Battlefield Illuria 1.2r

Welcome to the land of Illuria.

These are dark times. Long ago the greatest war Illuria has ever known raged without check, and in the en...

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Welcome to the land of Illuria.

These are dark times. Long ago the greatest war Illuria has ever known raged without check, and in the end, the High King was cast down with fire and brimstone. The destruction of his lands was so thorough, so complete, that not a living soul within a hundred miles was left to bear witness. Some say that hell itself rose up to swallow the High King, but none living no for sure.

It is almost a full generation since the apocalypse broke the world, and a new spring is coming to this land of isolated duchies and fiefdoms. The old ways are done, a new day is dawning.

The Cult of the Emperor, the House of the One god for over two millenia, has waned until it is almost no more. The priest's pleas for assistance have fallen on deaf ears for too long, and only a handful of faithful remain in all the realm. The peoples of Illuria are returning to their ancient faiths of old, outlawed by the High Kings in ages past, but some have heard the whispers of new Gods that have come from beyond to claim the lost souls of the faithless.

The strongest Barons, Lords, and High Houses of the age that came before are cobbling together their resources, and have slowly begun to claw their way into this new age, amassing power and influence. There is only one thought in the minds of such ambitious creatures. Who will be the next? Which faction will have the might to climb over their rivals, and be proclaimed High King?

So the time has come, and a new age is at hand. Take control of one of the eight emerging powers, and begin your quest to claim the High Throne of Illuria for your people. It is time to bring the sword and flame to your enemies for king and country. It is a time of Warlords.

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A scenario for Fall From Heaven 1.00f, based on the classic turn based strategy game Warlords.

1.2r a few final tweaks here and there make this a pretty well balanced and entertaining play. Have fun!

Introduction

Welcome to the land of Illuria.

These are dark times. Long ago the greatest war Illuria has ever known raged without check, and in the end, the High King was cast down with fire and brimstone. The destruction of his lands was so thorough, so complete, that not a living soul within a hundred miles was left to bear witness. Some say that hell itself rose up to swallow the High King, but none living no for sure. 

It is almost a full generation since the apocalypse broke the world, and a new spring is coming to this land of isolated duchies and fiefdoms. The old ways are done, a new day is dawning.

The Cult of the Emperor, the House of the One god for over two millenia, has waned until it is almost no more. The priest's pleas for assistance have fallen on deaf ears for too long, and only a handful of faithful remain in all the realm. The peoples of Illuria are returning to their ancient faiths of old, outlawed by the High Kings in ages past, but some have heard the whispers of new Gods that have come from beyond to claim the lost souls of the faithless.

The strongest Barons, Lords, and High Houses of the age that came before are cobbling together their resources, and have slowly begun to claw their way into this new age, amassing power and influence. There is only one thought in the minds of such ambitious creatures. Who will be the next? Which faction will have the might to climb over their rivals, and be proclaimed High King? 

So the time has come, and a new age is at hand. Take control of one of the eight emerging powers, and begin your quest to claim the High Throne of Illuria for your people. It is time to bring the sword and flame to your enemies for king and country. It is a time of Warlords.
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Factions

Ke-nan (the Horse Peoples) A proud human people of the open plain noted for their mastery of horse, the arcane arts, and their wide independent streak. Their herds produce the finest horses in all of Illuria. At the time of the breaking they took in the last survivors of the Emperor's BattleMage Legion, near the wilderness of Froikh. This act of kindness almost single handedly preserved the accumulated arcane knowledge of the age before, as the Imperial Wizard Academy was destroyed along with everything else in the horrors of those black days. The spread of this mystical knowledge, and the mastery of the equine has made this faction a force to be reckoned with. They are sworn enemies of Nekron's host of Bane, and their nefarious twisting of life and the mana flow.

Ironfist (the Khazarak Dwarves) The foremost of the hardy Dwarven peoples, the first peoples of Illuria, and skilled in the ways of metal and earth. Led by fearless Clanleader Ironfist the Khazarak dwarves dream of a united dwarven hegemony that spans the Iron mountains of central Illuria. Their ancestral home. The dwarven people labor with love and thrive in their stratified Guild society. The weapons, tools, armor, and jewelry of Khazarak are surpassed by no others. Dwarves have a superior constitution, make formiddable enemies, and have been known to march for days at a time without stopping to rest. They are sworn enemies to the twisted Dark Elves of the Selentine coast who raid their lands enslaving their peoples, the worst of abonimations in Dwarvish culture.

Meandor (the Selentine Dark Elves) Those who came from the sea. The remnants of an elven fleet blown by sea and storm to the Dark Woods of the North. When contact with the Elven court was finally reestablished many years later, something was not right with the children of the forest. The elves of the North had filed their teeth, their eyes were completely black, they smelled of sea salt no matter how many times they washed, and their hair no longer grew. Some say they are mad, twisted, engage in canibalism, and that their heart words chitter with insanity. They are sworn enemies of the squat earth peoples whom they enslave to toil in their mines, deep in the dark heart of the Blackwood. 

