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Faerûn Total War: Heroes of the Forgotten Realms is a total conversion modification for Medieval II: Total War. This mod brings you into the world of Faerûn; engage with familiar cities like Baldur's Gate in Total War style, or take command of the heroes of Waterdeep, Thay, Mulhorand or many others! Faerûn is a vast landmass on the planet of Toril, home to humans and elves, knights and wizards, kings and barons, and is the setting for many well-known RPGs such as Baldur's Gate, Icewind Dale and Neverwinter Nights.

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Current Faction List

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

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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.

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~ 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.

~ 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.

~ 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.

~ 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.

~ 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

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

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.

~ Kingdom of Damara


GREAT RIFT ~ Kingdom of the Great Rift


LAPALIIYA ~ The Lapal League


CHESSENTA ~ Kingdom of Chessenta

DAMBRATH ~ Kingdom of Dambrath

THAR ~ Hordes of Thar


(+ some more factions)

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Comments  (0 - 10 of 77)

Like I said previously the mod is still active on TWcenter, but they got no time now to update the page here(I was about to ask to do it before being kick, so you will need to wait until the 1st release if it have one). I was working on the mod last years but I just been kicked from the team before christmas so I suppose I can spoil a little on the devlopment. Without me helping Im not sure this will come out soon unless they do as I suggest them to make a 1st release with some vanila models units. I was working on almost every aspect of the mod and I was the most active other was real busy in real life. I keeped it alive during almost 1 years absence of the leader, and since after his come back he was real busy, coming here and there like 1 time a week. When I joined the team the map region was not even working and the mod was not playable, I was the one who fixed it. All seemed to go well as the leader was getting back after 1 years absence, but I got kicked out of nowhere without no real thank for keeping the mod alive and fixed the map. Yes I got some shy thank and good job, but it looked more that he didnt want admit his map was the problem for the CTD. I feel like a big backstabbing and ingratitude in the kicking I see no other reason than some kind of jealousy as my 3d model was getting better and better and that my vision of devlopment was focus on a 1st version and polishing after planning a release in the begin of summer. One of the big mistake they was still doing it always re-do what was previously done and always change devlopment planing, it why after 7 years it look like they are just working on it since 6-9 month. If they continue that way they will not have finish a 1st version until 2-3 years, if the main 3d modder dont quit before. The leader was hard to follow after he return as all seemed well on the forum yet he was not active often but we thinked more he was about to go inactive for a while since it was more his temper(I suspect some mental issue maybe post-traumatic his car accident or maybe it since far much before). I was doing 2d art, lore research devlopemnet planning and some 3d moddel, so my kicking with 3 olds inactives members come a little from nowhere. Well maybe that will make him go more active and come-out with something soon, but I dont want to be negative, but was not the direction it was taking before being fired he seem real on the edge of rage quit all. But now it to late I wont continue it alone even if he do soon.

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So now more of the real spoiler maybe some may find it a plus but I think those point I will put forward are big flaw. Yes I almost quit lot of time because of those flaw in design, but I planned to do sub-mod after the 1st release or so. Now for sure I wont do anything related to this mod.
1-It have like 500 named fort on the map. AI handle really bad fort in Med2 so I dont know how campaign will look, it going to be pretty ugly I think. I planned to remove all of them in my sub-mod and keep maybe just 10-20.
2-Map it to small for 200 region some settlement are way to close to each other it will be chaotic. I planned expend map south to at least include Chult as it a major ressource region and quite unique.
3-City start almost full devloped with lore wise pop. and building. Ok it fun to have it lore-wise, but TW it an empire building game the fun it buit city up from the ground. And so many huge city close to each other at start look weird.
4-No Drow and no Dales factions, yes it without the soul and hearth of the FR setting. I asked why no Dales, and they seemed to see no reason to add them, but yet they have Unther as faction in 1372?? On the edge of annihilation, and Unther it so much underdevloped army still fighting with bronze weapon. So no Elminster planned neither, they said he will never fight to defend the Dales, well ok, cow..coww.!
5-Some of the model are pretty ugly looking plastic and with some weird flat color, weird animation and bad boning and they plan to make each of them(500 limit) by themself, instead of using already free-to-use similar ones. They wait before a model to be finish before to code it in the units files, so that part dont advance fast. It why if that dont change they will still be there in 2-3 years.
6-The ancillary and trait need improvement and if it dont change(it seemed not intended) it will be pretty basic having general with almost all the same equipment from a range of +1 to +5. But that part was not hard fixed so I hope it will have improvment if not it will be pretty bad the it was. As I suggest them to had thing like mounts and unique people like Volo and unique weapon for at least starting general as we all know the famous Icingdeath of Drizzt for Example. ANd with Guennwivar as an ANcillary or trait will have been the way to do, but it was not going that way, so if it continue that way it will be a big flaw.

