Faerûn[Forgotten Realms]TW - v0.2 released, check the first post

Faerûn[Forgotten Realms]TW - v0.2 released, check the first post

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Faerûn[Forgotten Realms]TW - v0.2 released, check the first post

Faerun V0.2 is out now! Its the first campaign release.


Download link on the moddb:


https://www.moddb.com/mods/faernforg...-realms-tw-v02

Page 55 said:
The mod is released!

Install instruction, team and credits etc etc:
Faerun [Forgotten Realms] Total War Volume 0.1, for short later called Faerun v0.1
------------------------------------------------------------------------------------------------------------
1. Contents
2. How to install
3. Team and credits
4. Legal information
------------------------------------------------------------------------------------------------------------
1. Faerun v0.1 includes:

FaerunV01 - this is the mod folder
Campreview - this contains campaign files which can be added to run a campaign preview (5 turns demo:tongue:)
FaerunV01 includes 10 playable factions in the custom battles mode. Some rosters will receive more units.
------------------------------------------------------------------------------------------------------------
2. Installation

Simply put the FaerunV01 mod folder into the MedievalIITotalWar/mods .
To play the mod go inside FaerunV01 and run the Faerun.bat file.
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3. Team and credits

Vladyvid:
main creator, mapping, coding, units models and textures (most rosters from this release),
ui, and lots of research

Titus le Chmakus:
scripting, lots of coding, ancillaries, traits, ui (unit cards, ancillaries)
trade resources, building trees, units stats, and lots of research

Assurbanippal:
units models and textures (all of Unther, almost all of Calimshan, many more rosters which are comming soon)
and ofcourse lots of research

Former or inactive team members:
vercassivelaunos - lots of early concept work, research and overall support in early stages
socrates1984 - help with ancillaries, organization of work, research
martinskyboy - lots of concept work, texturing, helped by improving the map, research
Andriscus - research, descriptions, proof-reading
NekoGenijalan - help with organization of work, earlier moddb page, research and overall development support

------------------------------------------------------------------------------------------------------------
Resources used in the making of this mod and their creators:
------------------------------------------------------------------------------------------------------------
Retrofit mod - by Unspoken Knight
Rusichi horse textures - Rusichi TW Team

I would also like to thank everyone on TWC, especially in the M2TW sections, for years of support without which the making of this mod would be most likely not possible.
Special thanks for all the advice and help from: Gigantus, Withwnar and Makanyane.

Also thanks to all followers and supporters, and everyone i forgot but should mention. Thank you!
------------------------------------------------------------------------------------------------------------
4. Legal information

This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.
All right, title, interest and ownership rights in this Mod belong to the Author of this Mod (as far as is legally possible).
The Author of this Mod (and for the avoidance of doubt SEGA and The Creative Assembly) will not be held responsible for the risks connected with any loss (financial or otherwise), damage to property, lost data, console, computer or handheld device failure, errors and lost business or other information as a result of possession, use or malfunction of this Mod.


Link to the mod download page on moddb: https://www.moddb.com/mods/faernfor.../faerun-forgotten-realms-tw-v01#downloadsform


List of all playable units (excluding artillery) in FaerunTW v0.1:

Cormyr:
Purple Dragon Knights
Dismounted Purple Dragon Knights
Clerics
Apprentice Wizards
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen

Zhentarim:
Castellan Champions
Blackguards
Scythes of the Pereghost
Darkhold Outriders
Darkhold Marksmen
Zhent Mounted Escort
Zhent Shooters
Zhent Enforcers
Zhent Watchmen
Clerics
Apprentice Wizards
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen

Unther:
Northern Wizards
Knights of the Five Thorned Rose
Serpent Guard
Untheric Levy Cavalry
Untheric Levy Spearmen
Untheric Levy Archers
Untheric Levy Axemen
Untheric Slave Spearmen
Untheric Slave Archers