Empress Julia (the Elvallie Heartland Elves) Steeped in a rich culture song, dance, art, and music, the Heartland elves are surely the fairest of Illuria's inhabitants. The beauty of elvish women is said to have driven men mad. Elves are infamous for the arrogance and aloufness towards others of lesser races. Empress Julia is the last surviving link to the line of the High King, though by distant relation only. The heartland elves are the sworn enemies of the Storm Horde tribes who ever encroach on Elven lands cutting and burning the ancient forest for timber and firewood with their expanding population. Through botched negotiation the elves are also being denied the goods and trade that the sea brings. This is an insult that the Elves cannot accept as the very ports they inhabit were built by the Elves in the pre Imperial era.

Azktor (the the Orc tribes of Kor) Nasty brutish uncivilized mongrels who live for making war, and only respect the strength of an axe arm. The Orc tribes of Kor are but the strongest of many Orc tribes that inhabit the Eastern hinterlands. Azktor is the brother of Orthus. Azktor the eldest and strongest took his place as Warchief by defeating his father in single combat, and the younger Orthus seeing his brother's prowess knew he could not defeat him. Orthus left the tribe with a few close followers, and set off to conquer his own lands. Orcs are noted for their smell, their green skin, and their foul tempers. Orcs are the most dominant of the, "lesser," races, and are known to ally or subjugate tribes of hill giants, minotaurs, gnolls, and wolf riding goblins. Orcs of Kor are the sworn enemies of the Order of the Syrian Knight Brotherhood, who come to their lands and burn their villages, and spit those that they call heathen.

Anon (the Syrian Knight Brotherhood) The last vestige of the Imperial Army and the Imperial faith. Yet the voice that answers the prayers from the High House of the One God is not as it was. Following the apocalyptic events a generation earlier the One God chose a small boy, the son of the High King's last surviving General to here his words. The boy's name was Anon, and he would be raised by his father's lieutenants as the General died just a few years after the apocalyptic events that brought down the High King. Some say suicide, from the shame of not dying for the Emperor as he had sworn to do. Others say plague. When his father passed Anon was raised in the military tradition by his father's lieutenants, and was groomed for leadership. Many years later he would rise to guide the legionary remnant, and proclaim that he had heard the new voice of the One God. Thus the last vestiges of the imperial legion was transformed into the Syrian Knight Brotherhood. Some call them fanatics, they call them blasphemers. No longer is the one god the voice of benevolence, and he no longer answers the calls from priests of old. The One God has been transformed through the fire of the apocalypse, and transfers fury and righteous fervor to the militant followers of the Brotherhood. The Syrian Knight Brotherhood is the sworn enemy of the Orcs of Kor whom they must remove to bring the light of God's word and civilization into the darkness of Eastern hinterlands.

Vulgon (the Minotaur Storm Horde tribes) The beast peoples, orcs, minotaurs, gnolls, goblins, and hill giants have long been pressed into service from indigenous local tribes, or imported from the Eastern hinterlands, for labor in the imperial navy. However, during the events that culminated in the apocalypse the oppressed rose up to defy their masters. The beast peoples through off their shackles, and through the officers overboard after being inspired by Vulgon One Eye. Vulgon had the audacity to break his shackles, take control of a Queen of the Line, sail right into Storm Harbor, burn the fleet, and take the city. He leads the motley crew even still, as minotaurs have been known to live several hundred years. The coastal cities were sacked, the imperials driven out, and have since become refuge to a wide variety of peoples and outlaws. This faction is most noted for their piracy, and old imperial galleys still sail the coasts of Illuria looting, burning, plundering, and pillaging. The Minotaur Storm Horde is the sworn enemy of the Elvallie Heartland Elves who are currently seeking to retake their ancient ports, and cleanse the coast of the lesser races.

Nekron (Lord Bane's Legion of the Damned) Nekron was once known by another name, Lord Bane. He was High King's Lord General, and was a powerful mage. Whatever he once was, he is now a terrible and powerful lich, and goes by the name Nekron. Some say it was his betrayal that led to the apocalypse, and that he was cursed by the One God. Others say that he made a bargain with a Demon Lord rather than die, because he so coveted his own life. Whatever the case Nekron leads an army of the dead that still wears the torn, burnt, and tattered colors of the old Imperial Army. Little else is known about the horrors that brew in the North except that travellers that go in, don't come back. Nekron Lord Bane's Legion of the Damned is the sworn enemy of Kenan and the horsepeoples who it is said harbor the secret to the magic that would undo the Black lord.
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A special thanks to the FFH team for making a great mod, and also to Kael who helped me clean this beast up.

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Install to: 

My Computer/ Drive C / Documents & Settings / Owner / My Documents / My Games/ Sid Meirer's Civilzation 4 / Saves / World Builder

At least that's where I have it, and it works just fine.

This scenario is compatible with FFH 1.00f, and needs to be this version. If you play with an older version you might miss the no settlers setting, and Orthus may appear randomly. 
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Note: AI starts at NOBLE, I recommend playing at Prince or Monarch, you will get a much better game.
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All feedback is very welcome, and I hope you enjoy. This was a labor of love for me as this is a spin on the first turnbased strategy game I ever played when I was just a wee boy. 

Starship

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Starship


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