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Thread: DRAGONDAWN Total War - Outdated 2011 Initial Preview

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    Default DRAGONBORN Total War - Outdated 2011 Initial Preview





    ALL PICTURES ARE BACK

    This post is to announce the preview of something we have worked on for some time now: the Total Conversion of Medieval Total War II into the world of 'Dragonborn', a world that took many years to develop and get right.

    It's a labour of love and a seriously realised commitment to bringing new things to MedII that have never been done before. We are utilising the engine to it's fullest potential and will make something special out of it. Have a peek at this and see if you approve

    -----------------------------

    The Beginning
    The Creator was just a child, wriggling in the birthing sac that was the universe. He grew in many ways, and began to expand this empty universe, calling out in loneliness to the Void around him.

    This longing for something more than just silence began to grow, and he cast about him for something to change this. In his mind, he thought about something that all children want...play things.

    STretching his mind, he reached into a part of him that he was unfamiliar with, and he created LIFE! From his mind, and then his body, the Celestial Dragons came, a painful experience but a miracle none-the-less. They had one unforeseen effect however. As all things that live do, they could procreate.

    Each Father and Mother Dragon mated, and she would then lay eggs, whereupon she would become a fire herself, to bring these eggs whta they needed to survive. Each egg was a planet, each Mother became a Sun, and the tiniest piece of this universe was made.

    The Child was aware of something wrong, however, and the sac of the universe was breached by something alien and hateful. The powers beyond, the Abyssal Powers sent through creatures that hunted these dragons down, killing all they caught, destroying galazxies, threateneing the whole survival of the Child's toys.

    This affliction spread, but the Child fought back, crushing and killing the Abyssal beasts, but he knew he had to prevent the incursions of anti-reality. He looked upon his creations with sadness and began to bind his form into the walls of the universe, filling the holes and breaches with parts of himself. He lay dying once they were made whole again, and spent the last of himself laying laws - checks and balances to this universe of his, so that there was an order to things. He could never hold the Abyss out, but he could create laws that were binding, laws that gave rigid structure to everything he had made and gave his last sparks of life to create something random, that would either ruin or make whole his world. On each dragon's egg, he layered life, new beings, new growth, both to protect and harm these eggs, as there must be random elements to all creation, to all life there is no simple answer. With the last vestages of his failing lifeblood, he made such a grand thing, such an amazing thing. Billions of live were breathed into existence with his last, rattling breath.


    We begin with the Egg that is the setting of Dragonborn. There exits many things, light and dark, and the world is poised for a war that either destroy the Egg or see it live, burst with life and see another Celestial Dragon free to dance on the cosmic scale.

    Within Dragonborn the Mod, there are 24 factions, each unique and each necessary - not just plaster to fill gaps. These will be shown here, introduced by text, by units that have been made and shown with some fine 2d art, for a full introduction into the world setting.

    Please be patient, be kind and respectful above all else. Also bear in mind that I have a new keyboard, which means I can't type for toffee , so there will be typos; appalling typos...sorry in advance for that.

    ----------------------

    There are 24 factions. Each will be shown, examples of units, text and sometimes character breakdowns of the characters that will be present at the start of the game.

    ----------------------




    I'll put sigs as they're done here, hopefully you'll like them!











    A MAP OF THE WORLD IN THIS MOD

    A Map of the two continents we're working on




    POLITICAL MAP






    I think first we need credits and introduce the Team.

    Spoiler Alert, click show to read: 

    We give enormous respect to all people who have lent us stuff, and allowed us to take away bits of their work. It's hard to do I think, and we are grateful.

    KING KONG, DISGRUNTLED GOAT, DEVIL'S ADVOCATE and the Third Age team have allowed us to get this far, as we have used their animations models to effect, and have simply been inspired by them to do this at all.

    LORD CALIDOR for the inspiration to create weapons of our own, as well as using his in in the past

    MASTER BIG ABS for his tactful support, and Y2DAY for his role as a dad to me.

    More thanks to the Rusichi team, as we're going to be using some of their bits too. Not yet, but thanks in advance.

    There are many others too, along the lines, as I became a modeller in the first place.

    THE TEAM

    THE TEAM ITSELF

    Squeaks (ME!) Dubious leadership and the creation of the world, plus one or two models and some other unimportant stuff. Well, maybe quite a few units, and few bits here and there. Writing, modelling, artwork and all sorts.

    THE HOLY PILGRIM. A vital person to the mod. He created the base build, keeps it updated daily, and has brought life to it. He's a dude.

    CEDRIC 37 (Ceddie) has been a driving force behind this too, as he has lent us parts of his left to get this all done. UIs, Faction Symbols and lots and lots else.

    MASTER NECROMANCER for wonderful 2D art, for faction generals and for all work on buildings and all unit pictures, bringing an iconic style to them.

    BEREGOND for the Ilien faction - The Rose of War to be realised at all, and many pieces of great writing.

    BANDIT KS for artillery, buildings, ancils, traits, the Khezdruli (Dwarves) and much moral support

    SKELETON OF THE WEST ancil and traits coding and the development of Magic.

    TNZ for his masterful skills in scripting and for being here at all. You will find more and more of his work beginning to be shown in later posts.

    ALREADY DED (Deadward) for animations and modelling

    BRIARIUS for anims and modelling (although he has taken a sabbatical for the time being due to rl)

    QUETZALCOATL for texturing

    KOULTOURAS for modelling and the bringing to life of the Lindiri Faction.

    TURUMBAR & DEATH for modelling and sharing a great gift with us

    ERUTARON for ANcils

    ARUTHIEL for unique support.



    FACTIONS

    Here we'll post each faction with a description and a unit or two, although I think there are a couple without that will be updated in the next day or so...my fault for not having a brain.

    CHARACTER BIOGRAPHIES


    We done did some characters - initial generals - for each faction....

    WOLFBORN

    Spoiler Alert, click show to read: 


    LINDIRI

    Spoiler Alert, click show to read: 


    VOID TEMPLE

    Spoiler Alert, click show to read: 


    SUN KING

    Spoiler Alert, click show to read: 


    ASHAPUR

    Spoiler Alert, click show to read: 


    SELEDIR

    Spoiler Alert, click show to read: 


    THE ROSE OF WAR

    Spoiler Alert, click show to read: 


    CHITKINEN

    Spoiler Alert, click show to read: 


    PRINCIPALITY OF STEEL (Pawn Saints)

    Spoiler Alert, click show to read: 


    LAKE KINGDOM

    Spoiler Alert, click show to read: 


    NAUGIRI

    Spoiler Alert, click show to read: 


    RHYSTHARI (lizard Folk)

    Spoiler Alert, click show to read: 


    KADASANDRA (EMPIRE)

    Spoiler Alert, click show to read: 


    CHO TETSU

    Spoiler Alert, click show to read: 


    IRYN THAAN

    Spoiler Alert, click show to read: 


    ILDIRI

    Spoiler Alert, click show to read: 


    CIMRAI/HALADIN

    Spoiler Alert, click show to read: 


    GHAURCHLAI

    Spoiler Alert, click show to read: 


    BANDIT KINGS

    Spoiler Alert, click show to read: 


    FEDERAL COUNCIL OF NINE (FEDERATION)

    Spoiler Alert, click show to read: 


    KHEZDRULI

    Spoiler Alert, click show to read: 


    BADABASKA

    Spoiler Alert, click show to read: 





    ILDIRI - HIGH ELVES




    When the world was Young, the Ildiri were the first brought to the light by the Celesti elves. They were given power over the Air and Water, for the two endlessly intertwine.

    As water is the lifeblood of all, so the Ildiri remained the base of all life, and they were swift to recognize and bind the Avatars of the Dragon to their own friendship. The Ildiri are without guile, without equivocation, and their word is a bond as strong at the deepest oceans, by which they gladly bind themselves to those who are deserving

    They live long lives, and hold themselves in two kingdoms - those of the Swan and the Heron. Unless cloaked, they have skin as blue as the most beautiful waters, their eyes shine violet, and their bodies are bound around a strong, strong coral.

    A warrior race, they maintain a large professional army, yet take no joy in killing - they are just wise enough to know that life is never free of bloodshed or external threat. Aware in a whispered way, they know the Ghaurchlai are free to roam once more, and they sense the Cimrai bringing the Cthonae of the Abyss into reality once more - the first time since the Infected smashed the Dwarven Holts in the youth of the world. They are not fools, and remain vigilant, knowing that evil always finds a way.

    --------------------------

    THE DEATH OF ITHIL, FRAIL FEATHER OF THE ILDIRI



    The Ildiri have always been present wherever water was. They are irrevocably tied with the air and sky, but there used to be a distinction, before the time when the Aethiri left the sides of their brothers - named Aethiri after they made this disttinction between water and air. The Aethiri were said to have a city that floated above the clouds.


    However, with the advent of man, and the colonisation they began, the Ildiri and other elves gave ground, many of the smaller communities fading back into the deeper regions, where they remained guardians of life. However, the King Iythair, the first Heron King, founded a kingdom called the Kingdom of Herons in the west. Here dwelled many of the Ildiri - tens of thousands, and they made their peace with humanity, offering only that they would stay within these bounds for the price of allies and supporters of the most benevolent humans - the Empire. Under Valerian, a pact was agreed, as was a place in the east in the lakes of Mirytine...the Lake Kingdom.


    UNITS









    TEAM MEMBERS

    Models, Text: Squeaks



    SELEDIRI - Sun Elves




    The Selediri are probably the most skilled fighters in the world; quick, evasive, weapons masters, they scythe through enemy ranks. They are a kind of people of extremes. Often the are found lazing under the hot sun on rocks, other times laconic, but often swift and decisive.

    They were the third elves to be awakened by the Celesti, and learned how to protect them selves early on, with a natural instinct and ability for warfare. They discovered Sunstone, and it''s properties, digging up vast quantities of it to make their homes; pyramidal cities that float off the ground, powered by the reaction of Sunstone to the sun - the vast energies it creates.

    The Selediri are blessed by a multitude of allies from the Avatars and those awakened by the lindiri - Madashiri Jackalweirds fight for them, Manticores grace their armies with their savage abilities - many 'beasts' fight for them, and they are their teachers and protectors in return. With little time, the whole nation can become ready for any war, and war there will be; that much is certain.

