discord, the novelty of discrete Palantír frames was probably my favourite update that came with the new patch, and I think it goes to make each faction even more distinct than it used to be. A very welcome choice, indeed.

 

Given that a couple of remaining factions have yet to have their own frame done, I take the chance to share a few ideas I had for Lothlórien and the overall thought informing my proposal. I don’t know if the team have already planned something before or if they’re looking into it now, but I feel like submitting any suggestion which I believe is worth putting out there for all to see. I hope it’ll spark some interest, and I thank everyone for reading this in advance.

I would cut through any further ado and aim straight for the point:

 

The ideas

 

·      The soul of the concept lies in differentiating the Golden Wood from their less wise cousins residing in the Woodland Realm. In the latter faction’s case, its frame shows a lush vine/branch growth climbing around the borders of the bigger sphere of the Palantír, and red leaves that mainly spring from the edge of the smaller one. In my opinion, it just displays nature as it is, and, in it, I also perceive a wild nuance that greatly accords with sylvan Elves and their unpredictability; in other words, it’s the pure and untamed forest, hiding in its width both good and bad (the corruption brought about by the Necromancer).

 

Lothlórien, on the other hand, should signal to players one major difference: its sacred spirit and the mystique associated with that, and with the magic sustaining this peculiar wood against the tide of time and the encroaching evil. This realm is far from ever being unguarded or slightly tainted by demonic forces at work (until the War of the Ring, at least). Its survival depends integrally on the sorceress who’s both source and guardian of the above-mentioned sanctity.

 

Therefore, in order to summarise: we’ve got order, visible and tangible magic, and a clear dominating power that rules over the entirety of the land.

 

·      The green, the forest does occupy a fundamental role in the life of Lórien Elves, but it’s not all, and they certainly do not seem to suffer the danger and peril that might lurk inside whatever environment. The whole forest is their house and they live in perfect harmony with it. There is no passive or active type of relationship in the Elves-woods dualism/exchange; it’s even.

 

·      Whether it be Galadriel or Melian, the image of powerful enchantresses is deeply embedded in their tradition and history. A recurrent trope, we could call it, which I deem vital to include in the iconography pertaining to this Elven-kingdom.

 

The design

 

Hence, moving on from conceptual considerations, we’ve come now to the actual graphics.

 

·      My proposal would still have elegant boughs interweave around the edges of the frame, this time embellishing either sphere with a coronal motif of golden leaves, but, differing from the Woodland Realm, these winding branches should also coexist with some kind of Elven-architecture, in the form of columns, perhaps. This is to indicate their more advanced craft, if we can say that, and the balance between nature and whatsoever artificial, made object. It’s even a further hint at the long, very long history of the Sindar, dating back to the lost glories of Doriath. Realms of that kind were renowned for building majestic halls and honing their art to incredible levels of finesse; so, we’re not simply talking about ‘Elves living on trees’.

 

·      The leitmotiv lying in mighty, female, and arcane fairy-like figures would be portrayed by means of two face effigies, fashioned after an unidentified Elven-maid with a tiara on her head (similar to the statue found on the eaves of Mirkwood in The Desolation of Smaug); it could either have been made to honour the Lady of Light or Queen Melian, who knows? The two sculpted visages are to be placed at the upper left and right sides of the larger sphere, the left one looking left and the right one gazing right (their position, or our view of them, would not be frontal, of course, but rather lateral for both statues).

 

·      To complete the characterisation of the concept, let’s just lay Nenya, the Ring of Water, on the very top of the bigger sphere, at the exact centre or middle, in between the two effigies. The Ring’s towering presence will convey the proper sense of holy preservation and the secret behind the Golden Wood’s timeless beauty.

 

Here is my concept. I tried to draw some sketches of it, but they look quite awful. Nonetheless, I can make some effort and provide that, in case someone wanted a more direct visualisation of the written design. Thank you all for the attention!


In Topic: The Age of the Ring Lore Compendium

20 May 2020 - 03:33 PM

Hello! As some of you may already know, I have just recently written a poem with the Aicanaroc as the main subject. I have grown particularly fond of its myth, and the scarcer the information available, the more intriguing is for me to deal with its mystery-ridden lore. On this note, it was not enough to compose stanzas about it, and I thus opted to explore this story further through a little bit of prose. The following text ought to be intended as nothing more than a side-story in itself, because it neither provides ulterior indications on the beast nor aims to rewrite history and turns it to another course. Take it as a free-spirited gift and a way to connect this legend, somehow, with other segments of the canons.
 
