<a href="http://www.game-advertising-online.com/" target="_blank">Game Advertising Online</a><br /> banner requires iframes
Page 1 of 23 1234567891011 ... LastLast
Results 1 to 20 of 448

Thread: Faerūn[Forgotten Realms]TW

  1. #1
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Icon1 Faerūn[Forgotten Realms]TW







    *
    * * * * * * * * * * * * * * * *
    T h e G r a n d C a m p a i g n

    * * * * * * * * * * * * * * * * *
    The year is 1372 of the Dale Reckoning (DR), also known as the Year of the Wild Magic, during the Era of Upheaval - a time of cataclysmic changes striking the realms of Faerun.
    It is a time when many deities descended from their astral planes to walk among the people in the bodies of mortal avatars.
    It is a time when some of them were killed and lost their godly powers.
    It is a time when some mortals gained godhood and immortality, and created new cults and religions.
    It is a time when ancient lands of the south submerged into oceans and new lands emerged from the plane of Abeir.
    It is a time of struggle and wars.


    * * * * * * * * * * * * * * * * *

    FACTIONS:

    LUSKAN ~ The Luskanites
    Luskan is a Northman faction of raiders and pirates under the strong influence of the mysterious and malicious Arcane Brotherhood. Their culture is similar to the Nordic/Viking culture. Led by five High Captains, the men of Luskan are ferocious, seafaring bandits focused on conquering primarily coastal regions of the west and north, but sometimes going on forays as far south as Lantan. The armies of Luskan will mostly consist of viking-like units, but also some pirates, barbarian mercenaries and mages.

    WATERDEEP ~ Lords of Waterdeep and Neverwinter
    The mercantile and cultural centre of the west, Waterdeep is inhabited by a mix of different peoples including the Netherese, Illuskan and Chondathan cultures. It is ruled by a council of nine Lords and is a core member of the Lords' Alliance. The city of Waterdeep itself (its capital) is considered by many to be one of the most advanced and rich cities of all Faerun. Known from the eponymous computer game series, the city of Neverwinter is also included into Waterdeep's domain as its long-time ally and friend. The armies of Waterdeep consist of knights, adventurers, militias and mercenaries, with a few special magical units.

    BALDUR'S GATE ~ Duchy of Baldur's Gate
    The Duchy of Baldur's Gate consists primarily of the city-state of Baldur's Gate, but being a strong naval power it has also managed to establish oversea colonies, including in the tropical southern region of Chult far to the south. Ruled by a Grand Duke, it is a member of the Lords' Alliance and is the biggest rival of Amn to its south. Baldur's Gate has its own professional army of the Flaming Fist mercenary company but also employs some knightly orders and mercenaries.

    SILVER MARCHES ~ Confederation of Silver Marches
    Formed as a confederation of a number of small kingdoms, cities and duchies, the Silver Marches are a unique faction. Here, elves, dwarves and humans live together in harmony, with a common goal of protecting each other against the threats coming from the north. They are members of the Lords' Alliance. Their army consists of a variety of forces - depending on their origin, there are dwarven, elven and human troops. The humans of Silver Marches also often adopt the armour and weapon styles of either dwarves or elves, creating a unique army.

    MANY-ARROWS ~ Kingdom of Many-Arrows
    The realm of Many-Arrows is only one of the many orcish kingdoms located in the Spine of the World mountains, but is the only orcish kingdom officially recognised by the outside world (by the Silver Marches in 1371 DR). Inhabited mostly by orcs, their lands are also home to other goblinoids such as orogs, ogrillons, goblins and hobgoblins, as well as a number of humans (either barbarian tribes or slaves in orcish captivity). Their army primarily consists of orcs, with the other monstrous races filling out the army's ranks. Apart from some worg riders, they lack cavalry, but make up for it with their big numbers.

    ELTURGARD ~ State of Elturgard
    Staying in close and friendly relations with Baldur's Gate, Elturgard is a theocratic crusader state of the paladins and clerics of Torm, and a member of the Lords' Alliance. This is one of the few countries where there is a state religion, and consequently clerics and men of faith have a high standing in society. Elturgard is otherwise culturally and ethnically similar to other western human factions. Their army consists of various knightly and crusader orders of paladins, with some local militias recruited at times. They have strong cavalry and infantry but lack strong magical units.

