// Steam Workshop · by Ur Mum

Fantasy Medieval RimWorld

Mods for a fantasy medieval RimWorld experience!

>>>WARNING<<<
These mods are meant to be used with new games! This is an overhaul/total conversion and won't play nicely with existing saves.

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Tips:

1: Use World Tech Level to restrict technology to medieval. This will be an option available when you create a new game.

2: Use a Tribal start to prevent access to unwanted technologies. If you don't like having 5 pawns with tribal start, just edit it with the scenario editor.

3: Use Worldbuilder to force Alpha Gene's civil and pirate xenohuman factions to spawn (they're spacer tech by default):

Open the world map -> click any tile -> click the 'World' button on the left side -> click 'Manage Factions' -> click the yellow + sign -> add your desired factions.

Then, restrict their technology to medieval (important!):

Open the world map -> click any tile -> click the 'World' button on the left side -> click 'Manage Factions' -> select xenohuman faction (or other) -> click edit population -> set defined tech level to medieval.

Xenohuman factions have a 60% chance to spawn custom xenotypes created in Biotech's xenotype editor, so you can create orcs, goblins, elves, etc., and have them spawn in these factions. Very cool, very fun. Note that your custom xenotypes will only spawn if they were saved with your currently active mod list - if they're older, just load them in the xenotype editor and re-save them and they should spawn normally within the xeno factions.

You can quickly access the xenotype editor in-game with Xenotype Spawn Control:
Press Escape -> click Options -> click Mod Options -> click Xenotype Spawn Control -> click Editor.

4: Technically, Worldbuilder can modify the xenotypes of ANY faction, so you can go wild with it by either adding predefined customs or your own random customs. Fill your world with abominations and then go slay or recruit them!

5: Don't know how to become a mage? Me either at first. A RimWorld of Magic is quite in-depth, but if you want to bypass the grind, here's what you need to do:

Pawns can only become mage/might classes if they have the 'Magically Gifted' or 'Physically Adept' traits. Once they have these traits, they can read certain books to unlock a class. If you want to have a mage/might pawn right off the bat, Character Editor is the way to go.

Use Character Editor to add either the 'Magically Gifted' or 'Physically Adept' trait to your pawn. Then, use it to modify their inventory to add your desired skill book (then drop it and read it).

For mages:
Arcane Tome: Bard
Arcane Tome: Brightmage
Arcane Tome: Chaos Mage
Arcane Tome: Chronomancer
Arcane Tome: Demonology
Arcane Tome: Earth
Arcane Tome: Enchanter
Arcane Tome: Fire
Arcane Tome: Golemancer
Arcane Tome: Hemomancy
Arcane Tome: Ice
Arcane Tome: Lightning
Arcane Tome: Nature
Arcane Tome: Necromancer
Arcane Tome: Power
Arcane Tome: Priest
Arcane Tome: Shadow
Arcane Tome: Shaman
Arcane Tome: Summoning
Arcane Tome: Technomancy
Divine Tome: Paladin

For might classes:
Combat Form: Faceless
Combat Form: Gladiator
Combat Power: Psionic
Combat Style: Apothecary
Combat Style: Bladedancer
Combat Style: Commander
Combat Style: Death Knight
Combat Style: Monk
Combat Style: Ranger
Combat Style: Sniper

https://rwom.fandom.com/wiki/RimWorld_of_Magic_Wiki is a good resource, check it out!

Load order

30 mods
  1. Medieval Overhaul
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    Medieval Overhaul

    Updated on behalf of SirLalaPyon by EvilEyes and ViralReaction until they are able to upload.

  2. RimFantasy - Medieval Overhaul Edition
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    RimFantasy - Medieval Overhaul Edition

    Mod Version: v1.4.2 This version of RimFantasy has been reworked and rebalanced to adhere to Medieval Overhaul standards. It is no longer modular and includes new/altered/removed content. For the longest time, civilizations dismissed magic as wild fantasies and superstitious trib

  3. Dark Ages : Beasts and Monsters
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    Dark Ages : Beasts and Monsters

    A new entry of the Dark Ages series inspired by medieval fantasy, folklores and tales in order to bring you new creatures to populate the lands of the rim.

  4. Dark Ages : Medieval Tools
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    Dark Ages : Medieval Tools

    Dark Ages : Medieval Tools aims to give your peasants a bit more to work with than hands.

  5. Medieval Fantasy Themed Relic Quests
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    Medieval Fantasy Themed Relic Quests

    I've always thought that the relic quests from ideology and the whole idea of tracking down a powerful relic to worship are very suited to a medieval/fantasy playthrough.

  6. Medieval Fantasy Themed Rare Resources
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    Medieval Fantasy Themed Rare Resources

    This mod changes plasteel, uranium, synthread and hyperweave to have a more medieval fantasy theme, they function exactly the same as their vanilla counterparts just with new names, descriptions and textures.

  7. Medieval Transport
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    Medieval Transport

    This mod adds researchable medieval-themed drop pods and a wooden airship (based on the Odyssey shuttle).

  8. RPG Dialog
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    RPG Dialog

    RPG Dialog Now, enjoy RimWorld events as if you're playing an RPG!

  9. World Tech Level
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    World Tech Level

    Control the level of technology available in the world.

  10. Faction Customizer
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    Faction Customizer

    -- IMPORTANT -- I had to create my own faction dialog to avoid some conflicts with other mods.

  11. Worldbuilder
    ↑ Updated
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    Worldbuilder

    Compatibility Made compatible with RimHud Made compatible with Colony Groups Made compatible and integrates with World Tech Level Anything in my modpack Should work well with most other stuff too Frequently Asked Questions Save compatible?

  12. Character Editor
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    Character Editor

    last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name

  13. Giddy-Up 2 - Continued
    ↑ Updated
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    Giddy-Up 2 - Continued

    This was picked up from Giddy-Up 2 Forked after clocknot mentioned that they don't want to support it anymore.

  14. Medieval Signs
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    Medieval Signs

    Description This mod adds 14 decorative medieval styled signboards that can be used to mark different types of buildings so your colony looks more organized and lived-in.

  15. Medieval Coastal Outfits
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    Medieval Coastal Outfits

    Added some RPG/medieval apparels themed around coastal settlements/harbour cities, including but not limited to fishermen and sailors, witch doctors, beggars, and pirates.

  16. Rustic Meal Retexture
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    Rustic Meal Retexture

    After playing Medieval Overhaul for a few playthroughs and then returning to VE mods, one of the things that hit me the most was the vanilla meal trays.

  17. Medieval Music
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    Medieval Music

    8 hours and 44 minutes of selected Medieval music (153 Songs) Several songs are edited, so you will not find them elsewhere than here.

  18. No Vanilla Music
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    No Vanilla Music

    Removes all vanilla music from the game, including tracks from the Anomaly and Odyssey DLCs.