I hope you will enjoy the read. Apparently, a certain someone had been following the track of the Bird's tale long before the events of the trilogy, on a journey/mission to unveil a secret that only the desert might show "to the worthy or the cunning"...
 
 
 
Spoiler

In Topic: Lothlórien Faction Plan

16 April 2020 - 05:23 PM

Hello! First and foremost, it's great to come back here and marvel at what is in store for the future. I've recently joined the AOTR Discord community, and I couldn't be happier to wade my way through its lively, vibrant dynamics. The imminent release of a new faction and the plans for both Mirkwood and Lothlórien have certainly rekindled my interest into your project, and I would like to congratulate anyone in charge of its development for how far the very mod has gone, and for redefining the actual standards pertaining to BFME-modding. I dare say that the bar has been set so high, that AOTR might easily claim a title akin to that of new, standalone games (which it really is, in a sense), and this I will never stop praising. The manner in which details, even the most trivial minutiae, are curated is a wonder to the eye, and it definitely shows what kind of soul lies behind any concept or work of yours. The soul of a perfectionist, and I adore it.

 

Moving now from greeting and lauding, I seize this precious chance to talk a little bit about Lórien (revamped): let me just say that all the changes I got to read about are sound ones, indeed. The underlying idea of a secluded, defensive, and blessed shrine could not be more fitting; such a founding pillar will do nothing else but endow the faction with an even more unique trait, for the sake of distinction among other factions and accuracy towards the canons that pretty much every feature feeds off. Especially, the central role that's going to be assigned to the main tree-house sounds incredibly promising (alongside its graphical rendition, which I ardently look forward to), as it sort of rewrites the structure of the entire system to resemble what the spirit of the Golden Wood and its dwellers was during the late Third Age. Hats off, again. Yours is most likely to go down in history as the greatest portrayal of Lórien ever attempted in a modification.

 

Nonetheless, I feel like proposing a couple of concepts/minor improvements to bring to your attention.

 

 

 

trennlinie.png

 

 

 

1. The smallest thing I suggest be implemented is to change Galadriel's level-7 ability's name in Maiden of Valinor. Not only would it be less generic, but it would also tell more about her youth in the Blessed Realm, at the time of the Two Trees. From her very birth, she was hailed as the strongest Elf-maid of all; I reckon it would be nice, if the ability itself reminded the player of the fact that she's the last living "maiden" in Middle-earth who walked the shires of the Valar, some millennia ago. In this case, she is "The Maiden" of the situation, the sight of whom the enemy cannot resist.

 

 

 

2. The second suggestion concerns spells, as does the third. If there is one thing I'm not yet fully satisfied with, this is the whole spell-book and its holistic performance: while two of the current spells are still to be agreed upon and a new one strikes a favourable chord with me (Waters of Nimrodel), I believe that both the faction's weather spell (cloud-break) and its ultimate, defensive one (Nenya) lack some flavour in them, somehow, and I'm not completely sure about their overall conceptual well-roundedness.

 

 

 

 

Speaking about the cloud-break, it seems it's not really so dissimilar from what the vanilla used to offer. Maybe, in order to reference the quintessential Valië who presides over all kinds of luminaries, we could turn the present (diurnal) blessing in a nocturnal one, as heavens get darkened by no malicious shadow and the pure radiance of stars is put forth. Such a spin would even bore into the wondrous depiction we witness in the films, at the Fellowship's arrival in a starlit Caras Galadhon. Surely, it would provide an aura of sacredness that a simple sunrise would find it hard to rival with.

 

In brief words: Blessing of Varda.

 

 

 

3. Here comes the real quirky idea, now. What I take issue with, in regards to the Ring of Adamant (final spell), is that it comes off to me as not enough imaginative and 'clever', when compared to other factions' ultimate spells, which I find very much engaging and a veritable tribute to the lore (trademark). There's a degree of unused potential in the folds and rips of Lórien's elder times (and in the common conscience of its people) that we might make use of for the better; in my view, a desirable win-win scenario would be to have an effective feature that also draws from the deepest sources of a given tradition, be it good or evil. Having in mind Rivendell's summoning of the most enigmatic creature in the story, or Mirkwood's future spells (that luck-bearing ethereal stag has caught my utmost attention!), I have to say that Nenya pales a bit before either of the mentioned cases.

