I will be making a series of posts (unless reception is bad) about a potential standalone expansion for Vermintide 2. It will take place in the Southlands and have its own story, unconnected to the main game. It only shares the same name because of the shared engine, mechanics, and (for the most part) enemies. This post will be a general overview, and I will go into greater detail for specific areas (i.e. characters) at a later date.
Vermintide - Southlands is a game about a band of mercenaries and vagabonds, more or less forcefully united together by the Slann to eradicate the forces of chaos from an undecided area in the Southlands. Four out of the five characters were just passing through, looking for treasure or what have you, untill they got bribed, threatened, or manipulated into the situation they find themselves in. The main antagonists will be Skaven, local chaos cults (not Norscans), with maybe some Beastmen here and there if it fits.
Each character will follow the same model as their Vermintide 2 counterparts, having unique talent trees and weapons. However, they will each only have two careers since there isnāt as much to go on. The characters are:
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A skink, sent there by the Slann to keep the other members of the party in-line. It will be the āSaltzpyreā equivalent of Vermintide - Southlands, focusing on direct damage and āleadingā the team. Careers are Chameleon and Chief.
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A Vampire, originally searching for artifacts in the land of the dead but ran out by a vengeful Tom Kingās army. She will be this gameās āSiennaā, focusing on ranged damage and the most likely to betray the party. Careers are Necrarch and Von Carstein.
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A random Savage Orc, being mind-controlled into submission by the Slann. He will be the āBardinā of thje crew, focusing on heavy weapons and durability. Careers are Bigāun and Arrer.
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An Arabyan Treasure Hunter, promised wealth beyond measure and not being executed at the hands of the Lizardmen. She would be the Kruber equivalent of the team, focusing on general versatility and guns. Careers are Pirate and Vagabond.
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A Dark Elf Noble with a high price on his head, reduced to fighting amongst savages to survive. I have the hardest time justifying this one, so it you have any better ideas for this slot let me know. He would be the āKerillianā equivalent of the team, focusing on speed over damage. Careers are Slaver and Corsair.
As far as enemies go, it would be Skaven as we know it, and a re-hashed version of the Rotbloods. I wonāt go much into the Skaven as they would be largely unchanged, but there will be key differences for the human savages.
First of all, they donāt have any Chaos Warriors, for obvious reasons. They will have an archer type and hounds, though. The aesthetic differences will be the biggest. They worship Chaos Undivided, and will just look like āEvil Neanderthalsā rather than the gross rotbloods we see in Vermintide 2. I would like to see a new mechanic where enemies from different factions can sometimes attack each other instead of the players, but that might be too much to ask for.
Beastmen might make apperances in some levels, but not very much. If Daemons are a thing by then, they would make sense as a standard enemy faction, but Iām not expecting Fatshark to make a whole new faction just for this game.
The levels will be similar to those in Vermintide 1/2, focusing on guerilla warfare and taking out key locations and leaders rather than facing an army head on. The primary objective is to stop the Skaven and Savages from opening up a portal to the realm of chaos. Iām getting tired so Iām going to wrap this up now. Levels include, but are not limited too:
Jungle wilds
Savage Camps
Skaven Nests
Abandoned Temple Cities
Ruined Coastal Towns
Fallen Dwarf Holds
Swampy Ritual Sites
Scary Caves
Southern Nehekara