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Descendants of the Old Dagbor Empire, the noble race of man crossed the sea in the Older Times, settling on the Western shores of Teria. With the best livestock, economy, and farming - as well as the finest strongholds - the race of men is equally suited for offensive and defensive tactics.

The race of men provides gamers with a tactically-balanced army. Men have no major strong or weak points on the battlefield, bringing a medieval style of combat and tactics to their warfare. A skilled player will be able to exploit his opponent's weakness by capitalizing on the versatility of men. Armies of men often require more micromanagement and mix-weapons strategy than the other races.

The men have a traditional RTS economy with the peasant as the standard villager unit. They gather food from farms or livestock, mine stone, and gold, and chop down trees for wood. Peasants require drop-off points, such as horse carts, mills, or the town hall, for all resources. Unlike the elves or orcs, Humans can build farms on specified plots to provide a constant, but slow, source of food.

The men have a strong array of technological upgrades that can bridge any defensive or offensive shortcomings. These upgrades include strong counter-siege mechanisms, such as stationary catapults, stone tippers, and oil pots which can be built anywhere along their walls to stop an advancing army in their tracks.

Dawn_of_Fantasy_-_Human_Kingdom_Wars_Introduction-0

Dawn of Fantasy - Human Kingdom Wars Introduction-0


The Realm of Teria[]

The bitter rivalry between Dagbor and Menthorn arises in part because strongholds built in the rugged hills of Southmont are quite powerful and difficult to dislodge. This in turn has led to Dagbor dominating all of Teria.

During the War of the Lost Kings, Menthorns and their allies savaged great swaths of Southmont. To spur economic revival, King Erian has now opened up many lordships in this region, encouraging knights to come and rebuild the devastated land.

Southmont players have by far the best strongholds. An abundance of stone mines allows top-notch fortifications to be built and fully upgraded. By raising large herds of sheep, and by exploiting their numerous gold mines, players are able to turtle-up, quest, research, and prosper.

The Plains Region of the Rollingplain: Rollingplain is one of the older provinces of Teria. Thorndale stronghold dominates this flat, meadow-rich, wide-open landscape. Traditionally, the Lords of Thorndale have considered themselves loyal vassals to the King of Dagbor, and this in turn has placed the men of Rollingplain at odds with the rebellious Menthorns. For its part, Dagbor has always recognized the strategic value of Rollingplain, as it serves as a buffer between Southmont, the Realm of the Elves, and the great open borders of the Orcish Realm in the east. During the War of the Lost Kings, the orcs destroyed many lordships in Rollingplain. As a result, in the ruinous aftermath, there is plenty of empty lands up for grabs. Dagbor would prefer to see this area settled by knights loyal to the King, but dislocated and disaffected rebels from Menthorn are equally likely to settle here.

In Rollingplain, players will have to rely on a gold-based economy. Cavalry and infantry will be the backbone of their army. Lack of ranged units will create some difficulty with sieges, but Rollingplain riders will top any cavalry of the world. In the wide-open plains, trees are scarce, so strongholds will tend to be built from stone, making a dramatic silhouette on the horizon line. In this wide-open, thinly forested region, which is half alpine terrain, players will find plenty of room for building and expanding their city. Gold mines are plentiful and will drive the economy effectively. Stone will be the building material of choice, as stone mines here are easy to find. Hunting is available, but there are limited herds of deer.

The Grassland Region of the World: According to ancient Terian lore, the first human settlements were built in the Wold, and Menthorn was the first great stronghold to arise in the Older Times. In later years, however, the Dagborians of Southmont became the pre-eminent lords of Teria. To this day, the Menthorns believe that their rightful place as the leading Lords of Teria has been usurped from them. Thus, when times are uncertain, the Menthorns seize the opportunity to strike out against Dagbor.

After the War of the Lost Kings, however, the Menthorns were scattered and their power was broken. Now the lands of the Wold have been opened up by the King of Dagbor to knights who want to make a fresh start there.

In the Wold, players will be able to build a strong economy by harvesting wood. Here, under the protective cover of the ancient coastal forest, ranged units develop quickly, receiving significant combat bonuses. And the Wold player is the best in Teria when it comes to offensive siege warfare. On the defensive side of the equation, mighty Wold Archers and Harlberdiers make a deadly combination.


The Estate[]

Dawn of Fantasy's MMORTS, or Online Kingdom, mode gameplay revolves around a player's Homeland territory, which can be built in one of the nine regions (three per race) across the game world of Mythador. Players will develop their homeland from a single building, a few peasant battalions, and a hero unit to a massive empire complete with layers of heavy walls and keeps, a complex economy, and a number of armies and trade caravans wandering the map. To develop this city, players can gather resources, construct various buildings, recruit new units, and research powerful upgrades and new abilities. Even when a player is offline, their homeland will still be in development with the worker units still gathering resources and finishing constructing any buildings tasked shortly before logging off.

The Men of Teria, emphasizing order over the mob-like ways of the Orcs, have a simplified construction system. They build on pre-determined slots, revealed by their double-cross emblem. When a player uses up these slots, they may expand and purchase more from their central Town Hall building. This frees up their worker unit, the Peasant, as builders will spawn automatically to construct a building. Houses, built around their town from a Town Hall function, do not take up slots. The Men also have various slots away from their main towns in fertile areas meant for agriculture. Once these slots are discovered or liberated, players can build Mills, but no other buildings upon them. Mills will be able to provide peasants with wheat to harvest during the summer months, allowing them to have a more automated economy than hunting and trade. The technologically-advanced men have the greatest amount of researchable techs and automated siege defenses to make their homeland easily defendable.

