Board Thread:Suggestions forum/@comment-38946649-20190331201832

I know that the evil forces in Mirkwood are alredy reasonably developed, but I feel that they could be improved in several ways that would greatly flesh out the region.

1. Castellans of Dol Guldur - autonomous scions of the fortress of Dol Guldur, these phantoms are well-armoured (wearing a slightly tougher variant of Dol Guldur armour, probably granting 18 protection points instead of the usual 15), have a reasonable amount of health (50 health points) and wield Dol Guldur swords and daggers (one in each hand), making them very dangerous opponents (akin to minibosses). They only spawn around the hill of Dol Guldur itself, so enemies of Dol Guldur will not face their wrath as long as they do not plan a direct assault on the hill. Being guardians of Sauron's former abode, they do not take intruders lightly, and will attack anyone under +500 alignment with the faction. (note: these beings don't have any real lore on them, as they were soley invented for Games Workshop's LotR miniatures game - the models can be seen here: https://www.games-workshop.com/en-GB/Castellans-of-Dol-Guldur. However, I do not believe that their addition would contradict any established lore.)

2. Dol Guldur Wargs - Essentially the same as any other Warg (bar those from Utumno) - used by Dol Guldur Orcs as mounts (since the Mirkwood Spiders are too hostile towards them to be ridden). Like all Wargs, they will only attack the player if they have a negative alignment with their respective faction. They are a very dark brown or muddy green colour, and should be equipped with Dol Guldur Warg armour (a new item). They also have the same amount of health as other Wargs.

3. Mactans the spider queen - a boss inhabiting a dark, web-filled cave in Mirkwood Corrupted. She is the mother of most of the Mirkwood Spiders and a daughter of Shelob, and so is incredibly powerful. Her health is around 400 points and she has an armour value of 5. Ulike other bosses, she does not need to be summoned, as she is already blighting Mirkwood through command of her malicious brood. She has three phases in her boss fight - in the first phase, she fights the player alone, and her bite gives the nausea effect for a short period of time. In phase two (when her health has been lowered to half), she will start spawning regular Mirkwood Spiders (of all types and sizes) to protect her and start spitting Webs of Ungoliant at the player to slow them down. In phase three (when her health points have been lowered to 50), she will start trying to charge into the player and her bite will now deal the poison effect. Once she is slain, the player will earn the achievement "the Liberation of Mirkwood", the title "Spider Slayer" and a shield (the Spiderbane Shield). However, if you have at least a +100 Dol Guldur alignment and find Mactans, she will not harm the player unless provoked. In addition, once major quests and canon characters are implemented, she will give a quest to assassinate Thranduil, rewarding the player with +1000 Dol Guldur alignment once it is completed, along with a special Horn of Conquest that summons an army of Mirkwood Spiders no matter where the horn is used. Similarly, Silvan Elves will grant a similar quest for the player to kill Mactans if they have a positive alignment with the Woodland Realm faction. (note: Mactans is not an actual character in the lore [her namesake is a similar giant spider from a mobile tower defence game], so I will understand if the mod development team choose not to implement her)

I hope that at least one of these suggestions is implemented into the mod to flesh out the Dol Guldur faction (which I feel has not been as well-developed as it could be), but if they are not, I will understand. 