Moonshae Isles:
Bodyguard Knights
Knights of the Alabaster Throne
Alabaster Throne Auxilia
Mounted Lairds
Foot Lairds
Ffolk Spearmen
Ffolk Archers
Bear Form Druids
Northmen Berserkers
Northmen Javelin Warband
Northmen Raiders
Clerics
Apprentice Wizards
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen

Luruar:
Shieldsar Cavalry
Shieldsar Halberdiers
Luruar Elven Archers
Argent Legion Cavalry
Argent Legion Infantry
Argent Legion Auxilia
Argent Legion Archers
Clerics
Apprentice Wizards
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen

Calimshan:
El Pajjabar
El Ghandaban
Sidimmin Cavalry
Sidimmin Scimitars
Sidimmin Spearmen
Sidimmin Archers
Clerics
Apprentice Wizards
Amlakkar Horse Archers
Amlakkar Scimitars
Amlakkar Spearmen
Amlakkar Archers

Captains Confederation:

Captains Guard
Axes of Ruathym
Riders of the North
Bloodriders
Arcane Brotherhood Wizards
Dragonboat Warriors
Dragonboat Archers
Luskanite Spearmen
Luskanite Crossbowmen
Northmen Berserkers
Northmen Javelin Warband
Northmen Raiders
Clerics
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen

Waterdeep:
Bodyguard Knights
Mounted Knights of Samular
Knights of Samular
Waterdhavian Bowmen
Waterdhavian Swordsmen
Neverwinter Nines
Greycloak Spearmen
Greycloak Archers
Clerics
Apprentice Wizards
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen

Many-Arrows:
Warlord's Chosen
Gruuman War Priests
Heavy Warband
Orcish Shamans
Orcish Spearthrowers
Orcish Warriors
Orcish Spearmen
Orcish Archers
Orcish Tribesmen

Baldur's Gate:
Bodyguard Knights
Cloakwood Rangers
Flaming Fist Cavaliers
Flaming Fist Border Patrol
Flaming Fist Guards
Flaming Fist Enforcers
Flaming Fist Watchmen
Flaming Fist Crossbowmen
Clerics
Apprentice Wizards
Town Watch Spearmen
Town Watch Archers
Town Watch Crossbowmen


FACTIONS SYMBOLS CHART AND FACTIONS MAP PLACEMENT

JP3D1s.png


JPFMQt.png


CURRENT PROGRESS (updated 23.07.2020)

Campaign Map /
COMPLETE
Traits and Ancillaries /
COMPLETE
Items Market Feature / COMPLETE
Provincial and Faction Titles Ancillaries / COMPLETE
Building Trees / COMPLETE
Interface Panels /
COMPLETE
Loading Screens /
COMPLETE

Units Rosters:

01. Captainst Confederation / COMPLETE & PLAYABLE
02. Moonshaes / COMPLETE
& PLAYABLE
03. Waterdeep
/ COMPLETE & PLAYABLE
04. Baldur's Gate
/ COMPLETE & PLAYABLE
05. Luruar
/ COMPLETE & PLAYABLE
06. Many-Arrows / COMPLETE & PLAYABLE
07. Delzoun
/ COMPLETE
08. Zhentarim
/ COMPLETE & PLAYABLE
09. Cormyr /
COMPLETE & PLAYABLE
10. Sembia / INCOMPLETE
11. Amn / INCOMPLETE
12. Tethyr / INCOMPLETE/half
13. Calimshan / COMPLETE
& PLAYABLE
14. Chondath / INCOMPLETE
15. Mulhorand / COMPLETE
16. Unther / COMPLETE
& PLAYABLE
17. Thay / COMPLETE
18. Rashemen / COMPLETE
19. Aglarond / COMPLETE
20. Cormanthyr / COMPLETE
21. Damara / COMPLETE
22. Shadovar
/ COMPLETE
23. rebels & mercs / TO DO

 
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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.
 
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Re: Faerun Total War - mod idea

Thanks for your reply! :thumbsup2

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
 
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.
 