    UNITS





    LEY ARTILLERY (Magical Artillery) Courtesy of BANDITKS

    Yoiu may or may not like this...

    I will explain what it is after recovering from posting this!







    TEAM:

    Models except Artillery: Squeaks
    Artillery: Banditks



    LINDIRI




    THE LINDIRI (Elves of the Earth)

    The Lindiri are the Elves of the Earth, wild and capricious on one hand, yet wonderfully caring, placid and youthfully inspired on the other. They were raised by the Celesti Elves and given charge of the general flora and fauna of the world, their children and wards - where other elves were given demesne over the Avatars and more magical Creations, the Lindiri were gifted the actual body and its many life forms.

    The Lindiri were never jealous of the other elves, but they developed the ability, almost genetically, to awaken their charges. They could give them the ability of speech, could bend their skeletons, give them segmented bones and bring even flowers to an awakened state; they would be able to communicate with all creatures and all plants, trees and flowers...to this end their watchful care of the Earth was given to perfection.

    There is much history, much violence, betrayal and torture, but we come finally to now. The Lindiri hold two kingdoms, east and west, and they now mass within their Weirdenwoods...the forests where trees walk and beasts that frighten children in stories stalk the night air, yet these creatures are not as frightening as they seem...even the greatest of the awakened are seen holding butterflies and dancing with Faedweyr maidens under the moon and stars.

    Beauty exists everywhere within their realms, but they are under threat from outside - the Federation especially holds them in disregard. To that purpose the Lindiri nobles, the original elves, the Faedweyr gather their awakened 'animists' to them and are beginning to gather for what may be the survival of their culture and its charges. The Kelusindrai march clad in mail, Faeweyr archers form up in battalions next to the Oaken Brood, the Horned Suns - Ravenshrouds awaken once again, sensing death, and they train together for one purpose: war!


    LINDIRI UNITS















    TEAM:

    WEIRDEN TREES: Turambar and Death
    STAG LORDS, KELUSINDRAI, MASKS OF CELIBH, FAEDWYR NOBLE ARCHERS: Koultouras
    Koul has many Lindiri Units to come!
    BAENSIDHE: Squeaks



    NAUGIRI (Orcs)




    The Naugiri are something of an enigma. Their origins are hard to discern, even for the elves, but there is no doubt of their purpose - the death of every human parasite on the Dragon's Body.

    The culture of the Orcs, the heart of their society, lies in the leadership of Goblyns - smaller, more cunning, more intelligent, they dominate non military society, and have a sizeable impact on the military. Whilst being fabulous killers, the Orcs recognize their need for better leadership, and it is almost democratic in its form, Meritocratic certainly.

    The Naugiri fight in disciplined ranks, with powerful bodies, but are joined by a host of allies, many of them magic wielding or possessed of supernatural capabilities. As a whole, they SHOULD make the world of man tremble, for a more implacable foe is not in existence.
    NAUGIRI UNITS






    DILUVIAN FOOT & TEXT: Squeaks



    RYSTHARI (Lizardfolk)




    The Rhysthari are a disjointed power; many exist outside their swamp kingdom of Nidon Hal, caring for rivers, swamp and all manner of underground waterways.

    They were put on the world to care for the Dragon, to heal the body, fix and balance the fecund areas, spiritually cleanse and disperse malignant elements and preserve benign foci.

    They are a secretive people, living in sunken cities deep in the swamps, or near the edges of the swamp, where some are driven mad by the fumes and humours. The lizard-folk take their army mostly from the clans that live on the swamp's edge, but the deeper a foe penetrates, the more the waters stir with great brethren and the Behemothic creatures that even the Rhsythari don't understand fully.

    Healers and caretakers, the Rhysthari never the less are a force to be reckoned with. They are more dangerous in their homelands than without them, but can fight as well as any more martial nation at need.

    RHYSTHARI UNITS




    UNITS: Turambar & Death
    TEXT: Squeaks



    CHITKINEN (Rat People)




    Deep under cities, in hill hives and in the deep mountains live the Chtikinen, the rat people, the folk of the White Sow. Awakened by the Lindir, they turned on their creators and tortured some knowledge from them, a knowledge that is patchy, pain filled and incomplete, eyt drives them to do what they do, which is breed, maim and kill for the purposes of the White Sow and her nest-mind priests.

    Bred into rigid castes, based on fur color in the main, they revolve around the cults they have made; based on the knowledge of the Lindir they maimed and destroyed. These cults are those of the Psychotrope, the Cult of Vivisection and the Rabian Cult. They deal with drugs, poisons, breeding, disease, the manipulation of chemicals and elements, yert everything they do is inherently unstable, and much goes wrong, only to be destroyed and devoured by lesser kin.

    In warfare, the rats are smaller than humans and often visibly weaker, but they have perverted life and bred massive rats, some even 20 foot tall, that slaver and grind, as their intellect has diminished with the addition is size , not an un-hoped for side effect.

    They are psychopathic, manipulative, cunning, and deceitful. All at the behest of the Great White Sow, their only Mother, and her mate the King of Tooth and Bone.

    BORISSOMEONE'S CHITKINNEN INTRO

    Spoiler Alert, click show to read: 
    We started from pity, we hid in the shadows and lived a simple life, but pity changed everything. From the dark came the Lindiri compassion filling their eyes as they gazed down upon us as we crawled through the debris of the man world. We were happy in our own way, plague and death a constant that made us what we are, always lurking in the shadows feeding on the waste of the so called civilized world, spreading disease and feeding on the dead. What came next for the nest was pain as the Lindiri worked their magic upon us, they thought to improve us. From this improvement we were born again, the first of the Chitkinnen, from pity and pain we stood upon two legs and tried to comprehend this new world that had been thrust on us.

    The Lindiri explained this new world to us, but we of the nest did not truly understand what was told, and from the confusion of this new world the thoughts of old started again. We craved to understand and took many of the Lindiri into our nests, but as the screams of fear and pain rode the hollows of our shadow drenched lairs the Lindiri gave little to us, preferring death to sharing with us. From pity to a new world to death, the Lindiri have given us much and yet retained more.

    Now we bide our time, the White Sow gives many to the nests, her mind feeding all as her heaving sallow bulk spews forth new born Chitkinnen. Many of the new are born into this world with the power of the mind, the Nestmind Priests who watch and gather information for the day when we explode from the sewers and shadows of the man world and begin a new age of slaughter, but for now we bide our time and feed, growing stronger for that day. Terror and the stink of death will ride the wind when the Chitkinnen walk amongst men for the first time.

    The King of Tooth and Bone demands much from the nest, he feeds and mates with the White Sow, his maw devouring all that come his way, whispers in the dank foul air tell us we should look upon the White Sow’s mate as something more, a god to our many nests? The King of Tooth and Bone wants much and has all, our black eyes gaze upon his massive form with devotion for he embodies all that we are, death, disease and power.

    As the foul air weaves and dips through our dark nests we work toward the day when we come forth and feed upon the man flesh, his children and wives will all feel our pain as we eat their screaming forms. The Cult of Vivisection improve us, they cut and change us for the better, whilst our minds are expanded by the Cult of Pschotrope. The Rabian have given much to the twisted and foul tunnels we call our lairs, from this most prized cult come the priesthood, the Brotherhood of Shadow. From the dappled shadows of the Brotherhood come the much feared Steamskin Watches. The Watches walk the dark for our mighty mother feeding information to the Nestmind ensuring all follow the will of the nest. We are the Chitkinnen, borne from pity but bound for greatness and much death. The Nestmind calls and she tells of dark days for the land of men, we are the Chitkinnen and now it is time for Total War.


    UNITS



    Sneak peek at another ratty unit too




    UNIT AND TEXT: Squeaks



    GHAURCHLAI




    The single night that saw the sundering of the elves was a swift and vicious thing. Aty the end the Celesti king and his guard lay dead, lying amongst the bodies of Lindiri ANimists and the elves that were forced to defend themsleves and defend the humans they had brought to the parley. Before this, no elf raised a hand to another, but the Celesti were roiling with anger, and the ANimists simply reacted to their animal instincts.

    The Celesti left the camps, protecting the king's young son, despite the lack of need for this. Bitterness swelled, and the Celesti gathered most of their kin, heading west, until they had to stop ion exhaustion. Here is where the Cthoane took their long considered action, sending a shower of AByssal comets into the Celesti camps. By the morning, they were intensely ill, and they stayed where they lay, as the comets burned through the ground and delivered them to a kind of nest.

    No one knew where they had gone, and didn't find out for thousan ds of years. Then came the Ghaurchlai Wars, as the Ghaur assaulted all of the west, coming up from the SOuth in open war. They were hideous, twisted creatures, evolved, degenerated, into many forms and foul shaped beasts. The Revenants led, as did others of greater power, but these were few. AMongst their ranks came the Vore Angels, wizened beasts that took ahuman form, with druty wings and covered ina noxious dust - and many creeping, flyinmg, burrowing demons, for that is what they were. NOw, after a defeat long ago, they have broiken free of their prison in the polar ice and are being shipped to the lands of the Federation, who feel themselves the masters of a power that cannot be controlled. Whilst some serve in the Federal armies, others were shipped elsehwere, to gather fore war noce more, their hatred only intensified.
    GHAUR UNITS








    UNITS AND TEXT: Squeaks
    FACTION HEAD DUDE: Turambar & Death



    CTHONAE




    AT the edge of reality lies an alternate place, the Abyss, and vast powers turn their hungry eyes on the inside, the Reality that they cannot reach into unless they steal existing forms and reach into with death and intense negative emotions.

    The Drunes are their lesser servitors, and they are first to enter any part of reality, paving the way for the Greater Servitors to follow. Long in the past, during the war of the earliest nations, they breached this world through the vast quantities of corpses that lay in the wake of each battle.

    When they had taken enough, they slaughtered all within many of the Dwarf Holts, and exploded into reality, pure and utter evil,. for they do not understand anything but their own need and hunger to exist. They take many forms, each one increasingly bizarre and ever more powerful, sadistic and corpulent , raging and possessed of vast gluttony, they now begin to breach reality in numbers, drawn through by the foolish Cimrai, who have no idea of what they play at controlling, dreaming dreams that would prove a thing of nightmare induced madness by most.

