Kingdoms of Arda

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:

  • Middle Earth Campaign Map
  • Multiplayer
  • Story Mode: Play as your favourite characters in scenes from the books and films
  • Many New Factions 35+
  • Custom Map Icons & Custom Scenes
  • Known Lords and Characters from LOTR, The Hobbit and other works of Tolkien
  • New playable races: Elves, Dwarves, Dúnedain, Orcs, Hobbits, Goblins, Uruks
  • New creatures: Trolls, Ents, Mumakils, Wargs and many more
  • New Music and Audio
  • Many New Troop Trees and Mercenaries
  • New Weapons, Armours and Mounts
  • LOTR related Banners
  • New Companions
  • New Quests
  • Custom LOTR locations
  • New siege equipment
  • Many new features not seen in the native game

As the game is not out yet we have no way to exactly know how moddable the game will be. Therefore this list is subject to change.

map1

For a more detailed look at the map take a look at the Factions article.

Support Luke Martins on @patreon. Patreon.com

Kind Regards - The Kingdoms of Arda Team

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Here is a article with some questions that have been frequently (and some not so frequently) asked questions about KoA (Kingdoms of Arda).

-How can you create a mod for a game that is not out yet?

Without access to the game we cannot. However we can certainly create plans for the mod, which we are currently doing. Factions, items, quests, locations, troops and much more can be discussed. Moreover we create 3D assets, music, and 2D art to use when the game is released. This is an extremely time consuming process and can be done without any mod tools.

-How long after Bannerlord will KoA release?

We cannot say right now. It depends on how much we want to release and how quickly we can learn the tools for Bannerlord. An early estimate for a solid build is 6+ months after Bannerlord is released, of course there will be testing and maybe even an alpha before that. It may be a closed alpha only given to a certain amount of people.

-What art direction will this mod be taking?

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.

-When will KoA take place in?

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.

-Will KoA add new features, not part of the Native gameplay?

-Yes! We plan to include several features, yet not mentioned in Bannerlord, we can’t explain in details at the moment since it’s still being planned. Articles concerning these features may or may not be posted here before it’s implemented into the mod.

-Where will KoA take place?

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 Eastern Gondor, Rohan and Mordor, the map will be expanded far in all directions. We will be detailing Middle-earth throughout the development of the mod.

-Will X troop have X equipment?

We will try to make every troop unique as possible. If you have a suggestion for a piece of equipment to be added leave a comment down below. Please provide links for images if you have access to them.

-Can you reforge Arnor?

Yes.

-Can I join the Fellowship?

-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.

-Will it be possible to kill certain characters (Frodo, Aragorn, Saruman etc.)?

- 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.

-Will there be fellbeasts, dragons, chariots, boars, rams, goats, pigs, elk, deer or any similar type of mounts?

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. *Bannerlord may include some of the animals mentioned

-Will there be capes?

Yes, Bannerlord supports cloth physics.

-What are the factions/ How many factions will there be?

There will be approximately be 40-65 factions. We will try to make each one unique and with it’s own culture and history based on the lore of Tolkien.

For further details: Moddb.com

-What races will there be?

Playable races: Men, Dúnedain, Elves, Dwarves, Hobbits, Orcs, Goblins, Uruks

Non-playable: Trolls, Ents, Wargs, Half-trolls, Oathbreakers (Ghosts), Barrow-wights and many more

-How will races differ?

Each race will have preset abilities. Dwarves will be much stronger and have more hitpoints while being slower and abominable riders. Elves will be more agile and Men will be overall average. Of course each will have special skeletons and equipment restrictions.

-Can we make LOTR themed weapons with the crafting system?

Yes. New unique parts specifically made for the LOTR universe will be possible to use as well (elven inscriptions etc.).

-Can I help?

Yes! We are currently looking for 3D and 2D artists at the moment. We can always use people to give suggestions. And later we need sceners, scripters, writers, testers and voice actors.

You can contact the team here, or on our discord server: Discord.gg


If you have any questions please leave them down below and I will get to them. If they are relevant enough I will add them to the list.

KoA's Music Dev Blog 4

KoA's Music Dev Blog 4

News 3 comments

Part 2 of Blog Nr.3 was cancelled. To make up for this misery I publish two mainthemes in full length.

Story Mode

Story Mode

News 17 comments

Over the last year we have brainstormed a new gamemode for KoA - Story Mode. After much delay we have managed to put together an informational article...

KoA's Music Dev Blog 3

KoA's Music Dev Blog 3

News 2 comments

Welcome to the third blog about the music of Kingdoms Of Arda, this time with a video showing what I promised to do. The general approach software wise...

KoA's Music Dev Blog 2

KoA's Music Dev Blog 2

News 5 comments

Greetings and welcome back to our second blog about the making of the music for Kingdoms of Arda.

