Original mod post
Link to workshop
Thanks to everyone who has downloaded my mod Ascent of the Hrafn. I am soon moving into phase 2 of the development: new features and stand-alone add-on mods.
I want to make this an open process informed by your opinions, so please consider answering this survey to let me know how much you like these ideas, and which I should prioritise. It should only take 30 seconds or so.
Survey link
I'm fairly new to modding (this was only my 2nd mod, and my first large one), so I will likely need help and advice in this stage to do the bits I have little experience with. If you like my mod and think you have skills to offer, please let me know in the replies. I will then set up a private conversation to discuss in detail.
Features planned
I will be working on these soon and including them within the base mod.
These will be sub-mods published separately, which you can use at your own discretion.
Add ons in depth
1. The Þingslǫg
I am dissatisfied with the standard feudal system the Norse adopt. Christian feudalism was based largely on divine right, and (at least in principle) title dispensation by the Pope. This does not sit well with my new religion, nor Norse culture, where right to rule was based on people's reputation within the clan. Obviously titles were very often inherited, but being a first-born son was certainly no guarantee of taking power, particularly if one was weak or otherwise unsuitable to rule. I am therefore considering the following features:
NB. All of the above is predicated on having the Conclave DLC activated. Those who don't won't be able to use this mod and will stick with original feudal system.
2. Hrafnsfólcvíg (battle of the ravens)
Lore
Centuries have passed since the First Raven reformed the Norse faith, and her/his blood has mingled with those of lesser clans such that Norsemen begin to question the present Oðinshrafn's right to rule over Miðgarðr. New movements emerge to fracture the Beyð faith and challenge the Oðinshrafn. Against this backdrop, a prophet foretells the birth of one who is pure of blood, rightful descendent and carrying the spirit of the First Raven. The Saðhrafn (True Raven) has now arisen, and unites the dissenters in a glorious assault on the corrupt Oðinshrafn.
The idea
I've found playing as the Oðinshrafn is kind of OP. As a reformed Norse Pagan, you already have almost unlimited CBs (conquest), the ability to pillage for gold, faster troop movement (can navigate ships down rivers) and are hard to convert. Add into that the bonuses from being the Oðinshrafn (opinion boosts, raising the Oathsmen, vassalising the holy orders etc.) and the game becomes too easy. I wanted to add in heresies that undermine your power, the ability to be challenged for the Hrafnset, and a mid-game crisis.
3. Ragnarök
Lore
The year is 1403, as reckoned by the followers of the White Christ. But as the skies rain hellish rocks upon Miðgarðr, the most powerful prophetess in the land declares that the true year is 50 Ragnarökáðr - fifty years before the world ends. Over the next half-century men, birds and beasts are afflicted by unnatural tumours, winters last for decades, and the masses run amok in fear as the very earth rises in furious eruption. The Norse abandon their traditional ways, disregard the bonds of kinship, and sink into a wayward, listless nihilism. Can you hold your lands and dynasty together against the coming doom?
The idea
Obviously this is a play on the game ending in 1453. I want to make the run up to the end a bit more exciting, and less of an anti-climax, and I thought this might be a lore-friendly way of doing that. Although the events are fantastical and ahistorical, those who like realism need not avoid this, read the spoilers below for more details.
NB. Many of you will want to carry your save into EU4, and this mod won't make that impossible - after all:
So, now that you've read my ideas, please fill in the survey and rate them!
Link to workshop
Thanks to everyone who has downloaded my mod Ascent of the Hrafn. I am soon moving into phase 2 of the development: new features and stand-alone add-on mods.
I want to make this an open process informed by your opinions, so please consider answering this survey to let me know how much you like these ideas, and which I should prioritise. It should only take 30 seconds or so.
Survey link
I'm fairly new to modding (this was only my 2nd mod, and my first large one), so I will likely need help and advice in this stage to do the bits I have little experience with. If you like my mod and think you have skills to offer, please let me know in the replies. I will then set up a private conversation to discuss in detail.
Features planned
I will be working on these soon and including them within the base mod.
- New devil worshipper cult
- King's Champion (minor title, not related to the Champions of Miðgarðr), and wars resolved by personal combat (between you and opponent, or between Kings' Champions)
- New CB: Sœmðófriðr (war of honour). Can declare war against a foe (rival, or anyone who has an opinion modifier with crime = yes, e.g. someone who murdered your close kin)
These will be sub-mods published separately, which you can use at your own discretion.