    When they explode from the hiding places, they will do so as a endless flood that will sweep all before them. That time is coming, and will test all in existence. Will they crucially war upon those that invade each birthing place, or fight amongst themselves, too stupid to know what they are dealing with?

    UNITS




    UNIT AND TEXT: Squeaks



    KHEZDRULI




    The Dwarves have seen much loss in their time and have fought in many wars. Their kingdom used to go far and wide into the world but it was brought down by the infected and nearly all the Holts has to be sealed shut to keep the horrors inside. It has been a long and difficult road to rebuild the few remaining Holts they have. High King Angeirul in the Capital City of Angarech has done much to bring but the old traditions of the Dwarves and hold fast to them this is no surprise from one of the Enowere Cult. He has gained much honor in bringing his people so far. The other two leaders of the Dwarven race are kings but both follow the High King. King Kana-Athatuk of Karurech from Cult Kharzin Masters of the Ley many great and powerful gnomes have come from Karurech and Kana-Athatuk plans to keep on building them. King Kalateen of Athata from Cult Arzaki a quick wit and veteran officer in the military his network of spies and information is one of many tools he uses to keep Athata safe from outsiders. Though they may have lost much in the wars of the past the Dwarves are ready for what ever the future may bring them and if they know anything they know the surface world with erupt in war soon as it always has in the past.

    UNITS



    This one is being reworked


    FACTION HEAD, AND ALL WORK: Banditks
    UNIT: Squeaks



    THE EMPIRE










    THE MPIRE EXISTS IN 3 FACTIONS: Imperial Kadasandra, The Eatsern and Western Marches

    IMPERIAL KADASANDRA

    The City of Kadasandra lies on an isle between the two continents, along the narrow land-bridge that runs east to west. It is the site of the Dragon Nest that gives the Empire it's name. The few that remain are asleep, hiding in dark chasms, or in roiling rivers of lava to keep them warm. Valerian is the only man to ever befriend them, and they made his passage to Empire far more smooth than protracted wars would have done.

    Kadasandra is a city of waterways, canals, locked and quayed; it's beauty is astonishing. The Emperors hold the Titular powers of both east and west Empire, and perform a game of wafting and wending balance as the might of the Emperor is brought to bear. The city ends at the last part of the each land-bridge, in the twin fortresses of Eastwatch and Westwatch, and their powerful Navy lies in the Isle of Fleet. They play a strategic game, arrayed against the forces of both east and west, leaving the tactics to the Wardens of East and West - Lian Sanda in the West and Palantine in the East.

    Kadasandra bolsters these two halves with whatever it can, and the Imperial Guard number in the thousands, so their aid can be be significant. Often they can convince the Void Temple to aid the East and West, and Kadasandra's Dragonthrone is hugely vital to the continued legacy of Valerian.



    EASTERN EMPIRE

    The Imperial East, or the Ward of The Eastern Empire, is a land constantly threatened, constantly at war, never anything but a shifting mass that ebbs and flows, a roiling battleground in the wars between the 'non-subjugate powers' and the Empire - they face the might of Ashapur and the Federation as constant and consistent enemies, raided by the wolfborn revers, and the coats scourged by the slaver-pirates of Hanghaven. The Bandit Kings are a thorn in the Empire's side, mostly due to the rich mineral deposits that their destitute 'lords' have raised their parodies of cities upon.

    In the East, east of Duinir, lay the Naugiri, a predatcious and hellish foe that moved their continent to crash into the Empire in order to scourge the lands clean of 'parasites'; meaning all humans. Duinir and it's Wardens bear the brunt of this, aided by many legions of troops, drawn up from the army that was to regain the Sun King, or 'Rebels'' lands, preventing a terrible war in the south, replacing it with a more terrifying war in the north east. Deadly,vicious, a war is fought under the eaves of Duinir, but occasionally spills out into the Sea of Grass and into Dalthrasia; one of the militarily strongest of the Eastern Provinces, with it's elite Pike units, often held back as reserves, to gauge which conflict needs them the most.

    The Rebellion freed the Rebel-lands (The Lands of the Sun King) from Imperial rule, and the coming of the Naugiri ended all thoughts of a reconquering of them. In the south, the Federation gather, but are rebuked by the men of Atakash and Saladir. The men of Losson Province aid the Myr Addat in their war, and the fleet of the east tackles the Wolf Born and Hanghaven as much they can. The Bloodless Ones, or Cimrai, hold the tall mountains south of the Naugiri, and are constantly engaging in skirmishes with them - they have become less of a plague since the Orcs came.

    In short, the Eastern Empire is a liquid nation, shrinking and expanding, yet ever hanging on with bitter nails, their legions and massive wealth repulsing attack after attack. Make no mistake, the Eastern Empire is where it's wealth comes from, but the West is ever a military power, and the breadbasket of the whole Empire. It is not unusual for Western Provinces to commit troops to the East, but it usually come with an almost mercenary cost. Teetering valiantly, the East stands at a crossroads, one that will see it's preeminence or it's doom.

    THE PROVINCE OF ATAKASH

    Spoiler Alert, click show to read: 

    The People of Atakash are bound by a wrrior-code. They are honourable, motivated and highly organised. They are also most certainly not fools.


    There is a relgious sentiment in their society. It is held that they were visited many times by angels. It was these angels that gave the nobility their rule, and their blood is said to run in the veins of the Atakash Noble Families. There is a rite that is held as truth, laid down in history at the dawn of man. It tells of dealings with angelic figures, who taught them many things, but, mor importantly, shared their blood with the greatest amongst the Atakash, as it imparted wisdom through shared memories. One hundred and twelve men formed the first tribe of the Atakash, and they are even now the 112 noble families of the Province; the AUtocracy of Atakash.


    There are no singular titular heads of Atakash. The 112 families rule together, but all disputes are taken to a 'lowborn man', making there a hundred and thirteen members of the Autocratic Council. The last man, the lowborn, is given greater powers, and is the arbiter in any decision. He can veto edicts, given the support of a third of the Houses, but has a limit before he must resign. It's lands are divided into 113 'provinces', each under the lordship of a noble family, save the last, the City of Arakamesh, which is home to the ruling council, and the 'lowborn man'.


    The land was never numerously populated, but the sheer ferocity of it's warriors allowed them to remain autonomous until the coming of Ulaya, the man who would become Valerian, first Emperor of the Dragonthrone.


    Their culture was never stagnant, but, like the Atlaia under Valerian, they had no dreams of conquest. Trade was left to the lower born, and each person occupied a vital role in the community, from the weaver to the Akurai, or commander of the Guard - a general for want of a better word. There was no colopnial dream; warriors fought for dreams and ritual passage, only man versus man;battles were fought between Houses, but these were usually to bloody troops, to keep their abilities sharp and to rectify slights of honour. COmbat could be arranged by champions, or a house could go to war with another. SHould a war occur, no territory was conquered, and it was very rare that more than a few hundred fought. There were ancient alliances, but somehow, they invented an exceedingly complex system which prevented the slaughter of thousand for political power. The ruling classes trained their sons every day, and for little but combat expertise.


    Early on they had fought various incursions, many of which were from Ashapur or even slavers from Telmior. The south was unconquered wilderness, inhabited by Fey folk and abnormal beasts. This they left to it's own devices.


    The nobility always formed the core of any army, gathered by family in units known as the Atakash Angelbloods. They were known by this nomer due to their exalted bloodline and for the wings they wore to battle. These wings were an ancient gift that allowed the wearer to offset some of the burden of weight from heavy armour, aiding the wearer in burden or over harsh terrain. They are agile, swift and deadly.


    Each family is made up from a Ashkarakai (a 'chieftain'), his immediate family, then a feudal grouping of lesser families that provided 1 noble Angelblood and 2 in every 5 people in their jurisdiction would be called as levies for war. The system certainly works. Many small nations rose and fell in the forming of the greater ones that consumed them. Atakash was never conquered or made subserviant, despite many attempts to conquer them.


    When Valerian took his armies south to Atakash, he had taken Salidir and was fascinated by this new culture. He observed their society and gained great respect for them as a people. In all of this time, he never visited in state or armed for war, but is said to have made many journeys into their lands and settlements as a plain trader. His main observation lay in the gauging of the price of Conquest. He decided that it would be a long, bloody war that would have to break the back of a society he had come to like. Each and every Angelblood would have to die or be turned to his side, and he knew they would never betray their own, so it was murder to achieve domination of them. Each settlement was strong, down to single noble manses, and would be resistant, almost naievely, to air attack.


    He entered the country with ten men. The favoured 'divide and conquer' apoproach was of no use, as was any direct assault, so he simply walked into the GRand Hall, where 86 of the Ruling Lords were debating, and announced himself. He talked quietly about the visions he had, of his view as to how the world should be and how he had won his battles. He gifted each House with a SPurhawk, and gave every word a song of humility. He was perfect. He promised protection from the enemies that Atakash already had, that the young ANgelbloods would have the change to test and improve their skills in war. He would only ask that he would maintain a sizeable force of Angelbloods permanently, and that the province would need to provide the levies in the way that the Atakash already had agreed culturally. There would be no foreign interference in their society and it's culture and no taxes. He would, however, require a gift each year to support him, but no amount was ever set, and he would payt the Houses for their soldiers in the field. As it stands, Atakash gives this 'gift' once per year, and it contains what they can afford, no more, no less.


    He brought inm his air cavalries, showed their maneuvres and the Lords were greatly pleased. He then gave them 200 of his Spurhawk Riders as a force under their own control, and would train new legions to use the hawks for themselves, as well as train the lower castes into Legions should the Province be attacked. It was genuine, and the lords voted on becoming an almostly totally autonomous province of the Empire. It was unanimous. Atakash would become vassals of this great man, Ulaya, now become Valerian.


    The first thing to change for the better was the the great agrarians of the Empire...they sent many farmers and even Old Ones to Atakash, and the arid soil was enhanced, allowing better crops, water was diverted, better wells made - many valuable 'modernising' methods were introduced, but none would impact on their beliefs, nor change the way they were. Valerian was in love with their world, and he kept the Angelbloods by his side through every campaign, relied on them for their utter loyalty, and their ability to be able to show him a foolish decision he would otherwise have made, when others may stay silent for fear of their heads.


