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Warhammer Mod


Marieh

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Hi, my names Merieh, (Vasterion on Bioware Social), and I'm a 3D modeller and texturer. I've worked on mods for Dawn of War and Medieval 2 Total War, and I'm learning how to code in Dragons Age.

 

I'm wondering if there's anyone interested in working on a total conversion mod for Dragons Age, or Dragons Age 2 if that proves to be both compatable, and more popular than Dragons Age.

 

 

For those not knowledgeable in the background of Warhammer, it's based around several factions, nominally, like DA, Humans, Dwarves, and Elves, but there are wider varieties of each. The Elves are split into three - the Asur, the Druchii, and the Asrai. The Asur are your High Elves from Lord of the Rings, the original race, and over 6000 years ago, had an Empire the length and bredth of the Warhammer World. However, the coming of Chaos saw several Elves corrupted following the initial warfare. However, with their greatest general, the first Phoenix King disappeared along with his Dragon and closest advisors, his Son attempted to sieze power yet when the God, Asuryan, looked down to see the Phoenix King elect, and cast him back, mutilated, and broken, and only his mother, corrupted by Chaos was able to flee to his Princedom of Nagarythe in the north of the island of Ulthuan.

 

Converting many of his closest and greatest generals to a perverted worship of the Elven Ancestor gods taking the name of the Druchii, Malekith has waged many wars against the Asur, the final battles of this bloody period resulted in The Sundering - where the Druchii tried to sink Ulthuan beneath the waves. However, at the cost of many lives, the Asur managed to save their homeland, but not before Nagarythe slipped under. Seeing that their plan had failed, the Druchii used their magicks to keep huge chunks of land the size of a city afloat. Left drifting, they landed on the Eastern Coast of the New World, and here they set up their new homeland - called Naggaroth after their home land.

 

The Son, Malekith, had previously built up relationships with the Dwarves of the Worlds Edge Mountains during his role as an ambassador for the Asur, and seeing the opportunity to cause further issues for the Asur - Malekith ordered his warriors to raid the Dwarven Trade Caravans, while dressed in the clean white as the High Elves. In response, the Dwarves asked for recompense in gold or blood. The Phoenix King at the time was Rash, and keen to prove himself in battle - whereas his father had fought and died at the hands of the Druchii, his reign had seen on the whole 200 years of peace. Over 400 years of warfare erupts between the two - seeing the death of the Dwarven High King's son, the Phoenix King's brother, and the King himself, with the Dwarves "reclaiming" the crown they forged for the Second Phoenix King.

 

Despite this bringing an end to the fighting, the emnity still exists, although often in a less volatile manner, as both races are on the decline, and the need for the forces of light to stand together is greater than the need for personal grudges.

 

However, the new Phoenix King of the Asur decided that there would be a need to conserve their numbers, and issued a decree for the Asur to withdraw from the Old World and return to Ulthuan. However, some had grown attached to their new home, and had fought and died for it while the Phoenix King was kept mostly safe on Ulthuan, and refused to listen. Those who stayed behind were called the Asrai. This was nearly 4000 years ago.

 

At this time, Humans were merely tribesmen, with little to offer the world, as a short lived, and unsophisticated race. Over 1500 years passed before anything was to come of them - until a twin tailed comet was seen on the birth of Sigmar, seen as a God among men. Leading his tribe, he crushed or assimilated the majority of the other tribes, and secured an alliance with the Dwarves after crushing a huge Ork army.

 

Of the tribes that joined him, there were 12 including his own. In thanks for their saviour, the leaders of these tribes were granted the Runefangs, and Sigmar also recieved a grand Hammer, Ghal Maraz, which is still a symbol of Sigmar's authority. In addition, over the years, many other secrets, such as the secrets of Blackpowder and massed forging of equipment was given to Man. The tribes would go onto create the Empire of Man, the Emperor chosen from the ruling count of each new Elector State, based on the homelands of the original tribes.

 

Of the other human's around the world, their are the Norscan tribes, who worship either the feral forces of Nature, or the evil of Chaos, or the Breton's - horsemen and knights without peer among the humans.

