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  • Hannon le! Mellon-nin.

    When I receive a kill warg quest, especially kill gungabad warg quest, I always want to avoid it. Because it is just so hard to find a warg in the mod! In an extreme case, I received a kill 30 orcs quest and kill 24 wargs quest at same time, but I finished the orc one first while I only kill few wargs.

    To deal with this situation, we have a simple, easy, lore-friendly and definitely cannon solution: warg invasion.

    Why it is lore-friendly and cannon?

    In The Lord of the Rings, it is most prominently mentioned in the middle of The Fellowship of the Ring, where a band of Wargs, unaccompanied by Orcs, attacks the Fellowship in Eregion. During the War of the Ring in T.A. 3018–19, wolves prowled outside the walls of Bree.

    What is a warg invasion?

    A invasion of a band of Wargs, unaccompanied by Orcs, WITHOUT warg bombardiers.

    Where should a warg invasion happen? ◾ Eriador. Eriador is a place for beginners, a warg invasion would more firendly to them. ◾ Breeland. Although Breeland is a peaceful place, sometimes you should handle a few simple troubles during the War of Ring. ◾ Eregion. Because it is connon. A uninhabited forest would also favour by warg king. ◾ Vales of Anduin. I believe it is connon. The wargs always try to accack people who live there. ◾ Lone-lands?

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    • hmm intresting 

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    • Speganomad wrote: hmm intresting 

      Thanks :)

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    • I like this

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    • Sounds definitivly good.

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    • Noice, and also a pack of wild wolves also attack the fellowship before Caradhras

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    • Wargaz cc wrote: ◾ Eriador. Eriador is a place for beginners, a warg invasion would more firendly to them.

      A warg invasion would not be friendly, wargs are much harder to kill in mass than orcs, especially for poorly-equipped people.

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    • Mabye every 100 years in the Shire during winter (once seasons are implemented) a very cold winter could come in, in which an invasion of Wolves commences in the otherwise peaceful Shire.

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    • Recneps wrote:

      Wargaz cc wrote: ◾ Eriador. Eriador is a place for beginners, a warg invasion would more firendly to them.

      A warg invasion would not be friendly, wargs are much harder to kill in mass than orcs, especially for poorly-equipped people.

      It depands. Wargs have no armour and their only weapon is their mouth. Because it is cannon, it worths to add into the mod. By the way, evil players also need to find their special mounts.

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    • Also, rather than a sword as the invasion symbol, you could have a warg bone or fur.

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    • Dinopizzagamer wrote:
      Also, rather than a sword as the invasion symbol, you could have a warg bone or fur.

      I believe the Inventory icon of Wargskin Rug will be better!

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    • Interesting...

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    • Great idea! It's very hard for me to do warg kill quests, I always found a lot of wargs trying to eat me then I am low o health and got only rotten flesh to eat!

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    • 218.62.29.163 wrote:
      Dinopizzagamer wrote:
      Also, rather than a sword as the invasion symbol, you could have a warg bone or fur.
      I believe the Inventory icon of Wargskin Rug will be better!

      Perhaps a new warg tooth weapon that does +5 attack damage, crafted on a gundabad table with bones in the sword recipe. Perhaps not cannon, but a stray wanderer would most likely want a weapon, and a wargs tooth or claw from a carcass wouldn't be bad. It would have the same drop chance as equipped items.

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    • Yes, I like this idea, but there are a few problems which the mod poses: The floating faction weapon. Wargs are not factions, they don't use weapons either, and a Warg head just kinda hanging around in the air would look rather silly. The sound effects: Wargs don't use trumpets (and, surprisingly, they are incapable of igniting bombs as well, at least in the books and movies), so the sound effect would need to be changed, maybe to a roar or something. The faction: Wargs are not their own factions, nor are they their own sub-factions, so it would not have a place with the other invasions <The Wargs of Eraidor have launched an invasion nearby>.

      Whew, anyway, I have a suggestion for this suggestion. Instead of an invasion, Wargs will spawn in packs, following a leader like hired units follow a player. The leaders may be able to spawn more Wargs, or maybe the Wargs will just spawn once, but either way this removes the invasion problems I have mentioned.

      Now for part two... Just kidding.

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    • It should say "Gundabad Wargs are invading nearby." That actually makes more sense.

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    • Sure, for the name, but the other problems I mentioned are still applicable, and I think having them just spawn in packs from the get go is a good solution.

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    • They do spawn in packs, that is the way mob spawning works. But they should spawn in larger, more packy packs.

