Total War: WARHAMMER II

Total War: WARHAMMER II

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The Twelve Realms
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Tags: mod, Units
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65.618 MB
20 May, 2022 @ 12:05pm
24 Jul, 2022 @ 8:13am
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The Twelve Realms

Description
The Twelve Realms is a massive Wood Elf roster expansion mod, containing 24 new units and Regiments of Renown, each with their own unique abilites and niches. The mod highlights the 12 realms of Athel Loren; every unit has lore origins in one of the twelve realms, and their aesthetics and function reflect that. The mod contains a mix of infantry, cavalry, archers, monsters, warbeasts and flying units. Many of the units are inspired by the 2nd edition warhammer fantasy RPG, while others come from 4th, 6th and 8th edition sources, and novels. This is a "sequel" to my 10 Kingdoms mod for High Elves and Knights of Khaine mod for Dark Elves, and will be combined, expanded and brought into Warhammer III after Immortal Empires for an ultimate elven expansion mod. Compatible with most mods including SFO (but not balanced for it as that's not the intent). I recommend using it with 10K and/or Knights of Khaine, as well as my Balance Overhaul Mod for WH2.

INFANTRY/MISSILE INFANTRY


A wide variety of glass cannon infantry, spellcasting support infantry and hybrid missile infantry

Horned Hunters Horned Hunters are the most devoted of the wild riders, elevated to near divine status. They are massive, fast glass cannon monstrous infantry. The base version is armed with bow and sword, they have strong missile attacks and a special missile ability with scaling damage. Being expert hunters they can also sense stalked units better than other units. Recruitable from Talsyn, or the Temple of Kurnous in the southlands and require the Hunting lodge in addition. Inspired by the Orion novels and 2nd Edition, as well as some 4th and 8th edition artwork.

Horned Hunters (Great Weapons) Armed with giant glaives, they have a devastating charge and antilarge, and have an aoe ability (with animation) that improves charge bonus and causes terror, but makes allies tired afterwards.

Horned Hunters (Warhammers) Armed with Stone warhammers, they have armour sundering attacks and can attack walls. They also have an ability that destroys walls and can kill single entities if used with a net or timed perfectly.

Horned Hunters (Hunting Knives) Armed with a pair of curved blades, they are anti-infantry specialists that can boost their melee prowess.

Son of Atylwyth an Eternal Guard ROR, has magic resistance, immune to psychology and frostbite attacks, more offensively aimed than the shielded version.

Glamourweavers A magical infantry unit devoted to the divine trinity of the Elves (Isha, Lileath, Morai-Heg). They have bound spells from the lores of Life, Heavens and Death and have a passive healing effect. Recruitable from the spellsingers building tree. Based on 2nd Edition WFRP.

Deathdancers of Fyr-Darric A Wardancer ROR that relies on stealth and trickery to perform at its best. They have stalk, multiple wardances and an ability that summons an illusion.

Pyrewardens A wildrider ROR (dismounted) that use massive greatswords. They have a huge charge bonus for infantry, and have the guardian ability. Good vs armoured infantry but not suited for taking out hordes of infantry.

Sword-Dancers A mix between the high elf swordmasters and wardancers (wardancers being a cultural descendant of the order of swordmasters). As they follow the older traditions of ulthuan (as those in Argwylon tend to do) they can perform fire magic with a spell that creates a moving, controllable barrier of fire. Also have their own version of wardances (Sword-dances) which can buff either attack or defence with a shared cooldown. Lore comes from 2nd edition. Recruitable from Argwylon.

Anmyr Rangers A glade guard (starfire) ROR. They are a hybrid unit, being armed with spears like eternal guard, they have antilarge and charge defence. They can also fire in all directions while moving. They have a long range, single use magic missile ability.

Vauls Guard A more heavily armoured unit than most Wood elves. Hybrid missile/melee unit with longer spears and full face-covering helmets to reflect the superior armoury of Torgovann. They can also switch ammunition types between 'arcane bodkins' and 'moonfire shots'. Recruitable from the starlight forge.

Wraiths of Modryn ROR Deepwood scouts with hagbane tips, improved melee and dark+death bound spells. Based on a regiment of the same name in the Orion trilogy.

CAVALRY+FLYING CAVALRY

A mixture of glass cannon shock cav and more versatile hybrid missile- and flying cavalry

Priests of Kurnous ROR Horned Hunters. Mounted on lightly armoured Great stags and armed with long heavy lances, they have anti-large and devastating charge, as well as having a passive aoe buff and perfect vigour.

