Total War: WARHAMMER III

Total War: WARHAMMER III

298 ratings
The Twelve Realms - Wood Elves
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File Size
Posted
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92.908 MB
22 Dec, 2024 @ 6:08am
24 Jun @ 8:59am
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The Twelve Realms - Wood Elves

Description
The Twelve Realms is a unit expansion mod, containing many new units and Regiments of Renown for the Wood Elves of Athel Loren. Each unit is inspired by one of the twelve realms with aesthetics, lore and function reflecting their origins. Many of the units draw inspiration from the 2nd ed. WHFRPG "Defenders of the Forest", while others come from a mix of 4th, 6th and 8th edition sources, as well as the Orion novel trilogy. There are also 3 new buildings and 4 new unit formations!
Enjoy!!! and Rate and Share!

Unit Cards and Art
Special thanks to Flimp for their work on the unit cards for the Horned hunters, Sativus, Pyrewardens and the the Moonspring glade riders, and to r1kko for the Glade knights card. Thank you to Matthew for his incredible screenshots!
NEW UNIT FORMATIONS
Fortress of Boughs/Phalanx The phalanx allows multiple ranks to attack at once, enhancing offensive capabilities but make them very slow to turn and move
Flying Circle Makes hawk riders harder to shoot at, improves their missile damage but makes them unable to move.
Arrowhead /Lance Improves manoeuvrability and formation penetrating power
Sacred Vigil Square formation to protect their lord (and themselves) from enemies but immobilises them.
Units
INFANTRY

Horned Hunters Horned Hunters are the most devoted of the wild riders, elevated to immortal near-divine status. They are massive, fast glass cannon monstrous infantry, armed with a variety of weapons. Being apex predators and expert hunters they can also sense stalked units better than other units. Horned Hunters are recruitable from the new level 4 hunting lodge or the Temple of Kurnous in the southlands. They are inspired by the Orion novels and 2nd Edition, as well as some 8th edition artwork.
Son of Atylwyth an elite Eternal Guard from the icy winter realm of Atylwyth. Armed with long spears, shield and a bow with 2 shot types, they are very versatile soldiers, capable in melee and in skirmishes. The deadly phalanx formation combined with their pikes allows multiple ranks to attack at once but makes them difficult to maneuvre. Recruitable only from the special building "Winter Halls of Coeth Mara" in the south of Athel Loren.
Deathdancers of Fyr-Darric A Wardancer ROR from the Tricksters' Wood that relies on stealth and trickery. They have stalk, the wardances and an illusion ability
Pyrewardens (Wild Riders) Guardians of Orions funeral pyre on the sacred King's Glade, they are an elite bodyguard infantry with the sacred vigil formation, used to protect their lord (and themselves) from enemies but immobilises them.
Anmyr Rangers (Glade Guard) A hybrid glade guard ROR, armed with spears and starfire shafts.
Vauls Guard ROR eternal guard from the forges of Torgovann. They are fiery tempered and wield flaming armour-sundering spears.
Wraiths of Modryn ROR Deepwood scouts with hagbane tips, improved melee ability and dark+death bound spells. Based on a regiment of the same name in the Orion trilogy.
Wardens of Arranoc For centuries, these watchful sentinels have guarded the Summerstrand against the foul daemons of Slaanesh and other horrors imprisoned within the Vaults of Winter. Recruitable from the Vaults of Winter building in the east of Athel loren.

CAVALRY

Priests of Kurnous Regiment of Renown for the Horned Hunters. Mounted on lightly armoured Greats stags and armed with long heavy lances, they excel at hunting monsters. Their devastating charge makes and the Arrowhead lance formation make them an unstoppable force of nature.
Knights of the Skymark ROR glade riders from Cavarroc, 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 carry very long lances for a devastating charge.
Daughters of Eternity Sisters of the Thorn ROR. They have explosive poison shots and a toggle ability that lets them choose different poisons. The default is the regular poison effect. the alternative causes damage over time, rampage and has a different debuff, but the missile damage is much lower.
Wind Riders of Kurnous A Hawk Rider ROR mixed with wildriders, these blood thirsty warriors from the Pine Crags are antiinfantry specialists (which is useful when you live close to dwarfs). They have the usual traits of wildriders (frenzy, physical resistance, fear) and have as passive abilities than improve their missile damage, and their arrows have scaling damage. They also have the flying circle formation that makes them harder to shoot, improves their missile damage but makes them unable to move
Moonspring Glade Riders A unit of Eagle riders who uphold the old traditions of Ulthuan and can speak the language of Eagles. Only recruitable from Argywlon (or the temple of Anath Raema). They have AP long range piercing missiles. Very good for sniping artillery and destroying armoured formations.

MONSTERS

Shadow Beasts A cheap (for wood elves) ethereal flanking unit. weak in sustained melee, they are made for flanking, applying their leadership effects and chasing routing units. Inspired by 2nd Edition
Wythelkin A damage dealing variant of treekin. They have more aggressive animations with viney tongues lashing out from their mouths and bodies, and an explosive ability that unleashes the wrath of the forest.
Hounds of Orion A fast hard hitting hound unit. Recruitable from the Oak of Ages and temple of Kurnous and the hunting lodge building chain. When they die they release their spirit in a kind of "deathblow".
Moonstone Grove A group of sombre Treemen from the Ashenhall. They are anti-infantry specialists, but being a group of treemen makes them excellent for beating down stubborn monsters or holding a position. They have the strangleroots bound ability, similar to dwellers below.
Sativus The Lord of Bruidd, the Council of Beasts, the ancient group of forest spirits that watch over Athel Loren. A majestic white stag with excellent spellcasting and support abilities, and a strong melee combatant.

Compatibility
Not intended to be used with SFO/Radious. Don't ask
95 Comments
[-ODM-] Loupi  [author] 12 Jul @ 4:35am 
yeah i have a couple things i was working on, but taking a break
mclagasse 11 Jul @ 5:36pm 
You working on any new mods?
Chase Mate 8 Jul @ 2:02am 
Hey, not sure if you've been asked this but the thing in the woods that mother astanka has? Could you add that into this pack? I feel like it just makes sense for wood elves to have
Humble Shepherd 25 Jun @ 6:19pm 
OMG! Dude you have no idea how bummed I was about not having this one. Thank you!
raw666 24 Jun @ 6:36pm 
Have you thought of making instead of poison and fire elves archers, they have 4 or 5 different elemental arrows based on each season. Lightning for spring (season of major storms), fire for summer, poison for fall (season of harvest which includes poisons, and dying of planets as they prepare for hibernation), and frost for winter. Alternative for fall, death magic for fall with prison being specialized assassin archers. Each of the archers could even be named after their respective season.
Polvonik 24 Jun @ 12:20pm 
Thank you :)
[-ODM-] Loupi  [author] 24 Jun @ 9:00am 
Updated!
Humble Shepherd 23 Jun @ 11:57pm 
I miss this mod... Hope it gets updated
Son0fBam81 21 Jun @ 6:01pm 
looks like the moonspring glade riders are still unable to use volley of kurnous when playing as sisters of twilight

really enjoying the mod otherwise, great additions!
Polvonik 20 Jun @ 8:50pm 
My Hawk riders using flying circle don't seem to be shooting, even with giving them a shooting order. Has someone else experienced this?