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Colossal_Elk

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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).

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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.

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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.

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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.

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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.

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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.
 
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Darsara

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Hrm, might be worth a try now.
 
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Colossal_Elk

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Very nice, traditional Orsinium though?
Is that the one above Wayrest or the one below Markarth or both?

Right now, it's set up so that an Orsimer ruler who controls either the Duchy of Orsinium north of Wayrest or the Duchy of Dorven northwest of Evermore (this, judging by ESO, is approximate to where the first Orsinium was located) can create the Kingdom of Orsinium without needing to "break ground." Although, I think breaking ground is the optimal choice, and you're allowed to do so even if your primary title is one of the aforementioned duchies.
 
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Raga-Zun

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Always enjoyed playing the Orcs, good to see them get an update. Will you be adding any event for Breton or Redguard or other non Orc peoples to form a coalition to attempt to destroy Orsinium?
 
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Orinsul

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This all looks brilliant, especially the homeland stuff

Could grandchildren or nephews challenge as well? Imagining a situation where you have slain all the sons who dared challenge you?
Also, could an exceptional or ambitious unmarried daughter challenge as well?
 
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Colossal_Elk

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Will orcs get new clothes in this version? :(

I'm actually not sure about that. If I find out, I'll update this post with a specific answer.

Always enjoyed playing the Orcs, good to see them get an update. Will you be adding any event for Breton or Redguard or other non Orc peoples to form a coalition to attempt to destroy Orsinium?

Not at the moment. From my tests, Holy Wars and border conquests themselves appear to be more than enough to stifle attempts from independent Orsimer rulers to expand their territories.

This all looks brilliant, especially the homeland stuff

Could grandchildren or nephews challenge as well? Imagining a situation where you have slain all the sons who dared challenge you?
Also, could an exceptional or ambitious unmarried daughter challenge as well?

Right now it's set to only sons, but allowing other dynasts to challenge makes sense and would be simple enough to implement. But I think it'll stay male-only since Code of Malacath is limited to Agnatic succession.
 
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Tranquil

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this is very cool! do you have plans for the Goblins or Ogres becoming playable races, eventually? while Ogres might be too crude to actually form a kingdom, Goblins seem intrepid enough.
 

bontanel

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Since Orc armor isn't that uncommon for well, orcs as well as most races you should consider renaming it to "Legendary Orcish Armor/Weapon" of "Masterly Orcish Armor/Weapon"
 
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Colossal_Elk

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Assuming i have reaper's due. Will the surge of settlers create new holding slot? (the prosperity system)

It's still too early to say what from the new DLC will and won't be used in certain ways. After it releases though, we can get a better idea of those things.

this is very cool! do you have plans for the Goblins or Ogres becoming playable races, eventually? while Ogres might be too crude to actually form a kingdom, Goblins seem intrepid enough.

Nope, we're sticking with the current number of races for the time being.

Since Orc armor isn't that uncommon for well, orcs as well as most races you should consider renaming it to "Legendary Orcish Armor/Weapon" of "Masterly Orcish Armor/Weapon"

From what I understand, that's what the generic weapon and armor traits represent more than anything else. For example, if one lives in an Orc stronghold, Orichalcum-based weapons won't be especially rare, but a particularly fine piece of weaponry will stand head-and-shoulders above most other weapons, Orcish and otherwise, hence the special artifact trait. Elven armor has a description that alludes to this as well, although in that case it's less about the protective qualities of the armor and more about its aesthetics.
 
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