DD - Map Outline
  • Theyn_T

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    A little more insight into the new map, since JJ/jumbi has asked me so nicely:

    With the transition from CK2 to CK3 we also want to revise our map. Tamriel will be completely redesigned, moving from the Arthmodeus-Projection of Tamriel to Dillonn241's Tamriel: an accurate trace of the Anthology Map, Main Series Provinces and additional info from ESO.

    User-Dillonn241-Tamriel.jpg

    Map of Tamriel created using the Elder Scrolls Anthology map primarily, as well as maps from most games in the series. Created by Dillonn241. [Source]

    We have however modified the outline of this Tamriel in various ways to adapt it to places not represented on the map (e.g. the Minor Kingdoms of TES2, which also are in EK for CK2) and rework places where the official material doesn't give us interesting coastlines. One such example is the Telvanni peninsula, which I have reworked to fit its EK appearance.

    Anthology Telvanni | EK CK2 Telvanni
    Dillons Telvanni | EK CK3 Telvanni
    unknown.png
    unknown.png
    unknown.png
    1599057062298.png


    I'm working on Tamriel and Yokuda for now, but rest assured the EK vs EK2 map size comparison jumbi shared in his post already includes the positions for Pyandonea, Atmora and Akavir. But for now, map development will focus on Tamriel and its nearby isles.
     
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  • Theyn_T

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    Small update on our mapping progress and how we work:

    Let's begin with the screen JJ shared of our concept map. As you can see, there is a whole lot going on.
    Names, colours, red lines.
    Our first step is to overlay available map material over our Tamriel Outliner and align the coasts/geographic features. Then we mark the important places from the map material onto our outliner. Afterwards we draw out what we think make for good barony borders and consolidate those into counties. Then we again check Lore and Map stuff to see if there is any information about how regions are bundled, where what titles are.
    Once we're happy with how things turned out, the red lines get removed - and it's time for implementation.

    Fast forwarding 5 days, and the map now looks rather differently in that region. The red lines have all been removed and the provinces are already implemented for the most part. While making the region ready for implementation, we also added some more baronies and counties.

    1599057175328.png
    unknown.png


    Once the provinces are implemented, our talented terrain and heightmap artist goes in and turns the flat Tamriel basis into something really, really cool looking.
    This is all drawn by hand too! Thus giving it a nice personal touch while keeping in line with the official worldspaces of those regions.

    unknown.png
     
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    Mer Character Models
  • ArtayOfficial

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    Okay, folks, for everyone asking about models in Elder Kings for CK3, I have a small sneak peek (which is of course also available on our discord server).

    ziMdtGa.gif


    Beautiful work done by our contributor - Buckzor. Keep in mind that these are still WIP and may change in the future. Also, this gif is quite long, but it shows all main Mer races, so consider watching it in full ;)
     
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  • Theyn_T

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    Our Map Division has been hard at work since our last progress update.

    We have since finished the province rollout for Hammerfell and Skyrim - the latter I'd like to talk a little more about today.
    In EK1, Tamriels 9 Provinces were realized as 9 kingdoms, divided under various empires. The greatest of those being the Cyrodiilic Empire and the Aldmeri Dominion. This resulted in rather monotonous provinces at the kingdom level and a lot of duchies under them.
    In EK2 however, the new scale and grade of detail that CK3 allows, helps us with creating a more true-to-lore Tamriel. A good example for this being Skyrim.

    The Province of Skyrim is a High Kingdom, who's monarch is elected by the Moot, an assembly of the Jarls. These Jarls are Kings of their own. Thus we went with the same approach for EK2 and made Skyrim a Empire-tiered "High Kingdom" and the Holds of Skyrim into Kingdoms (as you can see on the comparison below).

    We are also using much more mountain wastelands and large rivers to create chokepoints that should make playing in that region even more fun. (With mountains now being coloured in the colour of the adjacent realm.)

    Comparison of de-jure Kingdoms and Empires between the two versions

    Comparison of de-jure Kingdoms and Empires between the two versions

    Our Heightmap- and Terrainmodeller has been hard at work too, creating some more obscure isles not everyone might know.
    Can you guess the names and locations of those islands?

    is.png
     
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  • LeSingeAffame

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    Hi everyone, and welcome to another development showcase for Elder Kings II!

