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Lammasu.

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Lammasu.
After the great schism split the Dwarfs, some staying true to the Ancestor Gods, and many choosing to worship Hashut, this last one granted the most powerful of his new worshippers magical powers to use against their kin, some would eventually become so mutated that they became Lammasu or Great Tauruses. The Chaos Dwarfs believe that the Lammasu is a rare mutation of the Great Taurus, a creature whose forebears were once Chaos Dwarfs, but which has become twisted by the powers of Chaos into a huge bull-shaped monster. The Lammasu's ancestry is evident in its tusked head, its thickly curled beard, and its considerable intelligence. It is a creature with magical properties. It breathes not ordinary air but the power of magic itself, drawing into itself the power of the winds of magic. As it exhales the creature breathes out whirling clouds of black sorcery which wreathe themselves around the Lammasu, enwrapping it with protective power. Enemies fighting Lammasu in melee often find the smoky threads of sorcery befouling their magic weapons, dampening their power and preventing them from striking the beast to full effect. Indeed, the Lammasu possesses a minor, but potent, spellcasting ability. The Lammasu is a wise and crafty beast that makes its lair in the Dark Lands. In stark contrast to its breathtakingly ugly appearance, the Lammasu possesses a peculiar and insidious charisma that it uses to further its own agendas. Only the most maddened and ferocious of monsters can withstand the Lammasu's voice, and then only out of red-fogged rage, rather than any conscious resistance. All creatures are susceptible to the Lammasu's honeyed words and cunning manipulations. Whilst the Great Taurus is undoubtedly the king of the Plains of Zharr, it only reigns because the Lammasu is content to let it.

Sisters of the Thorn.

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Sisters of the Thorn.
"The Sisters of the Thorn are Ariel’s handmaidens. In many ways, they are equal and opposite to the Wild Riders of Kurnous, a sisterhood pledged to sorcery and subtlety where Orion’s equerries know loyalty only to the glory of the hunt. Where the Wild Riders are borne into battle on steeds as reckless as they, the Sisters ride upon Steeds of Isha — mounts whose viciousness lies hidden beneath a graceful aspect. The Sisters’ nature and origins are shrouded in mystery. This has not prevented Wood Elf skalds from recounting stories that tell of such things. It is, after all, in the nature of bards to weave tales to fill the voids left by absent truth. If they are to be believed, the Sisters of the Thorn could be anything from Elf-maids possessed by Dryads, splinters of Ariel’s soul given life by Dark Magic’s influence, an exiled cabal of Naggarothi sorceresses, or one of a hundred even more outlandish theories. The Sisters have heard all these stories - little that occurs in Athel Loren escapes their notice, and their tendrils of influence reach into almost every hall — yet they do not care. The bards, by spreading these tales, have done more to obscure the truth than the Sisters ever could. Though Orion’s Wild Riders are respected, but not especially well-liked, the Sisters of the Thorn are both loved and feared by almost all Wood Elves. Loved, because they respond readily to requests for aid; feared, because the price they exact for assistance is often more than the supplicant is willing to pay. They may imbue young warriors with peerless battleskill, but in exchange steal all kindness from their soul. They might answer the pleas of an Elf-maid forlorn in love, then years later steal away her first-born child."

Updated chaos mammoth

Ushabti with Great Bows

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Ushabti with Great Bows
Ushabti wield huge ritualistic weapons, from large-bladed staves that would take the combined strength of three mortal men to lift, to great bows that fire arrows the size of spears. These mighty weapons are as elaborately crafted and decorated as the Ushabti who brandish them, their gilded surfaces engraved by a dozen sculptors with intricate patterns and hieroglyphs. In battle, Ushabti wield their massive weapons effortlessly. Every sweeping arc of their blades cutting a bloody swathe through their foes and every arrow fired punching through their targets in an explosion of bone and gore.