    SHADOVAR ~ Empire of Netheril
    Returned to Faerun in 1372 DR, the Shadovar are remnants of the ancient Netheril Empire, the most magically advanced country in Faerun - their highly advanced use of magic allowed them to build cities floating in the sky. Inhabited originally by Netherese humans, some of their inhabitants changed into shades (shadow form of human). Ruled by twelve princes, with the High Prince in charge, the Shadovar reside in the sands of the Anauroch desert, but their floating enclave allows them quick and unhindered access to almost anywhere in Faerun. Their army consists of light and heavy infantry, powerful mages and also some cavalry. A special feature of this faction will be huge moving points bonuses for their leaders to simulate their fast travel in their floating enclaves.

    CORMYR ~ Kingdom of Cormyr
    Known as the Forest Kingdom, Cormyr is one of the oldest continuously existing human realms of Faerun. Ruled by a single royal family since its foundation, it created a highly respected knightly culture and is seen by many as the leader of the human nations in the west. Their army, known as the Purple Dragons, is a strong professional force of knights and militias, with the support of War Wizards.

    SEMBIA ~ Republic of Sembia
    The Republic of Sembia is a mercantile faction ruled by oligarchs from the wealthiest noble-merchant houses. Being located on the coast of the Sea of the Falling Stars allows Sembian merchant ships easy access to ports of all of Faerun's interior, the east and the south. Trade is the main source of wealth for this faction. Their armies are composed of professional militias, noblemen, mercenaries and a handful of specialist units.

    CHONDATH ~ Confederation of Chondath
    Once a strong and proud human kingdom in the south, Chondath is today a confederation of city states ruled by their local lord-governors, with the Lord of the ancient city of Arrabar as their leader. Chondathans have a legacy of colonising large parts of Faerun (namely Cormyr and Sembia) and their culture and language spread far north and west to become one of the leading cultures of west Faerun. Their army is based on professional mercenary companies of men and the elves of Chondalwood - one of the largest forests of Faerun still inhabited by wood elves.
    ZHENTARIM ~ The Zhentarim
    The Black Network (as the Zhentarim are often called) was started as a mercenary company but over time, achieved by conquering several cities and castles, they developed into a faction in its own right. Motivated by greed and a lust for power, the Zhentarim follow the religion of the evil deity Bane. They are known for conspiring against many other nations and factions of Faerun, and are regarded as enemies by most of them. Their armies are strong all round and consist of professional soldiers, militias, orcs, the fearsome knights and clerics of their evil deity and some specialist magical units.
    AMN ~ Republic of Amn
    Known as the Merchant Domain, Amn is a mercantile republic and the wealthiest nation of the west, perhaps even of all Faerun. Wealth is the measure of everything in Amn, so much so that even the social background of each individual is described with a name of a precious metal. Populated mostly by humans, Amn has the largest halfling minority of all human realms - over 10% of the whole population. Amnish armies are based on professional mercenary companies, but also include paladins, nobles and mages.

    TETHYR ~ Kingdom of Tethyr
    The Kingdom of Tethyr is an old human realm of ancient arts and culture. Tethyrian is a synonym for quality and beauty, and Tethyrian style crafts are popular and priced across all of Faerun. Suffering from a recent civil war, Tethyr is now again on the rise. The Tethyrian army largely consists of feudal, fielding knights, paladins and nobles, but also contains various militias and mercenaries, and even elven units from the Wealdath.
    CALIMSHAN ~ Empire of Calimshan
    The southern human Empire of Calimshan is an ancient land with over nine millennia of history and is a direct follower and heir to the ancient Shoon Empire, which ruled most of western Faerun. Because of this, the Calishites are very proud and arrogant, thinking of foreigners mostly as unwashed barbarians. Being established by a race of the Djin, magic is deeply embedded into the fabric of Calishite society. Their culture values the arcane arts very highly, with many arcane universities welcoming adepts from all over Faerun. Ruled by a Syl-Pasha, this faction is modelled after the Arab or Ottoman Empire. Their armies resemble Muslim armies, with the addition of magical units of various kinds.

