Dragon Age: Total War is a Dragon Age-themed total conversion for Medieval 2 Total War: Kingdoms. Featuring 22 distinct factions from BioWare's world of Thedas, each stocked with a unique, fascinating roster and gameplay, as well as familiar insights into characters from the Dragon Age world and more. The end goal of this mod is to create a refreshing new take on the intriguing world of Thedas, previously seen in renown RPGs such as Dragon Age: Origins, or Dragon Age Inquisition. The Dragon Age setting created by BioWare has many more elements to it than seen in the RPG series itself, and thus this mod not only brings to you a Total War version of Dragon Age, but also adds new, fan made lore based on existing source material, and a fleshing out of the unseen areas of Dragon Age lore.

Thus far, extensive work has been done on the 2d and 3d art aspects of the mod, and much programming work as well. We are at the phase where we are ready to take the total conversion to the next level and begin working on a release. We plan on changing nearly every aspect of the game from vanilla Medieval 2 to the appropriate Dragon Age setting.

A detailed unit roster can be found here:

Dragon Age TW - Unit Roster (Updated 5/6/19)

It should be noted that there have been two or three attempts in the past to create a Dragon Age: Total War mod. Every attempt has so far failed for varying reasons, however, the community's interest has not waned, and with more potential Dragon Age games on the horizon, we aim to finish the job this time.


Our full faction list is the following:

-Tevinter Imperium
-Qunari of Par-Vollen
-Chasind Wilders
-Horde of Urthemiel
-Dwarves of Orzammar
-City-State of Kirkwall
-City-State of Starkhaven
-Dwarves of Kal-Sharok
-Kingdom of the Anderfels
-Kingdom of Ferelden
-Empire of Orlais
-Dalish Elf Clans
-Grey Wardens
-Templar Order
-Kingdom of Nevarra
-Principality of Antiva
-Tribal Kingdom of Rivain
-Tribes of Seheron
-Venatori Order
-The Inquisition
-Andrastian Chantry (Unplayable in Campaign)
-Red Templars


-AugustusNocturnis/Celtic Magister/Octavius of Minrathous (3D Modeling Lead, 2D, VFX Text, Programming, Scripting, Planning, Mod Lead)
-Flipdark95 (3D Modeling, Planning, Mod Co-Lead)
-SoulGamesInc (Mapping, Map Coding, Planning, Mod Originator, Mod-Co Lead)
-Jojo00182 (3D Animation/Skeletons)
-BenSkywalker/Sir Matthias (Scripting, Planning) (Inactive)
-ScriptedSamurai (VFX, Audio, Music)
-Mark Ulrich (3d Architecture) (Inactive)

We are searching extensively for eager additional 3d modelers, voice actors, and a battle map creator. Additionally, those with campaign and AI scripting skills are also in demand.

Frequently Asked Questions:

Q: What is the Campaign start and end date?

A: The campaign starts in 9:25 Dragon, and ends in 9:99 Dragon, and we plan on having each year be worth 4 turns each.

Q: How will the Grey Wardens and the Templar Order be balanced in the mod?

A: The Grey Wardens have strong, elite units in their roster, and their militia tier is likewise better than average. However, their unit sizes are small, and as a result, the Grey Wardens must choose their enemies carefully. Fighting wars with larger factions could lead to campaign loss. It is also likewise for the Templar Order, except that the Templars have slightly larger unit sizes than the Grey Wardens. Both Wardens and Templars start off with several well-developed fortresses in different parts of the map seperate from eachother. The Templar Order and the Grey Wardens also have far slower recruitment rates than most other factions.

Q: How will the events and plots of the Dragon Age games be incorporated? Will there be emergent factions (Such as the Circle of Magi)?

