The Elves of D&D - Faerun [Forgotten Realms]: Total War - Elves of Cormanthyr Lets Play #01 @mrnygren2
The Elves of D&D - Faerun [Forgotten Realms]: Total War - Elves of Cormanthyr Lets Play #01  @mrnygren2
Uploaded January 2026 | Updated September 2026, 2 weeks ago
This is the first part of my Let's Play as the Elves of Cormanthyr in the mod Faerun [Forgotten Realms] : Total War, or simply Faerun: Total War - for the PC-game Medieval II: Total War: Kingdoms, a strategy game from the year 2006, updated with the Kingdoms expansion in 2007 - it's a turn-based real-time-strategy game for the computer.

The mod allows you to take control of 23 factions in the Dungeons & Dragons (D&D) IP, taking place in the world of the Forgotten Realms on the continent of Faerun.

I'm going to be playing for 3 hours, 30 minutes in this first episode of my Elves of Cormanthyr let's play.

The Elves of Cormanthyr is an Elven coalition consisting of the many different Elves of the Cormanthor forest, and the Elves of the last strong Elven settlement of Evereska far away from the forest. In the campaign their goal is to conquer 40 regions in the long campaign, and 15 regions in the short campaign - whilst also defeating their main enemies, which are the Kingdom of Cormyr and the Zhentarim in the short campaign, and int he long campaign they'll also need to defeat the Empire of the Shadovar and the Republic of Sembia.

This being the new version 0.8 release of the mod, released on New Year's Eve in 2026 - on January 1st, 2026 - the mod has many new additions that weren't in the old demo release V.0.2 from October 20th, 2020.

In this episode in particular the Elves will build up their economy and starting settlements, enter many abandoned forts and then conquer areas from the Minor Factions/Rebels - the Minor Factions in this mod have full stacks everywhere as their regions are seen as either independent City-States that should have entire armies per city, or they're occupied by monsters, Elves, bandits or dwarves.

In the old release from 2020 no regions had rebels and were either empty or had just the general with a bodyguard unit. The new rebel garrisons will make sure that it won't be easy to just conquer huge swathes of land inthe early game.

There are three campaigns - the main campaign accessible from the single player menu and from multiplayer/hotseat, then there are the Merchant Script Campaign adding a very unique script for the mod that spawns merchants in the form of diplomats and allows factions to trade etc, you can trade ancillaries and stuff - this campaign is extremely slow and not recommended despite being the original campaign, as the original creator Vladyvid decided to scrap it for the much faster without the scripts - this campaign also has the named forts placed out all over the map representing the many villages, towns, cities, castles, forts and towers of Faerun, as Medieval 2 has a 199 settlement limit.

Then there is the third campaign in which all the named forts are kept but any other scripts are removed, this allowed the campaign to be almost as fast as the first campaign and not extremely slow like the Merchant Script Campaign - whilst still keeping all the named forts around the campaign map. This is the campaign I will be playing, and is likely the best campaign for hotseat-multiplayer, but I do play singleplayer games through the hotseat menu - this is easily done if you make sure to just select one faction before starting the game, and also make sure to disable the first faction (the Kingdom of Cormyr) if they're not the faction you are going to play as - this is done by clicking on them after you have selected the faction that you want to play as.

The Main Campaign and the Named Forts campaign both have extremely fast end turn times, whilst the Merchant Script Campaign is extremely slow - I only recommend the later for people who are curious about the scripts and the original idea for the campaign.

As for the Named Forts Campaign the AI will turtle more with all the forts so even though they're still aggressive they are going to defend more, so if you want to chill more play this, also play this in hotseat against other players as I suspect it would be more fun with all the like 100 forts or so.

In the main campaign the AI will expand more and be more aggressive, so play this if you'd like the AI to turtle less and instead be a bit more on the offensive. In the Named Forts Campaign they will still invade but due to all the forts on the map it will also garrison the troops inside the forts, an option that doesn't exist in the main campaign which is why the AI will instead attack you sooner in it.

The AI will also need to conquer all the rebel settlements first before war really gets going, as quite a few factions have rebel regions between them and another faction at the start of the campaign.

Download-link:

moddb.com/mods/faernforgotten-realmstotal-war-mod/downloads/faerun-forgotten-realms-tw-v08

PS: All three campaigns are equally updated and stable, fully playable and has all the units, rebels, mercs, custom strat-models, custom mounts etc - they may lack unit cards for most of the new units, and proper costs/stats for the units- enjoy
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The Elves of D&D - Faerun [Forgotten Realms]: Total War - Elves of Cormanthyr Let's Play #01

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