    PROVINCE OF SALADIR

    Spoiler Alert, click show to read: 

    The Imperial Province of Saladir in the East is a Principality as such, but they were placed under strict confines in this aspect by the emerging Emperor, after his swift, sky-borne, voctory in the south. As with many conquered countries, the SKyhawks were vital in the conquest of Saladir. They simply could not defend against such a swift and ecisive action.



    The quick and light cavalry of the Saldir army was able to outmaneuvre anything that Valerian could muster; they knew how to fight in the sands and arid lands they occupied and used thier cavalry highly effectively, and had superb horse archers.Their noble 'Silver Lancers' were an appalling foe, and the Queen's Horse were fine shots. Their tactics were to outmaeuvre foes and wear them down, before hitting them hard as they stood exhausted, overcome by the heat.



    Valerian brought in one army, making a defensive line around an oasis. Here, they were taunted and worn down. Dead littered the ground from horse archer fire. They sat for two weeks, leaving a force of 12,000 remaining from almost twice that. His was a decisive plan however. Behind the enemy lines, his air cavalry had already siezed the capital city, Selis, siezing the Queen and the royal family. The massive hawk force had been silencing any messengers, and now struck the Royal Army from behind. Ten thousand Spurhawk riders hit them at dawn. As the air cavalry struck, Valerian led his cavalry, which had been hiding 1 mile hence, carefully wearing sand coloured tabards and cloaks. Three Thousand Legion Lancers hit the left flank, even as Valerian advanced on the foot troops of the foe. There was a terrible battle being fought - the Royal Army had no chance.



    The King died before Valerian could get to him, but the Royal Forces surrendered, and Valerian was always magnanimous in victory.



    The Queen and her sons were kept as the rulers of Saladir, but the sons would only ever be princes, not kings.



    To placate the populace, they were given three years of no taxation or tithes. Better water was drawn from deeper wells, a council was et up to help rule. This was made of equal numbers of peasantry, military and aristocracy. A chosen Imperial Governer was also appointed, to aid in rule. One hundred years after this, the Prince was given equal power to the governer, and the COuncil was given powers over all of the industry and infrastructure of the Province, whilst the Prince and Governer were placed in command of the society and military of the Province. SInce then, Saladir has remained an utterly loyal, supportive and productive member of the EMpire. Saladir is a noble and idealistic province, and have always served the EMpire well.



    THE WESTERN EMPIRE

    The Imperial West, or the Ward of the Western Empire, often referred to as the Western marches, is the powerhouse of Imperial Might, warrior-wise, but the West is far less wealthy. It feeds the vast majority of the Empire, but it's troops are also called to wars in the East, which some generals view as a rebuke and a lack of respect from the Eastern lordlings.

    The main preoccupation politically in the West is the manipulation of the Princes of the Pawn Saints - teasing them enough to provide their vassal duties, yet handicapping them enough for a war of independence to start.

    The Western Empire is not as full of enemies as the East, but Cho Tetsu has carved a piece of the Principality from them,, which essentially means the Empire has to become involved, and the Cho Tetsu are Dangerous to the extreme.

    In the South, the Empire has honed it's legions and provincial tithe-men against the Federation, in a border war that has lasted hundreds of years. The Rose of War turned all of that on it's head, defeating the southern legions time and time again, carving out the Ward of Ilien, until the Empire sent Lian Sanda herself to engage her and judge her worth.

    The southern march-wars grew steadily more ferocious; then Descati and his Hounds pledged to the Federation, and the battle for Caria took place on another front entirely. Stretched, Lian Sanda moved against Descati, expecting to have to send many soldiers to their deaths to plug Ilien's gap, to bar the south from the Federation.

    The West has allies - the Heron Kingdom of the Ildiri, the Void Temple, nominally the Dwarves, the Selediri and the Lindiri, but all know these loose agreements could crash at any time. Should the Principality attempt independence, and the Federation and CHo Tetsu expansion, then the world of the Western Empire would become a less balanced, more fractious power in the world. With the addition of the Hounds of War, and their leader Descati, the air feels different now, and now the peasants say an eclipse foresaw his coming.

    THE VOID TEMPLE

    The Void Temple is a monastic cult, set in motion before the Ghaur Wars by The Few Elohim Lumini remaining on the Dragon. The ELohim passed on much of the writings of the Celesti as they gathered their lore to pass on to the other elves when they gathered and flew to live oin the sun as Her childrewn, their duties on the Dragon done.

    THe Temple is built on a small plateau, each entrance easily warded and protected against siege or assault. Tuinnels extend deep into the rock, housing many secrets, but the main batch of knowledge is being translated by Seers in a cave complex known as the Library...the entrance to which is onlt passable by a single man walking sideways. This is somewhere in the Daikini's realm, as is the Temple itslef. When the EMpire gathered to assault DIakin the Temple attacked the Vanguard of the force, slaughtering over 4000 men for virtually no losses. A very balanced poeaceful secessionwas the result instea of conquest. The Daikini and the Templ now serve the EMpire in a minimnal roile, as they see them as being the only balancing factor in the human world.

    The Void Knights number 600...100 Cells of 6 Monks. Of these, a mere 30 are Seals...those who are master of all 6 Disciplines of the Monks and teach the students their arts.

    Of each cell, they are made up of whatever mix of Disciples that fits the role, even though they have a basic cell they live and learn with, on missions outside the temple they form the necdessary groupings. AT anby one time, half of the Cells are abroad from the Templ, leaving 300 Knights to defend the Temple and act against anythreat.




    UNITS












    UNITS AND TEXT: Squeaks
    VOID TEMPLE TEXT + HEAD DUDE: Jean Luc



    MYR ADDAT




    The Myr Addat are a desert people, ones who cling to traditional like a drowning man to a raft, and ever vigilant in their war with Ashapur and unceasing in their loyalty to the Empire. They are not wildly numerous, but are incredibly capable warriors, with a natural gift - their blood runs with Malacheon, a metal that coats their bones inside and exits the body through a heart-plug, to coat both body and weapons in a sheath of hard but flexible black metal.

    Their children are sought after by the Blue-Masks, the Ashapuran state-sponsored Slavers, as they grow into obedient and lethal bodyguards or fight in blood-soaked arenas. The Myr Addat cannot afford to lose one child, they would rather lose men in battle than see their people in bondage. For two thousands years, this war has been ongoing, and the losses have not been one-sided, yet the Myr Addat prove to be unbreakable - since their alliance with Valerian they have had men fighting alongside them, and have held the Slavers back with the influx of Imperial allies to their defense.

    The Myr Addat ride San-Hoppers...ridiculous beast that resemble a rabbit-like mouse. These creatures cross the dunes in haste and are more effective at this than any mount save the Aerial units of other nations. The internecine warfare has left it's toll, but their society remains unchanged in recorded time. Proud, whip-like, eternally generous and forgiving to friends, they are a swift death to their foes, savage killers foremost and merciless murderers second. When they fight the Blue Masks, none survive, and in the wars that have flared between Ashapur and the Empire, they have been the feather that tipped the balance in favor of the Imperials, even when they faced seemingly impossible odds.

    UNIT




    TEXT AND UNIT: Squeaks



    ASHAPUR




    The Pavishate of Ashapur follows a secretive model of society called the Silken Knot. The Silken Knot is the preferred weapon of the greatest assassins, and is an allegory for the political system, hidden behind smiles and silken sheets. The padishars fawn for the gratituide of the Pavishar and quietly murder each other in secret wars.

    Most nobles have a household guard, allowed by the head of state simply to keep most of his nobles alive, aside form any other reason. They are a feudal society, so can be called to arms, but the Pavishar commands the Royal Army too, and the slaves known as the numberless are ideal for depleting enemy archer fire.

    It is a slave culture, where the citizenry is allowed to indenture foreigners or criminals into slavery, and the society is well run and effective. If they weren't a society based around this, they would not have remained the only eastern culture never to succumb to Imperial invasion.

    A part of the Ashapuran military at sea lies strongly in the Pirates of Hanghaven, a secret community deep inside an island that has no discernable entry point. These are the main source for slaves, as they ravage the coasts, fleeing from the Imperial navy as it desperately seeks to exterminate them.

    UNITS


    ASHAPURI GUARD UNITS

















    TEXT: Squeaks

    90% OF UNIT: Disgruntled Goat (THANKS!)



    PRINCIPALITY




    The Principality of Steel, or, as they refer to themselves, the Pawn Saints, is a vast country to the north-west of the western continent. Once a kingdom, the Principality was subdued by the Empire in the long-forgotten past, but now is essentially an independent state allied to the Empire, with its own ruler, politics and army.
    Most of the population lives in a densely populated feudal south of the country, in countless tiny villages spread on lush fertile plains, or in large cities with high castles watching over them. The nobility of the Principality live in a game they call a “Noble Pursuit”, a strategic game where they beggar their enemies, eliminate their foes’ knights and slaughter their pawns…in what is an intricate struggle and entertainment at the same time.
    But there’s also the other side, one that the common folk mention only in a hushed voice when the fire is bright. To the north lies the endless wild of the marshes, the land of the ‘mythical folk’, where strange creatures dwell in the mist covered deep valleys, where wisps divert stray travelers from the safe paths to drown them in the mud, and where fae creatures, capricious and cruel, vassals of Holly King and Oak Queen Queen, wander the wilderness. They owe nominal service to the Prince and will fight for him, but are often distant and elusive.
    Today the Principality has a stable peace with the Empire, but the Prince plays a game with the Imperials constantly, cherishing some secret ambitions of his own, and who knows where it will lead the country.

