Dying Sun
"Dying Sun" is a modification for the game "Elemental: War of Magic" developed and published by Stardock.
In Dying Sun, different factions have managed to survive to the destruction caused by the severe and sudden drop of temperatures everywhere after the sun shone with unusual intensity during a few instants. After many years of deadly temperatures and landscapes ravaged by blizzards, the weather seems to finally stabilize in a constant winter not as deadly as before. The sun, a red eye over the white landscape, weakly shines over the survivors that emerge and try to rebuild civilization... or to definetively destroy it.
The main and original inspirations for the mod (no matter the "shape" of it) are Zothique, Dark Sun, The Eternal Champion and D&D. Just to mention the most important ones. The real world also has collaborated giving some flavour to some of the factions.
Warning: The mod is done for fun (mine
) and in no way is meant to show disrespect to anyone in any way. Everything in it is fiction and any similarity with any real thing is most probably a coicidence. Well, things like using swords, having humans and such are not coincidences but what can I do about those? In any case, if somehow someone ever has some kind of issue with the mod, post it in the thread and depending of how reasonable it is, I may do something about it. No, I'm not making it a First Person Slasher because you say so...
Warning: The mod must be pure enough as to be uploaded using the game options. That means to keep it pure of things of which I hold no copyright. I do my best to use only things done by myself, edited from Stardock material or stuff that I have found to be copyleft or something like that. Images in this thread may not comply with that but they are not to be uploaded and are only placeholders in any case.
Warning: The mod is not, unfortunately and finally, a D&D mod. It'll be influenced by it but won't be one. Due to different reasons, it'll stick somehow close to Elemental. I plan to add things and mess with as much stuff as my skills allow, but in general (most often) it'll work in the Elemental framework. That's good and bad news at the same time and only time will tell if it is the right choice or not.
Warning: The only final information may be found in this post and those related to the game books (Campaign Guide, Sovereiegn's Guide and Monster Manual). Anything else in the rest of the posts may be outdated, be pure speculation, etc. Pay attention to those whose date is older than that of the thread's title. They may containt newer information that I haven't yet included in these main posts.
Dreamline
Awakening into a dream
The world is nothing but a dream. It was created by The Dreamer as explained by The Ancients to the first intelligent inhabitants of it, The Primordial Elves. Everything that exists is part of The Dreamer's dream.
The Ancients helped The Primordial Elves to develop and taught them many things. According to the old legends, the intervention of The Ancients disturbed The Dreamer's sleep and one by one The Ancients banished forever from The Dream. The Primordial Elves continued to develop and created the first nations of Everdream.
Turning dreams into nightmares
As new intelligent creatures were dreamt by The Dreamer, The Primordial Elves tried to help them as The Ancients had done. And as they shared the secrets that they had received from The Ancients, the younger races discovered how some individuals could actually weave their own wishes into The Dream. This knowledge spread quickly and many used it as much as they wanted, not listening to the advice of The Primordial Elves that altering the weave of The Dream could alter The Dreamer's sleep and provoke a nightmare. Or worse: the end of The Dream and therefore, of all of their existence.
The warnings were ignored and finally, one day, horrible creatures poured into The Dream from a place of nightmare, carving their path with the blood and flesh of the still young races of Everdream. The Primordial Elves, the most advanced race, was anihilated by the creatures and the rest enslaved under their iron fist. Defeated and without hope, the younger races of Everdream endured slavery for many centuries, praying from the nightmare to end or even The Dreamer awakening.
With time, The Lords of Maere became corrupted and weak by their dominion in Everdream. When the moment was right, an alliance of the younger races overthrown them in a long war that devastated the lands of Everdream as weavers altered The Dream to destroy their enemies and armies clashed. The younger races won and the access of The Lords of Maere to their nightmarish place of origin sealed. The dream stopped being a nightmare even though creatures from Maere remained in Everdream. With the fall of the last Lord of Maere, Everdream began regenerating.
Ripples in the dream
The younger races went their own ways and created their own nations. As time went on, some flourished and others declined. They waged war against each other and against the dark creatures that still lived since the fall of The Lords of Maere, developed culturally and their believe in The Dreamer slowly began to fade.
One of the races, known as humans, had one of their nations develop to levels never seen before using powerful artifacts to construct their cities and equip their armies. With their flying fortresses, mighty golems and weapons that could shoot fire and thunder, this nation conquered all its neighbours and became an Empire feared in all Everdream.
Some people proclaimed that if the Empire, which name has now been forgotten, wouldn't stop using their artifacts then The Dreamer's sleep would be disturbed and another nigthmare would begin much like when The Lords of Maere came to be in Everdream due to the abuse of power by the weavers.
