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Mythic Ages: Megafauna Bestiary

Mythic Ages: Megafauna Bestiary expands RimWorld's wild and Animal pack ecosystems with ancient megafauna, dangerous predators, rare herd beasts, and creatures designed around risk, reward, and survival.



Mythic Ages: Megafauna Bestiary expands RimWorld's wild and Animal pack ecosystems with ancient megafauna, dangerous predators, rare herd beasts, and creatures designed around risk, reward, and survival.

This mod was made for campaigns ranging from tribal beginnings to industrial colonies. Some animals are worth raising. Others are better left alone. Some are high-risk hunts in the spirit of the Thrumbo: too dangerous to face without preparation, but valuable enough to turn the attempt into a story.

These creatures are not simply hunted with a single click. They require planning, traps, and tactical positioning to bring down. The more strategy you invest, the greater the reward should be.

Hunt, tame, breed, or avoid them.

Meat, milk, wool, leather, bones, horns, organs, spores, and stranger byproducts can become food, clothing, medicine, drugs, weapons, or wealth.



Some are always hungry.
Some are difficult to tame.
Some will hunt your colonists.
Others require constant feeding, space, or attention, becoming a burden when poorly managed.

Mythic Ages is still a bestiary at its core, but it has grown into something larger: a resource cycle built around megafauna. Hunting, taming, breeding, butchering, crafting, medicine, drugs, rare materials, and colony stories all begin with the animals.



THE MYTHIC AGES

Long before these worlds were colonized, something tried to shape their ecosystems.

No one knows exactly what was left behind. Only fragments remain: strange instincts, impossible bones, ancient migration routes, biological traits that seem almost engineered, and ruins that can no longer explain themselves.

The people who live here turned those fragments into stories.

Hunters call them omens.
Tribes call them sacred.
Colonists call them resources.

The animals simply kept living.

The megafauna does not explain the past.
It lives as the wildlife of a forgotten project within RimWorld itself.
























ANIMAL RESOURCES AND PRODUCTION

Mythic Ages adds rare animal byproducts that can be transformed into food, cheese, drinks, medicine, drugs, weapons, clothing, and trade goods.

Meat, milk, fat, wool, leather, bones, horns, organs, spores, and other unusual materials feed a production chain built around megafauna. Some resources can be consumed directly. Others must be preserved, refined, fermented, cooked, or combined before revealing their true value.





The goal is not to turn the mod into a simple crafting or weapon pack. The animals remain at the center. Every meal, medicine, weapon, garment, or rare material exists because of the megafauna and what your colony manages to extract, preserve, and transform.

A dangerous hunt should feel like a real investment.











NESTS, BURROWS, AND ANIMAL EVENTS

Some creatures are connected to natural structures such as nests, burrows, and other wildlife sites. These places may provide resources, generate threats, or create situations where the player must decide whether the reward is worth the danger.

The goal is to make animals feel connected to the map rather than simply placed onto it.







ABOUT THE MYTHIC AGES PROJECT

Every creature featured in Mythic Ages is an original creation made exclusively for this project. All sprites are 100% hand-drawn by me from scratch. The mod's sound design uses licensed audio from commercial sound libraries, to match each creature and gameplay event.

Mythic Ages is intended to be part of a larger project.

This bestiary is the first step and the foundation of its story: the living, wild, and material layer of this universe. Before expanding into ruins, laboratories, factions, or ancient technology, I wanted to begin with what the player actually encounters on the map: animals, tracks, hunts, resources, taming objectives, and survival.

The focus of this mod remains the megafauna.

It is the starting point for everything else: resources, primitive weapons, clothing, medicine, drugs, events, and the feeling that the world already had a history before your colony arrived.



CREDITS AND THANKS
Thank you to the RimWorld community for the shared knowledge, examples, feedback, testing, and support throughout the development of this project.

Mythic Ages started as a personal project, originally created for myself and a few friends while I was learning how to make RimWorld mods. Medieval Overhaul and Dark Ages were major inspirations throughout that process. Like many beginners, my first steps followed the classic "mod the mod" approach: opening mods, studying how they worked, experimenting, making mistakes, and learning from them. My goal was never to copy them, but to understand how RimWorld modding worked.

My sincere thanks to the creators of these two outstanding mods, who inspired my first steps and the beginning of this project.

Over time, Mythic Ages grew far beyond what I ever imagined. That motivated me to keep refining it, adding new creatures, unique mechanics, gameplay systems, and shaping its own identity.

Thank you to everyone who has shared feedback, supported the project, tested new versions, reported bugs, suggested improvements, and helped with balancing. A large part of Mythic Ages' evolution has only been possible thanks to those contributions.



IN DEVELOPMENT

Mythic Ages is an ongoing project and continues to evolve. Some mechanics and balance decisions are still being refined, and updates may occasionally require changes that are not save-compatible. While I do my best to preserve existing saves whenever possible, compatibility cannot always be guaranteed during active development.



❤️ Optional support: https://ko-fi.com/veteranomods