    UNITS


    TEXT: Beregond
    UNIT: Squeaks



    FEDERATION




    The Federation, or the Directive of the Free, is a vast country occupying the lands on both Eastern and Western continents. It was established on the territory bought from the Empire at the time of its decline by several wealthy merchant families. Their ultimate goal was to create a free state, where every person, no matter how rich or poor, would enjoy equal rights, contained in the Great Liberties, and would answer to one law, manifested in the Laws Inviolate. The people, tired of oppression and despotism of Imperial governors, flock to their banner…only to find themselves under much heavier burden...
    The Federation is shielded from the rest of the world by a chain of mighty fortresses that prevent the rest of the world from seeing through its image of benevolent and free state…and discover the totalitarian regime inside. The state is heavily policed, and people live in constant fear for their lives, especially in the heart of the country, close to the grim capital, Strongpoint. Entire villages disappear overnight; some of the populace later found in the dreaded Penal Battalions – hideous hybrids of flesh and implanted steel – and newly acquired elite Ghaurchlai troops – the Descati’s Hounds – march unhindered through the roads.
    The ruling group of powerful and secretive individuals, the Council of the Nine, uses any means possible to strengthen and empower their position, and is preparing to launch another of their ‘liberation campaigns’, though now the Council might find a mortal enemy much closer to itself.
    UNITS


    TEXT: Beregond
    UNIT: Squeaks



    ILIEN - THE ROSE OF WAR




    Ilien is the most famous and successful young general in Federation’s service, who has delivered countless crushing defeats to the Imperial forces in a long-dragging and gruesome border war. An orphan from a tiny mountain village and the best graduate of the Academy in Strongpoint, she had risen from a mere captain in a small and insignificant garrison to the commander of the entire Imperial front. Called the Rose of War by her followers as well as many enemies, she has personally forged and trained a regiment of veteran troops, who later nicknamed themselves Ilien’ s Roses, as a sign of their loyalty to their beloved general.
    Fully devoted to the proclaimed freedoms and Liberties of her state, she has soon come to see the true and ugly face of the ruling Council…
    The Council of the Nine, long since infested and controlled by the vile Ghaurchlai, feared Ilien’s influence in the army and what they saw as a rising threat to their power. After a brief meeting, they ordered her arrested and tortured on the walls of the Western Capital, proclaiming Ilien and all of her followers traitors and members of a secret plot to overthrow the legitimate Council. Yet despite all the odds, she survived. Terribly wounded and with the right hand cut by het tormentors, Ilien was rescued by her loyal soldiers, and is now leading what is for all intents and purposes a full-scale liberating movement, the war to free the people of Federation from the tyranny and horrors of the Council.

    THE RESCUE OF ILIEN - Beregond

    Spoiler Alert, click show to read: 
    When the carnage was over and the Federation forces were no more, the army retreated from the burning husk of Castlerock. At sunset, in the dim light of bloodied sun, tents and pavilions were set, and a busy camp spread on the hills.

    Then the rearguard arrived. Several hundred bloodstained, wounded, covered in thick mud and dust, yet unbroken, valiant men, the ones, who would later be known as the Blood of the Rose Company.

    They paced warily, slowly, gently carrying the general they snatched from the enemy’s claws, walking bent and hunched, as if carrying a heavy burden, though the body of Ilien then was light and weightless as a feather.

    And so they carried her to the camp, where the army awaited, and laid there in her simple rustic tent, for she had always detested luxury and extravagance.

    And the hearts of men of women, uplifted by the miraculous rescue, sunk even deeper than before, at the sight of the injuries, inflicted by her tormentors. (on such a young and full of life body)

    There she lay, the snow white blankets slowly turning crimson red, and nothing could be done to heal her terrible wounds, to stop the blood dripping from the maimed hand.

    Only by the sheer steely determination and unshakable will her soul still clung to the mutilated shell of her body, the breath coming ragged and faint, and the chief army surgeon looked dazed and confused, unable to counter foul Ghourchlai magic with all years of his experience.

    The camp descended into silence, although the discipline hold fast, two dozen grim Petals encircled Ilien’s tent, and the Roses waited; waited for a miracle, or for more Federation troops to come and finish them off.


    THE MOST FANTASTIC PIECE OF WRITING by Beregond - THE HISTORY OF ILEN

    Spoiler Alert, click show to read: 

    'ere, finally the intro event. not entirely satisfied with the beginning, but otherwise I think it's ok ... and yes, it's long


    Ilien, the woman who would lately be known by her enemies and adorers as the Rose of War, was raised in a small village on the border between the Western Federation and Empire. One dark and stormy night a priest of a local temple found a small and crying bundle on his threshold. He gently lifted it and carried inside, and unwrapping it cried in surprise when the red hair of the baby blazed in a faint candle light. He prophesied her to have a grand and bright future, and raised her with all love and care he could provide. Nobody knew who the girl’s parents were, but people whispered about the nearby village completely disappearing on the dark and stormy night…night like many others happening through the whole Federation.

    Ilien was by all means not an ordinary girl. Unlike her coaevals, she spent most of her free time reading whatever ancient books could be found in a modest temple archive, and listening to the stories of old war veterans and members of war parties passing through the village on their way to border forts.

    As soon as she turned sixteen, she enlisted and carved her way into the military academy in Strongpoint, the Western capital. Corrupted and patronage-driven, the Academy nevertheless still had several ‘true officers’, who seriously regarded the ancient right of women to enlist, declared as the Twentieth Great Liberty.

    Soon, despite her young age and slender build, few could match her in sword fencing and riding, as well as in tactical sessions. Graduated among the best, Ilien was sent to a remote and forgotten garrison on the northern border with the Empire.

    Despite the odds, Ilien saw it as an opportunity. Fiercely devoted to the Federation proclaimed principles of freedom and Liberties, she was deeply committed to maintaining and supporting them. With her enthusiasm and endless energy, the garrison was transformed. Reluctant and grumpy at first, the soldiers soon came to love and worship her, after the very first bloody skirmish, where Ilien personally led the desperate charge of her outnumbered troops and routed the stunned Imperials. Eyes under the bloodstained helmet shining and long red hair flowing in the wind, it was then that she was first named the Rose of War by her men.

    In a few years Ilien was a famous and victorious general in charge of much of the constant warfare between the Western Federation and the Empire. Many talented officers considered serving under her a great honour; with their help Ilien formed her own elite unit of veterans, who started calling themselves Ilien’s Roses – without doubt, the best regiment in the Federation, experienced, fiercely loyal and extremely skilled warriors.

    The Federation’s Council of Nine was not pleased by the rise of the young general. They saw her as a huge threat to their power and secret schemes being plotted in the rotten corpse of the Federation, where reality was as distant from the written Liberties as the Dragon from his warming sun.
    Voting 9 in favour, the Council issued orders to arrest Ilien and bring her before them to 'answer questions'. When the Council soldiers arrived, she forbade her men from interfering and they stood dumbfounded as she was led away. AT first Ilien genially believed the arrest to be some sort of mistake…but the events that followed proved otherwise.

    The next morning soldiers came to take the members of Ilien’s staff, but then the army reacted - some amongst knew they would become the next batch of fanatics in the famous Penal Battalions.

    In Strongpoint the Council tortured Ilien, gaining ‘proof‘ that showed her nature was contrary to the Federation's 'principles' and was inherently dangerous to keep alive. It was then that she finally saw the Federation for all the evil it was...that the ideals and dogmas she followed all her conscious life were a ghost, a terrible and deadly lie. Then she swore aloud that she would make it alive no matter the costs, and reforge the Federation as it was meant to be, with just rulers and free people.

    Then the Council members swayed in fear, for the power of her voice ringed in the high hall of Strongpoint, and they heard their doom in her voice. Terrified, they cut Ilien’s right hand and crucified her on the black walls of the huge fortress city. She would last longer than any had before her.

    Meanwhile, her soldiers revolted upon news of her fate. The arrest of their remaining leaders had failed and panic had nearly set in, but the news of their beloved 'Rose of War' being crucified had welded them to an iron fury. They knew that some of the Council’s new elites - Descati's Hounds - would come for them. Swiftly, the decision was made. 4000 men would march south to Strongpoint, whilst the remaining soldiers fortified their barracks further and prepared for the coming storm.

    Marching in stolen uniforms, the 4000 reached Strongpoint. In a swift attack, they managed to take Ilien from the walls, and then fled north, screened by the 600 cavalry lancers they had brought.

    On the march north they were attacked thrice. Each battle was won, but at great cost, barely half of the rescue force remained in fighting capacity...at least 400 were wounded, some would die, and corpses littered the roads north.

    The fortress barracks of Castlerock had been under sustained attacks by a number of Descati's Hounds and regular Federation forces. Ilien's rescuers arrived to see the walls burning and under assault. Like a falcon, they fell upon the rear of the attackers, and broke them, slaughtering nigh on all of them. Any of Descati's brood were executed, but the deluded Federation prisoners were given leave to go or stay. Most stayed, swelling her ranks.

    Now the Roses found themselves in deadly peril. Their general dying, their comrades terribly wounded, pinned on all sides, they must find the way to survive and bring justice to the Council.




    UNITS



    Description By Beregond:

    Thorn Pikemen were one of the first Roses units created by Ilien, along with Thorn Archers, as part of the 'branch and thorn' strategy adapted to counter the disciplined Imperial Legions. Pikemen are the cliff of the army, the fence of steel rising before the charging enemy, capable of withstanding even the most brutal onslaughts, and wither the attackers down for the rest of the Roses to advance and scatter their wavering ranks.

    Pikemen are ideally equipped to perform these tasks. Their trusty dull armour is of excellent quality, scratched and dented in countless campaigns; yet their main weapon and protection is a long thirty-foot ash pike, deadly effective against cavalry and infantry alike.

    Bulk of the Roses formation, Thorn Pikemen are skilled hold-the-line heavy infantry, that Ilien’s lieutenants have come to trust and rely upon in any situation.





    Originally founded by Anselm Prowl, Ilien’ s top lieutenant, the Dancing Petal Swordsmen, or simply the Petals, have quickly gained respect and recognition among the Roses, and the Federation military as a whole. In his early years of service, Anselm Prowl has developed a great interest in Cho Tetsu warfare and fencing techniques, the interest that lately grew into obsession. In the end, he travelled to the islands and spent there two years, studying under the best masters of the enigmatic country. Upon his return, Anselm combined much of the acquired knowledge with the traditional school of great sword. The result, the Petals, carry large two-handed swords and wear heavy plated armour, but move with water flowing grace and swiftness of the Cho Tetsu flower schools. The Rite of Passage involves a grizzled veteran throwing a single crimson rose petal into the air, which a novice has to cut in half halting its dance on the wings of the wind.