A: There will be several scripts which start at different times during the campaign. For example, there will be a Fifth Blight script that occurs at approximately 9:30 Dragon, giving the darkspawn numerous stacks in the Korcari Wilds just south of Ostagar, as well as transferring their starting faction leader, Urthemiel onto the map at the head of a large stack. Later on in the campaign, there will be scripts for the Qunari Invasion of Kirkwall, the Mage-Templar War, and The Breach once the in-game date reaches the canonical time at which those events occured. Beyond those scripts, there will be others that cover various plots seen in Dragon Age, such as the Landsmeet, the Divine's Election, or the events of the "Paragon of Her Kind" quest. Do note that too many scripts in a Medieval II campaign will result in an increased risk of crashes, as well as longer end-turn times, and thus it is in our best interests to keep the scripts as few as possible while still following the plotline of the games and allowing for other interesting occurances.

Q: How will the Deep Roads work? Will the Dwarves and Darkspawn be able to expand and fight in the Deep Roads?

A: Our mapper Soul has come up with the idea to place the Deep Roads settlements between columns of mountains within a region covered by a special, impenetrable fog of war, which is only cast away when an army, general, or agent begins to move through it. There are entrances into the Deep Roads behind the settlements Kal-Sharok and Orzammar, and these main entrances can only be accessed by the owner of those two settlements. There are also several entrances into the Deep Roads at other points in the map through which factions other than Darkspawn or the Dwarves can enter it. There will also be numerous settlements within the Deep Roads, such as The Dead Trenches or Aeducan Thaig, which will prove to be good early expansion options for Dwarven factions. The Darkspawn faction itself has it's capital in the Deep Roads at The Dead Trenches.

Q: How will Mages be balanced, and how will they work in DATW?

A: As seen in a few other Medieval II mods, mage units in general have powerful ranged attacks, but small unit sizes generally around 10-15 soldiers in a unit. It is thus the same way in Dragon Age Total War. However, some factions will have stronger mages than others. For example, Tevinter Mages will not only have more powerful ranged attacks, but will be almost equally skilled in melee. However, factions with stronger mage units will have weaknesses in other areas. There are also numerous counters for mage units such as archers, light cavalry, and fast moving infantry.

Q: How do you plan to implement or portray heroes and similarly prominent supporting characters, such as player companions from the Dragon Age games?

A: Companions from the games, heroes, or similarly prominent characters will be implemented in a variety of different ways, depending on their roles, status, and background within Dragon Age lore. For example, Alistair will start off the faction heir for Ferelden, and will eventually become Ferelden's faction leader, depending on whether or not the player allows him to during the Landsmeet Script. Other characters such as Leliana will likely be special starting agents with a high subterfuge level, while some supporting characters, such as Fenris will only be seen on the battle map accompanying a general or be present as a general's anciliary. Heroes such as the Hero of Ferelden, and the Champion of Kirkwall are likely to be ancilliaries. However, the default human male Inquisitor is of course, the faction leader of the Inquisition faction.

Q: Does Dragon Age Total War have a website or Discord with further information?

A: The link to the mod's Discord channel is in it's description. All developers may also be reached there, and previews not seen on Moddb are shown from time to time. Questions not answered by this FAQ are best asked there.

Q: Is there an established date for an Alpha or Beta release?

A: We are not likely to release an Alpha, and there is no established date for a Beta release. We are currently working to have a mostly complete 1.0 release within a year and a half (from December 2018), depending on how smoothly production continues to go. However, the team is not following any deadlines nor are we working on a schedule. Additional modders on deck however would certainly help get a 1.0 out quicker.

Q: Does this mod accept donations or similar monetary rewards?

A: No.

Q: I am eager to play Dragon Age Total War, and would like to help the modding team in some way to speed up development. Is there anything I can do to assist?

A: If you have modding skills, such as 3D modeling or Medieval II coding, send AugustusNocturnis a private message either on Moddb or join the mod's Discord channel, and detail your skills, experience, and how you would like to help. If you have no such skills, we are still looking for voice actors to fill a variety of roles, and 2D/Text assistants.


BioWare, for the world of Thedas, and Dragon Age series/lore, as well as video games and creative content

-Creative Assembly for Medieval 2 Total War Kingdoms

-The Divide and Conquer submod for TATW

-Third Age Total War

-Call of Warhammer: Beginning of the End Times

-Kalla (BOTET Alt-Cut)


-Fourth Age Total War

-Deviant Art and various artists on the internet.