Comments  (0 - 10 of 1,291)
Ranger_Arthedil
Ranger_Arthedil

Ah well. I am just curious on what writers would have to do. Because I happen to be a author and besides that I am a huge LoTR Fan. So, if someone would explain to me the duties of a "writer", I might be interested ^^.

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John.M Creator
John.M

Writers will have to change dialogue and descriptions from the games. We don't have access to this yet so not much can be done there.

Another aspect is creating stories/quests for the mod. There will be quite a few to work on, there isn't too much direction on it so a lot will have to be done independently, with input of course.

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Ranger_Arthedil
Ranger_Arthedil

Ok, so nothing that needs a lot of knowledge in terms of programming/scripting etc.? Well thats good then.

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John.M Creator
John.M

It would not be necessary, no.

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Vâlkun
Vâlkun

A rather complex series of connected questions I've wondered about, and was rather curious as to your thoughts on what you may implement on this topic.

1. You guys have mentioned that there are 'chain of commands' for factions, meaning Mordor would be the chief faction of the evil factions, and those factions would answer to Mordor. Rather fascinating, is it possible to essentially become one of those factions? To have other factions join under you, as a form of sub-faction or other? I also wonder, if this were an implemented feature, how you'd work out if you were able to have both Gondor lords and Mordor lords in your faction or sub-faction.

2. Will there be a toggle or option to keep certain lands and lords as their own culture (maybe tie the lord to the land or vice versa), or will you have them convert as they do in Warband? I know I imagine scenarios where I may wish to convert some to my culture, yet keep others as theirs.

3. Will there be an option to raze villages, castles and towns, as seen in TLD? Will this apply to both sides?

I understand we still don't know everything about Bannerlord, so I take these answers with a grain of salt :p Keep up the good work, fellas and fellinas.

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John.M Creator
John.M

Hey,
1. I am not sure where you heard about the chain of commands. Mordor lore wise will be the chief faction of the evil factions, but gameplay and mechanics wise no commands will come from Mordor.
So it is not possible to subdue other factions like your Gondor and Mordor example.
Could you show me where you heard of the chain of commands?

2. The current plan is to have all lords a part of the culture of their plans, tied to the land owned by the faction. I had thought that after a faction is destroyed some of their lords will go to their ally's faction. So if Rohan is defeated some of their lords and troops will take exile in Gondor fighting with them.

3. Not sure about the ability to raze settlements. It might be possible, but rarely and under specific circumstances. Like if the Galadhrim take Dol Guldur they destroy it, removing the evil from the land.

Hopefully that answers your questions well!

Reply Good karma+2 votes
Vâlkun
Vâlkun

Bad wordplay on my part about the chain of command, my bad. I was unable to find the original comment regarding it, but it was more referencing Third Age: Total War's way of handling factions. All evil factions were unable (if not very hard) to break away from Mordor, and I believe I read somewhere on this page that this mod may follow the same path, but I could be wrong :p

Yeah, that makes sense. I had originally thought about looking towards neighboring factions (instance: the northern factions bordering Rhun) and converting them for a larger pool of Rhun lords :p Other examples would be the reconstruction of Arnor as a faction, and what not.

Yeah, that's some tricky business. Was thinking about how Mordor and Isengard would handle their enemies in most circumstances, which would be torching everything in many circumstnaces. I know some mods implement razing settlements, but having it be universal is not very lore-friendly :P

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John.M Creator
John.M

Ahh yes, we will have something like that. The ideal system I wanted was to have factions follow lore relations for a long time, but the player or circumstances could change the relations.
So say good is winning and have defeated most evil factions. There will be the possibility for good nations to turn against each other so the game goes on. There will likely be an option to force factions to stay at war or stay as allies.

We could talk about the recruitment for awhile haha. I think a good example would be to reference Third Age Total War again. Gondor, for example, would take a settlement and be able to recruit their own troops from that area, in KoA this will be done by have lords who own that land use those Gondorian troops. In your example for Arnor, it will be similar to the AoR recruitment system. Lords from Arthedain will get those troops. Lords from the Angle will get Dunedain Rangers. Once they expand out of "Arnor" lands they will get a streamline basic unit available everywhere.
It won't be possible to get a hold of your enemies units, so no orcs for elves :p

Razing settlements would make sense for those factions. The only problem for me is that limits the gameplay as those settlements are no longer playable. Something similar we have planned is to have settlements become orc influenced, so they aren't burnt down but they are damaged and start to look like orcs run the place. If good take it back they will have to try and repair it to normal status.

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Gustav234
Gustav234

Day 6752: There is no sign of Bannerlord being released anytime soon, hope is falling and i dont know how long we can hold out, most of the people have gone to other games but me and some other people are still hopefull, and wishing. I need my.....harvesting season

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Sigmar213
Sigmar213

You complain too much. Draining hope out those few who have it, for this crime...I will drink from your skull!!!

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Gustav234
Gustav234

hahaha, well played ;)

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