Demigryph revamp

The Emperor Karl Franz updated model

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The Emperor Karl Franz updated model
Karl Franz I of House Holswig Schliestein, Protector of the Empire, Defier of the Dark, Emperor Himself and the Son of Emperors, Elector Count of Reikland and Prince of Altdorf

New Emperor Karl Franz in game, with some additional tweaks

Knights-Templars of the Twin-Tailed Orb

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Knights-Templars of the Twin-Tailed Orb
"The Knights of the Twin-Tailed Orb are followers of Sigmar, named after the two-tailed comet that heralded Sigmar’s appearance among mortals. Like other Sigmarite orders they are renowned for their zeal and fervour. In particular the knights of the Twin-Tailed Orb are famous for their eagerness to prevent the escape of a single tainted foe, and will relentlessly pursue fleeing enemies even when it would make more tactical sense to regroup. Their shields proudly display the emblem of the twin-tailed comet - the sigil of Sigmar, and the colours blue, orange and yellow predominate on their armour. The Knights are a religious sect located high in the Middle Mountains. They believe Sigmar has joined with the comet and now looks down upon the Empire searching for fearless warriors to join him in his celestial abode. Archaon the Everchosen, in his former life known as Diederick Kastner, born scant few years after Magnus the Pious and the first Great War against Chaos, was adopted by a local Sigmarite Priest and became a Knight-Templar of the Order of the Twin-Tailed Orb, fighting valorously and faithfully in the service of the God-King Sigmar."

Knights Griffon

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Knights Griffon
"The Knights Griffon is a famous Knightly Order of the Empire founded in 2305 IC which follows the Cult of Sigmar. The Order is based in both Nuln and Altdorf. The Knights Griffon are one of the most drilled and militaristic orders in the Empire. Their daily rituals mostly consist of strict martial training. An experienced Knight Griffon is the epitome of discipline and soldiery in battle. The Knights Griffon was founded in the year 2305 IC by Emperor Magnus the Pious as part of the rebuilding of the Empire following The Great War Against Chaos. Magnus requested one hundred of the most loyal and devout Knights Panther to meet at his court in Nuln (then capital of the Empire), where he formed an Order of devout Templars directly responsible for the protection of the Temple of Sigmar. The Knights were deeply honoured by their selection and accepted the offer, leading to the creation of the Order of Knights Griffon. When the Imperial Crown passed to the Princes of Altdorf in 2429 IC, the Knights Griffon moved their chapterhouse to the Cathedral of Sigmar in Altdorf to maintain their vow to protect the heart of Sigmar's realm. As a result, there is some tension between the Knights Griffon and the Reiksguard, whom each views the other as imposing on their traditional roles."

Ice Witches

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Ice Witches
This unit will replace the Ice Mages. Why? Keep reading! "The Ice Witches are a female-only Sisterhood of powerful sorcerors within the lands of Kislev. Women of great magical power, of whom the Tzarina is their most famous member, they command the very elements and bring to bear the might of the land in defence of their great nation. They are a strange breed, being physically and spiritually linked to the seasons, growing weaker in the summer and stronger in the winter. The Ice Witches are firmly on the Tzarina’s side. She is currently the most powerful Ice Witch in Kislev, and some say she is a reincarnation of Miska, the first Ice Witch and Tzarina of the early Gospodars. Katarin, in turn, favours the Ice Witches, granting them legal privileges similar to those extended to the nobility. The main weakness of the Ice Witches, from a political perspective, is that they have very little to do with the common people of Kislev, remaining aloof while studying their magic. The level of power they bring to the Tzarina’s service is highly valuable, but they do not bring any other supporters with them. Individual Ice Witches who could win a place in the affections of the people would be greatly favoured by the Tzarina. The Ice Witches guard many prophecies and legends. One claims a male Witch will one day taint the pristine flows of Ice Magic, changing it forever. So strong is the Ice Witches’ fear of a male witch that ever since the days of Tzarina Shoika, men have been banned from becoming spellcasters in Kislev. This decree has been justified with claims that men are unsuitable for magic and will surely fall to corruption, and these beliefs are now strongly held by all levels of society. To this day, male hedge wizards are tracked down and killed by the state. Or if they are noble, they have their magical capabilities removed by Witches using a ritual similar to Pacification in the Empire."