At your homeland, you will meet an Advisor unit, who will give you your first quests, which will ease the MMORTS learning curve in their introduction to many of the game's mechanics. These quests form the foundation of the MMORTS Campaign storyline and unlock various elements of the game, through which you will discover the large world of Dawn of Fantasy, with its myriad of characters, events, and subplots. While most of these quests engage the player in PvE gameplay throughout the twelve major NPC strongholds of Mythador, there are a couple of PvP quests in which players must conquer similarly-matched players in a specified region. Completion of these quests typically results in additional resources or units.

If at any point your own homeland is threatened, you will be able to opt-out of the battle by paying a tribute to your attacker. If you decline this payment and ultimately lose the battle at hand, your loss will not be devastating. Your homeland will recover but suffer a small loss of some units, resources, and buildings while the victor will receive a considerable amount of resources.

The Military[]

The Noble Race of Man has one of the most diverse armies, consisting of a large selection of melee, ranged, cavalry, and siege units, each with a wide range of abilities and unique formations. The specialty unit for Teria is the Knight, an elite heavy infantry unit clad in extremely heavy armor trained from the Barracks. The extensively-trained knight is effective against all units, but very expensive. Alternatively, Mounted Knights can be trained from the Stable and combine the sheer power and armor of a Knight with the speed and trample ability of a Cavalier – an incredibly powerful combination, very effective in field battles.

The Human Campaign & The State of Teria[]

As the human campaign opens, we learn that the recent devastating war between humans, orcs, and elves is still sending aftershocks through the human realm of Teria. The terrible War Without Kings destroyed the fragile peace between these three races, as each race found their beloved monarch murdered, and each realm blamed one of the others for the act of regicide. In Teria, the treacherous city of Menthorn used the chaos of the War Without Kings as an opportunity to seize power from their ancient rivals in Dagbor. That rebellion was put down, but now you, the player, find yourself embroiled in the simmering hatred that still percolates below the surface of the newly restored peace.

s you settle into your new estate and attempt to bring law and order to a neglected corner of Teria, the first signs of a larger political problem begin to appear. First in small numbers, then with greater and greater frequency, peasant unrest is detected throughout Teria, and try as you might to keep them happy, even your own peasants are being affected by the cries for rebellion.

Working with a royal agent sent by King Erian, you set out to get to the bottom of this unrest and discover that the old hand of the Menthorns has shown itself once more, trying to create another opportunity to seize power from the heirs of Hamilon in Dagbor. Even as you attempt to root out the Menthorn conspiracy, King Erian has another task for you...

He has long suspected that the rogue wizard Faramor played a significant role in the murder of his father. But Faramor was never brought to justice, an oversight King Erian now intends to correct. Word of the wily sorcerer has come to the King from a remote corner of Teria, and you are dispatched with one of Erian's trusted veteran companions from the War Without Kings to locate and capture the wizard. Ever tried to capture a wizard? Be careful, because nothing is what it seems...

As if that weren't enough to keep a young knight busy, matters are also coming to a crisis point in Teria's relations with the elves of Nhob'ru. The elven princess Alidea is caught in a power struggle with her own Council of Archons, who are loathe to see a woman ascend the throne after her father's murder. Now Alidea is making her move against the Archons by offering a unique alliance with the humans. You are sent as King Erian's trusted agent to see this—ahem—alliance, brought to fruition. But you soon discover that a journey into elven forests is one whose consequences can never be predicted. And if the magic of elves weren't enough to contend with, never forget that a renegade wizard also looms large in the affairs of Mythador as well.

May your wits, your sword, and the strength of your well-governed stronghold give you the resources you need to navigate these treacherous waters, friend! The Lake be with you!

NPC Merchants[]

Mercenary Merchant - Each of the 4 major towns (Dagbor, Darssen, Denwal, and Thorndale) and many of the smaller towns have a Mercenary Merchant from whom players can hire powerful soldiers to join their cause. Mercenary Merchants have different rates, so be sure to ask

Goods/Livestock Merchant - Each of the 4 major towns and many of the smaller towns have a Goods and Livestock Merchant with whom players can trade resources and/or purchase livestock to bring back to their homeland. Traveling armies can only carry a limited amount of resources based on the number of units and Horse Carts - efficient trade envoys should come well supplied with both resources and soldiers to defend those resources. Goods Merchants have different rates, so be sure to ask around to find the best deal.

Doctor - Each of the 4 major towns and many of the smaller towns have a Doctor from whom players seek healing services for a small fee. Doctors are able to heal all troops in your army, and, while it is not the only way to heal troops, it is often well worth the price and the most convenient for militaristic players.

Trainer - Each of the 4 major towns and many of the smaller towns have a Trainer NPC that can train your units for a small fee. Through training, units will automatically increase in level, increasing their health and granting the player a skill point which they can use to further increase a stat of their choice. Units also level up through combat, but training allows players to easily customize their units or increase their army strength without having to fight creeps or go back to the homeland.

Gallery[]

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