    I am Singe, and I joined the team about a year and a half ago. For those who recently-ish played in the Reach or Pyandonea in EK1, I am the one who added the de Jure Reach Kingdom and Empire, the Faolan 2.0: Red Eagle Boogaloo, or the Orgnum quest chain.

    Ever since CK3 has been announced, I have been very excited in the possibilities of recreating the world of TES in it, with all the new mechanics this new game would bring, allowing us to do a lot of things that CK2 would not. A particular area was in my radar, which I will (partly) cover today: the faiths and religions of Tamriel.

    The design changes between CK3 and CK2 have pushed us towards making two significant changes in how religion was handled in Elder Kings II: We have decided to break up most big religious hegemonies in more localized faiths, and a significant amount of new faiths will be available in the mod. For those who played the early version of Elder Kings, where we had a lot more faiths, you might recognize some of the religions that had to be removed in the last few years, as it wasn't really feasable to maintain such a large amount of them.

    20201031225917_1.jpg


    You can already see the two aforementionned changes: The old Eight Divines religion has been broken into four different faiths, and a lot of new faiths such as the Herd-Mother, the Wyrd faiths, Druadach cult have been added.

    We have followed the convention set up by the vanilla game and divided our religions into three broad groups:
    * The Aedric faiths who are focused on Aedric deities and myths, such as the Nedic-Nordic pantheon
    * The Daedric faiths who instead focus on the Daedric Princes and their envoys, such as the Reach faiths
    * The Aurbic faiths which focus on greater forces of nature, such as the Celetials or the Wyrd
    Keep in mind that these categories are broad and may not be fully respected by individual faiths - some Daedric or Aedric faiths might also be dedicated to fallen heroes, such as the Nerevarine Cult, and some Aurbic faiths can also worship a Daedric Prince, such as the Glenmoril Wyrd.

    One big question however remained, how to properly represent the pantheon or gods worshipped by a singular faith. The base game does not represent the deity or deities a faith is dedicated to, but since they are much more tangible in the world of the Elder Scrolls it felt important to keep the interactions your rulers are able to have with their gods.

    In particular, it felt important to properly represent how the Daedric Princes were worshipped. After all, it was quite common that a small selection of the Princes were worshipped in a faith, and we wanted to make it possible for the player to select which Princes would be available in their faith.

    To this end, we have two new concepts specially created for the mod: the Main Pantheon doctrine, and the tenets and doctrines unlocking the worship of a special Daedric Prince.

    Your Main Pantheon doctrine gives your basic set of deities. Some pantheons worship a wide array of gods, and the rulers of such a faith will be able to take one of these gods as their personal patron, much like in the first Elder Kings. This basic pantheon can then be modified by other tenets, such as syncretizing with another pantheon or having local traditions.

    20201031230719_1.jpg


    20201031230723_1.jpg


    Here we have the player creating a new Yokudan faith. For now we have two different pantheons available.
    The first is the traditional pantheon worshipped by the Yokudans and then the Redguards, composed of deities such as Satakal or Ruptga. Any ruler of this faith will be able to take one of these deities as their patron, for a permanent bonus.
    The second pantheon is much smaller and dedicated to the Herd-Mother, a strange deity that was brought from Yokuda and with a focus on horses. While rulers of this faith cannot take a deity as a patron, since they are solely dedicated to the Herd-Mother, they receive an other permanent bonus, here a more effective cavalry.

    20201031231456_1.jpg


    Above is our Breton Rite Cult, one of the four (at time of writing) faiths composing the old Eight Divines religion. Localized in High Rock, this branch of the Eight Divines is special in that it has been heavily influenced by the Elven pantheon, and as such has received the Aldmeri Syncretism tenet. Among other effects, this allows its rulers to dedicate themselves to Jephre, Magnus, or Phynaster - three deities who are not part of the main Divine pantheon.

    20201031231505_1.jpg


    Here is our second splinter faith, the Nordic Pantheon. Followed by the Nords of Skyrim, this faith is special in that it has both additional deities, due to their Atmoran Syncretisms, and special deities names, due to its Children of Skyrim tenet. To them, Julianos is known as Jhunal, and Kynareth is known as Kyne - among other changes.

    Now that we have seen how to craft your main set of deities, we will see how to handle Daedric worship within your faith.

    20201031231913_1.jpg


    Those who want to include Daedra in their faith should be cautious, as not everyone will tolerate them... But if you are still certain about worshipping the Princes, then keep reading.