-Jebus/QueenOfGore (BOTET Team)

-Tomdoof (BOTET Team)

-Duke .H, Chasind, Dalish, and Grey Warden unit descriptions, Discord server co-management.

-TWcenter for tutorials, guides, advice, and tools.

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I'll introduce myself. I am SoulGamesInc (or just Soul to friends and viewers) and I'm your local lazy mapper/modder that gets poked with a stick to work on DA:TW's map! Progress has been slow but I'm happy to say it's progressing at a steady pace and I should have lots more to show in the near future.

Without further stalling, below are some more or less 90% finished screenshots of everyone's favorite Kingdom of Ferelden. As with everything I work on personally, it's subject to me saying "I can do better" and doing better; but ultimately this represents what a fully finished Ferelden looks like.


Castles are not build/upgraded/leveled at all - simply placed - so the income is not remotely reflective of the final product. Some regions may change/swap during development due to the 199 region limit that is sadly the bane of my existence; but will ultimately remain largely the same. Regions like "Flemeth's Hut" or "Temple of Andraste" will trigger unique events, to spawn things or items etc. Bring on the High Dragon! :P


Last but certainly not least I figured I'd show off the Ferelden General strat_model in this Ferelden Preview, because it seems fitting. Work for this model is credited to AugustusNocturnis (Octavius on Discord) and not myself. Please consider joining our Discord to chat and keep updated, or leave a comment here!

My next preview will be The Dales / Orlais, so until then...

Thanks for reading
- SoulGamesInc

This Week In Mods: March 4 2019

This Week In Mods: March 4 2019

Feature 3 comments

The biggest mod stories for the week of March 4 2019.

Comments  (0 - 10 of 191)

Are you guys going to try to hit the faction limit?

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AugustusNocturnis Creator

Not enough distinct factions in Thedas, at most there would be around 26 or so factions and even then that's stretching the lore and adding some odd groups like the Donark Tribes or Felicisima Pirates as an independent faction. We might be considering doing more Free Marcher factions in the future though after 1.0.

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Funnily enough i was going to suggest the donarks and the armada hahaha but yeah arent they're 3 major free marcher cities? Starkhaven Kirkwall and Tantervale? Tantervale would be a good idea for a faction all ways considered.for ferelden maybe an emergent Loghains Regency or rebellion faction could emerge to take power during the blight? same for orlais and having the forces of celene and gaspard? Just ideas hopefully a few will come in handy

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AugustusNocturnis Creator

Always a possibility in the future, but what is listed now will be what comes out in 1.0, so as to not be too overworked and so that we can see how the campaign balances out before adding too many additional factions beyond what was initially planned (except for the Red Templars who will likely be in 1.0).

Once Dragon Age 4 releases years down the line, there will likely be new factions to add, depending on if there's enough of a singleplayer campaign for that left or not.

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Always happy to give suggestions

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This looks really interesting, can't wait to try it.

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How big will the finished product be? (for reference medieval 2 has 100+ cities and castles)

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SoulGamesInc Creator

Map wise it's slightly larger than Divide and Conquer using all 199 regions available to us. Otherwise it's a complete overhaul; but I wont comment on things aside from the map, as that's My area. It's a complete overhaul tho so can expect all that implies.

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Is there a lore reason that Rivain gets Dalish troops or is it for balancing? Either way i like it haha. were night elves removed for balancing too?

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AugustusNocturnis Creator

Isabella mentions in DA:2 dialogue with Merril the Dalish have a large presence near Llomerryn and find better opportunity there than in other human lands, so we can assume that plenty of young Dalish men and women end up becoming pirates and raiders or mercenaries for Rivain's army.

Night Elves were disbanded shortly after the Fereldan Rebellion ended, and since there are a lot of ways to take Fereldan's roster, we cut them out to make space for more appropriate units.

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