Horror show

Spooky vamp citys

Another dose.

Poisoned-Wind Mortar

Gyrocopter

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Gyrocopter
Gyrocopters are revolutionary flying machines that provides the armies of the Dwarfs with dedicated aerial support or as a form of fast reconnaissance. These warmachines use a revolutionary rotor-blade steam engine that allows it to take off into the air and land vertically or even hover on the spot, becoming the first technological marvel to achieve the ability of flight. The first Gyrocopter was invented and then improved upon by Dwarf Engineers, and due to its rarity only a trusted member of the Engineers Guild is allowed to maintain and operate one. The inventors of this machine were first inspired by observing wild Dragons swooping down from mountain crags. They combined the idea of wings with that of engines used to drive drilling machines and flywheels from grinding machines, which would eventually be the basis for the steam engine that powers the rotors. After several centuries of constant calibrations and revision, the first proper prototype was met with great success. The earlier models were made mostly of canvas and light-weight metal, but as time goes on, the newest variant is far more heavily armored, and sports improve hull and weaponry.

Rescaled Clanrats

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Rescaled Clanrats
It's not the size of the rat in the fight, it's the size of the fight in the rat. Unfortunately, both are small but easily prodded into service. Update also applies to Night Runners and Skavenslaves.

Bloody good explosions

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Bloody good explosions
Khorne cares not from whence the blood flows, or in this case, explodes into a fine mist.

Updated Kroxigors

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Updated Kroxigors
While Kroxigors are quite able to rip a man apart with their bare hands, to enhance their destructive potential, Skinks will supply them with weapons. Each ornate club is taller than a Saurus Warrior and requires a dozen Skinks to lift. The Kroxigors swing these massive, death-dealing instruments with ease, able to splatter a man-sized creature beyond all recognition with a weighty blow that can shatter stone.

Slayers gonna slay

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Slayers gonna slay
Slayers are members of a strange sub-cult of Dwarf society. They seek death in combat in order to atone for some wrongdoing. Although they seek death, Dwarfs are incapable of deliberately fighting to lose, and so always enter the fray to win. Therefore Slayers spend as much time as possible improving their warrior skills. Slayers deliberately seek uneven combat, for example by entering a Goblin stronghold alone. Trolls are considered the ideal opponents, as the Dwarf's death is almost assured. Their way of life weeds out all but the toughest and most determined warriors, so that those Slayers who survive for any period time are invariably exceptionally tough, violent, and extremely dangerous. As a mark of their Oath, all Slayers dye their hair bright orange, and stiffen it with pig grease so that it sticks out at alarming angles. Tattoos also cover their bodies.

War Lions of Chrace

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War Lions of Chrace
"Of all the beasts that prowl within the mysterious forests of the Elven realm of Chrace, the white War Lions are perhaps the best renowned. These fearsome beasts are deadly hunting cats, powerful creatures with a muscular frame and a sharp, cunning mind. Almost as tall at the shoulders as an Elven steed, a War Lion is far stronger, able to break bones with each sweep of its claws and shatter even helmeted heads with a single chomp of its fanged maw. When War Lion prides hunt, none within their chosen grounds are safe. They will range far and wide, coordinating by instinct, in search of prey. A War Lion's loyalty is to its kin, first and last. This fidelity, along with their incredible ferocity when they attack, has given rise to a great many songs and poems throughout Ulthuan, and it is with a clear measure of pride that the Phoenix King's bodyguard have adopted the famed White Lions of Chrace as their namesakes. The High Elves of Ulthuan do not regard the War Lions as evil creatures, but rather savage beasts to be feared, respected and occasionally, in the case of the hunters of Chrace, nurtured. When preparing for war, it has been known for High Elf Mages to bind a pride of War Lions to their will. Such a gesture is not without risk, for the lions of Chrace are intelligent and patient beasts, and they are not easily controlled. Even when armoured for war and bound by powerful magic, White Lions maintain a lethal predatory instinct, and they remain vigilant against any threat, constantly ready to pounce should danger present itself."
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