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
:)
 
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.
 
Re: Faerun Total War - mod idea

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

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.

Faerûn - 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


(...)
 
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)
 
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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.
 
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 Faerûn 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
 
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 :doh:

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:yes:
 
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.


 
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.
 
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 :P) 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
factionsarrangement.png
 
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.
 
Re: Faerun Total War - mod idea

If I may offer my advice as a Forgotten Realms Lore Monkey... >.>'


Amn would be the Venice/Spain of Faerun, Tethyr is like France, Lusken was kind of like Denmark or Novgorod, I think Cormyr was like medieval Britain, Calimshan is like Egypt...Waterdeep might have been like a Constantinople in terms of multicultural aspects and their trade networks.

Mulhorand is like ancient egypt, same gods and everything. Halruaa is sort of like Italy and France.

That's all I can think of at the moment, Also, the Zhentarim were more of an underground organization then a country. Although they did control a few towns and castles...
 
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Re: Faerun Total War - mod idea

Hi MedievalDragoon! Thanks for your advice, any help is welcome. :thumbsup2
I did some reading about some of the factions and the Zhentarim are often mentioned as enemies of various faerun nations. They are not a nation or a country like you pointed out, but the factions in my opinion don't have to be based on countries only but any influential forces with military capability could be taken into consideration. Ofcourse that the Zhentarim are generally regarded as evil or malicious organization (mercenary company), makes them interesting to include.

Many of the human or elf factions would be more or less friendly towards eachother, so they need enemies too. So far the "evil" factions would consist of Banehold forces, Luskan, the Orcs, the Zhentarim and (invading) and the Shadovar. This doesn't mean those evil groups would all be one alliance of evil, rather separate groups fighting against most other human, elf or dwarf factions.

The question of balancing the multi faction alliances against one or two common enemies they have, will not be very easy, but I want to stick with the lore alliances and animosities.:yes:
 
Re: Faerun Total War - mod idea

I have an idea for a unit/trait (depends on which one fits better). The nine of Neverwinter. They are the bodyguards of the Lord of Neverwinter, and they have been existing since the city had been founded. As a unit they would be the bodyguards of Neverwinter's factipon leader, if it is somehow possible to make them the bodyguards only for him, and not for the other generals. As a trait they would gain much public security, but less personal security (they try to defend their lord with their lives). They should get +5 Loyalty, so that they have max loyalty, if there is no negativ trait.
 
Re: Faerun Total War - mod idea

This does look very interesting to me as I'm a pretty big D&D nerd. I agree the Zhentarim pretty much need to be a faction. They were hidden and used a lot of assassins, but they did have armies and IRC tried to invade the Dalelands and other places. I have 3rd edition Forgotten Realms, so I only know the timeline up to 1372, but why does Amn control Chult, Lantan, and the Moonshaes?
 
Re: Faerun Total War - mod idea

This does look very interesting to me as I'm a pretty big D&D nerd. I agree the Zhentarim pretty much need to be a faction. They were hidden and used a lot of assassins, but they did have armies and IRC tried to invade the Dalelands and other places. I have 3rd edition Forgotten Realms, so I only know the timeline up to 1372, but why does Amn control Chult, Lantan, and the Moonshaes?

I've read that Amn had colonies in those lands, and in Maztica (which is not inlcuded in this mod). I am not sure if Amn controlled all these colonies in 1358 DR and will sure research that. They should probably control only some coastal parts of Chult and the Moonshaes, or is that later on and I got confused with a different period? I checked Lantan and yes it's my mistake.:doh:

This is all work in progress you see and I'm not all perfect with the lore. Just been thinking about total war mod set in the forgotten realms for a couple of years and finally got myself to start doing something for it. Would be cool to have some people good with the lore to revise some ideas, that is if anyone would be interested. ;)

I have an idea for a unit/trait (depends on which one fits better). The nine of Neverwinter. They are the bodyguards of the Lord of Neverwinter, and they have been existing since the city had been founded. As a unit they would be the bodyguards of Neverwinter's factipon leader, if it is somehow possible to make them the bodyguards only for him, and not for the other generals. As a trait they would gain much public security, but less personal security (they try to defend their lord with their lives). They should get +5 Loyalty, so that they have max loyalty, if there is no negativ trait.

