Uploaded December 2025 | Updated September 2026, 2 weeks ago
The Zhentarim has been updated, now with two additional mercenary units - the Bloodswords Archer Cavalry and the Bloodswords Cavalry - and this in addion to now having access in the custom battles to every mercenary unit that they can get somewhere on the campaign map, and some mercenaries are shared because they're shared between religions and not unique to factions due to how mercs work in Medieval 2.
The Kingdom of Cormyr has also been updated, it has the new Royal regiment Cavalry unit which is an elite cavalry unit that was in the files but lacked the attachmentset-texture so I had to implement a lance and shield from a different Cormyr unit but the body-texture and the model did exist, and then they have the new Red Plumes mercenary unit intended specifically for the enemies of the Zhentarim - such as the Kingdom of Cormyr and the Republic of Sembia, in addition to this they alos get access to all their mercenaries that are available to them somewhere on the campaign map - this has been added to every single faction in the mod if playing ERA 2 or "late" - they're also available if selecting "all" - unlike the Zhentarim the Kingdom of Cormyr also gets access to three brand-new mercenaries supposed to be for the Confederation of Luruar but who shares religion with Cormyr - namely the three Bloodaxe mercenary Company units - the Dwarf Regiment, the Cavalry Regiment and the Sticks and slingers and finally they get access to the Cormanthor area unique Pegasus Archery Company - a mercenary company located int he Cormanthor forest and available to the Elves of Cormanthyr but also some other good factions in the area including Cormyr.
There will be a COM VS COM/AI VS AI-only battle between the Kingdom of Cormyr and the Zhentarim, there will be two battles - in the battles both sides will use two armies - the first army is their main army, and the second army is the mercenary army consisting of mercenaries only - in some cases one or two mercs may fill out the main army - and I had to play two battles because the Kingdom of Cormyr had to many militias in the first battle so I wanted a more fair battle in the 2nd one as I made them too weak. In the 2nd battle they're super even.
This video is at 42:13 minutes long.
The Zhentarim has been updated, now with two additional mercenary units - the Bloodswords Archer Cavalry and the Bloodswords Cavalry - and this in addion to now having access in the custom battles to every mercenary unit that they can get somewhere on the campaign map, and some mercenaries are shared because they're shared between religions and not unique to factions due to how mercs work in Medieval 2.
The Kingdom of Cormyr has also been updated, it has the new Royal regiment Cavalry unit which is an elite cavalry unit that was in the files but lacked the attachmentset-texture so I had to implement a lance and shield from a different Cormyr unit but the body-texture and the model did exist, and then they have the new Red Plumes mercenary unit intended specifically for the enemies of the Zhentarim - such as the Kingdom of Cormyr and the Republic of Sembia, in addition to this they alos get access to all their mercenaries that are available to them somewhere on the campaign map - this has been added to every single faction in the mod if playing ERA 2 or "late" - they're also available if selecting "all" - unlike the Zhentarim the Kingdom of Cormyr also gets access to three brand-new mercenaries supposed to be for the Confederation of Luruar but who shares religion with Cormyr - namely the three Bloodaxe mercenary Company units - the Dwarf Regiment, the Cavalry Regiment and the Sticks and slingers and finally they get access to the Cormanthor area unique Pegasus Archery Company - a mercenary company located int he Cormanthor forest and available to the Elves of Cormanthyr but also some other good factions in the area including Cormyr.
There will be a COM VS COM/AI VS AI-only battle between the Kingdom of Cormyr and the Zhentarim, there will be two battles - in the battles both sides will use two armies - the first army is their main army, and the second army is the mercenary army consisting of mercenaries only - in some cases one or two mercs may fill out the main army - and I had to play two battles because the Kingdom of Cormyr had to many militias in the first battle so I wanted a more fair battle in the 2nd one as I made them too weak. In the 2nd battle they're super even.
This video is at 42:13 minutes long.








![The Elves of D&D - Faerun [Forgotten Realms]: Total War - Elves of Cormanthyr Lets Play #01
This is the first part of my Lets 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 - its 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.
Im going to be playing for 3 hours, 30 minutes in this first episode of my Elves of Cormanthyr lets 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 theyll 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 Years Eve in 2026 - on January 1st, 2026 - the mod has many new additions that werent 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 theyre 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 wont 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 theyre 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 theyre 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 youd 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 doesnt 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:
https://www.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 The Elves of D&D - Faerun [Forgotten Realms]: Total War - Elves of Cormanthyr Lets Play #01](https://i.ytimg.com/vi/eRc2vhzlYKA/mqdefault.jpg)