- The Þingslǫg: a new government type (only for those using the Conclave DLC)
- Hrafnsfólcvíg (battle of the ravens): A mid-game crisis aimed at making the game harder
- Ragnarök: An end-game crisis
Add ons in depth
1. The Þingslǫg
I am dissatisfied with the standard feudal system the Norse adopt. Christian feudalism was based largely on divine right, and (at least in principle) title dispensation by the Pope. This does not sit well with my new religion, nor Norse culture, where right to rule was based on people's reputation within the clan. Obviously titles were very often inherited, but being a first-born son was certainly no guarantee of taking power, particularly if one was weak or otherwise unsuitable to rule. I am therefore considering the following features:
- Government type: Þingslǫg (Law of the Assembly), a form of rule where the King is sovereign, but is answerable to the Þing, an assembly of nobles. In lore, this is analogous to the Parliament of England wherein nobles represented their people and brought petitions to the King. In-game, it is largely similar to feudalism except that:
- Succession laws are different (see below)
- The council is more difficult to disempower (must have late feudal administration in order to begin to change council laws, greater opinion penalties and flavour events)
- Petitions and factions must be dealt to keep the Þing happy - any King that goes against the assembly too much will not last long. This will be dealt with through an extended faction mechanic (like CK2+) or maybe just flavour events if we can't get that to work
- New succession laws / amendments to other succession laws:
- All titles at Duke or below are limited to gavelkind. (Lore: this is enforced by the King/Emperor to ensure the strength of the Kingdom). As compensation, only dukes and above may be chosen as councillors to Kings.
- Þingtaka (Assembly Election): default for Kingdoms and Empires. Closest to feudal elective but only councillors may vote, and may only vote for other councillors or members of the liege's dynasty. You can choose a Kauderfingi (chosen heir) which makes that person more likely to be elected.
- Konungskyn (King's blood): at late feudal administration, you can limit eligible rulers further to only your own dynasty. Controls inheritance, but has a significant opinion malus.
- Primogeniture: only accessible once you have totally disempowered (abolished) the council.
2. Hrafnsfólcvíg (battle of the ravens)
Lore
Centuries have passed since the First Raven reformed the Norse faith, and her/his blood has mingled with those of lesser clans such that Norsemen begin to question the present Oðinshrafn's right to rule over Miðgarðr. New movements emerge to fracture the Beyð faith and challenge the Oðinshrafn. Against this backdrop, a prophet foretells the birth of one who is pure of blood, rightful descendent and carrying the spirit of the First Raven. The Saðhrafn (True Raven) has now arisen, and unites the dissenters in a glorious assault on the corrupt Oðinshrafn.
The idea
I've found playing as the Oðinshrafn is kind of OP. As a reformed Norse Pagan, you already have almost unlimited CBs (conquest), the ability to pillage for gold, faster troop movement (can navigate ships down rivers) and are hard to convert. Add into that the bonuses from being the Oðinshrafn (opinion boosts, raising the Oathsmen, vassalising the holy orders etc.) and the game becomes too easy. I wanted to add in heresies that undermine your power, the ability to be challenged for the Hrafnset, and a mid-game crisis.
- Powerful new heresies rise around 100 years after the faith is reformed
- If you are not worthy of the Oðinshrafn position (not Hrafnskind and weak), a powerful faction will fire for a Hrafnskind NPC to be given the position. You can win it back as your next character, but this will carry an opinion penalty
- The Hrafnsfólcvíg event chain fires around 200 years after the faith is reformed:
- The prophet's vision foretells the rise of the Saðhrafn
- A new secret society emerges, which your vassals can join to support the True Raven
- The Saðhrafn character is created and declares war on you for your highest tier tile and the Hrafnset with his army (scaled to be around half the size of your own). All members of the new society declare independence and join him as allies.
3. Ragnarök
Lore
The year is 1403, as reckoned by the followers of the White Christ. But as the skies rain hellish rocks upon Miðgarðr, the most powerful prophetess in the land declares that the true year is 50 Ragnarökáðr - fifty years before the world ends. Over the next half-century men, birds and beasts are afflicted by unnatural tumours, winters last for decades, and the masses run amok in fear as the very earth rises in furious eruption. The Norse abandon their traditional ways, disregard the bonds of kinship, and sink into a wayward, listless nihilism. Can you hold your lands and dynasty together against the coming doom?
The idea
Obviously this is a play on the game ending in 1453. I want to make the run up to the end a bit more exciting, and less of an anti-climax, and I thought this might be a lore-friendly way of doing that. Although the events are fantastical and ahistorical, those who like realism need not avoid this, read the spoilers below for more details.
- The Himinnfallr (Skyfall) event chain fires in 1403: a series of small comets hits the earth, with effects on the climate and geology (province modifiers worldwide, natural disaster events continue)
- A mysterious disease spreads cancer throughout the world at an alarming rate: radioactive fallout from the comet
- People go... crazy:
- Revolt risk increases massively for Beyð provinces
- Characters can choose to fight for the Gods or for Helheim, which grants a CB and opinion penalty against the opposite. Characters declare independence from their liege if they follow the opposite pantheon
- The Valhölsœkjandi (Seekers of Valhalla) and Helsœkjandi (Seekers of Hell) societies emerges, practicing mass suicides
- Random events fire, resulting in further chaos
NB. Many of you will want to carry your save into EU4, and this mod won't make that impossible - after all:
The world does not actually end in this mod. It's based upon a comet hitting the earth causing a minor ecological disaster, which is exacerbated by the superstitious fear prevalent in the middle ages. All the events within the mod are explicable through natural phenomena.
So, now that you've read my ideas, please fill in the survey and rate them!
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