    EVERESKA ~ Elves of Evereska
    After the retreat of the elven people to Evermeet, Evereska remained as the only true elven country in Faerun. Evereska is ruled by a council of elders and has good relations with the Lords' Alliance. Located in a well protected valley and surrounded by mountains and magical defenses, Evereska is located in a position of considerable safety. Such a position is crucial as both the Shadovar and the Zhentarim are their close neighbours. The army of Evereska is only made up of professional elven soldiers, trained mostly as archers, but also as mages and sword-mages, with some very exotic units such as the Pegasi cavalry.

    MULHORAND ~ Empire of Mulhorand
    The oldest continuously existing human empire of Faerun, Mulhorand is an ancient land ruled by Pharaohs and priests. Their people were brought to Faerun through a portal from Earth (yes, the real Earth!) from ancient Egypt. In Faerun they developed the use of magic. Their armies are vast and versatile, composed of diffferent professional mercenaries from across the south, with lots of slave soldiers trained by temples, elite religious warriors, mages, mythical monsters, undead and even riflemen.

    UNTHER ~ Magocracy of Unther
    Once an Empire, Unther fell under Mulhorandi control with only its northern part being independent. Their gods were destroyed, their heroes slain, and a new order emerged - now Unther is ruled by wizards. Unther, like Mulhorand, is inhabited by a people brought to Faerun from ancient Mesopotamia on Earth, and retains a culture similar to the Mesopotamians or Babylonians. Their armies are composed of mostly mercenaries and militias, with few elite units, but they lack strong cavalry.

    THAY ~ Thayan Empire
    Ruled by the evil Red Wizards, the Thayan Empire is a mighty faction, but the Thays are often ineffective as a result of internal divisions. Their economy is based on slave labour - a norm in their caste society. The highest caste are the Red Wizards who are mostly of Mulani descent - an ethnicity shared with Mulhorand and Unther - and the whole Thayan culture and language is also similar to that of Mulhorand and Unther. Thayan armies consist of slaves, professional soldiers, monsters, undead and of course powerful wizards.

    AGLAROND ~ Kingdom of Aglarond
    The land of Aglarond is a magocratic kingdom in the east and was founded in the year 1065 DR after the Battle of Ingdal's Arm, in which the half-elven army defeated the forces of humans. Since then, humans, half-elves and elves learned to live peacefully, side by side, to make Aglarond the country with the largest half-elven population in all of Faerun. Bordered by the Sea of the Fallen Stars from the west, north and south, and the expansionist Thayan Empire from the east, Aglarondans are not very fond of foreigners. Their armies consist primarily of half-elven professional soldiers of all formations, with many powerful wizards and some human militias raised quickly whenever necessary.

    RASHEMEN ~ Magocracy of Rashemen
    Inhabiting the lands of north-east Faerun, the Rashemen are a nation of barbarian humans who are nominally ruled by a Huhrong (Iron Lord). In reality they are controlled by a caste of powerful female magicians called the Wychlaran, or named the Witches of Rashemen by outsiders. Despite being bordered by the aggressive Thays to their south, the Rashemen, thanks to the Witches, remained unconquered. Additionally, the mountainous terrain and cold climate of their homeland has always helped them to defend their lands. Their armies consist of various tribal warriors and berserkers, as well as several echelons of the Wychlaran, but lack dependable cavalry.

    DAMARA ~ Kingdom of Damara
    [placeholder]

    GREAT RIFT
    ~ Kingdom of the Great Rift
    [placeholder]

    LAPALIIYA ~ The Lapal League
    [placeholder]


    CHESSENTA ~ Kingdom of Chessenta
    [placeholder]

    DAMBRATH ~ Kingdom of Dambrath
    [placeholder]

    THAR ~ Hordes of Thar
    [placeholder]

    (+ some more factions)



    * * * * * * * * * * * * * * * * * * * * * *

    T h e G o b l i n W a r C a m p a i g n

    * * * * * * * * * * * * * * * * * * * * * *


    Spoiler Alert, click show to read: 

    FACTIONS:

    CORMYR ~ Kingdom of Cormyr
    NALAVARA
    ~ Hordes of Nalavara



    TEAM & CREDITS
    Spoiler Alert, click show to read: 
    Vladyvid - research, mapping, interface, skinning, coding
    vercassivelaunos - research, concepts, coding
    Andriscus - research, concepts, text work
    Melfice - research
    NekoGenijalan - research
    hekk - research
    MedievalDragoon - research
    Clansman117 - research


    Also credit goes to B.Ward for making his shield, banners and armoury templates resources,
    and to RusichiTW mod team for allowing our mod to use the heavy horse texture



    WE NEED MORE PEOPLE TO HELP THE MOD!
    MODELERS, SKINNERS, CODERS, SCRIPTERS, RESEARCHERS, ANY HELP IS NEEDED!