    Daedric Princes can come in three manners: You can directly add them in your pantheon with a special tenet, one of your tenets can be tied to them, or your doctrines are lenient enough to allow their worship.

    20201031232106_1.jpg


    Each Prince has a tenet such as this one. This tenet counts as a syncretism, so you would have to carefully choose which Prince you would bring in your pantheon this way. This tenet also allows you to worship this Prince even if your faith would otherwise consider Daedric Worship 'Criminal'.
    Should Daedric Worship be considered 'Criminal' you would only be able to take the Prince as a patron, you would not be able to Commune with the Prince.

    20201031232250_1.jpg


    Some tenets are associated with one (or several in very rare cases) Prince. These tenets are generally also present in a Daedric cult faith, and allow you to include a selection of Princes in your faith. The High Velothi faith for exemple is dedicated to the Three Good Daedra due to its tenets.
    To add a Prince to your pantheon this way you must consider Daedric Worship 'Shunned' or 'Accepted'.
    While Communing with a Prince would be seen as a bad thing in a faith where Daedric Worship is considered 'Shunned', it would be completely accepted if the Prince was part of your pantheon.

    20201031232652_1.jpg


    The third and last way to add a Prince in your religion is to consider Daedric Worship as completely 'Accepted' and to have a doctrine related to this Prince. Here, as you consider both Vampirism and the worship of the Daedric Prince 'Accepted', Molag Bal is automatically added to your Pantheon.

    I talked quite a lot about patron deities and communing with a Daedric Prince, however we are not yet ready to show what it entails - it is still a work in progress. But we are already quite happy with the possibility of having it, and the work so far is promising. Once we are ready to show it more in detail, we will!

    For now I will leave you with no less than sixteen screenshots, one for each main Daedric Cult!

    The sixteen main Daedric Cults faiths of Elder Kings II
     
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  • bobpotato

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    The Interface of Elder Kings II, Part 1

    Good morning/evening/afternoon, I am Varlatra/Bobpotato, one of the newer members of the Elder Kings Team.

    The previous dev diary talked about personal deities and communing with patrons, ending with "Once we are ready to show it in more detail, we will!". Well that time has come. Some of you may have seen previews of this content on the discord, but the system hasn't really been explained in any detail.

    For those that played the original Elder Kings with Jade Dragon, you will be familiar with the Daedric Princes and other entities being represented by offmap powers. With the move to CK3, this feature has been lost. Fortunately, CK3 unlocked a lot of GUI features for modders to use to create custom interfaces. As you can probably guess, this dev diary will be about recreating the offmap interface in CK3.

    Selection Interface
    selection.png


    Patrons are divided into two categories: passive and active. Passive patrons include the more benevolent deities, such as the Eight Divines, but can include Daedric Princes. The above shows the selection interface for a faith with a pantheon, granting access to passive patrons, and a tenet granting access to Sanguine as an active patron. Passive patrons can be taken as a personal deity, granting a trait with small bonuses depending on the deities sphere.

    Sample Patron Traits
    traits.png


    Passive Patron Interface
    passive.png


    The selection of personal deities is accessed by communing with your pantheon, leading to the above interface. As stated in the previous dev diary, the specific deities in a pantheon are dependent on the pantheon doctrine of the faith, but can be modified with syncretic tenets. As an example the eight divines religion is divided into four faiths with the same core pantheon. The Breton Cult faith has a tenet adding Magnus, Jephre and Phynaster to the pantheon and thus can take them as personal deities. For a more complete overview please refer to the previous dev diary.

    Active Patron Interface
    active.png


    Active patrons have a more tangible impact on the world and include the Daedric Princes and Tribunal at the time of writing. A faith that permits worship and has the requisite tenets/doctrines will enable followers to commune with a patron and access the above interface.

    Patron State
    worship_type.png


    The status of a patron affects the type of interactions that will be available. For the Princes there are currently four states:
    • Nominal - the default state, most interactions are available.
    • Ascendant - an ascendant prince is looking to increase their power, this state is a requirement for calling a Daedric invasion.
    • Cataclysm - after a failed invasion, the prince must regain power. This state severely limits the available boons.
    • Convalescing - after a period of cataclysm the prince starts to recover their former standing. Most of the same interactions as nominal are available but with increased costs.
    Worship type is the second way that interactions are restricted. As stated in the previous dev diary, the makeup of a pantheon can be influenced by tenets. If a Prince is part of a pantheon because of a tenet, they are considered to have the "pantheon" worship type. This restricts some of the interactions that may be taken. The second type is "focused", which comes primarily from following a cult religion. This adds no restrictions on the interactions available and may make some of them cheaper.