Those who had lost their faith in The Dreamer laughed at the idea. But they didn't laugh long when suddenly, one day, the Empire simply dissapeared. Scouts sent into its territory found only endless desert and monsters never seen before that made the exploration so dangerous that only a small part of it could be explored.
Some claimed that the Empire, now known as The Forgotten Empire, had been destroyed by one of their own artifacts or experiments, as the devastation and new monsters in those lands shown. For most it was different: The Dreamer had banished a part of the dream that dared to become another nightmare if allowed to exist. Fear to the weavers increased again while an extreme fear to any kind of technology similar to that of The Forgotten Empire appeared.
An official church for The Dreamer appeared. It's purpose was not only to control the worship to The Dreamer as the creator and supreme being of The Dream but also to hunt down any possible menace to The Dream and possible awakening of The Dreamer.
Dreaming of a Dying Sun
Nations continued their existence, some being pure zealots in the name of The Dreamer, others scavenging for any artifact or information they could get about The Forgotten Empire, some fighting the creatures from the Maere that were still living in Everdream... And one day the sun shone for a few instants like it had never before. Then a new nightmare began.
Temperatures dropped all over Everdream, and blizzards and snow storms ravaged the lands during a long time. The people who managed to survive could not understand what was really happening. What had caused that nightmare? Or was it that The Dreamer was awakening? Maybe she was ending that dream just to start another one? When the weather finally calmed, most of Everdream was frozen or covered by snow. The sun was still shining in the sky but weakly and with a redish colour.
Some decades later, some powerful weavers started gathering survivors in an effort to rebuild civilization and investigate what had happened.

The Plan
I'll be doing it myself. It's sure that I'll add stuff from other people (previous granted permission if needed) but I expect to develop all by myself (except things like music and 3D models because there is no way in hell I can create anything related to that due to total lack of skill and imagination in those areas, and the AI.... uff, never done AI before so it's going to be a necessary pain). That's not to say that I'd not enjoy some help for some things but I value other people's time and would prefer to ask for help only when really needed. That said, if someone wants to volunteer some work without me asking for it, you are welcome to do so but remember that if I didn't ask for it there is a chance that I may not use it.
Single Player. Altough balancing and that kind of stuff would benefit from multiplayer experience. Considering some of the changes I want to make and the focus on single player, the AI will need some serious work. Did I say that I know nothing about AIs?
2010/12/07 Update:
What is going on in the mod?
I had to redo all the files for future game updates and making it easier to update. Which means that some things that were done are actually not. It's only a mater of time for them to be reimplemented.
General
- LIBracemod by Heavenfall in. Added to Dying Sun:
- Aettryneland: Way of the Dead
- Coeur de Glace: Way of the Winter
- Corona de Veralux: Way of the Angel
- Helle Königreich: Way of the Dragon
- Kingdom of Greyfang: Way of the Wolf
- Moyen-Uni: Way of the Woods
- Scarlet Empire: Way of the Blood
- Tao: Tao
Still waiting to start custom tech trees but at this point, the mod could be made public as download and be sure that users with any race/faction by Heavenfall (only ones I know of) are unaffected (and the other way around). Not that anyone would want to play this at this point.
- From the basic cosmetic point of view, only need to redo the elven races.
- Basic cosmetic side done, I'll keep messing with talents and such. Some dabbling in the textures department would be nice.
- Avoid any Champion creation stuff and quests. They are not a priority, specially Quests.
- Tech trees once we hit 1.1?
Experiments
- Dragon Knight Anselm starts with a Dragon Roost in his starting area. Helle Königreich starts with A Dance with Dragons tech. Probability of this being left as is: 0%
Notes to self
Musings and crazy ideas.
- AI that uses the new stuff created: D'oh!
- Custom props and buildigs for everything: D'oh!
- Custom music: D'oh!
- Custom scripts: D'oh!
- Balance: D'oh!
- Aettryneland: shouldn't play like "alive" races. It should play like a "real" undead faction would do. Weak but cheap/easy default units and dependency on Attor use. Strong middle/end game. Magic.
- Coeur de Glace: shouldn't play like the rest of races. Survival economy, agressive attitude, pushin hard in the early game where they have an edge over the rest due to superior close combat units. Theorical weak spot when enemies develop and they have to depend on magic to keep up. Stealth would be nice to help them in their lack of numbers. Weak middle game, strong early/end game. Magic.
