Order of the Maiar [MAIAR]
Founded By: | Azreil | Founded On: | 24AUG15 17:45 |
There was a glorious age of War.
Peace reigned and the Gods left.
The Shadows return.
The day has come, the Maiar comes.
There, then and back again ...
Come all ye Rangers, Paladins, Warlocks, Magi, Rohirrim, Highborn, Elf-Lords, Orc-Lords, Urukhai, Dwemer, War-Smiths and Deep-Dwellers...
Be one with the MAIAR
MISSION:
- MAIAR is a peaceful Defense-Oriented Military Alliance
- We are an alliance of battle-hardened war veterans, silent traders and crafters, and enthusiastic newbies willing to learn the following: STRATEGY, DEPTH, LEGACY, and LORE of the game.
- We are a dedicated member of the Illyriad gaming community, and as such we exercise contnuous growth, prudent diplomacy, continuous recruitment, and active participation in in-game tournaments.
- We are mentors to new players in the game.
- We are not warmongers, but neither are we war-averse. We do not provoke conflict but we will defend our right to exist in this game.
- We treat all alliances with respect and expect to be treated in the same manner.
TERRITORIAL POLICIES (As of April 2020):
- We do not advocate regional land claims but we maintain alliance clusters in Arran, Perrigor, Southern and Eastern Norweld, Eastern Meilla, Middle Kingdom, Tor Carrock, Northern Ragallon, Newlands, Shardlands and Calumnex ... and reserve the right to expand our territorial presence in these same regions and in other areas to best serve our strategic interests and to provide room for our new members.
- We respectfully ask other players belonging to other alliances to absolutely not settle within 7 squares of any of our cities and/or established sovereign square claims. We reserve the right to remove by force any city that violates the 7-square limitation.
- We respectfully ask other players to absolutely not settle anywhere inside the identifiable core or central concentration of our respective alliance clusters. We will treat such violation as an act of aggression and will be responded to with extreme hostility.
- We respectfully request other players belonging to other alliances to avoid settling within 10 squares of any of our cities and/or established sovereign claims especially if that alliance's other cities are not located in the same vicinity. Such expeditionary "lonewolf" cities violating the 10 square limitation shall be treated with measured hostility. If this cannot be avoided or the other player deems it important to settle this close, we encourage the other player to please communicate with us so we can have a mutually benificial territorial arrangement.
- Since we demand the foregoing from other players, we hereby commit to follow same policies as it applies to us with respect to other alliances. Other alliances may please call our attention if they feel that any of our members is infringing on or violating their territorial space.
- Players not belonging to any alliance shall not attempt to settle within 10 squares of any of our cities or sovereign square claims, unless that player intends to join our alliance. Violation of this limitation shall be met with immediate removal by force and further military action against the player if this is necessary to accomplish such removal.
- Solo or "lonewolf" players (those without an alliance or one-account alliances) especially those observed to be inactive or dormant, are considered as fair game. We shall extend our dominion over these players or contest their sovereign claims as we see fit by right of conquest.
- Overall, we are a reasonable peaceful alliance, and issues that may arise related to above territorial policies can and shall be discussed peacefully and amicably with the party/ties concerned.
WHAT OR WHO IS THE MAIAR ?
Of the many spirits that descended into Arda at its beginning, there were those of lesser stature than the Valar (though they were still powerful) who were known as the Maiar. Each of the Maiar was attached to the 'people' of a particular Vala. So, for example, the Maia Ossë, as a spirit of the sea, belonged to the people of Ulmo, while Curumo, the Maia who came to Middle-earth as Saruman, belonged to the people of Aulë the Smith.
In the Third Age, there were still Maiar in physical form to be found in Middle-earth. The most important of these were Saruman, Sauron (originally also of Aulë's people), and Olórin, known as Gandalf, who belonged to the people of Manwë and Varda.
Aiwendil |
A Maia of Yavanna's people, and a friend to birds, he was one of those who passed across the Great Sea in the Third Age to become Wizards, and is better known by the name he received in Middle-earth: Radagast the Brown.
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Alatar |
One of the Maiar of Oromë, he was among the original three Wizards selected to pass east across the Great Sea to Middle-earth. Once there, he passed into the east with Curumo and Pallando, and never returned to the western lands.
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Arien |
A spirit of fire, and one of the Maiar of Vána. When the Sun was newly made, Arien was chosen to be its guide, and she took on the form of a brilliant flame before travelling into the skies of Arda.