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    • Yeah, and with chieftains to keep the packy packs in a more packed pack.

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    • Yes. We need more packily packed packy packs.

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    • 'a pack of wargs are raiding nearby' would not be bad I think

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    • A wargs den wouldn't be a bad structure. It would be similar to a dungeon, but no chests and a different layout.

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    • Direranger50 wrote:
      A wargs den wouldn't be a bad structure. It would be similar to a dungeon, but no chests and a different layout.

      Nice!

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    • Nah, there are already Warg pits, so this is not necessary. Also, I don't think Wargs live in dens. Maybe I'm wrong.

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    • Beauhunt III wrote: Mabye every 100 years in the Shire during winter (once seasons are implemented) a very cold winter could come in, in which an invasion of Wolves commences in the otherwise peaceful Shire.

      Winter is coming.

      On a more serious note, every season ought to be a random variant of one of the four seasons. For example, a "bitter winter" might freeze you like Forodwaith does, or a "warm summer" might make crops grow faster.

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    • 707Mithrandir wrote: Nah, there are already Warg pits, so this is not necessary. Also, I don't think Wargs live in dens. Maybe I'm wrong.

      But there are no Warg pits in Eriador and Eregion. During the War of Ring, the book mentioned that wargs formed company and accacked free folks for several times.

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    • I don't see how this would fix the problem of wargs being generally hard to find, but it's a good idea anyway, so I'll add it.

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    • 218.62.29.163 wrote:
      Dinopizzagamer wrote:
      Also, rather than a sword as the invasion symbol, you could have a warg bone or fur.
      I believe the Inventory icon of Wargskin Rug will be better!

      Then the invasion would cause people to die of laughter. Just imagine.... XD

      In the meantime, I find that wargs are the most common in Eregion, as there is a wide open space, warg spawning, and no rangers to kill them.

      Gen. Grievous1138 (admin) comlink 18:55, October 11, 2015 (UTC)

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    • I find tons of wargs in my home in the Gladden Fields.

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    • LOTRMod wrote: I don't see how this would fix the problem of wargs being generally hard to find, but it's a good idea anyway, so I'll add it.

      Wait, what specifically? Warg invasions, or Warg packs (like what I suggested)?

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    • In the Hobbit it says wargs just band up with orcs for raids or military purposes they aren't dumb animals they have alphas and weakling I would think so I think there should be a sub fac for so orc factions that are made up of wargs so yes the invasion warg thing is a really nice idea. Or maybe all the wargs can be just in one fac called "Wild Wargs" that spread out across warg areas around middle earth and they should appear in packs of 3 to 8 and there should be a alpha that is a different color from the rest and is the strongest with 40 health points that acts as a mini boss good newbies can start off on.

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    • Okay, the problem with Wargs as a faction of their own is that they were really just many packs, not one faction. However, Orcsa domesticated some of them, thus we have Angmar and Mordor Wargs. Wargs could remain "Gundabad" Wargs, for the sake of ease, but they would spawn, like you said and I said earlier, in packs with a leader or alpha, and not in an invasion.

      As for invasions, see my comment way up above about them.

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    • Wargs are a kind of wolves/dogs originally bred by Melkor to serve him, so at one point they had a common ruler.

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    • Yeah, but now they are scattered and disunified. They cannot be a different faction than Gindabad, because it's the same thing with them. Not allied strongly together. I am fine with Gundabad Wargs staying as they are (though Misty Mountain Wargs might be cool, along with goblins). Like I said, all that really needs to be added--for all spawning problems-- is packs or groups. Well, all this ranting is probably pointless because Mevans said he would add "this"(I think he was referring to the suggestion of invasions of Wargs), but I just wanted to type my mind. My mind

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    • Goblins are Gundabad orcs..

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    • I know, but in the books they were more distinguished. Goblins would be a sub-faction. Also, mountain Orcs look different than other orcs because of their habits, housing, etc. so a sub-faction would be easier.

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    • I am of the belief that the current Gundabad Orcs ARE the mountain variety, due to the fact that they have no permanent living spaces/buildings, only camps, and they are named after a certain mountain. Anyways, goblins are a suggestion for another time.

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    • I thought they lived on Mt Gundabad not on it

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    • On it not on it? Do you mean in it not on it or on it not in it?

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    • On top of

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    • Said in the hobbit orcs are the same as goblins they just call gundie ones goblins

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    • Goblin=Orc

      Orc=Goblin

      Simple.

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    • these things are super asome for evil people

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    • A FANDOM user
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