Legacy of the Dragon is an upcoming high fantasy mod for Mount&Blade: Warband which entirely revamps the map and the lore of the base game.
The mod features a classical high fantasy setting with elves, dwarves, dragons, orcs, goblins, giants, wizards and so on. Legacy of the Dragon inherits most of the gameplay aspects of the base game but offers a new experience in a land of magic. The players will be able to create their characters belonging to one of the 5 fantasy races in addition to humans, cast various kinds of magic, summon undead and demons, practice alchemy and venture into dungeons in search of plunder or glory.
This is my first modding project and I've been working on it for some months. I didn't have any kind of coding experience when I started this project and it was also the first time I ever touched a modeling software. If you go through my post history, you will see all the newbie questions I have asked on modding forums. So, compared to many other fantasy mods you might consider this a little unpolished. However, my technical incapability isn't the only reason for this. I like the graphics and gameplay of the base game as it is and there were times I decreased the quality of the OSP meshes/textures I used to fit in with game's overall graphical quality. So this mod might not be for everyone. Also, at first it started as a personal mod, but a few weeks ago I decided to release it to the public. As I decided to release the mod rather recently, I've been doing some cleaning of non-OSP assets for last few weeks. If I missed one, please PM me and I will delete the download link and remove the assets. If I'm not active on the website, I'm hoping one of the moderators will do the job for me.
The mod is far away from where I wanted it to be on release, but I will not be able to work on it for around a year and I wanted to release it while I can.
Revamped map and lore
6 playable races (Human, Elf, Dwarf, Halfling, Half-elf, Half-orc)
Many other unplayable fantasy races & creatures
19 new companions (6 humans, 2 elves, 1 dwarf, 2 halflings, 1 half-elf, 2 half-orcs, 2 dark elves, 1 fiendling, 1 ghoul, 1 dragonborn), 3 native companions are reworked to fit the lore
Magic (spells are reskinned thrown items at the moment)
Alchemy (early stage, will be updated)
Necromancy - Ability to summon undead
Ability to summon demons
New locations and minor factions
New fantasy bandit spawns
1 epic quest
Ability to change the culture of player kingdom
Polish the models and skeletons
Enhance the magic and alchemy system
Work on NPC strings
Add more dungeons
Add a questline for every minor faction
Make dragons fly (It's just beyond my skills at the moment)
Have the strings, dialogues and forum post proofread
Update the lair system with race specific settlements
Add healing spells for clerics
New sound effects and music
Voice acting for each race
Make dragons fly (It's just beyond my skills at the moment)
Maglubiyet - Lead Developer
Cherralily - Artistic Director, proofreading
For further information and credits visit Legacy of the Dragon on Taleworlds forums.
(I will be in the military at least until May 2019. I won't be able to reply to the comments here and will not be able to release fixes either. I will make sure to go through your every bug report and suggestion when I get back.)
First there were dragons...
Although many would disagree on how exactly our world, Ardh was created, legends of almost all the races of Aejdaria unite in one truth: heavens created the dragons first, in their own image, to rule the skies and the land on their behalf.
Lady of the Forest was the first one to realize that although these god-like, gargantuan creatures were perfect in their own way, they weren't doing her perfect creation, the forests justice. So she created the elves to dwell in the forests and to worship her. She taught her children the how to use the resources of the forest to survive without doing any harm and she taught them the way of magic.
However, this angered the Smith. If the Lady could give life to her own children, why couldn't he? So he created the dwarves to carve in the mountains, mine and shape the ore inside.
The Father, as arrogant as he's always been, was craving to outdo both the Lady and the Smith. So he created a race bigger and stronger than both the elves and dwarves: the giants. The plains were the domain of dragons, the forests of the elves and the caverns under the mountains of the dwarves. So he claimed the surface of the mountains, the highlands for his children.
The Elves were the first to stretch the boundaries set down by the heavens. Magically expanding the forests, thus their domain, limiting the living space of both dragons and giants and trapping the dwarves in their caverns which led to the great Elven-Dwarven War. This was the first threat to the divine harmony of our world but elves acknowledged their limits and knew the consequences of their actions. If they were to expand outside their forest, the fury of the heavens would be upon them.
Yet, a clan of giants who were driven out of their home by the growing Elven Empire didn't. Mirroring the arrogance of their creator, they set their gaze on plains, the hunting ground of dragons, ripe with prey and resources definitely more than dragons needed. They left their mountains and settled in the plains.
This transgression, breach of divine harmony shocked all, the heavens, immortal dragons, elves and dwarves. The Father was forced to stop answering the prayers of his wayward children by other gods and this clan of giants were left completely alone in their war against the dragons. Losing the favor of their creator, the first generation of giants born on the plains lacked the grandeur of their parents. They were smaller, weaker and had shorter life spans.