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Curumo |
One of Aulë's Maiar, who was noted for his inventiveness and ingenuity. He was the foremost of those chosen the return to Middle-earth as Wizards, and there he became better known by the name Saruman.
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Eönwë |
One of the most powerful of the Maiar, the standard-bearer and herald of Manwë himself. It was Eönwë who led the host of the Valar into Middle-earth to fight the War of Wrath.
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Gothmog |
A Maia subverted by Melkor, who became one of the Dark Lord's greatest servants. He was known as the Lord of Balrogs and High-captain of Angband. He met his end in Morgoth's invasion of Gondolin, where he was slain by the Elf-lord Ecthelion.
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Ilmarë |
The handmaid of Varda, and thus one of the most important of the Maiar. Ilmarë was said to be one of the best known of the Maiar in later ages, though she appears in no tale, and little is known of her beyond her name.
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Melian |
Originally from the people of both Vána and Estë, Melian was the only Maia to wed a Child of Ilúvatar. Travelling to Middle-earth, she met Elu Thingol in the wood of Nan Elmoth, and they wed to become King and Queen of Doriath. They had a daughter, Lúthien, through whom the line of the Maiar entered the peoples of Middle-earth. Melian remained in Doriath until the time of Thingol's death, and then returned to Valinor.
|
Olórin |
Regarded as the wisest of all the Maiar, Olórin was selected as one of those to travel east to Middle-earth in the Third Age. There, he took on the guise of a Wizard, and as Gandalf he helped to oversee and direct the resistance against Sauron.
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Ossë |
The tempestuous Maia of the coastal seas, Ossë was a vassal of Ulmo and spouse to Uinen. For a time, he turned to Melkor's side against the Valar, but he was pardoned and returned to his former master. It was Ossë who persuaded the Falathrim to remain in Middle-earth, and who taught the Teleri of Tol Eressëa the art of ship-building so that they could travel to the shores of Eldamar.
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Pallando |
A friend of Alatar among the Maiar of Oromë, Pallando was chosen as one of the five to be sent across the Great Sea to aid Middle-earth, where they became known as Istari or Wizards. With his friend Alatar, Pallando travelled into the eastern lands. Together they became known as the Blue Wizards, but little is known of their travels in the East.
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Salmar |
A follower of Ulmo, who made the Ulumúri, the horns of white shell borne by his master. The music of the Ulumúri could create a yearning for the sea, and was never forgotten by those who heard it.
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Sauron |
Among the most powerful of the Maiar, Sauron was originally one of Aulë's people, but he was corrupted and became one of Melkor's greatest servants. After Melkor was banished from the World at the end of the First Age, Sauron took on the mantle of the Dark Lord, and threatened the Free Peoples of Middle-earth for many centuries until his final defeat at the end of the Third Age.
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Tilion |
A member of Oromë's hunt, who carried a bow of silver. He loved the silver rays of Telperion, and when the White Tree was destroyed he asked for the honour of steering its last flower into the sky. So Tilion became the steersman of the Moon, guiding it across the sky to bring silver light to Middle-earth.
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Uinen |
Called the Lady of the Seas, Uinen is the spouse of Ossë, and a follower of Ulmo. Her hair was said to spread through all the seas of the World, and she could gentle Ossë and thus bring calm seas. For this, she was an important Maia to sea-farers, and she was particularly revered by the Venturers of Númenor, who called themselves Uinendili, the 'devotees of Uinen'.