    Last edited by Vladyvid; February 25, 2013 at 08:45 AM.

  2. #2
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    Sounds great! I loved Neverwinter Nights, and I heard that Baldur's Gate and Icewind Dale contain even more lore. I'd love to see this on a Total War engine. A pitty I can't help, as I'm already involved in three modding projects.

    PS: You forgot Neverwinter (or the counts' alliance(don't know what it is called in English)) when you gave some faction examples.

    PPS: +rep

    Edit: Maybe I could get some work done for you, but not much. I'm scripter and coder, so if you need some lesser work to be done, PM me.
    Last edited by vercassivelaunos; August 23, 2011 at 11:37 AM.

  3. #3
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Default Re: Faerun Total War - mod idea

    Thanks for your reply!

    Yes I didn't include Neverwinter and yes it is part of the so called Lord's Alliance (other members of it are for example Waterdeep and Baldur's Gate). I didn't include them because at this point the faction arrangement is a secondary issue for me. However, the Lord's Alliance as a whole would be in my opinion too strong to make them one faction.

    For the initial factions I will focus on the most logical choices like Amn, Tethyr, Cormyr, Thay and so forth. There are a couple of dwarven and elvish factions possible, a number of kingdoms in the south and east, and ofcourse the multitude of merchant city states on the Sword Coast. At the moment I'm still working on the campaign map and I want to finish it before I work on the factions. There are easiy 40 or 50 independent factions in Faerun to selecting the 'best' ones will be a bit of a riddle.

    Cheers

  4. #4
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    Btw: The Mongol invasion script should work for the evil deities. How do you want to make the deities? Will they be heroes like Richard Lionheart or William Wallace? And you have to use Helm, Torm and Tyr. I love those paladin gods.

  5. #5
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Default Re: Faerun Total War - mod idea

    The dieties, the major ones who took active part in the events of the Times of Troubles, will have to be generals I suppose. The minor ones would be agents. From what I know Helm was surely one of the dieties on the 'good' side (eventhough Helm is a neutral diety) about Torm and Tyr I have to check but if they were there, then they should be in mod. They will surely be units of Torm, Tyr or Helm knights or paladins. The evil ones would be such as Bane and Myrkul (two main negative dieties in the conflict), or Bhaal for instance. I hope Talos was there aswell, would be cool to have him in.

    I want to have religions for each of the group of dieties, so that factions worshipping one or the other side can spread their respective religions, and gain favours from their gods. At this moment my idea about religions in this mod would be to have something like this:

    Cults of Chaos / in place of muslim religion
    Cults of Order / in place of catholic religion
    Cults of Arcane / in place of orthodox religion
    Cults of Nature / in place of pagan religion

    The names are to be researched and corrected, but you can see the general distinction. Chaos for the bad guys, apart from the evil dieties the Zentharim, Orcs, Luskanites, followers of Talos across the realms and few other factions would adhere to this 'religion'. Order would represent the good and neutral dieties and their worshippers, mostly humans, dwarfs and elves. Arcane or magic would be another religion for all those magocratic states, Empire of Calimshan, Aglarond, Thay, to name a few. Nature would be for druidic elves, human barbarians and so forth.

    Cheers

  6. #6
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    Torm killed one of the evil deities. He was, according to the book "the Time of Troubles", one of the more active deities. And I think Tyr was krippled while the time of troubles.

  7. #7
    Ashigaru
    Join Date
    Dec 2010
    Location
    Ecuador
    Posts
    92

    Default Re: Faerun Total War - mod idea

    I will myself if you do this. R. A. Salvatore is one of my favorite authors ever.

  8. #8
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Default Re: Faerun Total War - mod idea

    Hi!

    I've been working on the campaign map during last couple of days and currently I'm adding more regions and adding more features. I will post some screens later, so maybe that would draw some people's attention to this mod.