I like this idea for Neverwinter bodyguards, but not sure if the faction leader can have unique bodyguard - never heard of that. For the leader it could be combined with traits that give those bonusses. Bodyguards for each faction should be unique in my opinion. So far reading about various factions I was not yet focusing on soldier types that much but for example came across quite a bit of solid information about Cormyr and their bodyguard unit would likely be Purple Dragon Knights.

Current progress
I'm not yet finished with the map because I started researching other things, like faction symbols and flags and how to change all that in game. Years of watching CSI finally pays off and I have a chance to employ my amateur detective skills in researching something which often doesn't exist at all... meaning coats of arms of many factions are not to be found anywhere, not even by a mentioning or description. This ofcourse is a thrilling mystery but for the sake of not wasting time I decided that the 'blanks' will have to be filled with best possible ideas.

If anyone wants to help with their creativity and being able to back it up with some lore background info, please feel free to share your ideas.:thumbsup2
Here's a list of factions that I have no idea what symbols could they have, or at least not sure:
Amn - I've read that either Waukeen, or coin(s) or lion(s) would be their symbol but not sure. Main colour most probably dark red.

Tethyr
- I have no info on their symbols at all, so any help most welcome.

Calimshan - No info on their symbols, likely similar to arabic but no idea what exactly.

Luskan - No info, but some NVN memories tell me their colours would be yellow and black, but not sure. They are like vikings and I'm considering black sea dragon on yellow field, but any good suggestions are welcome.

Mulhorand, Unther - the first one ancient egyptian the second babylonian-styled, but no other info on possible symbols.

Luruar/Silver Marches - the coalition of human, elf and dwarf forces so perhaps some combination of symbols, I have no info.

Great Rift - dwarf kingdom in the south, I have no info on their symbol.

Chondath - no idea about symbol, human kingdom

Turmish - same as above

Aglarond - no idea about symbol, ruled by mages

Rashemen - same as above only ruled by witches :tongue:

And some example of symbol style I am now playing with, metal shield style.
first9icons.png


The Banehold symbol above looks a bit ugly and I must make one with a better shaped hand, but will give you idea of the symbol for this faction.

Coats of arms of other city states are mostly known, strangely enough the larger countries seem to be more forgotten then other realms in this matter, while heralrdy of towns and cities is much more comprehensive.

I have toyed with texturing a unit too, so looks I will be able to that aswell, with time. Nothing to show you yet. With the start date decided I want to focus first on having interesting faction selection, finishing map and making all flags (campaign and battle).
 
Re: Faerun Total War - mod idea

I very much love Faerun and have almost all the books from the 3rd edition (which seems to be the period the mod is set in) so I would love to help, downside is most of my books are currently packed away as I'm preparing to move (when wasting so much money in D&D would come in handy and there all packed up :disgust:). It might take me a while but I'll try to come up with some good ideas. With what I know off the top of my head, I think Thay's symbol should be red with a black arcane circle (or maybe the other way around) and maybe some flam in it as Red is the most important color to them and many Red Wizards worship Kossuth(sp?) who is the god of fire. Bane and Neverwinter's symbols look pretty good. :thumbsup2
 
Re: Faerun Total War - mod idea

When I see the Neverwinter symbol the feeling to be one of the nine of Neverwinter comes back :)
In NWN2 there is a class called "shadowthief of Amn" (literally translated from German). You could use their symbol as a faction symbol.
In NWN there is an item called "star of Calimshan". It is a very precious gem, which might be used as a symbol (use any gem. The one in the game looks like any other gem)
If the great rift is a dwarven kingdom, you could use either a hammer, an anvil, both of them, or the symbol of the "dwarven defender" class.
The symbol for Luskan looks good, but as it is ruled by wizards, I would suggest you use something looking like it was magical.
And I think the Cormyr symbol has a bit to much detail. I'd like it better in the Luskan style.
Haalrua reminds me a bit of captain America.
 
