is a Singleplayer & Multiplayer total conversion of Mount & Blade II Bannerlord, that brings the world of Tolkien into the game. This includes: characters, locations, weapons etc. from The Lord of the Rings, The Hobbit, Silmarillion and other works by Tolkien and media made for his universe.
Planned Features:
For a more detailed look at the map take a look at the Factions article.
Here is a article with some questions that have been frequently (and some not so frequently) asked questions about KoA (Kingdoms of Arda).
Feel free to come and join the community!
It is impossible to answer this right now, it is still a long time until then. The mod tools have accelerated our production, but we can't and won't give a date.
Our primary inspiration is from the main trilogy, the books will be used to supplement them in times of lack of creativity or poor choices. TLD is a big inspiration being the biggest LotR mod for Bannerlord's predecessor. We are familiar with the vast majority of LotR works, if we are not using ideas from one of them, its likely on purpose.
We will be following the Weta designs for the movies almost entirely. We will use other sources such as concept, Games Workshop and previous Lord of the Rings modifications. We will not follow much from Shadow of Mordor and LOTRO.
January, 3016 T.A. (2 years before The Fellowship leaves Rivendell). It will be possible for the player to attend the Council of Elrond along with other events mentioned in the books & movies.
We plan to cover a very large portion of Middle Earth (with the possibility to expand further south, north and east). Although first version will only cover Gondor, Rohan, Mordor, Isengard, Harad, and Dunland, the map will be expanded far in all directions. We will be detailing Middle-earth throughout the development of the mod.
Arnor as part of the Reunited Kingdom, yes.
-Yes you will be able to join The Fellowship if you are present at the Council of Elrond and have the right amount of influence etc. with certain characters. As an evil character you are able to oppose the Fellowship as well.
Playable races: Men, Dúnedain, Elves, Dwarves, Hobbits, Orcs, Goblins, Uruks *We do understand that orc and goblin describe the same thing. But the orcs from places like Moria and Goblin-Town will feature a different skeleton, facial features, skin tones, and body mass compared to an orc from somewhere like Mordor. We describe the race that typically lives in caves as "Goblins" and the ones elsewhere as "orcs". Non-playable: Trolls, Ents, Half-trolls, Oathbreakers (Ghosts), Barrow-wights Mounts: Wargs, Mumakil, Great Beasts
No. Some of these would be impossible to add realistically and visually appealing to Bannerlord(fellbeasts and dragons). While the others are not lore-accurate, break balance (dwarven cavalry), and not visually appealing to the team, so the amount of work to put in these complex mounts would not be worth it. We will include new skeletons for various races like hobbits, dwarves, wargs, trolls, goblins etc. We plan to add Gollum as well, but it all depends if we can make visual appealing animations.
Yes! It is possible to kill pretty much everyone, but if they are known characters they will be more unlikely to die. Characters like the Nazgûl can’t be killed until Sauron is destroyed.
There will be approximately be 25 major factions factions with a large spattering of minor factions. Learn more here: Moddb.com
Currently we have no plans for using the crafting system.
The player will have ways to take control of specific factions or create one based on the one they start with.
No, this is not needed because our musicians will make our own soundtrack.
Story mode is entirely separate from our campaign. It is a series of scenarios that can be played from the perspective of a hero or soldier. Examples are Aragorn at Helm’s Deep or Éowyn at the Battle of Pelennor Fields.
No, we are not accepting donations.
If you would like to apply to the team, please look at #recruitment on the discord.
Find out how Kingdoms Of Ardas Soundtrack will be implemented into the Game.
Taleworlds has released their long-awaited modding tools to the community, many of the things we could not do before are now possible. Asset implementation...
KoA's Music Dev Blog 7 delves into the details of an entirely new music project.
A compilation of all of the completed and up to date troop trees for Kingdoms of Arda.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Hi, wondering if we can play as wizards and cast spells, sorta like The old realms mod
Will Sauron have an impact on the battlefield? Like using dark magic to fill the sky with dark clouds? Good for the evil side, bad for free people.
If so, would the impact vary based on geography (distance from Mordor)? Like bannerlords' battle terrain system, the world is divided into different zones. closer to Mordor, the stronger the effect?
We want to do something like that utilizing weather, but that would be more of a campaign map thing that would translate onto the battlefield.
I saw the Numenorean infantry in the Sauron trailer video, is this unit for Gondor?
In custom battle. The armour will be available to the player and for the player's custom troop
Hi, your discord link is not working!
It should still be working, but here is another
Discord.gg
Hi big fan of the mod, I was just reading the playable races and was wondering if Black Numenoreans will be a thing? I guess as an evil character I could go a Dunedain and join mordor etc but I think its be cool to be a distinctive black numenorean.
Also I was wondering if Black Numenorean characters/units would appears like the Mouth of Sauron and those in Umbar? EDIT: Isaw that black numenoreans are listed as fiefdom troops for mordor
Yes, Black Numenoreans will be a thing, playable and otherwise.
Nice, thats what ill be in my evil campaign that way I could easily fit in with most evil factions :)