Dying Sun
D&D 4Ed Hypothetical mod

Dying Sun
This is a hypothetical mod for Elemental War of Magic based on the Dungeons & Dragons 4th Edition.
D&D 4Ed Haters warning: Keep away from this thread. First and last warning before the flames strike you down. You hate 4Ed, you go somewhere else to vent about it. And female Dragonborn have "boobs" because its canon and a fantasy game. This warning would be unnecesary if it weren't because of the attitude of certain users in forums whenever the 4Ed is mentioned.
Honest, this might be my mod or it might not be. At this point it's just too soon and although I prefer the idea of using my own IP (or IPs... lack of ideas isn't usually the problem) in a pure environment (aka just with Elemental's elements... pun somehow intended), using an idea I had for a campaign of D&D that actually fits Elemental seems good for testing purposes. So if everything goes ok, this will be my mod. If not (no way in hell to do it at least partially as I'd want it), I have plenty of ideas to use. In any case, this should help me to develop ideas, organize them, know better the game... and have some fun because that's the only real reason of why I mod things (with a estimated population of 1 person playing my mods: me).
Once I have disencouraged everyone about this hypothetical mod: Initial ideas are to be drawn just by the three initial Core Books (which somehow sucks as by default there are no druids, for example) and depending on how it works, additional source books will be used. Already used content could dissapear too, I'd create some new content (classes, I'm talking about ye) specific to the setting... The usual suspects in any mod.

Background
The sun is dying, big and red, with all earth frozing. It began with the devils breaking their divine prison. There was war in the astral domains. The tides of war reached all the planes (except the Far Realm) and many gods died (and the destruction in the other planes was important). The last good gods sacrified themselves to stop the war and imprison the devils and some of the evil gods. By then the sun was already dying and there was no force that could prevent the end.
With the nations broken by the wars and the new weather, the civilization crumbled and became easy target for evil creatures of the Underdark. The remains of the civilization tried different things to survive: some seek refuge in the Underdark, others used magic in different ways... Many failed and many of those who were successful, lived to regret their success.
The world dies. The civilizations struggle to survive in a hostile enviroment. An enviroment that include not only the weather but also the uncontrolled magics of destroyed civilizations, competing survivors for the scarce resources and the dark tides of evil creatures that raise from the Underdark. And yet there is hope. Or is it false hope?
Sovereigns
In a time of growing darkness and of dying hope, reports of beings showing miraculous abilities appear. The most notorious of these abilities is the one that allows them to control the weather in the territories under their influence. Whispers of Gods reincarnated are common as well of those speaking of deceitful devils. Whichever the true nature about the Sovereigns (trying to avoid Channeler term for now), they exist and they have a plan (each of their own but I swear they have one).
Gods
- Gods alive and free
- Bane (War, Tyranny). Adopted by many neutral beings because of the War aspect so needed in these violent times.
- Gruumsh (Slaughter). Orc god but hey, he survived and surely he gets lots of work lately.
- Raven Queen (Death, The Dead, Winter, Destiny).
- Gods alive and imprisoned
- Tiamat (Vengeance). What could the Goddess of Vengeance be thinking about while imprisoned for all the eternity... considering that the responsibles of such imprisonment are already dead?
- Vecna (Secrets, Undead)
- Dead gods but rumored alive
- Avandra (Luck, Chance). Being the goddess of Luck has her advantages, like people thinking that you must have survived just for being the Goddess of Luck. Lucky, huh?
- Zehir (Night). His followers insist that he is alive despite all the evidence of the contrary. Some people say that the coming night is eternal and will be ruled by him.
- Other entities alive
- Orcus. So much deity dying and the Raven Queen still alive. He still craves for the Raven Queen's portfolio and is not a happy demon.
- Tharizdun. Some chains are not meant to last forever.
Planes
There is only one plane of existence to play in. Many more exists but only one is playable at this point.
- Earth: main plane where action in Dying Sun happens (initially if everything were to go perfect). Mostly frozen.
- Feywild: Warm with refugees from Earth. Magically sealed by the Eladrin to prevent more refugees.
- Shadowfell: Some people form Earth travelled here but the plane is as hostile to Earth live as usual.
- Elemental Chaos: In the same line as the Shadowfell just that the war had less permanent effects in it.
- Astral Sea: A very few people tried to go to this plane but even if it hadn't been sealed by the remaining gods, the plane was heavily punished by the war and become a (more) dangerous (than usual) place.
- Far Realm: Unknown. Really.
Places of note
The world is mostly frozen, covered with ice and snow. And also with the ruins of now dead civilizations and the remains of those who managed to survive.
Although main game would be sandbox, a campaign map would contain some Places of Note to spice things up. Civilizations, units, quests... all would draw from the Dying Sun lore, but only that campaign map would contain the official geography with the important NPC nations that managed to survive but are not mayor players of Earth's destiny. As example:
Frozenheart
When the war against the devils ended and with the sun dying, these lands suffered greatly. Blizzards ravaged the land and destroyed the kingdom. The King was desperate to save his kingdom and its people when one of his counsellors, a secret follower of Vecna, offered a ritual that could save them from destruction. Desperate the King accepted and the ritual was performed.
The necrotic energy from the unholy ritual warped the reality and briefly mixed with the Shadowfell. When the ritual ended all living beings had become undead. Although many became mindless, the rest keep their minds twisted by the undeath. The King still rules, twisted by the necrotic energies, obssesed with the control of his people and their safety.

