Kings in Exile: An Eriador Submod for Realms in Exile
A small barebones submod for the Realms in Exile mod. The Realms in Exile team has and continues to do incredible work, and I am certain that they will eventually approach this part of Middle Earth with great depth and skill.
However, I have been itching to play their mod starting in Eriador, and so I decided to take a crack at making a very quick barebones mod to let me do so. I am relatively happy with how it has turned out, and I decided other’s might enjoy using it themselves.
The additions are very sparse, the bulk of the changes are simply opening up Eriador for play, mostly as colonizable counties. In addition:
– Rivendell and the Dunedain titles now have a small amount of land, with the latter now being part of a new de jure king title under the Empire of Arnor, with a claim also on Amon Sul, so that it is not owned by any of the three other Arnorian kingdom titles.
– Creation of a kingdom title for Lindon and the Grey Havens.
– Creation of a de jure kingdom title for Eregion.
– Creation of a duchy level title for the Shire.
– Creation of de jure duchy titles for Ered Luin and Forochel.
– Expansion of Gundabad so that they can approach Arnor.
– Creation of a simple hobbit culture and religion.
– A basic start date in 2720 TA for those wanting to rebuild Arnor before the war.
Version 1.1
– Reworked Gundabad and added in Angmar
– Added special buildings/provinces for Annuminas, Carn Dum
– Added special buildings for Rivendell, the Grey Havens, Amon Sul, Fornost Erain, and Tharbad.
Version 1.2 (8 August 2023)
– Fixed some missing terrains
– Added a cultural tradition, and a ranger men at arms, created by Pickrone for the mod.
To do:
– Find a way to keep hobbits from having beards.
– Figure out how to keep the hobbits and Bree from raiding or conquering one another.
Potential Ideas:
– Some custom men-at-arms for the Shire and the Dunedain.
– A few created characters, mostly for hobbits and another Pure Numenorian family so that the Northern Dunedain Chieftains can maintain that longer.
I make no guarantee of anything being canon, but I did try and make it as close as I could, without spending too much time yet. There are certainly some baronies with generic names, and hopefully over time I will continue to tweak and make it more accurate. If anyone has any specific suggestions I am more than happy to tweak it.
Any updates to the main Realms in Exile mod that adds or changes holdings WILL break this mod, due to how baronies are coded. I tried to keep it simple enough for me to update later, if their addition of Eriador isn’t going to be right away. Full credit goes to that mod and its team, as I almost exclusively worked from their mod.