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Max Pop |
Buildings |
2000 | Trade Office |
1796 | Archers' Field, Cavalry Parade Ground, Infantry Quarters, Spearmen's Billets |
1510 | Merchant's Guild |
1497 | Blacksmith, Saddlemaker, Book Binder, Carpentry, Common Ground, Consulate, Forge, Foundry, Herbalist's Guild, Horse Trainer, Kiln, Mage Tower, Paddock, Miner's Guild, Siege Workshop, Skinner's Guild, Spearmaker, Stonemason, Tannery, Tavern, Bowyer, Spearsmith, Swordsmith, Leather Armourer, Chain Armourer, Plate Armourer |
898 | Assassins' Abode, Foreign Office, Geomancers' Retreat, Runemasters' Grounding, Saboteurs' Sanctuary, Scouts' Lookout, Spies' Hideout, Thieves' Den |
449 | Chancery of Estates |
370 | Warehouse |
40 | Brewery |
37 | Barracks, Clay Pit, Farmyard, Iron Mine, Library, Lumberjack, Marketplace Quarry, Storehouse, Vault |
20 | City Wall |
16 | Flourmill |
4 | Cottage |
- "Few": Less than 4 units
- "Handful": 5 to 8
- "Several": 9 to 21
- "Pack": 22 to 81
- "Many": 82 to 128
- "Gathering": 129 to 227
- "Horde": 228 to 462
- "Throng": 463 to 815
- "Host": 816 to 2,500
- "Legion": 2,501 to 9,999
- "Myriad": 10,000 to 25,000
- "Sea": 25,001 to 49,999
- "Cornucopia": 50,000 or more
USEFUL INFO (Credit to the Account Owners, Thanks.):
#/Player/Profile/284783 (Helmsman)
#/Player/Profile/199241 (Ineluki)
#/Player/Profile/310461 (moo)
Battle calculator :
https://www.digioso.org/dilly_tools/battle.html
TROOPS
Race | Troop | Cost | Time | Atck | Defense | |||
Spear | Bow | Sword | Cav | |||||
Elves | Protectors | 1 | 5.17 | 6 | 11 | 4 | 10 | 13 |
Phalanxes | 2 | 7.67 | 15 | 15 | 10 | 15 | 30 | |
Wardens | 2 | 6.58 | 21 | 14 | 12 | 14 | 14 | |
Wardancers | 3 | 7.50 | 33 | 19 | 19 | 20 | 20 | |
Sentinels | 2 | 6.25 | 20 | 23 | 24 | 23 | 16 | |
Trueshots | 3 | 10.00 | 32 | 36 | 36 | 34 | 25 | |
Swiftsteeds | 3 | 11.67 | 36 | 13 | 13 | 20 | 21 | |
Marshals | 4 | 13.33 | 59 | 19 | 18 | 27 | 28 | |
Humans | Militiaman | 1 | 5.00 | 7 | 11 | 4 | 11 | 13 |
Pikeman | 2 | 7.50 | 16 | 17 | 11 | 17 | 29 | |
Swordsman | 2 | 6.42 | 22 | 13 | 10 | 15 | 14 | |
Man-at-Arms | 3 | 7.50 | 35 | 20 | 18 | 21 | 19 | |
Archer | 2 | 6.25 | 16 | 21 | 22 | 20 | 13 | |
Longbowman | 3 | 10.00 | 24 | 33 | 32 | 32 | 20 | |
Charioteer | 3 | 11.67 | 37 | 15 | 16 | 20 | 21 | |
Knight | 4 | 13.33 | 65 | 20 | 19 | 28 | 28 | |
Dwarves | Yeoman | 1 | 5.67 | 7 | 12 | 4 | 13 | 13 |
Halbardier | 2 | 7.33 | 16 | 17 | 13 | 17 | 29 | |
Axman | 2 | 6.50 | 27 | 14 | 11 | 17 | 14 | |
Stalwart | 3 | 8.00 | 42 | 20 | 18 | 21 | 17 | |
Slinger | 2 | 6.50 | 15 | 21 | 22 | 20 | 13 | |
Crossbowman | 3 | 10.00 | 26 | 32 | 31 | 30 | 21 | |
Packsman | 3 | 11.67 | 32 | 15 | 15 | 10 | 23 | |
Runerider | 4 | 13.33 | 57 | 21 | 20 | 26 | 29 | |
Orcs | Kobold Cohort | 1 | 3.08 | 9 | 12 | 6 | 12 | 13 |
Clan Guardsman | 2 | 7.42 | 19 | 18 | 11 | 18 | 33 | |
Fang | 2 | 4.25 | 22 | 14 | 11 | 15 | 14 | |
Fist | 3 | 7.00 | 36 | 18 | 17 | 18 | 19 | |
Clanguard | 2 | 6.33 | 17 | 19 | 21 | 20 | 12 | |
Death Dealer | 3 | 10.00 | 26 | 31 | 30 | 30 | 20 | |
Wolfrider | 3 | 11.67 | 34 | 14 | 14 | 20 | 24 | |
Death Pack | 4 | 13.33 | 59 | 21 | 19 | 28 |
29 |
Spears |
200 |
Swords |
150 |
Archers |
100 |
Cavalry |
60 |