Knights of the Skymark ROR glade riders with starfire shafts and improved charge bonus. Better armed than regular glade riders they are a strong all-round light cav that can harass any target.

Glade Knights A more elite tier of glade riders. They wear sturdier armour and green-plumed helmets, and carry very long lances for a devastating charge and higher AP damage. Very useful unit in early to mid-game. Recruitable from the cavalry chain.

Daughters of Eternity Sisters of Thorn ROR. They have explosive poison shots and a toggle ability that lets them choose different poison effects: regular poison effect or a poison that does damage over time, rampage and has a debuff, but lower missile damage.

Dawn Riders of Kurnous A Hawk Rider ROR mixed with wildriders! They have the usual traits of wildriders (frenzy, physical resistance, fear) and have the volley of kurnous as well as passive abilities than improve missile damage, and their arrows have scaling damage.

Wind Riders A new flying "artillery" unit, recruitable from Wydrioth or the witchwood glade in naggaroth with AP long range piercing missiles. Good for sniping artillery and destroying armoured formations (handy given their proximity to the dwarven holds)

MONSTERS +WARBEASTS

A strange assortment of fast moving duellist monsters, cheap flanking warbeasts, heavy hitting tanks and spellcasting hybrid monsters

Shadow Beasts A cheap (for wood elves) ethereal unit. weak in melee, not good for dealing damage. They are made for flanking, roadblocking enemies and chasing routing units. Inspired by 2nd Edition

Wythelkin A damage dealing variant of treekin. They exchange charge defence and HP for damage output and improved mobility. More aggressive animations with viney tongues lashing out from their mouths.

Hound of Orion Fast hard hitting duelling monster, with antilarge and strong scaling damage.Very poor at dealing with hordes of enemies, but excellent at picking out a lord or hero in a blob. Recruitable from the Oak of Ages and temple of Kurnous. They release their spirit in a kind of "deathblow" upon death.

Gwandor the Black Great eagle ROR. The most famous of the eagles, armour piercing and antilarge and has the killing blow and "talisman of Qwarr' ability. Applies the blinded contact effect. Excellent for air-duelling and killing isolated targets. Based on 2nd edition WFRP and 4th edition rules.

Shepherds of the Forest A group of spritely Treemen armed with warhammers who wander the forests protecting elves and forest spirits from demons. Anti-infantry specialists, but also excellent for beating down monsters or holding ground. They have the strangleroots ability, similar to dwellers below.

Sativus Sativus is the Lord of Bruidd, the ancient council of beasts that watch over Athel Loren. A majestic white stag with gigantic moss covered antlers, he can command many forest spites and makes an excellent spellcasting support monster, as well as being a strong melee combatant.
90 Comments
[-ODM-] Loupi  [author] 21 Jun, 2024 @ 6:21am 
I dont think they are supposed to, since they arent hawkriders. volley of kurnous would not be effective with so few models
Dungeon Master 20 Jun, 2024 @ 9:12pm 
wind riders can't use arrow of kurnous when playing sis of twilight. idk if it's just me
Altey 9 Dec, 2022 @ 10:29pm 
sfo submod?
n.pedrazalis 31 Oct, 2022 @ 3:05pm 
Hello bring the main mod to warhammer 3 please :) I love it and all your mods please
[-ODM-] Loupi  [author] 23 Aug, 2022 @ 3:00pm 
could be long time, porting big mods like this over is very consuming, many of the tables are totally different and need rebuilding from scratch, textures might need redoing, things will need rebalancing etc. so yeah basically its like starting again.
SmokedUpMage 23 Aug, 2022 @ 2:34pm 
How long must we wait milord? Athel Loren hasn't been the same without this
[-ODM-] Loupi  [author] 19 Aug, 2022 @ 9:10am 
i used the vanilla head and bodies of wild rider without changin any proportions, i didnt splice anything, maybe they look big cos of the horns.
Rannic64 19 Aug, 2022 @ 6:39am 
I really like the concept of this mod. Its just that you made the heads of the Horned Hunters units too big for their bodies, it just looks like it spliced on...which is weird because everything else seems really well thought out and done.
Entirety of the European Union 6 Aug, 2022 @ 8:45am 
Great to hear, I love your work!
[-ODM-] Loupi  [author] 6 Aug, 2022 @ 8:40am 
@xzorgx yes i plan to port this and a few other of my mods to wh3. i doubt it would be ready at the IE launch, but it will come.