    Fiercely devoted to Ilien, as any other Roses regiment, the Petals are the forefront of storm of steel, crushing into enemy ranks.







    Blood of the Rose is the youngest regiment in Ilien’s army, although by far the most experienced and battle-hardened. It consists solely of scarred veterans, the ones from the famous several hundred volunteers who made a daring attempt to rescue Ilien from her tormentors in Strongpoint…and succeeded. Losing comrades, cutting through thousands of Federation troops who dared stand against them, they joined the rest of the army, delivering Ilien to safety. Now as the recognition of their devotion and sacrifices, they serve as personal bodyguards of Ilien and an elite guard unit.

    Possessed of almost fanatical loyalty to their General and her cause, they are nigh unstoppable on the battlefield, the sledgehammer of the Roses forces. Their full plate armour is the best available to the Roses, covering them from top to toe, except for the absent right gauntlet none of them wears, representing the right hand lost by Ilien; and the spotless brightness of the breastplate is stained only by a single blood drop above the heart, in solemn honor to their fallen brethren.



    They were alone, the last of their kind, severed from the Sun and Stars, left behind, to bleed golden tears for the accursed, the brethren who had been found wanting, who had been taken by the Abyss. Of the Celesti - the Elves of the Stars - there were now few only, albeit the greatest of them, those who refuted the slaughter of humanity, who had not hardened haerts and minds to the possibility that SOME humans would not fall to evil, that not all humans would become Death to the Dragon. Where they had fallen, under the shattered comets called by the Abyss, the main part of the Celesti fell to evil, fell to the Abyssal charms that claimed them as one, that turned beauty into a hideous maw.

    These few, the ELohim Lumini, were the greatest amongst the Celesti; those that taught and sang under the sky, those that prepared the others to care and nurture and forgive,; they were all that remained. These beings brought the Void Temple into being, they fought in the battle at Saden Fields, and now they come to Ilien, the hope, the spark that could see the world changed, albeit balanced on a knife's edge, so needful of the cut that would end all hope fo the Celesti. The few that remain now come forth, a brazier of light, and they baulk the Hounds opf Descati, the Federation that lies corrupt and filled with the maggots of the AByss, it's death throes st to spin the world into darkness. Against this, they made their final stand.



    TEXT AND MAIN DUDE: Beregond - he's taken something quite small and broken it open for us
    UNITS: Squeaks]

    Have MUC more to show, will update


    THE SUN KING




    Simply known as 'The Rebellion' by the empire, the realm of the Sun King became a part of the Empire after all city-states were assaulted simultaneously. Spurhawks swiftly gained control of the walls, and huge war engines smashed gates in and rained fire upon the defenders.

    Quickly taken, the Sun King capitulated, escaped and went into exile within his own realm. For many years the youth of the Sun Kingdom went to war for the empire - the 'Young Shields', returning after at least ten years of service. This system was the undoing of the Empire in the east however, for they had thousands of veteran soldiers in the wake of the indentured service.

    With this base of fighting men, the Sun King, Lyscila, gathered the Ferakine to him - very few of these awakened/ bipedal cats dwelled within the city state of Ruhr any more, and he gathered them swiftly from their places of hiding. With these accomplished forces, he struck at the city garrisons with at least three times their number. Swiftly, the city states were relieved of all Imperial forces, and the Rebellion had started.

    The lands of the Sun King now gather all to hem. The Lions of Eryn have gathered; Icarine Knights; the dour Exilian Guard - all have come to the banner of their beloved King. Few know where this will take them, but the Sun King is prepared for war!


    UNITS



    WARCAT BRAVES



    UNITS AND TEXT: Squeaks



    CHO TETSU




    When the Lindiri first came to life; they used their abilities to make many 'awakened' flora and fauna. They were charged to do this by the knowledge of the Celesti, who taught them the beginnings of their work. They were to create awakened beings that would aid them in their understanding of the world and its many inhabitants, whom they were given the task of protecting - they were wards of all things Temperate.

    The Culture of Cho Tetsu has seven of the awakened flora, and they worship them as gods and follow their edicts; a task to which they appointed seven temples and seven Orders of Temple Guards. Their society is a hugely complicated machine. They have rigid caste systems, and Noble Houses fight both openly and politically for power, even utter dominance outside the Emperor’s jurisdiction. This is as much as a game for power as their enemies, The Principality of Steel; if not more so. Their politics are enmeshed with Honor, yet much of their struggle is far from honorable.

    The warriors of Cho Tetsu are some of the most disciplined fighting men of all cultures. They often fight with two weapons and never use shields. Recently they have invaded and taken a parcel of the domain of the Pawn Saints. It seems there will be war!

    UNIT





    UNIT AND TEXT: Squeaks



    THE BANDIT KINGS




    There are those that fall and see what they love die in the political machinations’ across most cultures. There are the persecuted, the lonely, the disenfranchised...all social castes, all cultures, they wish to leave their old lives behind so desperately that they run in the night and don't look back to see if they are pursued.

    There is one place that will gladly accept them, one place they can live in rags rather than riches, but with happiness that hasn't been a friend for many years.

    Once there the City of Solace; a city that was hidden save for those that truly needed its embrace It disappeared during the Ghaurchlai wars, as it's inhabitants went to a final war and were murdered almost to a man. Now this city has returned, and the Bandit Kings welcome it as you would a prodigal son. The Fox King rules here, but with a velvet glove rather than iron fist, and their army, known as the Beggar Host, have trapped every entrance, rigged rockslides, pits, small fortified walls, all along the valleys.

    The Fox Court is resounding with the cries of a fledgling democracy, but it teeters on the edge of destruction. This could be reversed; perhaps they could even take the fight to their oppressors? One thing is sure...the struggle that comes is likely to result in more grief than the world can bear.

    UNITS


    UNIT AND TEXT: Squeaks



    THE LAKE KINGDOM




    The Only Church would have you believe whatever their sermons may preach at a given time, and they shine on the outside, but rot on the inside, as they Eyes have once more fallen from their Grace. They were gifted the Lake Kingdom after the Ghaurchlai Wars by the Empress to succeed Valeian - Lisandra. She gave it in good faith, after the man called Priest ascended after exposing the trickery and the corruption of the eight eyes. The Only Church to have 9 heads, the eyes of the descending Compass, from North to North East, and the ninth, the Inner Eye Within, the direct link to their god in the Farstream.

    The Eyes have become corrupt once again, and lead a war of extermination against the Lake Folk, who are thought to be 'impure', having blood of the Ildiri Elves running through their veins. 6 Eyes war against Anna Sanda, the leader of the Free within the east of the Lake Kingdom, but 3 have turned to her cause as it became apparent that their faith had become wayward. The Resistant, the Free, are holding the eastern third of the Lakes, whilst the Only Temple Units struggle to control the center, and exterminate all considered impure in the west. Whether the war or the extermination is above the other is unclear, but the Free East are outnumbered, martially outclassed, yet remain almost fanatical in their grasp of the freedom, to fight to the last man or woman. Anna Sanda stands amongst them like a demi-god, her leadership unfaltering, and this has been the main force of will that has held the east together, and threatens to pull the central lakes to her cause.

    The Only Church has quantities of Templar's, knights who are amongst the best equipped in the known realms, and whose devotion blinds them to whatever the Inner Eye dictates to be true and just. Temple Levies form the mainstay of their numbers, but even these are well equipped and trained obsessively. The Free have some knights, loyal to the rebellious Eyes, but they also have those who have hidden in plain sight, the knights and soldiers of old, trained by, and armed by, the Ildiri. Few in number these late days, they are a core of talented warriors who cocoon Anna and seem like unbreakable rocks against an all consuming seastorm.

    UNITS


    UNITS & TEXT: Squeaks



    THE WOLFBORN




    Roiling waves cover the islands of the Wolvers, a chain of small islands in the southern seas, namely the Boiling Sea, or the Sea Incarnadine in older maps. Sparse and ungodly, the lands support precious little of anything at all, yet a small nation cling to the rocks as they have done for a thousand years and more. Screaming into the wind, they spit death in the face and survive all conditions, all hardships are endured, and a proud people live the lives they have lived, follow the old ways, and are a scourge to the coasts, raiding and savaging communities as they harvest their lifeblood as a farmer does his crops. Without this way of life, the Wolfborn would never survive, and so the legends they carve survive.

    The nation is known also as the Godslayers, those who have killed Gods. This is a legend that may prove true; that they took the isle from a vastly powerful avatar, godlike, a being of water and earth, a Dragon, scion of the planet itself. This creature fought them for months, each side wounded and succumbing to a small death, as the Wolfbornb call it - a painful death, in stages made ever more certain. The Godslayers are still a renowned group of warriors fierce, powerful; the epitome of their wild culture.

    GODSLAYERS
    'Something stirred amongst the ranks of the Wolfborn. The Bearweirds and wolf brethren parted, bowing their heads in suplication. Lightning flashed across the heads of the waiting warriors. Where normal men seem not enough, when a battle is all but lost, men turn to heroes, to the best of their own. They hold lines that would otherwise crumble, and die where they stand shouting a litany of defiance to the last man. From the deep ranks strode the Godslayers. They had slain a god in the past, so legend states, a war god of the deep waters, intent on drowning their fleet. From ships and masts, they flung themselves at him, cutting him ever more deeply, clinging to his flesh in a violent, primal struggle, till he sank beneath the waves, leaving gouts of blood in the water. A wind stirred, called by their holymen, calling on their own deity, as the Godslayers stood, screaming their victory to the winds, which had once had a brother beneath the waves.



    As the foes' ranks shuddered, it was not mere men that walked towards them, but killers of gods, the crackling streaks of blue lightning hissing as they stood alone, facing a host thrice their number. The battle already won, simply by the power and weight of their doom-laden gaze. For what can mere men do against something so terrible that the power of gods was once not enough?

















    CIMRAI -HALADIN




    Known also as the Bloodless - those who do not bleed, the CImrai were once a free culture of mountain warriors, before the nobles of the high walled fortresses took a tangent and began the exploration of the world of Blood Magic, of binding creatures alien to this reality, burning them into weapons and armor, wings and jewelery.