    Patron Ardor
    ardor.png


    Ardor is the currency used in interactions. It can be earned by making offerings to a patron, such as tribute or a sacrifice. Ardor is required for boons, with 10000 being the amount necessary to call an invasion. Unlike offmaps in EK1 there is (at time of writing) no ticking ardor, it is only changed by interactions.

    Patron Interactions
    interactions.png


    Interactions are divided into three groups:
    • Offerings earn ardor, the exact amount depends on the type of offering and how partial the Prince is to it - Molag Bal likes sacrifices more than Nocturnal.
    • Minor Boons generally have a small impact, such as a stat boost or small amount of gold. They are typically available to both focused and pantheon worship.
    • Major Boons include claiming artifacts and calling invasions. Many of them are restricted to focused worshippers.
    Sample Interactions
    minor_boon.png

    offering.png

    major_boon.png


    You may notice that Clavicus Vile has the option to offer a sacrifice, but Sanguine didn't in the previous images. This is intentional, not all Princes are equal. Many interactions will be shared, but all will have unique interactions that reflect their sphere.

    The system is based on decisions so the AI is able to fully utilize it. Currently there are no weights assigned so it doesn't know what it is doing, but it tries.
     
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  • LeSingeAffame

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    Hi everyone! Today we're back for another development showcase, this time about Cultures!

    CULTURES:
    Cultures in Elder Kings for CK3 have been changed in much of the same way as the faiths and religions. Most cultural hegemonies have been broken, and we've added new mechanics to ensure that the map retains some cultural diversity as the years and eras pass.

    01_screenshot_culture_ck2.png


    02_screenshot_culture_ck3.jpg


    While in CK2 culture groups could rule over multiple provinces, we've decided to essentially make every culture in CK2 its own culture group. This means that the former Nedic group, which was composed of the Cyrodiilics, the Nords, the Bretons, and the Reachmen, will now be replaced by a Breton culture group, a Cyrodiilic culture group, a Nordic culture group, and a Nedic culture group.

    The most obvious change will probably be in the province of High Rock. The home of the Bretons is known to be almost always ruled by petty kings, and a strong ruler unifying the province is the exception, rather than the rule. To help achieve it, and give some more life to the province, the former Breton culture has been made into its own culture group, and you can now find the Glenumbran, the Northmen, the Iliac, and the Bjoule.

    03_screenshot_culture_hr_ck2.png


    04_screenshot_culture_hr_ck3.jpg

    The most observant in the crowd will probably spot the Balfieran and the Horsemen cultures, respectivelly part of the Altmeri and the Yokudan group.

    However, this increased cultural granularity and diversity would be next to useless if the cultures could be wiped out in a few decades (as is the case in vanilla, and even with the harshest cultural conversion time game rules a single cultural hegemony often installed itself over Tamriel). To try and prevent this, we've decided to tie most cultures to one or several places in Tamriel, named a nativity region.

    NATIVITY REGIONS:
    A nativity region is effectively a part of Tamriel in which a culture can easily be spread. Trying to spread a culture outside of its nativity region (or regions), will take much longer than spreading it in its core homeland.

    05_nativity_regions.png

    From 1 to 12: Glenumbra, Rivenspire, Stormhaven, Wrothgarian Mountains, Bangkorai, West Ghost, Karth, Craglorn, White-River, East Ghost, Dark-Water, Solstheim.

    06_culture_spread_penalty.jpg


    But then, how can you hold on to the land you conquer? Well, you can always invite settlers natives from the region to at least make it so the province is part of your culture group - which should appease the tensions.
    This is done through the Promote Local Culture Steward job, that works in very much the same way as the Promote Culture job from the same councillor. The only difference is that instead of spreading your own culture, you instead convert the province to a culture within your culture group that is native from the region.

    07_spread_local_culture_job.jpg


    Here, I am trying to convert the culture of a Mountain Orc county. Making it Glenumbran would take several decades, as my culture is not part of this nativity region.