 

Of the other races, their are Daemons - avatars of the Chaos Gods, each one an image in their name, themselves formed from pure emotion be it the muscular bestial bloodletters of the god of fury, Khorne, the rotting putrid cyclopean Plaguebearers of Nurgle, the god of fear, the androgynous, succubus like daemonettes of Slaanesh, god of pleasure, or the ever changing fire spitting horrors of Tzeentch, the god of change.

 

Then there are the Saurus and skinks - lizard like creatures, seemingly dim witted, and sluggish without the heat of the sun to warm them, but vicious guardians of the Slann, physically weak toadlike creatures who have an unparralleled mastery of magic and the tools of the Old Ones, long lost beings thought to have made the Warhammer World in ancient legends, although many dismiss this as sheer fallacy.

 

Next are the Ogres and Halflings - although both great lovers of food, where one is little, the other is large. However, both are strangely abnormally resilient to the warping effects of Chaos, and as such, many scholars who dabble in such "heresies" believe they had a greater part to play in the nature of combatting Chaos and the Daemons - as anathema to each other as hot and cold.

 

Lastly are the Orcs and Goblins, also known as the greenskins. Orks are vicious and muscular, brutal fungus. Rather than being human, they are huge mushroom like creatures. There is no known way to combat them fully - merely killing them spreads their spores, yet letting them live is as good as taking your own life.

 

There are many other races - such as the Dragons, Trolls, Dragon Ogres, Vampires, and the Nehekharan Tomb Kings, too many to fully list.

 

[color-yellow] Edited with spoiler tags to reduce page scrolling. -DarkeWolf[/color]

 

_________

 

However, I hope you've got an idea for the scope of the mod, and my intention is to, if not create an entire world where each and every faction intereacts, then several mods, each detailing the races available decisions.

 

Regardless, I'm starting off with modding the Asur.

 

http://www.gamerdna.com/uimage/xiS10Oej/full/warhammer-world-map-rendered.jpg

As you can see, the Warhammer World is a stylised modern Atlas. Ulthuan is the moon shaped island in the Atlantic Ocean.

 

I'll also hopefully look at including Araby, Nippon, Cathay, Khuresh, and Ind, using representative models from Arabian, Japanese, Malaysian and Indian History.

 

http://mythicmktg.fileburst.com/war/us/home/images/newsletter/2008_07/HE_Caradryan_Ryman.jpg

This is the first model I'm looking at creating - it's a Phoenix Guard - Warriors of the Asur carrying ornate halberds as beautiful as they are deadly. They are chosen by Asuryan himself, and each had read the words of flame which it is said the future can be seen as it truely will. Not what may come to pass, but the true future, including their own deaths. However, they are not allowed to speak of what they see, and take an unbreakable vow of silence, which cannot be broken even through they may wish to.

 

This is a specialization unique to the Asur, fulfilling the role of a parties tank. However, it is only available to those completely willing to give their lives to Asuryan, who takes Actions over words as proof. The strongest of them, such as their current leader, Caradryan (shown), is capable of coming back from the dead unharmed, and when all seems lost, Asuryan himself grants them the strength to carry on, healing them of all their wounds. Having knowledge of the future is also a blessing and a curse. Knowing their fate means that they are capable of fighting in battles without fear for their own lives - meaning the many horrors hold little threat to the Phoenix Guards. Knowing all their foes moves before they even make them grants bonus to Attack and Defence.

 

Not being able to speak, however, will make your roleplaying, bartering and communication difficult, reducing opportunity to purchase equipment, or gain new allies - such power comes with a price.

 

The Phoenix Guard is one of several specializations I'm looking at trying to design, of which several can be granted as Origins - this is in addition to some generic ones.

 

Militia Spearman, Militia Archer, Sea Guard, Arch Mage, Dragon Mage, Dragon Prince, Swordmaster, White Lion, Shadow Warrior

 

I hope my presentation wasn't too long, I hope it's captured some imaginations, and hopefully some help for this major undertaking.

 

Thanks for your time.

Edited by DarkeWolf
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  • 3 months later...
nice idea i admit bringing warhammer to dragon age will there be new playable races? powers? traits? factions? i would love to see being a orc in a orc tribe then advancing up to warboss and gathering a mighty waagh! that would scour the old world forever. :)
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