Launch
Hail and well met, gentles all!
Welcome once again to the world of the Dungeons and Dragons Forgotten Realms setting.
As of version 0.6.0, the entire map is playable in every start date, and with the final start date moved to include a minor bookmark for the film Dungeons and Dragons: Honor Among Thieves, we have over 140 years of playable starts! Now available at a new location on Steam - if you are still using the old one, please change to this one. Version 0.7.0 completes the main religious overhaul: every religion in the mod should now be robustly playable.
Our team has changed a lot since our alpha release, so we thought it prudent to create a new thread for version 0.3.0 and subsequent releases.
We have made many improvements since our alpha release. For a start, the whole map, except for wild monster territory and one theocratic title, is now playable on any start date from 1360 to 1385. As of 0.4.5, much of the western and central part of the map is playable starting any time from 1357 to 1496! Beyond that, our changes tend towards quality of life improvements, making the mod more immersive, playable, and stable. To that end, the magic system is currently a work in progress, and not all spellcasting classes can use it yet; check out the tutorial to see how to use it in its latest form. Where you'll see the biggest improvements are in game play for humanoid characters, with a full range of classes available, and several custom governments. We have newly-adapted graphics for existing playable species such as yuan-ti and giants, and fresh graphics never before used in CK2 for newly added playable species. There's also a tutorial which introduces the new mechanics, and several other new decisions:
Version 0.4.0 added the southern continent of Zakhara, home to a powerful religious orthodoxy and a diverse range of cultures. Zakhara is still under development - subsequent versions will have more playable characters and story events for it. We've also added numerous societies, including several knightly orders, and two societies that are specific to Zakhara. Along with the new Zakharan religious group, we've overhauled the rest of the mod's religions - now you can pledge yourself to Tyr as a member of the Triadic faith, worship the sun in Elturel, make dark sacrifices to Thasmudyan in the Ruined Kingdoms, or join the Mercantile faith to make profits in the name of Waukeen.
Version 0.5.0 saw a complete set of fully-featured character classes - twelve classes each with seven tiers. We will always keep polishing those classes, and we are considering possible candidates for additional classes too, but from this version onwards, the class system is complete as we had originally envisioned it. (To answer a perennial FAQ, the Shadow class is not a canon D&D class, but links together concepts from AD&D first edition's assassins, AD&D second edition's ninjas and holy slayers, and 5e's Mastermind rogue, to create a class that is particularly adapted to CK2's intrigue environment.)
I'd say we have succeeded in our basic goal of transporting the Forgotten Realms, and especially their central continent of Faerûn, into Crusader Kings 2. Please take and enjoy this beta release - it's intended as a fully playable game in its own right. But there's also a way to go before we can say we have fully reproduced the Forgotten Realms and D&D experience, so we welcome all bug reports, and all reasonable suggestions for enhancements.
Moving forward, we intend to create more of our own events and systems, to really make players feel like they're a ruler in the Forgotten Realms. This includes events to represent both specific and general happenings and challenges within the world of the game, a magic system that makes spellcasting characters rewarding and distinctive to play without overwhelming the core game elements, and more appropriate events and decisions for non-humanoid rulers. We're also creating magic items, and continuing to deepen and diversify our portrayal of the setting's religions.
But for now, we are excited to share this release with you, a collective project of many passionate people.
Thanks again for your support, we hope you enjoy the mod.
NeutronDecay
BoneLorde/Shadeos
Dwarfnator/Teneb
Nendur
Olrox
tsf4
FireWraith
Many of the non-vanilla dynamic character graphics are by Silfae from the Warhammer: Geheimnisnacht team, and are used with permission. I've based most of my edits on his originals, for which I'm very grateful. We also have some assets provided with the permission of the Project Middle Earth team and Mythos 2, and some statics by CrackdToothGrin. Latterly, we have had the support of the excellent Nendur, and his own Better Looking Garbs mod has a version that is compatible with this mod.
PS: And you can also come and chat with us on Discord!
PPS: The Ruler Designer is available, but is not fully supported yet. Some options, such as lizardfolk, may cause crashes in the designer. Similarly, the Random World option is not yet fully supported.
Welcome once again to the world of the Dungeons and Dragons Forgotten Realms setting.
As of version 0.6.0, the entire map is playable in every start date, and with the final start date moved to include a minor bookmark for the film Dungeons and Dragons: Honor Among Thieves, we have over 140 years of playable starts! Now available at a new location on Steam - if you are still using the old one, please change to this one. Version 0.7.0 completes the main religious overhaul: every religion in the mod should now be robustly playable.
Our team has changed a lot since our alpha release, so we thought it prudent to create a new thread for version 0.3.0 and subsequent releases.