- Corona de Veralux: Paladins, Inquisitors and Nuns. Plus Angels. Traditional starting point with specialization branches to support different magical approachs (Paladins would be support for a Might focus, Inquisitors would be for a Magic focus, and Nuns would be middle ground). Up to certain point, similar to Helle's Dragon Pacts but based on Orders. Weak early game, strong end game. Might and Magic.
- Hellen Königreich: should have if possible Dragonriders but their true strength should come from the customization due to different Dragon Pacts that grant different powers to the units equipped with them. Weak early game, strong end game. Might and Magic.
- Kingdom of Greyfang: Close to Elemental factions with some flavour added. No magical special abilities per se but should compensate with some nice mundane ones that reflect the long militar tradition of the Kingdom (hell, they have been fighting and resisting Orci invasions for generations!!!). No weak or strong, must play carefully and know when to be bold. Might.
- Moyen-Uni: a nightmare for close combat armies. Period. At least until they are able to reach the elven archers. Much more than Coeur de Glace, Moyen-Uni should be done as guerrilla fighters. Very good ones. Not incompetent in close combat but as they are to be frail and with low population count, they better not to be risked. Magic oriented to that guerrilla war and defense. Strong early game, weak end game. Might and Magic.
- Scarlet Empire: in the mundania camp they are quite weak and for strong support totally depend on Vampire Lords and Blood Magic. Up to certain point much like Aettryneland except that gameplay is more like the rest of human races and their magic is more of enchantments and tactical spells. A faction with lots of pretensions but not the might to support them. Needs more "polish". Weak early game. Might and Magic.
- Tao: very much mundania camp but with access to Chi disciplines. Chi should be more limited in use that other magic disciplines but offer more powerful (even if limited mostly to Tactical) effects. Chi should be martial oriented and never outdo arcane strikers as it's not its role. The faction should, in general, research and develop faster than the rest of factions due to their leader's "alien" knowledge. Strong middle/end game. Might and Magic.
Factions
Faction specific things in the works or being finished. May not include everything, even if finished, as it may appear in The Campaign Guide, The Sovereign's Guide or The Monster Manual.
- Aettryneland:
- King Caldwell done/implemented (WIP).
- Male and female Sovereigns done/implemented.
- Basic male and female done/implemented.
- Male Peasant done/implemented.
- Male Pioneer done/implemented.
- Female Merchant done/implemented.
- Customization done/implemented (WIP).
- Crest done/implemented.
- Colour palette done/implemented.
- Coeur de Glace:
- Warlady Bérénice done/implemented (WIP, damn encoding of files).
- Customization done.
- Crest done/implemented.
- Colour palette done/implemented.
- Basic models being redone.
- Corona de Veralux:
- Paladin Elena done/implemented (WIP).
- Male and female Sovereigns done/implemented.
- Basic male and female done/implemented.
- Male Peasant done/implemented.
- Female Pioneer done/implemented.
- Female Merchant done/implemented.
- Customization done/implemented (WIP).
- Crest done/implemented (WIP).
- Colour palette done/implemented.
- Helle Königreich:
- Dragon Knight Anselm done/implemented (WIP).
- Male and female Sovereigns done/implemented.
- Basic male and female done/implemented.
- Male Peasant done/implemented.
- Male Pioneer done/implemented.
- Male Merchant done/implemented.
- Customization done/implemented (WIP).
- Crest done/implemented (WIP).
- Colour palette done/implemented.
- Kingdom of Greyfang:
- Earl Randolf done/implemented (WIP).
- Male and female Sovereigns done/implemented.
- Basic male and female done/implemented.
- Male Peasant done/implemented.
- Male Pioneer done/implemented.
- Female Merchant done/implemented.
- Customization done/implemented (WIP).
- Crest done/implemented.
- Colour palette done/implemented.
- Moyen-Uni:
- Ranger Yvette done/implemented (WIP).
- Customization done.
- Crest done/implemented.
- Colour palette done/implemented.
- Basic models being redone.
- Scarlet Empire:
- Blood Empress Alicia done/implemented (WIP).
- Male and female Sovereigns done/implemented.
- Basic male and female done/implemented.
- Male Peasant done/implemented.
- Male Pioneer done/implemented.
- Male Merchant done/implemented.
- Customization done/implemented (WIP).
- Crest done/implemented.
- Colour palette done/implemented.
- Tao:
- Otaku done/implemented (WIP).
- Male and female Sovereigns done/implemented.
- Basic male and female done/implemented.
- Male Peasant done/implemented.
- Male Pioneer done/implemented.
- Female Merchant done/implemented.
- Customization done/implemented (WIP).
- Crest done/implemented (WIP).
- Colour palette done/implemented.