The war between giants and dragons went on for centuries and ended with the victory of dragons until only a handful descendants of the wayward giants remained, twelve females. Being ordered by the heavens to be merciful as it wasn't possible for these pitiful creatures to continue existing, the king of dragons Rahmaxasar, spared the twelve females.
However, a male descendant of the wayward giants had remained alive and regrouped with the females to repopulate their race. Dragons believe it was the Father who tricked other gods and helped his children to survive as one last favor. Thus, twelve tribes of men came into being.
Beginning of tenth century shaped the political landscape of Aejdaria greatly. First, circa year 900 an orcish chieftain with the name of Krogor united warring tribes of orcs and led them on a crusade against human kingdom of Drukia in southeast Aejdaria and founded the orcish kingdom of Piled Skulls, Aejdarian kingdoms abandoned their internal disputes and united against the orcish threat, which was how the "Aejdarian Alliance" founded.
Circa year 920, Aejdaria have faced an even greater threat. The Dracolich and his minions invaded the principilaties of Yarasia and turned most of its residents to undead. He enlisted the vampire clans of Yarasia to his cause as well. His goal was to eradicate all forms of life from Aejdaria, which led the Aejdarian Alliance and the orcs to unite against the Dracolich. With his vampire servants' betrayal when they realized eradicating the life meant also removing any possibility of prey for them, the Dracolich has fallen.
This and the weariness off all sides led to stalemate between Aejdarians and orcs and the new vampire overlords of Yarasia. Yarasia and the Piled Skulls seeing their very existence will be danger when Aejdarian Alliance recovers from the war against the dracolich, formed their own alliance, commonly called "Eastern Concordat".
As the threats that caused the Aejdarian Alliance and Eastern Concordat faded over time, the weaker the alliances has become. Although not officially disbanded, in year 999, member kingdoms of both alliances might face their former allies in battle.
From left to right: Kingdom of Aslania, Kingdom of Baegeria, Tomuzian Federation, Kingdom of Iyalings
Kingdom of Aslania: One of the kingdoms that was founded after the fall of the Old Kingdom, original territory of Aslania contained the entire area from the Eye of the Dragon (the lake resembling the eye in the middle of the continent) to the west to former Drukia and Yarasia. The capital of the kingdom is Leonfair, the seat of King Leonnas the Just. Aslania is a hereditary monarchy. Claimant to the throne of Aslania is Eloisa of Dragonburg. Their special troop is "Knight of the Lion", a paladin.
Kingdom of Baegeria: Another kingdom that was founded after the fall of the Old Kingdom. Baegeria originally contained the area between Eye of the Dragon and the northern mountains. The capital of the kingdom is Etalon, the seat of King Equas IV. Baegeria is a hereditary monarch as well. Claimant to the throne of Baegeria is Chevalas the Impostor. Their special troop is "Knight of the Stallion", a paladin.
Tomuzian Federation: Founded after a series of peasant rebellions in kingdoms of Aslania and Baegeria, it is founded in Tomuzian Highlands, former territorities of both kingdoms. Tomuzia is an elective monarchy where the Highlords are elected from the tribunes, the local elected rulers. Although it was founded after rebellions against nobility, over time Tomuzia became the same as their overlords as most of these positions tend to be held by nobles. Capital of Tomuzia is Hightown, the seat of Highlord Kaechen. Claimant to the mantle of highlord is Laruno of Vineburg. Their special troop is 'Tomuzian Spellsword'.
Kingdom of Iyalings: Founded by Nordeg settlers from the northern continent of Nordegard. Iyalings, a clan of Nordegs, mixed with the local population of northern Aejdaria and today they resemble both Nordegs and Aejdarians culturally. The capital is Beorgoth, the seat of King Beorvar the Bold. Claimant to the throne of Beorgoth is Kolbaen the Wise. Their special troop is "Nordeg Berserker".
From left to right: Kingdom of Yarasia, Kingdom of Piled Skulls
Kingdom of Yarasia: Founded after the defeat of the Dracolich with his former vampire servants grasped the power. Vampire Queen freed the minds of the undead minions of the Dracolich, but many would claim they're still serving another master or mistress to be more specific, just as mindlessly. The capital of Yarasia is Dreadburg, the seat of power of Queen Wladeslawa the Undying. Claimant to the throne of Yarasia is Prince Wojteh of the Shroud. Their special troop is "Yarasian Necromancer".