    08_glenumbran_nativity.jpg


    So I can instead ask my Steward to promote a local culture, a culture within my culture group that is native to this region, in this case the Wrothgarian Mountains. It just so happens that the Northmen culture is native from here, so my steward will invite Northmen settlers and use them to make the province a bit easier to manage.

    09_northmen_nativity.jpg


    In the case that your culture group doesn't have a culture that is considered native from the place you're trying to convert, you will have no choice but to spread your own, at a much slower pace. Or you can install vassals sharing the province's culture.

    Most of the time your culture nativity regions are fixed. But there are some cases in which a ruler can, with enough effort, expand its culture zone of influence.

    10_turn_reach_nord_hold.jpg


    But keep in mind that these situations will be very rare.

    DEAD CULTURES:
    Some culture groups have been present in Tamriel for a very long time, and may have even ruled over a significant portion of it. But that was ages ago, and now younger cultures have taken their place.
    But that doesn't mean they are gone forever.

    Among these people is the reworked Nedic culture group. The Nedic once ruled over most of Northern Tamriel, and they are nowadays pretty much only represented by the Reachfolk. But an ambitious and powerful Reachfolk ruler could study the lost traditions of the other Nedic tribes, and slowly revive them over time.
    Among the lost Nedic people, the following can be rediscovered:
    - The Galen (in most of High Rock)
    - The Duraki (in Craglorn)
    - The Kreath (in White-River)
    - The Perena (in Colovia)
    - The Gemha (in Nibenay)

    The ancient tribes of the Kothringi in Black Marsh, and the Keptu in central Hammerfell are still alive when the game starts, but they hold far less land compared to the Reachfolk.

    Some other culture groups will also be given dead cultures to revive, like the Ayleids. It should make for fun playthroughs, as you try to re-establish some long lost traditions and cultures over your people's former empire!

    11_revive_keptu_culture.jpg


    INNOVATIONS:
    The world of TES is much unlike ours, but we've still tried to apply the CK3's standard over it.
    We have divided the timeline in four broad eras, or ages:
    - The First Era
    - The Early Interregnum
    - The Time of Pretenders
    - The Unification Wars

    As you can guess, the game will begin around the Interregnum, as the central authority in Cyrodiil crumbles, leaving most of the provinces broken and in constant struggle. As time progresses, warlords will conquer and unite their regions, until we can find strong regional hegemonies. But even these hegemonies will shatter, and at long last a powerful ruler might do what no one did before, and unify Tamriel...

    Each of these eras will have most of vanilla's innovations, as well as some specifically made to represent the cultural progressions in Tamriel.

    The closely guarded secret of the Moonstones in Alinor, the gradually increasing understanding, and power, of magic, and the Witch-Knights of the Reach are three examples of what we can represent with the innovations.

    12_moonstone_armor.jpg


    13_codified_magic_studies.jpg


    14_witchknights.jpg


    That is all for today! I hope you enjoyed this development showcase, and if you have any question about the cultures or other features, feel free to ask!
     
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  • LeSingeAffame

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    Hello everyone, and welcome to another Elder Kings 2 dev diary!

    Today we won't show any new big defining feature, but we'll rather focus on flavor and general mechanics.
    We will show you a new Perk Tree in the Martial lifestyle, a bunch of unique buildings, a dash of cultural flavor, and some nice religious flavor. We hope you'll enjoy it!

    The Plunderer Perk Tree
    Those of you who have played the first Elder Kings know that we handled raiding a bit differently from vanilla. While vanilla CK2 restricted raiding to tribals or unreformed religions, Elder Kings allowed everyone to raid.

    The same question had to be asked for CK3 and Elder Kings 2, and we wanted to reach a middle ground between the vanilla approach (heavily restrict who can raid), and the EK1 approach (everyone can raid).
    To reach that compromise, we present you the Plunderer Perk Tree.

    As you can guess, this perk tree will focus on looting, raiding, and plundering foreign land.

    01_plunderer_perk_tree.jpg


    This perk tree contains 7 perks and the Plunderer trait, and will allow you to raid (including overseas) and boost the results of your raids.