    While working on the map I am simultaneously researching possible factions. My research has led me to think that including the time of troubles as the mongol invasion event, might not be the best approach. First reason is that the original time of troubles didn't last long - which is hard to expect from TW conflicts which ussually don't end in a couple of turns. Ofcourse if the fate of Faerun is in the player's hands, the time of troubles could last longer or not. Still, the determination of the good dieties to recover the tablets of fate was incredibly strong.

    Faerūn - The Era of Upheaval: Total War

    The more I think about it, the more I see it as a problematic situation. My only sensible solution at this point would be to start the campaign with the time of troubles and have everything arranged from the start (both sides of the conflict and their armies ready). Therefore, the starting date I am looking at right now is 1358 DR, which is the starting date of the time of troubles and the time troubles is the event starting the so called Era of Upheaval (1358-1479+) - a perfect name for this mod I guess.

    Cultures
    ---------
    Northmen (Illuskan, Netherese, Damarans & Orcs) // Northern European
    Southmen (Calishite and Tethyrian) // Southern European
    Sea of Fallen Stars Nations (Chondathan and Rashemi) // Eastern European
    Eladrin (Elvish) // Middle Eastern
    Dwarven // Greek
    Mulan // Mesoamerican
    ---------

    Factions by culture:
    -------------------
    Northmen:

    Banehold
    / evil dieties' forces
    Elturgard / Lords' Alliance member / theocratic paladin state = papacy
    Baldur's Gate / Lords' Alliance member
    Waterdeep / Lords' Alliance member
    Neverwinter / Lords' Alliance member
    Silver Marches / Lords' Alliance member
    Shadovar / invading in 1372 DR / mongols
    Many-Arrows / orcish kingdom
    Luskan

    Southmen:
    Calimshan
    Tethyr
    Amn


    Sea of Fallen Stars Nations:
    Cormyr
    Sembia
    Chondath
    Turmish
    Impiltur
    Rashemen
    Thay
    Aglarond
    Zhentarim


    Eladrin:
    Evereska
    Cormanthyr


    Dwarven:
    The Great Rift

    Mulan:
    Unther
    Mulhorand


    (...)

  9. #9
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    You can have up to ten religions, so xou don't have to limit them to four. And you can have up to seven cultures, so Many-Arrows can get an Orc-culture.
    Anyway, in a fantasy world with many races I could imagine races instead of cultures. You could have Men, Orcs, Elves, Dwarves and some other races, whichs names I don't know in English. This way you could connect recrutement with races (would be odd, if you recruted human soldiers in a town formerly owned by orcs)
    Last edited by vercassivelaunos; August 30, 2011 at 10:39 PM.

  10. #10
    MedievalDragoon's Avatar Kirā
    Join Date
    Oct 2008
    Location
    USA
    Posts
    291

    Default Re: Faerun Total War - mod idea

    Thay would be too overpowered

  11. #11
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    Overpowered? Why? It's not hard to do. For religions it's only a few lines, and one additional culture is no hard work.

  12. #12
    MedievalDragoon's Avatar Kirā
    Join Date
    Oct 2008
    Location
    USA
    Posts
    291

    Default Re: Faerun Total War - mod idea

    The country of Thay possesses hundreds of thousands of wizards.

    and all sorts of other unearthly creatures at their disposal.

  13. #13
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Default Re: Faerun Total War - mod idea

    Forgotten Realms wiki:
    The Red Wizards at their height were the enemies of many forces in Toril and received support from demons, devils, and drow. Amongst those who opposed them were the Witches of Rashemen, the Seven Sisters and their allies, the goodly Harpers, and even the Zhentarim, who disliked the Wizards encroaching on their territory.
    After another failed attempt at securing Rashemen in 1357 DR, the Red Wizards planned to infiltrate the nations of Faerūn legitimately — in Thayan enclaves which would publicly sell magic items and quietly also traffic drugs, wicked spells, and slaves. Using these they hoped to eventually have strongholds and resulting political infiltration that would make them indispensable and powerful, and eventually get them something along the lines of world domination.
    The mod would start in 1358 DR, so in times when Thay would be less expansive. Anyhow I am not getting too much into factions balance just yet, units and all that. Thanks for making this point though.

