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CradonWar

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Developer Diary #6 - Part IV: Kingdom of Nords

- General
Finally, you were expecting that diary for too long. I was planning to release on early hours of today but here we are! Since we're getting closing to release of 2.6 and the Reaper's Due, we also trying to complete those factions quickly. Yet, we can't promise on anything about the release date for our mod. You'll be able to download our mod when we're ready.

Let's see what have we got here!

- Politics
Nords are the invaders from a land called Nordland, or Jumne as far as we know. Those fearless seafarers was invited from an old Emperor of Calradia to be crew in his fleet. Empire give them some lands, but as usual everything has collapsed, and they gained more lands while conquering and claimed to be they should rule all over the Calradia! But of course you know all these things from the Mount & Blade games. So let's see how's they're in our mod!

Thanes of Tihr and Wercheg are paying tributes to Konungr (which means King) Ragnar in Sargoth. In 1257, some Nords are Christian (name can change) but some of them are still pagan, including King Ragnar. But of course you can install Lethwin Far-Seeker on the throne, which is also Christian and scholar in lore.

There are also some more interesting characters to play. For example, Jarl Gerlad from Mechin is the only playable Orthodox character in the Nords. Which would be quite interesting to play with him and join Vaegirs to turn against the King Ragnar. And we have a Merchant Republic for the Nords, yay! Grand Mayor Aeric is residing at Curin (and Kwynn) in the island and he has the Duchy of Curin as a merchant. The thing is, his religion is still Nordic Pantheon! Which means you can both trading, and raiding as well! We're also planning to make some special patricians from different Nordic cultures and Calradic religion.

Political Map:


De Jure Kingdoms:


Governments:


And of course, our pretender who claims the throne of Nords and Wercheg; Lethwin Far-Seeker:


- Cultures & Religions
Nords are not in the Calradian culture group and they have their own culture group just like the others. That's because they were invaders from outer-Calradia. While making their cultures, of course we inspired from the "Norse" culture and it's branches. So in early bookmarks, all the Nords will have one and whole culture as Sturgians. But in Warband bookmark, they're splitted into three different cultures, just like the Scandinavia in vanilla.

Cultures:


Argadish (Norse Portraits):
Argadish is the main Nordic culture in Kingdom of Sargoth. Many Argads are fighting against the Swadians and the Vaegirs. Some of them are still followers of Nordic Pantheon yet there are some Argadish who accepted to become Calradic, or even Orthodox! And of course, almost every Argadish are living in castles with feudalism. They're located at Argad Bay and their name inspired from Swedish culture.

Gundigian (Norse Portraits):
Almost every Gandigian is accepted to become Calradic, yet there still some pagans living as tribes in the north of Gundig's Point. Gundig Hairy-Breeks was a famous Nord hero and he also named the Gundig's Point. Now you see where their name came from. They also inspired from Norwegian. Their only neighbors are Swadians and they do love to raid them, especially the ones who still followers of the old rules.

Alaish (Norse Portraits):
They are the true sons of Nords. And they're still following the path of their ancestors. But they and Vaegirs are still raiding by seafarers coming from Jumne. Their cultural capital of Wercheg was also the former capital of all the Nords. And the former King Hakrim was a ruler from them. Their name is also inspired from Alai Sea and the word of: Danish.

Jumne (Norse Portraits):
They're the Sea Raiders from Warband and the Calradia is still raiding by them. Their name is also coming from their homeland called: Jumne (Nordland). Now, all the Nord folks were came from Jumne, yet there are still original Jumne peoples coming from there. We didn't put them in our culture map yet but we will do when the Vaegirs are done because they should be between the Nord-Vaegir borders.

Religions:


- Interesting Characters
Konungr Ragnar av Huset Ragnarsson of the Kingdom of Nords:


Thane Aedin av Huset Tihr of the Tributary Tihr:


Thane Irya af Huset Wercheg of the Tributary Wercheg:


Jarl Gerlad av Huset Mechin of the Jarldom of Mechin:


Grand Mayor Aeric av Huset Curin of the Republic of Curin:


- Who's Next?
I believe you can imagine who's the next. If you examine our screenshots in this diary, you'll see this isn't a secret!

There are only two factions left. That means we're getting closing to an open beta. Keep calm and wait for another diary, let's see... tomorrow perhaps? See you in another diary!
 
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xXConquerorXx

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I think it's already too late to suggest it, but nevertheless. You could have made the map more zoomed-out, that way you could also work on some areas outlying Calradia, and which are mentioned in the game (Theres an England-based land and the land from where one of the companions come from, could even add Jumne itself. Some Khergits also mentioned a "Great Horde", which can be analogous to Mongol Invasion, and theres also the original Black Knights from Warrider). You could then also make factions of your own for some empty areas, plus the unpassable areas would be smaller (yes, they sort of bother me).

BTW, theres a pass that goes trough the middle of that Brittany-looking peninsula, directly west of Thir.
 
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Magnus Helvetti

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Wait, you made it Jarl > Thane > Konungr? It should be tha other way around; Thane > Jarl > Konungr
 
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CradonWar

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I think it's already too late to suggest it, but nevertheless. You could have made the map more zoomed-out, that way you could also work on some areas outlying Calradia, and which are mentioned in the game (Theres an England-based land and the land from where one of the companions come from, could even add Jumne itself. Some Khergits also mentioned a "Great Horde", which can be analogous to Mongol Invasion, and theres also the original Black Knights from Warrider). You could then also make factions of your own for some empty areas, plus the unpassable areas would be smaller (yes, they sort of bother me).

BTW, theres a pass that goes trough the middle of that Brittany-looking peninsula, directly west of Thir.
Well, in 2.6 you can zoom-out to see the whole map but you're talking about to expand it to other continents. We're saving this idea to our future map from Bannerlord. When the Bannerlord released (I hope) we will re-work on our map from basically on Bannerlord map. And of course we will expand it to other lands. Many of the outer-Calradians could be mercenaries in Calradia at this moment. We're planning to add those Black Knights and Black Khergits as mercenary bands.

By the way, we don't have much geographical things in our current map from Warband. We don't have inland seas like Mediterranean, Baltics, Aral, Caspian or Black Sea etc. But the Bannerlord map has many things. Currently, those big mountain blobs are making our geography more interesting. But of course we will make them thin when the Bannerlord map has revealed.

Yeah that pass is between the Hrus and Aldelen, we'll fix that soon.

Wait, you made it Jarl > Thane > Konungr? It should be tha other way around; Thane > Jarl > Konungr
Only the rulers of Tributary Titles are calling as Thanes and empire-tier Nord title is calling as kingdom. Normally, they are Seidman > Jarl > Konungr > Keiser in our mod. According to lore, Konungr Ragnar was a Thane assumingly in Sargoth and the former Konungr Hakrim was assumingly in Wercheg. When Hakrim died, his Thane Ragnar proclaimed himself as the Konungr when Lethwin Hakrimsson shipwrecked to coming for his throne. So, unfortunately we have to make Tributary Titles as a kingdom-tier "Jarldom" but a Thane as ruler.

Hey, I can beautify your terrain a bit. Map making is what I'm best at and I'd love to help out.
That would be really nice. Chlodio is our carthographer but you two can make the Calradian terrain even better! I'll contact you via messages soon.
 
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DJ995

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I think it's already too late to suggest it, but nevertheless. You could have made the map more zoomed-out, that way you could also work on some areas outlying Calradia, and which are mentioned in the game (Theres an England-based land and the land from where one of the companions come from, could even add Jumne itself. Some Khergits also mentioned a "Great Horde", which can be analogous to Mongol Invasion, and theres also the original Black Knights from Warrider). You could then also make factions of your own for some empty areas, plus the unpassable areas would be smaller (yes, they sort of bother me).

BTW, theres a pass that goes trough the middle of that Brittany-looking peninsula, directly west of Thir.

The issue with that though is that it's a lot of extra work to put in for areas that may or may not even be used or kept in the future, especially with any changes that Bannerlord may bring.
 

bontanel

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I'm not so sure making countries take family names is such a good idea. I can't help but imagine a Calradian Empire restored to it's former glory called "The of Dashbiga Empire".
 

CradonWar

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The issue with that though is that it's a lot of extra work to put in for areas that may or may not even be used or kept in the future, especially with any changes that Bannerlord may bring.
Unfortunately that's right. When the official map of Bannerlord with high quality has released, we have to make a completly new map with all these provinces and histories etc. So we can't add any non-Calradian lands on this map. But it seems Bannerlord will release on like, 2100's or even 3000's so we have lots of time to play on Warband map in this mod :D.

I'm not so sure making countries take family names is such a good idea. I can't help but imagine a Calradian Empire restored to it's former glory called "The of Dashbiga Empire".
I wish we could only use dynasty coat of arms on primary titles but game doesn't allow that with using "dynasty_title_names = yes" in cultures. But we already solved that "Dashbigha Clan Empire" bug with using "dynasty_title_names = no" in landed titles file on some particular titles like Calradian Empire, Khanate of Khergits, Grand Principality of Vaegirs etc. Of course that means we can't use dynasty coat of arms on those primary titles as well but since they're top de jure titles, we can also define a proper flag for them which doesn't be a problem anymore. With in this solution, we can still use dynasty coat of arms for minor titles. I hope this will clear things up.

By the way, Vaegir diary will be released on the next afternoon.
 
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Berten1

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Is there still this problem with unoriginal religions in this mod? If so did the devs ever play a hardcore roleplay server on Warband? Because many of these servers wich have a forum usually have lore wich is realistic.

https://argadbay.com/index.php?/forum/45-accepted-lore/ Here is a server where they have made a lore for their RP enviroment and religions/cultures.
There was a server named Calradia Roleplay but they appear to have stopped.

I suggest taking religions from RP servers than just copying them from vanilla CK2

Also forgot to mention is that most of the lore on said site has been looked into to some extent so some thing could be very lore-friendly to the game.
 
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CradonWar

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Developer Diary #7 - Part V: Grand Principality of Vaegirs

- General
Welcome to another developer diary for The Legend of Zendar! This is a great day for modders like us because you know, the Reaper's Due and of course v2.6 has finally come! They really did optimizations well. Before 2.6, game speed in our mod was quite good. And now, it takes 3 seconds to play a month in our mod at max. speed! That means you only need an hour to past 100 years in our mod. Well, we're still adding lots of things but it will be always faster than vanilla, I promise!

And here we are, one of the first two factions from good old Mount & Blade series: the Vaegirs!

- Politics
Vaegirs are actually another invaders from the Great Taiga. Since they're not original natives of Calradia, they have their own culture group. Also our map isn't always snowy like in Warband. But they have severe winter climate and that makes their lands very white with all those snows in most of the year. Most of their eastern borders are wastelands because we're planning to make those "Great Taiga" lands as always-snowy-lands which is why uninhabitable.

All three tributes of Vaegirs has their own Prince as their lieges. And of course, there is Grand Prince Yaroglek II z Burelekowie of the Grand Principality of Vaegirs. We know he and Prince Valdym the Bastard are couisns. And once Valdym's father was the ruler of Vaegirs but when he died, Burelek took the throne and accused Valdym's mother of adultery and executed while declaring Valdym as a bastard. In Warrider, there are only two factions and kings in game: King Larec of Swadia and King Yaroglek of Vaegir. We named Valdym's father as Yargolek I in our mod and his dynasty is Yaroglekovich. But Burelek and his son Yargolek II (which he is in Warband) are members of Burelekowie dynasty.

Speaking of tributes, we have Principality of Curaw and Khudan as feudals. On the other hand, Principality of Rivacheg is still tribal. We don't have any other special governments like Merchant Republic nor the Nomads, yet. But we do have many cultures and different religions in the Vaegirs. But first, let's take look at the map:

Political Map:


De Jure Kingdoms:


Governments:


Here's our pretender on the Vaegir throne; Prince Valdym the Bastard iz Yaroglekovich:


- Cultures & Religions
Vaegirs are mostly inspired from early Medieval Russians and other Eastern European Slavic nations both in Mount & Blade and our mod. That's why they have many other cultures in our mod inspired from Russian, Polish, Finno-Ugric and even Vlach! Most of the Vaegirs are divided up between Orhodox Christianism and pagan Taigan Pantheon in religion. Let's see what cultures we have first!

Cultures:


Vadynian (Russian Portraits):
They are the most common culture in both Principalities of Reyvadin and Curaw. They are also neighbors of eastern Swadians as well. We inspired Vadynians from Polish in culture and Rey-"vadin"in name. They have a similiar cousins at east.

Druzian (Russian Portraits):
They are the cultural cousins of Vadynians. Once they were ruling all over the Vaegirs under the Empire's banner. They and ancestors of Swadians were the biggest vassals of the old Calradian Empire. Now they are living at eastern borders of Vaegirs with fighting against the Khergit invaders. But still there is a Druzian Prince in Khudan. Most of the Druzians are now Orhodox but there are some small villages who still following the old Taigan gods in the Great Taiga. But most of the pagans are living at northern coast in these days. We inspired their culture from Russians and their names coming from slavic word and retinues of Druzhina which means literally a "fellowship" in Russian.

Voivoch (Western Portraits):
Voivochs are neighbors of Nords once they were lived together with all other Swadians before the Nords invade the lands. Which is why they have sharing nearly the same phenotypes of Western cultures. We inspired them from Vlachs of Romania and their name came from both "Voivode" and "Vlach" names.

Pirash (Norse Portraits):
They were originally from Jumne along with all the other Nords. But now, they're considering in Vaegir culture group and assimilated by Vaegirs especially turning to Orthodox religion. Orthodox religion and peaceful paganism of Taigan Pantheon were also doomed their cultural union as well. Most of them still living as tribes they abandoned their old life along with raiding and leaving their Gods behind. Their names coming from the Pirash River in Vaegir lands.

Tundran (Finno-Ugric Portraits):
They're were and they are the original natives of Northern Vaegir. Tundran Prince in Rivacheg and all the other Tundrans are still followers of Taigan Pantheon. Their religion and customs are very peacful, yet they're raiding by Jumnes and all the other Nords. They're still living in tribes and their names originally coming from Tundra biome which they're living at.

Taigan (Finno-Ugric Portraits):
Natives of Vaegir along with their cultural cousins at north. They lived in Great Taiga long before the Vaegir invaders has came. But now, they're living the bandit life and trying to take their own lands time to time. Taigans and Tundrans are considering in Vaegir culture because they lived together many years. They're still following the path of their ancestors while believing the Taigan Pantheon. But their heritage is fading in every day. You can assume where the name came from.

Jumne (Norse Portraits):
We mentioned them before in our Kingdom of Nords diary. And now we added them into our mod between the Nord-Vaegir borders at northern coast of Alai Sea. They're still in Nordic culture group and they representing the Sea Raiders coming from Jumne or Nordland.

Religions:


- Interesting Characters
Grand Prince Yaroglek II z Burelekowie of the Grand Principality of Vaegirs:


Prince Naldera z Curawowie of the Tributary Curaw:


Prince Vuldrat iz Khudanovich of the Tributary Khudan:


Prince Meriga Rivacheg-suku of the Tributary Rivacheg:


Boyar Khavel de Ismiralailor of Ismirala:


Boyar Gastya Shapeshte-suku of Shapeshte:


Boyar Crahask iz Jeirbe-suku of Jeirbe:


Boyar Ralcha iz Bulugha-suku of Bulugha:


- Only One Faction Left!


You know the which one! I should tell you, the Reaper's Due and 2.6 update are both working well within our mod just like you can see from the last screenshot, poor Swadians. Get ready for the diary of mighty Swadian knights!
 
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Curci

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You could add a player faction that holds just a titular ducate and that after he gains a lot of prestige he can launch an inabasion and conquer a kingdom.
You could give him events that allow him to befriend the companions of warband and to restore the kingdom of calradia.
 
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PEGamer

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Who would the player character be? Every playable character in CK2 is landed.
Would it be something like the Jon Snow fighting with Stannis to place him as ruler in the North? But even then, it would be very boring playing as an "adventurer" in here. CK2 does not have a mechanic for playing as a mercenary or anything like you can do as an adventurer in M&B, only if you made it extensively event-driven, but that would take an incredible amount of work to not feel boring after 30min.

The best way would just have a special decision to "build support" or something like that. I can imagine someone having lots of prestige and try to take Calradia by force, but no as an invading force. There could be events where the player after having some prestige he would send letters to some lords seeking support. It really needs some thinking.
 
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CradonWar

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You could add a player faction that holds just a titular ducate and that after he gains a lot of prestige he can launch an inabasion and conquer a kingdom.
You could give him events that allow him to befriend the companions of warband and to restore the kingdom of calradia.
Who would the player character be? Every playable character in CK2 is landed.
Would it be something like the Jon Snow fighting with Stannis to place him as ruler in the North? But even then, it would be very boring playing as an "adventurer" in here. CK2 does not have a mechanic for playing as a mercenary or anything like you can do as an adventurer in M&B, only if you made it extensively event-driven, but that would take an incredible amount of work to not feel boring after 30min.

The best way would just have a special decision to "build support" or something like that. I can imagine someone having lots of prestige and try to take Calradia by force, but no as an invading force. There could be events where the player after having some prestige he would send letters to some lords seeking support. It really needs some thinking.
Both of you are just right. We need to make lots of events and decisions to play as an adventurer/mercenary as the player faction. I was able to mod for playing as mercenary before many many DLC and updates. Didn't tried yet but they fixed the CTD while starting to play as landlass titular duchies. I don't know if that includes mercenaries but we can always make a simple titular duchy with some event spawned troops based on player's martial. But the player should also start as a mercenary and when they gained some prestige, they can ask their liege to get some de jure duchy with some lands like Ehlerdah. And when they have, their mercenary title should be destroyed automaticly. And the future things like writing some letters to another Kings when the player become an independent ruler will follow it.

We're planning to add player factions as a titular duchy under the vassal for Zendar at start. Which is why our mod named as "The Legend of Zendar" that legend, is you my friend! Then, player's decisions perhaps in events will decide his mercenary life under one of the biggest factions. They also will have the ability to become a mercenary vassal for another faction when their contract has fulfilled or they may choose to extend it. But when the player settled as an actual vassal, they can't change their alignment without revolting just like in vanilla CK2.

Again, they're just some ideas on how the things could work in player faction system. By the way, if the player doesn't choose to play the main storyline as "The Player's Faction" then that character will dead at start and their titles will also destroyed. Thanks to starting game rules, we don't have to make day one events. Ruler Designer may needed to change player's face of course!

Could one of the cultures, maybe under the Sarranids, be made to use the new east african portraits?
as they are very pretty
I'm really do want to use all the African portraits along with the Western and Eastern ones in our mod. But we need to extend our map to outer Calradia like Southern Sarranid for it. And that can only be done when the Bannerlord map has released officially.
 
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Orinsul

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Maybe have some mercenaries with off map cultures/religions?
so then there'd be characters of all the graphics packs in the game and poachable by the player, or with that tiny chance of rebelling and taking land if not paid.
 

Enriador

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Mod is looking really good; having played lots of Medieval mods on Warband for years it'll be cool to play in Calradia as a CK2 mod.

A question: why is the mod "faster than vanilla"?
 

Orinsul

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Mod is looking really good; having played lots of Medieval mods on Warband for years it'll be cool to play in Calradia as a CK2 mod.

A question: why is the mod "faster than vanilla"?

smaller map/less characters usually make mods alot faster than the base game
 
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CradonWar

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Maybe have some mercenaries with off map cultures/religions?
so then there'd be characters of all the graphics packs in the game and poachable by the player, or with that tiny chance of rebelling and taking land if not paid.
Yeah, before we expanding our map of course we can make some mercenary bands from Balion, Geroia and East/West African portraits for different bands.

smaller map/less characters usually make mods alot faster than the base game
That's right! Our map may looking big because it is bigger in county numbers than Warband but still we don't have that much lands like India in vanilla. Yet, I don't know my teammates but sometimes I'm getting CTD on max. speed especially at the starting months because game speed is really really high, at least for my old computer.
 
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