    These creatures would animate these objects and lend power to the wearer or wielder, gifting them with preternatural strength, the ability to fly, weapons that aided the skill of the warrior, making the Iudruul Bloodmages the highest power in their culture, damning the rest to a life of fear and servitude. Alone, the Kanaan CLan stood aside from this, and, after a bitter series of battles, their reputation as the best of the Cimrai was cemented in fact.

    The Iudruul could not dislodge them, and an agreement was reached, whereby none of their people would be taken for ritual of Everdeath, where the souls of the bleeding were used to summon the Abyssal Powers into devices of power.

    Abhorrent to almost all, the Iudruul have reigned, and will do so for time immemorial. They have taken may lives, often of their own people, although their dealings with Ashapur and Hanghaven provide a steady stream of broken volunteers.

    --------------

    A SHORT TALE by Borissomeone

    The soft hiss of rain as it runs down the mottled glass of my room brings life back into sharp focus, a flicker of lightning cast the room and its contents in harsh cold light before the light of my one lamp resumes its mad dance as it nears the end of its life. I guess I should introduce myself; well I would if I had a name that could be remembered by me or anyone else. Call me slave and leave it at that, it will make things easier on all. I feel I will perish soon here deep within one of the great fortresses ruled by the Bloodless, but before I go I wish to tell you a tale or a history of the Haladin. This will be my last gift to anyone who will find it, by guttering lamp and poor penmanship I will scrawl all I have learned.

    They, the Bloodless have always dwelt here within the Earthspine, shadowed vales and twisted valleys a pale faced people with great manes of blood red hair. Some might call them beautiful; I would now call them terrible to behold having witnessed the dark rights performed. Once they were squat of build and broad of shoulder, but could never be misconceived as the Khezdruli, but with the first years of mans existence the Lindiri came upon the Bloodless. The Lindiri sought to better the Bloodless, as they do love to meddle, for they saw the Haladin did suffer from hemophilia. With some success they did help the Haladin, but as always the changes they wrought upon the Bloodless had unexpected results.

    A small number of the Bloodless grew in height and if possible they became even paler of skin, weak in the flesh, but strong in the mind they became the nobility of this race. From what I have read and found rotting in the deepest parts of this place as the wind moaned through long forgotten passages the first amongst the Bloodless were given visions in their rest, warned of the weakness of villages they built three monstrous fortresses. Perhaps I should point out to whoever chances upon this written word that chief among the Bloodless rule three clans, the Iudruul with the Sieldruul and Karathuul. With the strongholds built the visions proved to have whispered truth for the Empire began what was to be a prolonged and bloody war. As Spurhawks swarmed into the first valleys they swiftly took control of the shadow ridden vales, but with the speed of their conquests came high casualties.

    As the Empire pushed deeper into the lands of the Haladin or as some would call them the Cimrai three clans fought back, the Kanaan, Kharst and Kaden. As the three clans tried to hold the Empire back, many stayed within their great fortresses, the massed garrisons forbidden to leave despite clan affiliations. What followed the initial assault by the Empire was a truly grim and bloody time for my masters. The Kanaan Clan and the Siedruul planned for the coming battles lead by the nobles who had proven to be sharp of mind but weak of flesh and unable to fight, this could have been the end for the Bloodless for many lost faith in their feeble commanders, but in the end the Kanaan managed to rally eight clans to the defense of a crucial vale. As a slow cool wind played with the proud banners of the Empire, twenty five thousand men massed and ready to unleash hell upon the Clans who stood upon the opposite side of the vale. Sixteen thousand Bloodless lead by Valerian for half the forces were Kanaan, stood ready to die for their twisted valleys and mist shrouded mountains.

    From musty tome and by wane light of a single poorly made candle I was able to find reports of the following battle.

    Four days of death, the cries of the Empire and Bloodless rode the wind a song of pain and anguish as they slew each other. Line after line of fortified positions fell, but the Kanaan held, a bloodied rock among a sea of war. The Empire had tried to defeat them with all their cunning and might and as a blood red sun set the Kanaan had proven they could equal the best the Empire could throw at them for they were the Kanaan, fearless in the extreme.

    As the battled raged the Iudruul Clan sought to expand upon their knowledge of their arcane powers. The Kanaan fought with blade and shield, feeding the land with their own blood as the Iudruul stole their own people, each soul given to the use of Blood Magic. From what I can gather what happened next changed the Bloodless, for better or worse I can not judge for I am a simple slave and not very wise. Demonic spirits were touched upon and from this foul caress the Iudruul made them selves preternaturally strong. Armed with blades of power and some now with the means to fly, metal wings that remind me of the bats that plague some parts of this Fortress, they fell upon the Empire. The Spurhawks were rolled back, most returned to their beloved Sea of Grass. Wheeling they then turned upon the Empires flanks. With a surge the Kanaan saw an opportunity and pressed forward. A moment or hours and the Empire were in full retreat. Thousands upon thousands died in the coming rout, the fallen left to rot in the vales and misted mountains. So many dead, the moaning wind echoing with the cries of the dying even to this day.

    Now the Clans play games with deadly powers, the Blood magic sings to them, whispers of more power to come, but I can see things my masters cannot. The shadows dance and darkness gathers, they dream of war and conquest, but risk utter dominance from the power they crave. A rift is soon to be opened; a gate way to the Cthonae, soon things will change, soon. The Iudruul play a dangerous game, they have tried to subject all, and failed for the Kanaan have resisted and now defend the Earthspine from any who threaten the Bloodless, but perhaps they should look within their boarders for dark powers gather and the Iudruul welcome it with open arms.

    A flash of bright lightning and my poor candle ends its life as the room fades to darkness, not that it matter for I’m naught but a lowly slave who likes to tell tales



    UNITS


    UNITS AND TEXT: Squeaks



    THE IRYN THAAN




    The Iryn Thaan are the people of ice, a small kingdom of men who have stood against the Naugiri’s attempts at annihilating them for centuries. When the orcs have invaded their homeland, the outmatched people of Iryn Than fought valiantly, but were utterly defeated and fled to the north, pursued by their relentless and merciless foe. The harsh climate, constant skirmishes and the threat of total annihilation have forged them into hardy and skilled warriors. Though few of them remain today from the original population of a prosperous kingdom of far warmer and welcoming climate, they do not stand alone in their battle.
    Their unhuman allies are strange and many: the Awakened Snow Leopards and Serbire Tigers, distant northern kin of the Ferakine, the cat-folk; the Kithgaat Urune, grotesque snow monsters, terrible in their wrath; the Silent Death, spirits of the North Wind, floating through the battlefield in empty ancient armour; the Yaga Dai, the children of the 'Human' gods, forming the Dust Host, the most numerous and faithful of the Iryn Thaan allies. Their help, both military and in times of peace is what keeps the kingdom alive and enduring.
    The Kingdom has a number of scattered villages and only two settlements that deserve to be called cities: Iythaan, the citadel under ice, and Rutharr, the city of flying bridges. But great is their hatred towards the accursed Naugiri who drove them to die on the cold snow, and great will be their vengeance.

    IRYN THAAN WELCOME TEXT

    A blast of cold wind gusted through the dimly lit shadowy chamber, flapping old palatial tapestries and filling the air with hundreds of glittering snowflakes that started dancing around a dark figure of a man, standing at the high arched window. He was tall and powerfully built, with long salt and pepper dark hair, clad only in a thin black shirt and leather trousers and jacket, despite the chilling frost in the room. In the depths of his icy blue eyes dark shadows lurked, as he gazed into the endless blankness of the valley several miles below. Kail Walsey, the Lord of Iythaan and all People of Iryn Thaan, was deep in his thoughts. For decades now he has led his nation in its struggle for survival, each day marked on his weathered face; he has kept and strengthened alliances, inspired faith even when little was left in him, fought in endless clashes on clean snow stained by bright crimson. All these years his designs and plans were dedicated to one goal only: to deliver justice to his sworn mortal enemies, the Naugiri.

    And now all the carefully arranged schemes were being put into motion.

    In his frozen capital of Iythaan lights are burning bright. Shadows are moving on the cyclopic walls of ice, spears and swords sparkling like the morning frost-dew, as the last sons of Iryn Thaan are going to battle.

    In the haze-covered heights of Rutharr the Snow Ferakine are afoot, passing with graceful eveness through the lowered bridges and heading down into the valleys in a torrent of fur and steel.

    Under the thick crust of frozen snow the Kithgaat Urune are tumbling in their lairs, waking from a long and deep sleep to bellow their bone-chilling war cries into the skies, and follow the call of their ally.

    The mysterious powers are also moving in the great game that will decide the fate of his kingdom. Ice splits and ruptures as the hulking Icewyrds rise from their cold cradles, Ley crystals pulsing and sparkling inside. The Silent Death drift into the night, wings of the North Wind carrying them hissing in empty sockets of ancient helmets. The vast hosts of the Yaga Dai are on the march, their columns stretching beyond the horizon, ready as ever before to assist and support their human friends.

    All this might at his fingertips, but the shadows in Lord Walsey’s eyes were anticipation and concern. He couldn’t allow himself the luxury of doubt, yet with so much to gain, there was equally much to lose. The Naugiri were a terrible foe, and the victory against them could come at too great a cost…

    Lord Walsey stood at the high arched window, gazing into the unknown, and cold wind played in his hair.

