Welcome to another Elder Kings 0.1.7 Developer Diary! As part of our Dev Diary last week, we talked about military tactics available to some of the cultures in Elder Kings. This week, we will be talking about one very specific culture, and their new and improved content: the Orsimer.
In 0.1.6, we introduced the Code of Malacath for Orsimer characters who worship Malacath. Members of this government can hold Castles and same-culture Tribes at no penalty, and can build every holding type except for Cities. Code of Malacath rulers must call their subjects to arms like Tribal rulers do, which means that baron-tier rulers are left to their own devices and typically need do little besides supply their liege with taxes (but their large garrisons, which are boosted by being in Cult of Malacath territory, can lead to protracted sieges when faced by hostile armies).
This government incudes a unique method of succession where the child of a ruler can challenge them in personal combat for their titles, which has been updated so that rulers can defeat their progeny in duels and remain in power.
Most of Tamriel’s nation-states are static, but Orsinium is not. Despite being destroyed repeatedly, Orsinium always resurfaces sooner or later, in new lands and under new leadership but almost always with the same core purpose: a homeland for the Orcs. With no Orsinium, bands of Orcs sometimes rally under the leadership of intrepid leaders and set out to colonize a new homeland. When one such band finds place to settle, their Chief will send emissaries to meet with the land’s owner and negotiate a treaty. A ruler can accept this treaty, and will gain a shiny new Castle holding and some gold. They can also reject the terms and send the Orcs on their way. There is also the option to take all of the Chief’s money -and- reject the treaty, which may lead a very angry group of Orcs taking up arms against their unfriendly host.
The Kingdom of Orsinium can always be created by an Orc character of Duke-tier or better if their capital is Orsimer-culture and the title does not already exist. But Orsinium is no ordinary title. It symbolizes Orc perseverance, ingenuity and bravery. It holds enormous importance for many Orsimer, who have historically traveled far and wide to make their homes there, no matter how perilous the journey may be. When an Orsimer ruler plans on creating the Kingdom of Orsinium, they may wish to announce their intentions and “break ground” for a new Orsinium. Orc settlers and Goblin-ken will flock to the ruler’s capital, and this can lead to the future King of Orsinium receiving the assistance of all sorts of interesting characters.
Once a large enough contingent of settlers has arrived in the capital, the ruler will be notified about the rapid population growth, which helps jumpstart local construction projects and boosts the province’s manpower. At this point, an Orc ruler who creates the Kingdom of Orsinium will be in a much better position to assert their power and defend their newly-formed state against the inevitable tide of foreign invaders.
The Orcs’ pariah status has earned them the hatred of many neighbors, but it has strengthened their bonds as a people. Simply surviving is itself a serious challenge, but an Orc who can lead and unite his people will command unparalleled respect and loyalty.
In 0.1.6, we introduced the Code of Malacath for Orsimer characters who worship Malacath. Members of this government can hold Castles and same-culture Tribes at no penalty, and can build every holding type except for Cities. Code of Malacath rulers must call their subjects to arms like Tribal rulers do, which means that baron-tier rulers are left to their own devices and typically need do little besides supply their liege with taxes (but their large garrisons, which are boosted by being in Cult of Malacath territory, can lead to protracted sieges when faced by hostile armies).
This government incudes a unique method of succession where the child of a ruler can challenge them in personal combat for their titles, which has been updated so that rulers can defeat their progeny in duels and remain in power.
Most of Tamriel’s nation-states are static, but Orsinium is not. Despite being destroyed repeatedly, Orsinium always resurfaces sooner or later, in new lands and under new leadership but almost always with the same core purpose: a homeland for the Orcs. With no Orsinium, bands of Orcs sometimes rally under the leadership of intrepid leaders and set out to colonize a new homeland. When one such band finds place to settle, their Chief will send emissaries to meet with the land’s owner and negotiate a treaty. A ruler can accept this treaty, and will gain a shiny new Castle holding and some gold. They can also reject the terms and send the Orcs on their way. There is also the option to take all of the Chief’s money -and- reject the treaty, which may lead a very angry group of Orcs taking up arms against their unfriendly host.
The Kingdom of Orsinium can always be created by an Orc character of Duke-tier or better if their capital is Orsimer-culture and the title does not already exist. But Orsinium is no ordinary title. It symbolizes Orc perseverance, ingenuity and bravery. It holds enormous importance for many Orsimer, who have historically traveled far and wide to make their homes there, no matter how perilous the journey may be. When an Orsimer ruler plans on creating the Kingdom of Orsinium, they may wish to announce their intentions and “break ground” for a new Orsinium. Orc settlers and Goblin-ken will flock to the ruler’s capital, and this can lead to the future King of Orsinium receiving the assistance of all sorts of interesting characters.
Once a large enough contingent of settlers has arrived in the capital, the ruler will be notified about the rapid population growth, which helps jumpstart local construction projects and boosts the province’s manpower. At this point, an Orc ruler who creates the Kingdom of Orsinium will be in a much better position to assert their power and defend their newly-formed state against the inevitable tide of foreign invaders.
The Orcs’ pariah status has earned them the hatred of many neighbors, but it has strengthened their bonds as a people. Simply surviving is itself a serious challenge, but an Orc who can lead and unite his people will command unparalleled respect and loyalty.
- 42
- 4