This is a general inquiry to see if there is any interest in a 4E Dark Sun (Athasian) mod for Elemental.
General and initial thoughts behind this:
Once I can gauge interest, I will be pouring through the core material to provide a more concise write-up. If there are any 3d modellers that have interest, please notify me via PM.
Thank you.
I loved the old Darksun series both the books and Darksun 1&2 for pc.. these were awesome.. I would find a mod/campaign in this realm awesome..
I agree, if there is a D&D setting more fitting than Dark Sun for a mod to this game, I can't think of it.
I couldn't agree more, LX. I'm sitting here, contemplating whether I want to do a Forgotten Realms mod, and then hit hits me. "DUH!" Athas is almost perfect!
Then I start brainstorming and some of it just fits in too beautifully, from sorcerer-kings, to elementalist priests, to templars. From the barrenness of the world, to the preserving and defiling of nature. Even the ability to create your own resources (bone, chitin, ceramics, etc.) to simulate the tattered world and its limited resources. The potential is almost scary, especially now that I have started to pick apart the XML.
Wow, sounds like a fantastic idea.
I'm not familiar with Dark Sun, but it sounds awesome!
Also, I'm for anything that gets us more factions, especially factions with their own unique spellbooks and tech trees. Also, love the idea of new resources added to the game.
Personally, I'm hoping someone does a Forgotten Realms. I'd support any D&D efforts.
It's been a while since I read up on Dark Sun. 15+ years or so.
Polishing up a bit on the lore with the new 4E campaign books, I am thinking that the races as factions may not be the best of ideas. Instead, they can be "acquired" through various technologies (i.e. Diplomatic, etc.) and as heroes. It also seems to make more sense to segregate the factions out into Defilers vs. Preservers from the very beginning, offering 5 unique factions of each.
For instance, the Defilers could consist of various Sorcerer-Kings (sovereigns), unique to their own political/governmental structure (city-states), which will then still offer unique tech trees. Just as a primer, the Sorcerer-Kings typically reign in a strict hierarchal manner, with templars, pact-holders, and nobility (as well as some other classes) being the only legal population who are allowed to be literate. This, obviously, will hinder their technological studies. However, since they are defilers, and do not care at all about the preservation of nature, they will be able to compensate for this with slave labor and quicker access to magic.
Preservers, on the other hand, would not necessarily be considered chaotic, corrupt, or evil. They would tend to rule with an even hand. Their numbers would be fewer, but they would likely be more educated and skillful. They take care in their magic usage, and ensure that it does not destroy the land. This fundamental belief would also parlay into their expansion on all levels, therefore it could take longer to construct buildings and research spells.
It would be an interesting mechanic and balancing act that seems to equal itself out on the surface.
Essentially, all "races" will have their own personalities, strengths, weaknesses, and access to very unique buildings, units, technologies, etc. For instance, Defilers would not object to holding an arena tournament to the death for the sole purpose of crowning a champion (population is reduced over X turns, however the player is rewarded with a hero upon completion. Defilers would also not be opposed to medical experimentation to further their cause, thus granting them access to unique races (half-giants? undead?) to build their armies with. Preservers, on the other hand, may discover and unite with a unique druidic order, who's sole purpose is to restore the land.
Population will not be solely based upon food. Water is a rare commodity, and it will be equally necessary to find sources of this for population growth. This will likely be represented in the same manner as food. Both excess food and water must be available before housing can be built.
Masterwork technologies could be studied as well. For example, aarakocra feathers or crystal spider silk could be required to weave into cloth armor for various masterwork cloth armor. Kank or cilops bone would be required for masterwork chain armor. And so on.
Ceramic bits are the primary currency, replacing gold. Clay pits and kilns would be required for income.
The list goes on, but the possibilities are endless. Athas was built for Elemental and vice versa.
Phenomenally good idea
INTERESTED? YES!!!
I think a major thing would be to use Elemental's ability to change tiles to simulate how magic works in Dark Sun. To me, the fact that magic is not this infinite do-anything force but a measurable thing that can actually be depleted would make for a visceral mechanic for magic. If you could actually depleted/destroy resources and usable tiles by the overuse of magic (or flat out just defiling it)...
Wintersong has a Dark Sun Mod going. Well, it's got Dark Sun stuff in it anyway from what I know. You should seek him out. Sounds like good stuff though
Wintersong's mod, while entitled "Dying Sun," does not appear at all to be a Dark Sun mod. Rather, it appears to be his own unique D&D world. I certainly don't want to step on his toes, but everything I read within his post does not reference Dark Sun directly, but only as an inspiration as an ingredient of his unique creation. Of course, I could have missed something.
Damn you all and your nice reactions.
https://forums.elementalgame.com/396212
Right now there isn't any help I can offer (too many things going on) but I'll be keeping an eye on the Sundered Lands mod.
I miss my psionic halfling armed with a mop...
Here. Fixed it for you ! (I loved Dark sun halflings!)
Yes, this would be great !
Perhaps this mod would focus on less but big cities, and more outposts for resources linked in with massive caravans
I certainly hope so!
Are you going to reproduce the Dark sun map too? With the Forest Ridge and the Sea of Silt? Because that would be awesome!
I actually have the Dark Sun cloth map still hanging in my room, just behind the LCD where I'm typing ATM
I won't know what type of control I have over these types of mechanics. Considering that the sub-factions, particularly those of the Sorcerer-Kings, are going to be the major city-states, this would make more sense. However, I also have absolutely no idea how this may impact gameplay. I will have to explore this in time.
This is a possibility. I have noticed that the XML does contain proper names to be assigned to terrain types (groupings?) within Elemental, so I can add these names to the game. Whether they are used or not, I do not know. A map of Athas would be fun to provide, so I would never rule that out.
I can say that there will be an overhaul of terrain types to include those found within the 4E campaign setting:
Thanks for the replies. I've opened up the WIP thread, if we could keep the discussions in there.
Thanks!
Ahh well, that clears that up . I knew Winter's Mod had "something" to do with Dark Sun .
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