We have made many improvements since our alpha release. For a start, the whole map, except for wild monster territory and one theocratic title, is now playable on any start date from 1360 to 1385. As of 0.4.5, much of the western and central part of the map is playable starting any time from 1357 to 1496! Beyond that, our changes tend towards quality of life improvements, making the mod more immersive, playable, and stable. To that end, the magic system is currently a work in progress, and not all spellcasting classes can use it yet; check out the tutorial to see how to use it in its latest form. Where you'll see the biggest improvements are in game play for humanoid characters, with a full range of classes available, and several custom governments. We have newly-adapted graphics for existing playable species such as yuan-ti and giants, and fresh graphics never before used in CK2 for newly added playable species. There's also a tutorial which introduces the new mechanics, and several other new decisions:
Version 0.4.0 added the southern continent of Zakhara, home to a powerful religious orthodoxy and a diverse range of cultures. Zakhara is still under development - subsequent versions will have more playable characters and story events for it. We've also added numerous societies, including several knightly orders, and two societies that are specific to Zakhara. Along with the new Zakharan religious group, we've overhauled the rest of the mod's religions - now you can pledge yourself to Tyr as a member of the Triadic faith, worship the sun in Elturel, make dark sacrifices to Thasmudyan in the Ruined Kingdoms, or join the Mercantile faith to make profits in the name of Waukeen.
Version 0.5.0 saw a complete set of fully-featured character classes - twelve classes each with seven tiers. We will always keep polishing those classes, and we are considering possible candidates for additional classes too, but from this version onwards, the class system is complete as we had originally envisioned it. (To answer a perennial FAQ, the Shadow class is not a canon D&D class, but links together concepts from AD&D first edition's assassins, AD&D second edition's ninjas and holy slayers, and 5e's Mastermind rogue, to create a class that is particularly adapted to CK2's intrigue environment.)
I'd say we have succeeded in our basic goal of transporting the Forgotten Realms, and especially their central continent of Faerûn, into Crusader Kings 2. Please take and enjoy this beta release - it's intended as a fully playable game in its own right. But there's also a way to go before we can say we have fully reproduced the Forgotten Realms and D&D experience, so we welcome all bug reports, and all reasonable suggestions for enhancements.
Moving forward, we intend to create more of our own events and systems, to really make players feel like they're a ruler in the Forgotten Realms. This includes events to represent both specific and general happenings and challenges within the world of the game, a magic system that makes spellcasting characters rewarding and distinctive to play without overwhelming the core game elements, and more appropriate events and decisions for non-humanoid rulers. We're also creating magic items, and continuing to deepen and diversify our portrayal of the setting's religions.
But for now, we are excited to share this release with you, a collective project of many passionate people.
Thanks again for your support, we hope you enjoy the mod.
NeutronDecay
BoneLorde/Shadeos
Dwarfnator/Teneb
Nendur
Olrox
tsf4
FireWraith
Many of the non-vanilla dynamic character graphics are by Silfae from the Warhammer: Geheimnisnacht team, and are used with permission. I've based most of my edits on his originals, for which I'm very grateful. We also have some assets provided with the permission of the Project Middle Earth team and Mythos 2, and some statics by CrackdToothGrin. Latterly, we have had the support of the excellent Nendur, and his own Better Looking Garbs mod has a version that is compatible with this mod.
The Faerûn mod would not be possible without its talented team of modders and testers.
We rely on the wonderful Crusader Kings 2 community and have be graciously allowed to use various creations from various mods.
All are presented here and thanked in alphabetical order.
Project Manager
neutrondecay
Many thanks to:
Modders:
Dwarfnator/Teneb
EvilCatInTheHat
Nendur
Olrox
PyroDork
Shadeos
tsf4
Past Modders:
Anrominder
Blood Royal
Zarathustra
Kekvit Irae
Taurenhe
Kellen
EvilCatInTheHat
PeculiarJard
PyroDork
Pandemix
Testers:
FruityDrongo
manis12
Mattheus21
nearfuture
ramblymanguthrie
Srip
Tanrihan
Taurenhe
Thanatos
Tinitus
Xandervm
Other CK2 Mods:
Enoofu for creating the very first Forgotten Realms mod
The Middle Earth Project
Warhammer: Geheimnisnacht
Mythos 2
Other thanks
Thank you to Ed Greenwood, Dave Arneson, TSR, Wizards of the Coast, and every author who has worked on the Forgotten Realms - especially Eric L Boyd, Steven Schend, and George Krashos
and Paradox Interactive for their lovely game.
We rely on the wonderful Crusader Kings 2 community and have be graciously allowed to use various creations from various mods.
All are presented here and thanked in alphabetical order.
Project Manager
neutrondecay
Many thanks to:
Modders:
Dwarfnator/Teneb
EvilCatInTheHat
Nendur
Olrox
PyroDork
Shadeos
tsf4
Past Modders:
Anrominder
Blood Royal
Zarathustra
Kekvit Irae
Taurenhe
Kellen
EvilCatInTheHat
PeculiarJard
PyroDork
Pandemix
Testers:
FruityDrongo
manis12
Mattheus21
nearfuture
ramblymanguthrie
Srip
Tanrihan
Taurenhe
Thanatos
Tinitus
Xandervm
Other CK2 Mods:
Enoofu for creating the very first Forgotten Realms mod
The Middle Earth Project
Warhammer: Geheimnisnacht
Mythos 2
Other thanks
Thank you to Ed Greenwood, Dave Arneson, TSR, Wizards of the Coast, and every author who has worked on the Forgotten Realms - especially Eric L Boyd, Steven Schend, and George Krashos
and Paradox Interactive for their lovely game.
PS: And you can also come and chat with us on Discord!
PPS: The Ruler Designer is available, but is not fully supported yet. Some options, such as lizardfolk, may cause crashes in the designer. Similarly, the Random World option is not yet fully supported.
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