Dragon Age: Total War is a currently unreleased Dragon Age-themed total conversion mod for Medieval 2 Total War: Kingdoms. The mod features 23 unique factions throughout various locations across the continent of Thedas each featuring unique unit rosters, faction mechanics, scripts, campaign conditions, gameplay styles, characters, and much more. Dragon Age: Total war aims to provide a distinct and meticulously lore-friendly yet highly familiar insight into BioWare's world of Thedas, all the while expanding further on the lore of Thedas and exploring areas previously unseen in any form of Dragon Age media. All rights to Dragon Age belong to EA and it's subsidiary studio, BioWare.
The Paragon Caridin is among the most famous paragons of the Dwarves. Using the legendary, or perhaps, mythical Anvil of the Void, Caridin created nearly invulnerable men of stone and iron. Caridin built the Anvil of the Void specifically for the process of building golems. Because he could not create new life, he was required to find willing volunteers and turn them into golems. The creation of Golems most commonly involves a rune-enchanted shell of rock hammered into shape by a smith, which the volunteer; or in some cases, captive, is forced into before the shell is closed and molten lyrium is poured into the stone construct, melding the body, mind, and soul of the Dwarf with that of the stone shell. Afterwards, a control rod is created to keep the Golems under control and use them as an effective weapon of war, capable of crushing hordes of enemies and countering the rage of Ogres. During the First Blight, the Golems, forged by Caridin, turned away the tide of misfortune besetting the Dwarves, buying Orzammar in particular time and victories, until Caridin was betrayed by King Valtor and forced to flee with the secret of creating new Golems. Few of these formidable stone constructs remain in service to the Dwarves, many have gone mad, lost forever in the Deep Roads, but should the Dwarves find the Anvil of the Void once again, their prosperity is all but assured.
Note: Golems become recruitable for Orzammar through a unique structure after taking the Anvil of the Void settlement in the Deep Roads, however, the Shaperate in Orzammar also maintains a single unit of Golems on hand at campaign start.
Are they that many per unit? ore are these just multiple units clumped together? cause that is scary if they are that many.
Exact unit stats for Orzammar are still a WIP, so the number of golems you see here along with their formation are not indicative of how they'll be in 1.0. There will likely be no more than 10-15 per unit.
Are they going to act like the trolls in Third Age?
In a basic mechanical sense, yes. However the way Golems are applied tactically may differ.
They look rock solid ready to rock fist darkspown through the elbow
I think their formation should be looser
So will the different golem types be implemented as different units? Or will they be changes to the original golem unit based on upgrades?
Aww they look really cool, let me proceed to never recruit them because I still respect the wishes of Caridin