Wildermyth

Wildermyth

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Arthuruins: Name Gen Replacer
   
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1.439 MB
2 Aug, 2022 @ 10:37pm
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Arthuruins: Name Gen Replacer

Description
This mod replaces Wildermyth's built-in name generator with a strongly Arthurian flavor. People, places, hero companies, and weapons will generate from a different set of elements that draws on early-medieval Frankish, Byzantine, Welsh, and Gaelic sources ... as well as later medieval blazonry and, of course, the Arthurian canon itself!

In addition, the weapon name formulas have been somewhat simplified and given a light salting of person-name elements to work with, and surnames are about twice as likely to generate with a prefix ("ap," "of", "du", etc).

The game seems to only work from one set of namegen files at a time (theoretically, whichever loads last wins) ... but I have found that you can create interesting mixes by going into "options" and changing out whether your name-gen mod is loaded in mid-game. The function that makes adjacent tiles more likely to generate similar names (and lets your heroes talk about nearby places accurately) will preserve some of the words from whatever was loaded previously.

(By the way ... I enjoy original-flavor Wildermyth names a lot, but I LOVE making random generators, so if anyone has ideas, requests, etc. for themes, please drop me a comment.)



"'Arthuruins'? WTH are you talking about, Magpie?"

I'm on a bit of an Arthuriana kick lately, and naturally, my mind turned to how I might incorporate some of those motifs into Wildermyth visuals. Obviously the Yondering lands don't have the political setup for any great just kings to be wandering around now ... but its ancient past certainly includes queens and castles, so why not bundle a bit of that into its archaeology?

Hence, Arthuruins: scraps of material culture that might have survived if you transplanted the setting of the Arthurian legends into the era of Wildermyth's canonical ancient civilizations. Check my workshop for the shields and hairs to go with!