Kingdom of Piled Skulls: Founded on the territory of former Kingdom of Drukia, Kingdom of Piled Skulls came into existence when King Krogor the Great of Tribe Shattered Skull united the warring orcish tribes and invaded the human kingdom. Orcs of Piled Skulls are on their way of the civilization, although they face resistance from both outside and within. The capital is Shattered Skull, the seat of King Krogor V. Claimant to the throne of Piled Skulls is Vaazu Gouged Eye. Their special troop is "Orc Shaman".
From left to right: Church of the Saviour's Return, Arcane Brotherhood, Elves of Mistwood, Dwarves of Mount Dhugor, Tradeford, Cult of the Unburied, Sinnebul, Temple of the Flame, Adventurers' Guild, Thieves' Guild
Church of the Saviour: Main religious body of Aejdaria that existed since the deification of the Saviour in the second century. Their headquarters, Saviour's Return, is located on the tip of Dragonwood, where the Saviour allegedly killed the last dragon. Archpriest Taotthas leads the church and the clerics and inquisitors of the church can be found anywhere in Aejdaria. They wage an eternal crusade against any faction of undead and anyone they deem heretic. They believe the year 999 will witness the return of the first king of Aejdaria, "the Saviour" and he will lead Aejdarians in the final war.
Arcane Brotherhood: Roughly as old as the Old Kingdom, Arcane Brotherhood was first founded as the "thirteenth tribe" when the Saviour saved the human slaves whom dragons were planning to turn into dragonborn. Although the process was interrupted, these humans retained some sort of magical capability. They were trained by elven mages in the way of arcane. Archwizard Arcanus leads the brotherhood from his tower in Arcanice, the seat of power of Arcane Brotherhood and the only arcane university in Aejdaria.
Elves of Mistwood: Still led by the avatar of their goddess, the Lady of the Forest, Mistwood Elves live in their ancient homeland. They lead an isolated life where they rarely interact with outsiders, but are willing to defend their forest to death against anyone who would do her harm.
Dwarves of Mount Dhugor: Citizens of the only remaining dwarven citadel in Aejdaria, the dwarves of Mount Dhugor lost their home to a red dragon nearly a century ago. The last mountain king to rule in Mount Dhugor was Dhugor, who was made a refugee along with many of his people who survived. Although most of the dwarven race is scattered throughout Aejdaria, there is still a handful few, the Mountain Guard, who remain on the slopes of Mount Dhugor, leading the war against goblins and hoping one day they will reclaim their home.
Tradeford: Tradeford is an independent city state located between the kingdoms of Aslania, Yarasia and Iyalings. Ruled by Lord Rudolf, who was elected by the people of Tradeford, the city is home to many adventurers, mercenaries and the like.
Cult of the Unburied: The secret organization of necromancers that worships the Dracolich as the dark god of undeath, its headquarters is located to the west of Yarasia. Tower of Skullzow, which is believed to be the phylactery of the dracolich himself, hosts the lich Zarol and his acolytes.
Sinnebul: Only remaining settlement of high elves. After the fall of the Elven Empire, rebel wood elves let a group of high elves remain in Sinnebul. It is located on the southern bank of the Golden Estuary. The city is home to both high elves and humans who settled in the city from Tomuzia.
Temple of the Flame: Located in the city of Lahabul across Sinnebul on the northern bank of the Golden Estuary, the temple was built by Zakhuran refugees fleeing from the Lich Pharaoh who has invaded most of the desert continent. Lahabese worship flames and led by the Flame Prophet Amaan. It is believed their faith is a result of the undead menace that has threatened Zakhura more than anywhere else for centuries, as flame is the most secure cure for undeath.
Adventurers' Guild: Located in various cities in Aejdaria, Adventurers' Guild offers a home and place to regroup to many adventurers of Aejdaria.
Thieves' Guild: An organization of thieves and spies. Although banned in everywhere in Aejdaria except for Lahabul, Thieves' Guild is believed to be active and working all throughout Aejdaria in a rather sinister fashion.
Notes: The world Aejdaria is located in is named "Ardh", only a small part of this world is featured in the game: Aejdaria along with small parts of Nordegard, the Frozen North; Uykunia, the Sleeping Land; Kuttah Mountains, the Goblin Sea. Zakhura is another continent to the south of Aejdaria which is not featured in the game.
Other than Kingdom of Piled Skulls, all other major factions are very similar to their Native counterparts.
The bat symbol on Yarasian banner: Collection of bats in flat design Free Vector by Freepik
Parchment edges in the opening image: Vintage Treasure Map Realistic Design Free Vector by Freepik
A quick review of races and creatures of Aejdaria, the realm Legacy of the Dragon takes place in. There are 6 playable races and many other unplayable...
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
This is a patch for Legacy of the Dragon v0.342 to fix some problems with dialogues and NPC strings.
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.