    Author: Beregond

    UNITS


    Icewyrds, the Avatars of the ice, are amongst the most powerful and terrifying allies of Iryn Thaan. The avatar is born in the deepest caverns in millennia-old jokulls and gletschers, when the elementals of water and ice find one of the Ley crystals. They flock to it, drawn by its power and pulsing energy, and gather in droves, animating the ice itself

    ERMINE RIDERS








    TEXT AND INSPIRATION: Beregond and T&D
    UNIT: Turambar & Death
    1% of UNIT: Squeaks



    BADABASKA




    Badabaska is a string of interconnected fortified islands in the south and east of the polar seas. The major islands support three immense fortress-cities, where most Badabaskans dwell…how many of them there are left.
    Badabaskans are proud descendants of the Han Dinen, an ancient nation of guardians of the Moon Mountains, now Federation lands. There lies the only path to the Moon Crater and the Spirit of the Dragon, where souls of the departed rest, and the spirit servants of the Gods, the Yaga Dai among them, reside. Their watch was suddenly broken centuries ago, when the Ghaurchlai launched a surprise attack on their holdings, and the Han Dinen were forced to retreat, abandoning their old settlements. Few of the survivors of the once great people were brought to the Badabaska lands by Diethir and Moonbiter, the protector demi-gods of Han Dinen. It was then that the first unnaturally high and thick fortifications were erected, turning the islands into the impenetrable citadel…and then the Ghaurchlai arrived.
    Ever since then the Badabaskans have been under permanent siege. Their keeps’ walls are scorched by foul magic, the population is dwindling, and there is no end to the hordes of the Ghaurchlai coming on them. Despite this, the Badabaskans hold fast, even making sorties and raids outside the city walls, their best warriors accompanied by great war hounds - the Baerhounds, who are the size of a horse and as intelligent as humans. That, and pray for Diethir and Moonbiter to return to their children

    TEXT: Beregond

    BADABASKAN UNITS















    WE STILL NEED PEOPLE WHO COULD HELP BRING THIS ABOUT MORE PERFECTLY....if you have current modding ability, PLEASE do say hi. Would seriosuly speed up a release too!

    Ah one thing I forgot: Under international copyright laws, the setting of Dragonborn, it's factions and unit names, is copyright to N.Haynes, 2001. Used with permission.
    Last edited by danny X; January 07, 2013 at 11:29 AM.

  2. #2
    T&D's Avatar Pili Posterior
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    Default Re: DRAGONBORN Total War - Initial Preview

    Great announcent!!!!

  3. #3
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: DRAGONBORN Total War - Initial Preview

    IT'S HERE!!!!!

  4. #4
    +Mr.Crow+'s Avatar BRIGAND 4 LIFE
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    Default Re: DRAGONBORN Total War - Initial Preview

    very well done units...+rep
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    PLEASE, DO NOT OPEN THIS SPOILER!
    Spoiler Alert, click show to read: 



    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!
    Under the patronage of Mega Tortas de Bodemloze




  5. #5
    Dan the Man's Avatar Learner
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    Default Re: DRAGONBORN Total War - Initial Preview

    Looks absolutely awesome! Great work guys, I'll be watching this one for sure!
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.

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    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: DRAGONBORN Total War - Initial Preview

    Looks awesome, great preview!

  7. #7
    medievaldude's Avatar Sōkō no yari
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    Default Re: DRAGONBORN Total War - Initial Preview

    It's like you combined almost every culture and aspects of peoples/nations/kingdoms both reality and folklore comined inot this big mod

    Cho Tetsu, roses of war, high eleves, Wolfborn, sun kings sound awesome !!!

    BADABASKA sound likes you couldn't name them but these loosely fortified islands would slap me in the face for that

    Ductus Exemplo
    Fas est et ab hoste doceri !
    He who knows when he can fight and when he cannot will be victorious.
    Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.

  8. #8
    Ellin Athinaios's Avatar Sōkō no yari
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    Default Re: DRAGONBORN Total War - Initial Preview

    Awesome preview! Epic! Well done Squeaks and team

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    TWmadman's Avatar Princeps Posterior
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    Default Re: DRAGONBORN Total War - Initial Preview

    i love theses earth elves treemen and red cloth empire pikemen!

    great project and good work! i hope you gonna release it soon.

    I am part of the Sundering team and i can help with coding (EDU, EDB, but also traits, ancillaries) i can make you amazing soundtracks for each factions.

    we need a skinner and an animation man to help with some units. T&D who helped you is from our team, i m sure other team mates would gladly help you if you help too.

    cheers! this project deserves to be perfect.

    "With Hate, all things are possible." Malus Darkblade

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    Squeaks's Avatar More full of whinging
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    Default Re: DRAGONBORN Total War - Initial Preview

    Quote Originally Posted by medievaldude View Post
    It's like you combined almost every culture and aspects of peoples/nations/kingdoms both reality and folklore comined inot this big mod

    Cho Tetsu, roses of war, high eleves, Wolfborn, sun kings sound awesome !!!

    BADABASKA sound likes you couldn't name them but these loosely fortified islands would slap me in the face for that
    Heh...thanks so mcuh...I love the ones you've mentioned...will be posting Uruskine soon for the Wolfborn and a Badabaskan unit too. Sorry I missed em out.

    THANKS again

    Quote Originally Posted by Kahvipannu View Post
    Looks awesome, great preview!


    Sweet!
    Thanks

    Quote Originally Posted by Dan the Man View Post
    Looks absolutely awesome! Great work guys, I'll be watching this one for sure!
    Well, we plan on making a hisotrical mini-campaign first; still don't know when exactly, but it means we can get it out quicker than 24 full factions

    Quote Originally Posted by +Mr.Crow+ View Post
    very well done units...+rep
    Cool!

    Quote Originally Posted by The Holy Pilgrim View Post
    IT'S HERE!!!!!
    Yep

    Quote Originally Posted by Turambar and death View Post
    Great announcent!!!!
    Yep

    Quote Originally Posted by Ellin Athinaios View Post
    Awesome preview! Epic! Well done Squeaks and team
    Ta very much Ellin...just await the Ildiori thingies to come

    Quote Originally Posted by TWmadman View Post
    i love theses earth elves treemen and red cloth empire pikemen!


    great project and good work! i hope you gonna release it soon.

    I am part of the Sundering team and i can help with coding (EDU, EDB, but also traits, ancillaries) i can make you amazing soundtracks for each factions.

    we need a skinner and an animation man to help with some units. T&D who helped you is from our team, i m sure other team mates would gladly help you if you help too.

    cheers! this project deserves to be perfect.
    Sweet...will be in touch asap

    Thanks...it'll help a LOT

    Woohoo!

  11. #11
    Ixor_Drakar's Avatar Sōkō no yari
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    Default Re: DRAGONBORN Total War - Initial Preview

    You certainly know how to come out with a bang, looks amazing.
    I survived the Mayan Apocalypse 12/21/12

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    Harđurāđaz's Avatar Princeps Posterior
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    Default Re: DRAGONBORN Total War - Initial Preview

    Sweet


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    Borissomeone's Avatar Citizen
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    Default Re: DRAGONBORN Total War - Initial Preview

    This is the best sort of surprise one could ask for, another amazing looking (and sounding) fantasy mod. The best of luck good sir's and I'll be following this mod.

    Under the Patronage of TheFirstONeill.

  14. #14
    Polycarpe's Avatar Back into action!
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    Default Re: DRAGONBORN Total War - Initial Preview

    Ahh! A great upcoming fantasy mod we have here and may great units, plus a quite nice Wonder Team we have there.

  15. #15
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: DRAGONBORN Total War - Initial Preview

    Thanks to everybody for your compliments.

    The DB team is working very hard to make it the best mod it can be

  16. #16
    Toho's Avatar (-_(-_(>_<)_-)_-)
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    Default Re: DRAGONBORN Total War - Initial Preview

    i have been waiting for a completely original fantasy mod of this epic quality! my modding skills are laughable at best compared to your crew but for another mod i am making custom strat settlement colorings. you obviously know the models in stainless steel, i humbly recolor them using Kahvipannu or other people's textures. it is fairly simple job but time consuming, so unless you guys are making new strat map models and are interested in what i do then i would be glad to help.
    here is my recent work: http://img844.imageshack.us/img844/7875/seaelves.jpg

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    Pentecostal Knight's Avatar Hastatas Posterior
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    Default Re: DRAGONBORN Total War - Initial Preview

    WOW looking Great so far keep up the good work

  18. #18
    Beregond's Avatar Слава Україні!
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    Default Re: DRAGONBORN Total War - Initial Preview

    and finally the preview is up!

    hey-hey, the beginning of a long and exciting trip!

  19. #19
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    Default Re: DRAGONBORN Total War - Initial Preview

    blergh,was waiting for this but had a power outage
    epic work everyone,+rep as usual

    only ummm,the "sun king" faction spoiler is inside the ilien one..not a biggy


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    Squeaks's Avatar More full of whinging
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    Default Re: DRAGONBORN Total War - Initial Preview

    Quote Originally Posted by Ixor_Drakar View Post
    You certainly know how to come out with a bang, looks amazing.
    Fnks Ixor...I have some booboos to fix on my part, and to update some stuff...I ought to be showing some more stuff, and will asap.

    Quote Originally Posted by Gautaharjaz View Post
    Sweet
    Yup! It's the coolest thing I've done in my life to be fair about it...been hoping I'd do something with the world I wrote about, and here it is!!

    Quote Originally Posted by Borissomeone View Post
    This is the best sort of surprise one could ask for, another amazing looking (and sounding) fantasy mod. The best of luck good sir's and I'll be following this mod.
    Well, hopefully we won't let you down; we're a tight knit team and there's no reason this won't be seen through to the end - a full release. When I REALLY can't answer. There are probably 60-70 units done...lost count a while back. Some more will appear here, but we're working on more each day. The other peeps are motoring too!

    Quote Originally Posted by St. Polycarpe View Post
    Ahh! A great upcoming fantasy mod we have here and may great units, plus a quite nice Wonder Team we have there.
    Wonder Team? I hope so!

    Quote Originally Posted by Toho View Post
    i have been waiting for a completely original fantasy mod of this epic quality! my modding skills are laughable at best compared to your crew but for another mod i am making custom strat settlement colorings. you obviously know the models in stainless steel, i humbly recolor them using Kahvipannu or other people's textures. it is fairly simple job but time consuming, so unless you guys are making new strat map models and are interested in what i do then i would be glad to help.
    here is my recent work: http://img844.imageshack.us/img844/7875/seaelves.jpg
    SWEET AS! Will be in touch; however small you think your abilities are, they're better than you think, always!

    Quote Originally Posted by Pentecostal Knight View Post
    WOW looking Great so far keep up the good work


    Quote Originally Posted by nhytgbvfeco2 View Post
    blergh,was waiting for this but had a power outage
    epic work everyone,+rep as usual

    only ummm,the "sun king" faction spoiler is inside the ilien one..not a biggy
    Awwww...nuts! Am fixing....thanks for the warning...there are a fir few things to change and add.

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