Re: Faerun Total War - mod idea

I haven't pulled my books out yet, but I think Luskan, Calimshan, and The Great Rift have symbols (could be wrong), but I do know that Cormyr's symbol is the purple dragon on a white background, so that can't be Luskan's. BTW I just realized I forgot to say that Cormyr's is very well done. Remember Luskan is ruled by wizards, but most of its people distrust the wizards, and it is officially ruled by pirates (the Masters of the 4 towers are the hidden rulers everyone knows about).
 
Re: Faerun Total War - mod idea

I didn't mean that you should use the symbol of Luskan for Cormyr, but that it would look better in a similar style (only show the dragon's silhouette). If it appears somewhere in the books/games as shown above, I'll take that one back.

Edit: You could take the deities' dogmas as quotes. They would fit the time of troubles perfectly, and there are enough to do every quote with them. It could be like:

"Strive to maintain law and order. Obey your masters with alert judgment and anticipation. Stand ever alert against corruption."

Torm's dogma

"Make all folk fear Bhaal. Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified."

Bhaal's dogma

etc.
 
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Re: Faerun Total War - mod idea

Actually I thought you meant that Cormyr's symbol should be used for Luskan. :laughter: I do think Cormyr's might look better as the silhouette, but Cormyr is one of the few nations with a picture of a symbol, and it does look like that. Personally, I'd be ok with it being changed. Speaking of symbols, I was wrong about Thay's. I found a picture of Thay's symbol, and it's just like what you made, so ignore what I said before. I've been looking for symbols, but except for a small number of factions, there don't seem to be any. Looks like we'll have to come up with our own. I have done some research (finally pulled out my books) and I have a few suggestions for factions and cultures. (sorry for the length)
Northmen: (There are a lot of Northmen because I removed the sea of fallen stars culture because many of them have very similar cultures to the Northmen, while Rashemen are very unique)
Banehold
Neverwinter
Waterdeep (although this could be Southmen due to half of its people being Tethyrian ethnicity)
Silver Marches
Shadovar(?) (I wasn't able to find this name anywhere, can I ask what it is?)
Luskan
Cormyr
Sembia
Chondath
Turmish
Impiltur
Alglarond
Zhentarim
Dalelands (I believe the Dalelands should replace Cormanthyr as Cormanthyr was a very small area that doesn't do much, while the Dalelands fight off Sembia and the Zhents constantly and IIRC played an important role in the Time of Troubles)
Calaunt (replaces Raven's Bluff as it is in the same area, but Calaunt is supposed to be more powerful)
Southmen:
Calimshan
Tethyr
Amn
Baldur's Gate (due to it being in the Tethyrian-dominated Western Heartlands)
Elturel (same as Baldur's Gate)
Halruaa
Tashalar (I thought this would make Chult less empty)
Elvish:
Evereska
Dambrath (I though the far south was empty and Dambrath is a rather interesting faction, it is a human-majority land that is controlled by half-drow)
Dwarven:
The Great Rift
Mulan:
Mulhorand
Unther
Thay (Although there are a large number of Rashemi in Thay, its culture and architecture is Mulan)
Orc:
Many-Arrows
Barbarian: (I think that the barbarian culture could be used for Rashemen and the many barbarian lands that aren't factions, i.e. Chult, the Uthgardt, the Moonshaes, the Tuigan.)
Rashemen
Please tell me what you think, and I'll keep looking for symbols, but I'm not very confident I'll find any.
EDIT: I forgot to say that the quotes being from the different gods is a really good idea, especially with Bane playing a big role.
 
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