 

Don't get me wrong, I know what the Ring of Water means for the entirety of the faction, but I guess it's already well explored through the marvellous abilities of its bearer: Galadriel. I've been roaming around forums for quite some time, stressing the importance of Nenya being inextricably tied to the defence of the place where it is kept (ergo: buildings); it is thanks to its particular nature that wear and decay do not sully the Golden Wood and frustrate who lives there, while Elves are presented with the opportunity to give birth to durable art (without having to worry about the passing of time). AOTR has rightly chosen to concentrate upon this special property of the Three Rings (connected with another major theme of Elven-lore: preservation) and give Nenya the most ingenious power possible (with a passive leadership on nearby structures); furthermore, it's all bound to Galadriel's own design, and it makes everything a great deal more enjoyable to play with! However, at the end of the day, the relative final spell is nothing more than a terrain-based feature, though efficacious it might be (as Glade of Mellyrn used to work). It really lacks a distinctive character, in my personal opinion, and that's why I would rather keep Nenya exclusive to the Lady's skills.

 

THE CONCEPT:

 

Without further ado, my concept would reference the lost lore of the ancient woodland kingdom of Doriath, whose vestiges still live on through the rule of Celeborn (who was a prince at the court of the Silver King) and the magic which Galadriel embalms her realm with, as she was taught by Melian herself and therefore had the privilege to benefit from the tutelage of a powerful Maia. The very story of Lothlórien is profoundly intertwined with that of Doriath, which we may consider as the Golden Wood's counterpart in the more eventful First Age: Melian had conjured a belt or girdle of quasi-impenetrable spells all around the boundaries of her domain, to halt the advance of the spreading shadows of the North (and even the fury and discord brought to Middle-earth by the exiled Noldor); in the meantime, her kinsfolk could dwell content in the serenity of those woods, until ruin and the inevitable plots of fate led to their sad end.

 

In one of her solitary journeys to bring relief to a wounded Middle-earth, she had stumbled into Elwë, and the two had lost themselves in each other's gaze, as though bound by bewilderment and immersed in an eternal dream. No one knows how long they remained motionless, but it is told that many lightless years had gone by under the stars, before the couple left that fey forest and assumed kingship over the stranded Teleri who had lingered on, thus delaying departure to Aman. A magnificent passage of ancient lore.

 

 

 

 

2e8f62d1618f845d6bddeb18c38f0ab65872d2dc

 

 
 
Reminiscence of MelyannaThe spell will summon in the targeted location a living image/holy phantom of Melian, surrounded by a flock of nightingales and a lush spring, while a magic barrier will be raised at the edges of this hallowed ground, encasing allied troops and heroes within its consecrating radius.
 
(The preserving effects of the current spell will be kept, with the addition of granting extra defence against enemy magic, if possible)
 
As you may see, it is more of a repurposing of the present rendition, but it adds more in terms of visual, lore, and general feeling. It has to do with one of the most relevant tales of the Elder Days, and with the ancestor-kingdom of Woodland Elves by definition. On another note, we may notice a common thread running across Elven-based factions: the recollection of the past in the form of spirits or live images of dead characters. This is at the heart of the Hall of Fire in Rivendell, and it's also present in Thranduil's mournful memories of his bloody battles (his future last ability). I suppose it would be a great pattern to delve into, considering that the Firstborns are the most prone to looking back to what it once was. The very realm of Lothlórien is often referred to by the lesser folk as a forest of walking ghosts; a place of 'dwimmer' and fairytale-like enchantment.
 
Disclaimer: Of course, I know very well that AOTR is a serious and consistent project, and nobody really wants Maiar or Valar to just pop up in the middle of a game that is primarily based on the second half of the Third Age. The trick, here, is that Melian's influence would be solely channelled via her vivid memory (embodied by her phantom), and, why not, nothing rules out Nenya from the equation, because the Lady of Light's protection depends largely on her Ring. If anything, the spell would be given a more imaginative essence, following the long course of the faction's arc (from its origins in Beleriand, to the present).
 
The concept itself would perhaps require the use of advanced special effects, and a new model (probably). Nonetheless, AOTR has proved a forge of wonders and I'm certain that, should the team agree on it, these ideas could not be in better hands.
 
 
 
Thank you in advance, and I wish everyone a pleasant read.