I have been wanting to get into modding for quite some time but have yet to find a project that would motivate me to learn all that it entails. This is just a proposal to gauge if anyone would even be interested in such a mod otherwise there would be no reason to get started. It will be a fantasy mod about the Ice Age saga from the Magic the Gathering tcg. Specifically the novel The Eternal Ice by Jeff Grubb. A small map area and a small number of factions and using the card artwork as inspiration for the units. The Story Thousands of years after the explosion at Argoth that ended the Brothers War, ice covered the world of Dominaria. The strong have turned to barbarism. The weak have died. Now Lim-Dûl, a necromancer with a taste for power, seeks to awaken a deeper evil.
The Factions Kjeldor
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Most of the ancient nations of Terisiare were ground beneath the booted heels of the Brothers, torched by the church, and then buried by the ice. Yet one nation rose in those cold lands and flourished in those last centuries before Freyalise's spell. For those years, the greatest and last nation of Terisiare was Kjeldor.
Kjeldor was named after one of its founders, Oriel Kjeldos, who led a pack of refugees from the earlier city state, one now buried beneath the glaciers, to the present site of the city of Kjeld. As a nation they prospered, helping others stave off the cold. Soon the nation occupied much of the eastern quarter of Terisiare and had trading ties with the elves of Fyndhorn and other small city states to the west.
The capital was moved to the expanding merchant city of Krov, though the summer palace remained in Kjeld. Krov and Kjeld formed two of the three largest cities in Kjeldor, the third being Soldev, an independent city-state known for its clockworks and artisans.
What made Kjeld truly a nation was the fact that most of its population dwelt in rural areas, the hinters, and not in its great cities. These were a tough, peasant people, farming the short summers and hard rocky ground, and were the basis for the legends of Kjeldoran Stoicism, bravery and patriotism.
The three great cities flourished, and Krov most of all. It was known for its great public buildings, the mightiest in the known world built by modern hands, and for its academy of magic, often pointed to as a counterpoint to the secretive School of the Unseen in Lat-Nam at the antipode of the continent. Their spells and military might had brought them security shadows of glaciers. It seemed that a new golden age was building, a civilization would survive on Terisiare after all.
But nothing is permanent on Terisiare, nt even the ice.
-Arkol, Argivian Scholar
Kjeldor unit style
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Balduvia
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The fact that Kjeldor was known as "The ice age civilization" does not mean that it was the only civilization on Terisiare. Isolated outposts of dwarves battled against the waxing and waning hordes of orcs and goblins. The elves survived in Fyndhorn and Yavimya, and merfolk still teemed in their underwater mansions. Yet all these races suffer from the problem of not being human, and as such are passed over and ignored in human histories.
Even the declaration that Kjeldor was the sole great human civilization on Terisiare is erroneous. The ice forced entire nations into the transient lifestyle of nomads, and they changed to meet their new world. Of these nomad nations, the best known is the Buldavians from the north of the Karplusan Mountains, and they are known primarily for their long-running battles with the Kjeldorians.
-Arkol, Argivian Scholar
Balduvian unit style
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Map
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Other factions would be Lim-Dûl and his armies of undead, Elves as a minor faction and the Knights of Stromgald, a pawn of Lim-Dûl and enemy of Kjeldor.
Last edited by Ixor_Drakar; January 27, 2011 at 01:52 PM.
I only played the actual game for about 2 years because interest died out quickly with all the new crap they kept putting out. I started buying them mostly for the artwork and the books are good reads.
Basic unit outlines Kjeldor
Elite Guard - Heavy infantry
Escort - Medium Cavalry - Hound Mount
Guard - Medium Infantry 2 Handed axe
Home Guard - Heavy Infantry - 2 swords
Javelineer - Light Missile
Knight - Medium spear infantry, possibly mounted variant
Outrider - Heavy Cavalry - Hound Mount
Phalanx- Medium spear infantry, shield wall
Royal Guard - Heavy Infantry - Poleaxe
Warrior - Heavy Infantry - 2 handed sword
Shield Bearer - Light Infantry - sword
Order of the sacred torch - Heavy Cavalry
Order of the white shield - Heavy Cavalry
Balduvia
Barbarians - Medium infantry, axes
Horde - Medium Infantry - swords
War Makers - Light - Maces
Warlord - Bodyguard - 2 handed axes
Those are just from the samples from the cards, new ones to make factions balanced will have to be though up. Obviously the undead would be zombies and skeletons. Possible orc/goblin mercs. No beasties though as I doubt I will get that good and I only know one person working on that sort of thing for TATW.
Looks interesting, just do not start too big. It takes a long time to make a mod and the more factions and the larger the landmass you use the harder and longer it takes.
I like almost any game in a winter setting so I am likely to follow your progress on this, good luck with the mod.
Last edited by Aedelric; January 27, 2011 at 01:54 PM.
The Watchwords Of Midnight
"The brave and the free fear no foe, go forth, mighty hosts of Midnight! Unto death or victory we go!"
That weighed in on the choice, mostly its just my favorite period. Maybe 10 years from now when everyone has forgotten about medieval(highly doubt it) All of dominara would be an option. But I like the smaller scale of this.