You wonder why I was still working on it but I think even with those big flaw it no major and not so hard to mod in a sub-mod. Yes the original will not have been one I will have played long but FR it so easy to custom, the most important was to have a fundation to start thing one. They was going all lorewise for roster and name and almost everything. So that a big plus for sure, and it better to be more working on some common idea, than everyone working on his own mod version.
*sorry for spelling and misunderstood english only 2nd language.

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The death of this mod was the death of my soul.

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It not quite dead but progress is slow check the TWcenter under Forum\
Medieval II: Total War\
Medieval II: Total War Modifications\
Wips, Ideas, and Proposals\
Faerûn[Forgotten Realms]TW

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Hello :D When will this mod? D And in this modification will be elven and dwarf units?

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Just wanted to say that since january I'm the only person working on this mod and my skills are limited and so is my time, so the progress is slow. All of the previously involved modellers have not contributed any models, and the researchers are inactive or lost their interest in helping. If anyone who is reading this message, would be interested to give me a hand with this or that, it would be much appreciated and help speed up things. Only that if you're not sure if you would want to help, best don't contact me at all as false hope for help is a bad demotivator. Myself I'm mostly busy working on the faerun campaign map (new version) and doing 2d graphics for the campaign like interface, events pictures, etc. Started working on the units (graphics) for Mulhorand and will be focusing on completing their roster (or most of it) in the coming weeks. Some preview screens will be posted in that time.

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Hey there, I was wondering if you had a copy of The Fareun Campaign Guide? When third Edition D&D came out they evenmtually got around to making a Campaign Setting Book for Forgotten Realms and the book I have is incredibly detailed. I -think- (don't hold me to this because I may be wrong) but it might help out a lot on the research side of things. Every country in Faerun has an entry giving BG info, adventure ideas, and notable characters. Also, every entry has a listing of what gods are worshipped and the break down in percentages) of what Races live in each country. Finally, it lists the major cities of each country as well as their population as well as major sites of intrest. And, if I am not mistaken, it is written by Ed Greenwood, the creator of FR. Also, you may want to check out the Old Volo's guides. These were second ed publications which go into exacting detail on every Realm and city. I do not know if this helps. I hope it does as I have a BIG fan of Forgotten Realms and a BIG fan of Total War. If you can use me, I'd be willing to help though i do not know what I could do other than throw ideas at you. I know nothing about modding games. I'm a writer. If you need someone to help out writing flavor texts, I -can- help with that. If there is one thing that bugs me about Mods is seeing (placeholder) in a description for a building or a type of unit. I know that Modding is tedious and difficult and I'm not faulting anyone for letting a few things slip by. That said, I get bugged by what bugs me. I can't help it. I have a copy of the book I am mentioning above so let me know if you can use me for any writing purposes. Keep up the good work and stay with it. Remember, The more trouble you have, the sweeter it will be when you are done. ;)

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I will love to help, but I am not a programmer or a designer, how can I help you? let me know through here.

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Hi! Don't lose heart, I have seen that other people are working on a similar mod as well, maybe you would prefer to collaborate with them instead? Anyway, thanks for your effort!

Reply Good karma Bad karma+3 votes

Thanks. I'm not aware of others working on a similar mod and would appreciate if you could tell me something more about it. Can you tell what is that mod?

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