LP for the LP God - Let's Play The Total War: Warhammer Series (Restarted)

Vortex Update 1 - Intro Cinematics

Welcome to Total War: Warhammer 2. The sequel to Total War: Warhammer 1. This game however contains the first within it, in the Mortal Empires campaign which we’ll eventually get to. Now though we’ll be focusing on the Great Vortex campaign. This campaign is set in the New World in Warhammer, focusing on the struggles of the High Elves, Dark Elves, Lizardmen, and Skaven. In the lands of Naggaroth, Ulthuan, Lustria, and the Land of the Dead. Each group works to gain control over the Great Vortex, a swirling magical font that separates this world from the Realm of Chaos, a never-ending infinity of hellish Daemons and energy, home to the Chaos Gods. Each faction has a means to their end. The odd ones out are the Tomb Kings, who care not for the fight for the Vortex. They are DLC added onto the game that we will also be seeing in action.

High Elves (Teclis)

Teclis and Tyrion, great and powerful twins who serve the Phoenix King of the High Elves, diverge in their paths. Teclis the greatest mage of his time, and Tyrion the greatest warrior of his. Both brothers leave the Loremaster to collect fragments of Fallen Waystones. With them they may yet find a solution to their problems. Their major one being that the Vortex which keeps out the denizens of Chaos from entering the world is faltering. The two search in two different lands, with Teclis leaving to check the Lizardmen realms of Lustria, a jungle continent.

Known as the Asur, High Elves are a powerful and ancient people that rule over the lands of Ulthuan. It is they who educated the humans on the way of magic and it is they who were able to set up the Vortex which keeps out the forces of Chaos, barring them from easily entering the world. They are low in number, and highly militaristic. The High Elves are protective of their people as they do not have many of their kind left. With their powerful magic they dominate the Winds of Magic around them and are arch enemies of the Dark Elves. With a long history full of heroes and sordid affairs, the lore of the High Elves is plentiful. They are ruled by a the Phoenix King and his wife the Everqueen.

The military makeup of the High Elves is one with a focus on elite units, cavalry, and ranged units, as well as magic and some monsters. They lack a powerful early front-line and do not have ranged armor piercing units, with only one siege weapon that is lacking in power they rely more upon their magic and elite units.

Dark Elves (Morathi)

The Vortex is weakening. The Witch King Malekith and his mother Morathi see their chance. They plan to find Scrolls of Hekarti so they may divine a path to vengeance upon the High Elves. These two search in their own lands while subjugating or destroying any who would resist them. In the chilly lands to the North West they make their home, working their way towards the heart of Ulthuan.

The Druchii, known more commonly as the Dark Elves, rule over the lands of Naggaroth. They are an ancient civilization built on sadism and hedonism. Their lust for blood is not easily matched. Led by their ruler Malekith and his mother Morathi, they prey upon any who dare come into their lands. Once they were Asur themselves but when Chaos assaulted the world those who were left outside of Ulthuan were tainted and dominated, or killed. It was not until the rise of Malekith and his great betrayal that they then gained their Witch King, as well as his mother the great Hag, Morathi.

In combat the Dark Elves have practically everything they could need. Their front-lines are strong and often shielded, they even have shielded ranged units. They are efficient and bloodthirsty, and gain power when they kill enough in battle. As for artillery like the High Elves they are severely lacking in this department. Druchii cavalry is okay, as is their magic. Far greater in power are their monstrous beasts and infantry.

Lizardmen (Lord Mazdamundi)

The Great Warding has weakened, the Great Vortex is faltering. In the skies the Forked Tongue of Sotek hangs low. Ominous, it leads the Lizardmen to the sacred plaques and prophecy of a way to avert the ending of the world. The Slann are starting to wake, so that they may lead the Skinks, Saurus, and more, to once again defend the world in its darkest of times.

Lizardmen are known as such by outsiders. To those who truly know them, they are the Children of the Old Ones. These primitive but long lasting reptiles watch over the lands of Lustria as protectors and defenders of the world. Long ago they fought and held back the tide of Chaos Daemons that threatened the world. Once again they must take up their old duties. The Lizardmen are spawned in eggs, every egg that will ever be has already been laid as the Old Ones knew just how many of them would be needed. They are led by the Slann, large bulbous creatures of ancient power that can shape the very world around them. Once they slumbered, but now they awake to save the world.

Lizardmen are lacking in high tech weaponry. Instead they rely upon their ferocity, ingenuity, and overwhelming strength. As far as front-lines go it is harder to find a stronger early game one than Lizardmen. they rely heavily on a mixture of high cost Saurus melee units, and monsters.

Skaven (Lord Skrolk)

Yes-yes, the Twin-Tailed Comet has disturbed the Great Vortex. With its arrival comes opportunity for the Skaven. The Council of 13 gathers together under the dark New World’s tunnels. After some debate they realize they need to collect Warpstone, stones infused with the magical and volatile energy of Chaos. These Skaven set out to their respective lands to take to mustering their nearly never-ending hordes so that they may unleash a Vermintide upon the world and fulfill their arcane prophecies.

The Skaven are Rat-Folk, terrible creatures that gnaw at the roots of the world. These beady eyed vermin swarm over all, and serve truly only themselves. They are traitorous, cunning, and chaotic. They exist in a constant struggle to survive and rise up in position. Skaven are ruled by their lords which each rule a clan, overseeing them are the Council of 13, 13 is a holy number to the Skaven. The Council of 13 are those closest to the Horned Rat, the god of the Skaven who they revere.

In battle Skaven rely a lot on numbers. What they lack in competency they make up for with sheer volume. Their front-lines are weak and easily route, but they can return. Their magic is wild in effect and relies on sudden bombastic effects. As well they have advanced and dangerous technology, which they use to devastating effect in warfare. Artillery of the Skaven is highly deadly and long range making them excellent at sieges.

Tomb Kings (High Queen Khalida)

(1 minute in about is a jumpscare)
High Queen Khalida of Lahmia has arisen alongside the rest of the Tomb Kings. They seek vengeance, they seek justice, to strike back against the Great Betrayer, Naggash. Once the grand land of Nehekhara, they are but now the Land of the Dead. Khalida in particular wishes to see the corruption that is Vampirism wiped out. With her highly skilled archers and forces she goes out to search for the Black Books of Nagash, so she may access the Black Pyramid.

In ancient times there was the land of Nehekhara. These lands were ruled over by a mighty ruler, Settra. Settra saw his empire become one of the greatest spanning kingdoms in the world, ruling from Khemri. As great as he was, he was still mortal. As such he sought a way to immortality. His life was extended, but eventually came to an end. Nagash was once of Nehekhara, a servant and member of the Mortuary Cult. His lust for power was ceaseless and eventually led to his betrayal of the Nehekharans. Rather than their promised immortality in paradise, they were instead met with a hopeless and undying ruined world they had wanted to leave. Seeking to finally gain their immortality as they desire, Settra and the other Tomb Kings set out to once again conquer the lands.

The Tomb Kings have an abysmal front-line. Later they can get serviceable infantry but rely mostly on ranged units and monsters while their front-line hold as long as they can. The magic of the Tomb Kings is very direct and powerful. Their monstrous constructs are some of the most powerful monstrous units in the game, their lords are nearly unkillable as well.

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