    Cheers

  14. #14
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    Sorry, I thought you wanted to write "That", instead of "Thay". I was wondering why more religions should be overpowered

    Will you integrate the classes of the games (like paladin, warrior, mage, etc)? Those classes could be a trait giving bonuses.
    A paladin could get piety, chivalry and troop morale, while a warrior could get command and hit points. And by winning battles, their level grows (more bonuses, up to epic levels).
    I'd love that

  15. #15
    MedievalDragoon's Avatar Kirā
    Join Date
    Oct 2008
    Location
    USA
    Posts
    291

    Default Re: Faerun Total War - mod idea

    Idea, how about generals being Adventurers?

    It would take some modification of the General Battlefield unit and how the general is generated but it would be awesome.

  16. #16
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Default Re: Faerun Total War - mod idea

    Hi!

    As promised before, I have some campaign map screen shots. It's still work in progress and more adjustments and features will be added.

    The Plateaus of Thay
    http://img847.imageshack.us/img847/6916/0013q.png

    The Spine of the World
    http://imageshack.us/photo/my-images/832/0014j.png

    Silver Marches and surrounding
    http://imageshack.us/photo/my-images/84/0015qi.png/

    The Sword Coast
    http://imageshack.us/photo/my-images/707/0016v.png/

    Western Heartlands
    http://imageshack.us/photo/my-images/28/0017a.png/

    Amn
    http://imageshack.us/photo/my-images/225/0018s.png/

    Tethyr
    http://imageshack.us/photo/my-images/822/0019m.png/

    Calimshan
    http://imageshack.us/photo/my-images/851/0020w.png/

    I will post more previews of the map when I get more details in other areas.

    Idea, how about generals being Adventurers?

    It would take some modification of the General Battlefield unit and how the general is generated but it would be awesome.
    I'm not sure how could generals be adventurers, but I imagine it would be possible to include rpg classes for characters, such as warrior, paladin, priest, mage, wizard or druid. For some nations, like the Thay, Haalrua, Aglarond, to name some of the magocratic ones, they would have to be mages only. And for that, their general units should be small units of powerful mages. Using ancilliaries and traits is I think easy to add this feature, but the real challenge will be to make such generals work properly on the battlefield. I imagine it would mean quite many faction specific generals units, so that nations of mages wouldn't get warriors etc.



  17. #17
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    That map looks good. I don't really know the shape of Faerun (the maps in the NWN games are quite small), but it looks fine. Neverwinter and Waterdeep bring back the memories of NWN. I loved it to save the world of those reptiles, flying cities and devils.
    If you need help with traits and ancillaries, PM me. I'd love it to help with this project.

  18. #18
    Polycarpe's Avatar Back into action!
    Join Date
    Feb 2010
    Location
    Quebec, Canada
    Posts
    3,273

    Default Re: Faerun Total War - mod idea

    Looks very promising, D&D was always a great a unique game.

  19. #19
    Vladyvid's Avatar Taihō no heishi
    Join Date
    Aug 2011
    Location
    ارض الكفار
    Posts
    460

    Default Re: Faerun Total War - mod idea

    Hi!

    Thanks for your replies!

    vercassivelaunos I would sure need some help with ancilliaries and traits so it's great if you could help with that. There's no urgency yet, as it requires quite a bit researching. Well, not just researching but also discussing what can be included in that area. To elaborate a bit; all the original M2TW traits will have to be changed this way or another, another group would be the character classes as mentioned by you in your earlier post (warrior, pala etc.), then there would be the biggest group of unique culture, religion or nation based traits. 'Adjusting' he core traits to Forgotten Realms counterparts would be the first priority. So like for example good attacker, good defender, as apparent as they are, would need name/desc change to give a different style.

    I know that the geography of faerun is not a common knowledge even among the gamers playing dnd world base games (at least was the case with me until I reasearched it ) so here is the whole map, with possible factions marked - to give some ideas about starting areas and the general situation.



    Uploaded with ImageShack.us

  20. #20
    vercassivelaunos's Avatar Ishiyumi no shashu
    Join Date
    May 2011
    Location
    Germany
    Posts
    607

    Default Re: Faerun Total War - mod idea

    Changing the description of vanilla traits is easy. In total it will take about as long as it takes to write the texts. Only copy and paste.

Page 1 of 23 1234567891011 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •