Any chance at cultures for the Norse in Russia?
That's a excellent suggestion, actually particularly regarding Novograd and the Kievan Rus.
Any chance at cultures for the Norse in Russia?
Hey Erilaz, I've been some thinking on the different societies that should be available to the Norse.
A while back you asked for some recommendations, and I am not sure you got any, so I'll put some down here, assuming you are still interested.
Brief background on part of my thinking:
It is likely that there were different cults dedicated to different Gods. For instance it is theorized the fight over Heorot was due to it being built atop/apart of an ancient shrine to fertility gods. Specially the Vanir; (Ingjaldr, his father Fróði and Hrothgar's daughter Freawaru all have Vanir-related names)
Similarly there also appear to be Death-Cults or Warrior-Cults involving Odin and a belief in becoming or sharing a soul with a Wolf or a Bear. Úlfhéðnar and Berserkers.
While not quite Cults, I think a case could be made that some occupations requiring a significant amount of specialized knowledge and apprenticeship/fostering could also make good societies.
With that in mind...
Úlfhéðnar - Wolves of Oðin
male only
Martial Focus
Negative modifier to Diplomacy
Quests
Kill a Rival
Go on a Raid
Sack a Temple
Train an apprentice
Special Quests
Hanging - Hang yourself from an Ash Tree until you pass out as initiation into the order. There's a few different outcomes, most positive, with a negative outcome or two as well.
Blood Brother - Become friends with another member of the Wolf Pack and declare each other Blood Brother's beneath raised turf.
Werewolf - Let the spirit of the wolf within you.
Find a powerful weapon - Raiding mission that gives them access to a cool sword or something.
Every 9 years we hang everything - A very special blot where the character needs to furnish multiple animals and some people to really get the gods excited.
Cast a Spear Before Battle and Win it.
Tame a Wolf - Gain a wolfish companion
Berskers - The Bear-men
male/female
Martial Focus -
Negative modifier to Diplomacy
Quests
Kill a ruler/Kill a monster
Win a War
Sack a fortress
Have some cubs
Special Quests -
Build a den - Create a hideout, a home away from home, where you can bear out without too much trouble.
Friend with Benefits - Become friends with another ruler, perhaps opening up trade with your land, or gaining something in value.
Werebear - Become the Bear.
Your Hands are Weapons - Through fighting or some quest line you realize that your hands are surer weapons than any tool could be. You get some sort of cool buff.
My Child my Curse - Have a child join the Berserks
Tame a Bear - Gain the loyalty of a Bear.
Godi of Yngvi - Priests of Freyr
male/female
Stewardship Focus
Quests
Perform Charity
Build a Temple
Go on a pilgrimage to Uppsla
Stat bonuses to Wards
Hold a Blot
Special Quests -
Thing on Faith - hold a great thing that clarifies some aspect of your faith. Increasing its morale authority.
Improve the Hold - Improves the Hold
Hold a Midsummer Dance - Upon a hill a Midsummer Fire is lit surrounded by two layers of stones. Drunk Dancers weave around the stones in the Sun Dance that lasts all day and all night. Lots of Ritual stuff involved, I can go into more detail.
Appease the Elves - Either a non-human sacrifice or money.
Study Farming - Take a trip/pilgrimage around the hold/kingdom/region/world to learn new farming techniques.
Tame a Boar - Show you are honored by your god.
The Volva of Freya
female only
Martial Focus
Quests
Seduce a Ruler
Kill a Rival
Burn down a City
Go on a Raid
Special Quests -
Become a Shield Maiden - Prove you are worth any man in Battle.
Blood Sister - Become Friends with another Shieldmaiden of Freya
Find or build a powerful shield - Claim your Shield.
A watery grave - Sacrifice nine people by drowning around a holy island
Befriend a Falcon - Keen eyed and sharp taloned.
Seduce a Smith - Use your sexual magic to get a smith to create you a wondrous artifact.
Learn Seiðr - Become a sorceress, sacrificing animals and men for power.
The Heralds of Thor - Sea Trader
male/female
Diplomacy/Stewardship Based
Quests
Get a Trading port built in your territory.
Open up a Trade Route
Build a City
Become Friends with a Ruler
Special Quests -
Become a Trader - Put your money where your mouth is.
Trading Quest to Miklagarth - Take the perilous journey to the great city and put it all on the line.
Build a Trading Fleet - One ship at a time to improve your province
Learn a new Language - Just makes things easier
Hold a Trading Thing and Convince them to turn your holding into a trading hub.
Befriend a goat - Everyone gets Thirsty.
Find a treasure Hoard - rumor is there is one buried beneath the Rhine.
The Raven's of Oðin-
male/female
Learning/Intrigue focus
Quests
Kill a non-believer
Burn down any enemy holding
Hold a Blot
Convert a Region to your Faith
Seduce a Married Character
Raise your Morale Authority
Special Quests
Hanging - Hang yourself from an Ash Tree until you pass out as initiation into the order. There's a few different outcomes, most positive, with a negative outcome or two as well.
Acquire Wisdom - Interrogate Prisoners, steal books, go on pilgrimages. Build Libraries.
Learn Seiðr - Become a sorceress/er, sacrificing animals and men for power.
Cast Spells - Sing Songs of Power Using your Galdr
Every 9 years we hang everything - A very special blot where the character needs to furnish multiple animals and some people to really get the gods excited.
Learn The Runes - Knowledge should not be wasted
Educate - teach zealotry to the laypeople
Skalds of Bragi-
male/female
Diplomacy Focus
Quests
Make a Friend
Befriend a Ruler
Train an Apprentice
Special Quests
Challenge a Rival to a Flyting - Rap battles yo
Create a Verse for a King -
Become the Chancellor of a realm -
Invite to Study Poetry -
Go on an expedition to learn new Poetry
Accompany a Ruler into Battle -
Have your words carved into stone.
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So these are some rough outlines on what some societies could look like. I can go into much more detail for any of them, and provide a lot more text as needed.
@Erilaz
Hey buddy. Just reinstalled everything for a new playthrough.
Shouldn't NHO Base loaded before HIP ? (I know how to do it myself ) so I just letting you know for the next version's update.
Cheers.
Any chance at cultures for the Norse in Russia?
That's a excellent suggestion, actually particularly regarding Novograd and the Kievan Rus.
I'm not quite sure what you mean. NHO Base already has this line: "dependencies = { "HIP - Historical Immersion Project" }", if that's what you're talking about...?
well the various East Slavic tribes don't show up in the start HIP has so I was thinking more of Norse ruler + RussiansIt could be interesting indeed. Any suggestions how it could look? Are we talking about a melting-pot between the more or less purely East Slavic tribes and the Norse (i.e. the "Rus")? That'd mean redefining the current "Russian" culture. It's a pretty complicated subject...
i really like the call to arms mini submod, but sadly it makes it impossible to use boats, since your allies can't/don't lend your their boats, so you can only use the ones from your demesne and mercenary boats
I added a section in the first post that addresses compatibility with other mods/submods:
Compatibility with other mods/submods:
Here I'll list commonly used mods/submods in accordance to their compatibility with NHO (and the other tweaks).
Mods known to be compatible:
Expanded Trade
Turks, Mongols & Mamluks
Mods known to be incompatible:
Gaea (Updated Map) (Conflicting with NHO Map Changes)
Walter's HIP Mod Mod (Vassal Kings Are Dumb) (Conflicting with NHO Base)
Minor Improvement Project (Conflicting with NHO Base)
Iberian Project (Conflicting with NHO Base)
Other mods in general:
If the mod in question edits any of these files, they'll conflict with NHO:
"...\common\landed_titles\swmh_landed_titles.txt"
"...\common\cultures\00_cultures.txt"
"...\common\dynasties\00_dynasties.txt"
Also, changes to the localisation files (especially if the other mod includes: "...\localisation\A_Nobletitles.csv") will likely overwrite many of NHO's localisation changes (but not cause crashing or the like).
If you're in doubt about a specific mod, feel free to ask.
In other news, I've been working on a very big update that, among many other things, especially includes corrections and changes to Russia and its surroundings, thanks to @Herr Doctor.
The problem is that not all your vassals will have access to boats unless you're in kingdoms like Denmark. It'll be fun to see how the crusades goTrue. It's a good idea to have some coastal provinces under direct control. That said, since your vassals control their own armies (with your directions, just like with allies), you will not need to transport as many troops as you otherwise would - the vassals will do that themselves.
It is all a bit more complicated and harder to control, but then again, that's one of the main features of the tweak; with added complexity comes more challenges.
Did you find an approach that helped you overcome the issue or did it make you disable the tweak?
It'll be fun to see how the crusades go
Oh yeah, that's right. I only tried that call to arms-mod once, so I forgot how it worked.In the Crusades, you're not primary participant, so you'll be able to use liege levies.
All right. A very small update to NHO Base here. Mostly releasing it early because it fixes an annoying bug in Swedish names, but as a bonus you'll also get a little thing I changed recently: Englisc and Angelcynn characters can now join the Varangian Guard.
Were in the files that new addition is located ?
"...\Documents\Paradox Interactive\Crusader Kings II\mod\NHO Base\events\oldgods_various_events.txt"
Just search for "varangian".