Civilizations
- Dragonborn (Land: lava; Elements: Fire, Water)
- Dwarf (Land: snow; Elements: Earth, Water)
- Elf (Land: plains; Elements: Earth, Air)
- Human (Land: plains; Elements: Earth, Water)
- Tiefling (Land: lava; Elements: Fire, Air)
Eladrins, Half-Elves and Halflings are present but their populations are not big enough and/or hold not enough territory to be considered at this point. They could appear as heroes and/or maybe mercenary units.
The type of land is the type used by the race and Sovereign. As the world starts frozen (snow terrain, which I have seen in the screens and hope that stays...), the dwarves get a nice bonus there as their Sovereign doesn't need to spend any Essence to build new outposts. I was thinking about Dragonborn being a desert type but I'm not sure if it is the same as barren or if it would get something different, as well as I need to see the 3D first to decide properly. For now Dragonborn'll stick to lava even if it contradicts somehow the Fire/Water elements.
Classes
All the classes from the Player's Handbook can be used, although only some of them are usable by normal units. Heroes can be of any class as they are custom made by me.
- Dragonborn: Cleric, Fighter, Paladin, Ranger, Wizard.
- Dwarf: Cleric, Fighter, Paladin, Ranger, Wizard.
- Elf: Cleric, Fighter, Ranger, Warlock, Wizard.
- Human: Cleric, Fighter, Paladin, Ranger, Warlock, Wizard.
- Tiefling: Cleric, Fighter, Ranger, Warlock, Wizard.

Warlords and Rogues don't seem to fit as combat units/platoons so they are reserved for Heroes. Rogue individual units could be possible if a worthy espionage system were in place. Individual Warlord unit could be interesting as Platoon Leader but not sure if mini-heroes are possible, how units/platoons will work… So for now they are out as the Rogues are.
The class limits on the races are forced as the rules don't actually prevent Tieflings from being Paladins for example. But the specific civilizations used as examples are limited to reflect their societies' tendencies. Dragonborns, dwarves and humans can naturally produce paladins in their societies while elves and tieflings cannot (which doesn't prevent heroes from such races using those classes as heroes are supposed to be exceptional beings and not your usual John Doe).
How do classes work?
In the unit creation screen there should be something that allows class selection. Maybe an item slot for each unit called Class that by default has the Fighter or Ranger item and forces you to have one. Or maybe an extra menu option for such thing. In any case, the class is supposed to be the type of training.

The purpose of Class is to determine the type of extra skills learned at level up and the bonuses for weapons and armours equipped. So a Dragonborn Fighter would start with the skill "Sure Strike" that would give him a bonus to each attack. And once he levels up enough, he could get a new skill called "Battle Awareness" that makes him to act faster in battle. And he would be better attacking and defending that someone trained as Wizard.
The idea of translating the tabletop aspect of D&D to the game is out of question (right now?). No idea of how the tactical battles are/will be and surely to adapt the system would be like trying to create a whole new game. I'm too newbie for such thing and not sure how mass battles can be handled with a system designed for parties. For now, adding classes and making them to work properly would be an extra layer of complexity that should be enough.
*crosses fingers*


