Ghal Maraz

is a confirmed single and multiplayer Total Conversion mod for 'Mount and Blade II: Bannerlord' that aims to bring the Warhammer Fantasy world during the final years of the Empire to life. This will include characters, locations and famous items from the Warhammer Fantasy tabletop game, Warhammer Novels and other media surrounding the franchise such as cannon video games.



Features:-

  • Singleplayer Campaign
  • Multiplayer
  • Dozens of factions and races
  • Lore friendly heroes, lords and characters, such as Karl Franz, Ludwig Schwarzhelm and Kurt Helborg
  • Hundreds of custom locations and accompanying scenes like Altdorf, Middenheim and Erengrad
  • Classic RPG inspired quest system and missions that will scale depending on your relationship, army composition and rank in the quest-givers faction, from supply errands to the eradication of invading armies and seizure of cities
  • Grimdark
  • Did I say Grimdark?
  • All major playable races (this depends on Bannerlord skeleton limitations)
  • Unique fantasy creatures, such as Dragon Ogres, Arachnarok Spiders and Demigryphs (to the extent the engine allows)
  • Faction specific artillery (limited to siege until further Bannerlord info is released)
  • Gun powder weaponry and artillery
  • Mythical weapons with unique attributes and physical looks, such as the Warhammer Ghal Maraz itself, or one of the Runefangs
  • Accurate representation of Warhammer Fantasy politics and lineage, with court intrigue, corruption and betrayel
  • Custom siege equipment for each race
  • Unique up-gradable settlements that change visually depending on the occupying race

Due to the game obviously not being released yet and lacking a release date in its entirety, we obviously cant guarantee these features will be in the module, though this encompasses an outline of our aims for the mod. As a result, the list is subject to change.

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Dedicated Module Website

News

Hello all, Vitallion here.

We've recently created a dedicated website for the mod, and will be using it extensively in the future for news, images, testing, versions and as the main community and clan hub for future groups. Its currently in the process of being fleshed out and doesnt have much traffic, but i'm sure you can all change that. The development team will be on there near every day, so dont be afraid to make threads and ask questions related to the mod and we'll answer everything you throw at us.

Algathon.phy.sx

Ghal Maraz Developer Interview

Ghal Maraz Developer Interview

News

An interview by Resonant Uprising with the Ghal Maraz head developer Vitallion.

Comments  (0 - 10 of 29)
axeltenveils
axeltenveils

I really need to ask:"What about magic?"
Since magic is something very prevalent on the warhammer universe.

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Vitallion Creator
Vitallion

This is something that has been thought about very briefly, since its so dependent on the versatility of the engine it'd be fairly pointless even planning it now, but i've got a very short plan.

We'll almost certainly add passive magic effects. Magic items, pieces of armour and weaponry will be relatively common among high level lords and quests and will be claimable by the player. I'd also like to include Battle Wizards and similar magic users across the represented races as either Lords/Heroes or extremely expensive Merc units that can only be aquired from specific locations (Altorf Colleges of Repeated Mistakes/Magic for example). These classes, in their most basic form, will have a ranged weapon that fires a graphically unique and extremely powerful ranged projectile that we could manipulate the size of depending on level, but that's all i've really thought of so far.

Any suggestions would be appreciated on this front.

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axeltenveils
axeltenveils

Not any suggestions really, since I know very little about what is feasible and not terribly time consuming and not worth your time.

Will the player character have any form of access to using magic themselves?

hank you for the prompt answer.

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Vitallion Creator
Vitallion

If we can add custom skill points then likely yes. Most logical way to do it would be to have the player invest earned skill points per level upgrade into various magical skills, and from there the player can use more advanced magical items like Staffs.

Really does depend on what the situation with Bannerlord modability is on release though.

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Edna1
Edna1

" such as Dragon Ogres, Arachnarok Spiders "

Can Bannerlord represent such a big thing?
Even in the Warband went maximum troll size

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Vitallion Creator
Vitallion

With an updated engine, i'd put money on the likelihood being yes, atleast on paper. They're aware that alternate mounts were a thing in Warband and historical mods will certainly want elephants, so a larger size limit will almost certainly be present in Bannerlord, though if it has a max I'm not sure.

All we know so far is that the size of assets in general has greatly increased, from props to scene sizes to battle sizes, and they've let slip in a mod focus blog that modders will be able to heavily alter a skeleton to a much greater degree. Hopefully this, combined with the fact that they're claiming to make everything extremely easy to mod, means we can see actual war beasts on the field.

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LostHope123
LostHope123

I trully hope the creators of this mod don't give up on it like the ones from Warsword Conquest and Grim Age did in Mount&Blade;:Warband :\

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Vitallion Creator
Vitallion

We aren't friend, dont worry.

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Guest
Guest

I wanted to get into the mod for Warband but just found it too unimmersive and I couldn't get into it. I hope you have much success in developing this mod for Bannerlord seeing the expanded engine and such. My dream is to reenact defending a Dwarf Karak against a gigantic Waaagh!

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Vitallion Creator
Vitallion

Think you can handle Skaven in there as well? A recorded defence of Eight Peaks from a Dwarf perspective would be insane.

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