    Land Raids (starting perk):
    Raid Speed +25%
    Unlocks Raiding

    Sea Raids (requires Land Raids):
    Embarkation Cost -25%
    Naval Speed +25%
    Unlocks Raiding over seas

    Sacred Raids (requires Land Raids):
    You gain piety when bringing the loot home, equal to the amount of gold and prestige you get.
    So if you bring 20 loot back, you'll get 20 piety in addition to the 20 gold and 20 prestige

    Grand Raider (requires Sea Raids and Sacred Raids):
    Increases the resources gained when bringing the loot back home by 25%
    So if you bring 100 loot back, you'll get 125 gold, prestige, and piety instead of 100

    Prisoners and Loot... (requires Grand Raiders):
    Increases the chances of capturing a prisoner when raiding a ruler's capital

    Loot and Prisoners... (requires Grand Raiders):
    When bringing the loot back home, a small amount of development will be added to domain's provinces
    Every 5 loot will add 1 development point to a random domain province, targetting in priority those closest to the next development progress cap.
    So if you bring 100 loot back, and have one province at 95 development progress, another at 70, and a last one at 50, the first province will receive 5 development progress, and the second one 15


    Raider Blood (requires Prisoners and Loot... and Loot and Prisoners...):
    You gain a small amount of renown when you bring the loot back home
    Bringing 50 loot home will award 5 renown, in addition to the 62~63 gold, prestige, and piety)

    Plunderer (requires Raider Blood):
    Awards the Plunderer trait
    Martial +2
    Stewardship +1
    Prowess +2
    Army Loot Capacity +100%

    Hopefully this tree will allow you to fulfill all your Raiding needs!

    Unique Buildings
    The world of the Elder Scrolls is filled with special buildings, ranging from a gorgeous location, to a City considered the seat of the biggest Empire of Tamriel, with great Temples and holy walls in between.

    It would be impossible to represent each and every special location we see in game, so we try to strike a nice balance between enjoyable gameplay, and löre fidelity.

    02_imperial_city_buildings.jpg


    We'll start with the Imperial City. Seat of countless Empires through the ages, the Imperial City is, by far, the largest settlement in the world of TES. It is home to hundreds of thousands or millions of people, hundreds of cults, the Dragonfires, White-Gold Tower, it is the seat of the Elder Council, and so on.

    To properly represent its potential, it has - and by a large margin - the highest concentration of unique buildings.
    You will find the Arcane University, the Imperial City Harbor, the Bastion, the Temple of the One, the Imperial City Arena, Port Hestra, and obviously White-Gold Tower. It also has a unique duchy building, aptly named 'The Imperial City', so rulers who own the own Imperial Isle can really punch above their weight.

    03_mines.jpg


    Just like in vanilla, some settlements are built close to very rich or unique ore veins, that can be exploited to make the province, and by extension its owner, very rich.

    We have four exemples here:

    The Sulfur Deposits of Aalto
    Eastmarch has distinctively yellow water sources in some places during the Second Era. We decided to represent them via sulfur deposits, which are both very used in smithing, alchemy, gunpowder, and so on. Exploiting the deposits might not be as lucrative as ebony or amethyst, but it has the unique effect of making your Heavy Infantry and Spearmen considerably stronger - due to the higher quality of their weapons and armor.

    The Amethyst Mine of Kulati
    Kulati is knwon for its amethyst, the most beautiful in possibly all of Tamriel. Very expensive and very much wanted by the nobility, controlling the Mine here will make you one of the richest lords of Hammerfell.

    The Lapis Lazuli Mine of Del's Claim
    Found in Auridon, the second largest isle of the Summerset Isles, the Lapis Lazuli deposits were first found by Del, and the city was built around it and named in their honour. While not as expensive as Amethyst, it is still a very lucrative investment, and anyone who would like to forge a kingdom in Auridon should keep a close eye on these mines.

    Ebony Mines of Ravenrock
    Known by those who played Bloodmoon or Dragonborn, Ravenrock caught the attention of the East Empire Company during the end of the Third Era for its potential ebony deposits. They found even more than what they thought, and the settlement of Ravenrock was soon the center of attention in Solstheim.
    While it is very much outside the time frame of Elder Kings II, it is possible that the mine would have been built if a previous expedition reported that they found Ebony.

    04_holy_buildings.jpg


    Each faith has holy sites, and each holy site should have a special building. While most holy sites are very happy with a big temple, some require a bit more finesse in ther building design.

    Leki's Blade
    Leki's Blade, deep within Hammerfell, teaches the finest students of Hammerfell the ancient arts of the sword. Both an important center of martial knowledge, and a holy building, it is a more martial oriented holy site.

    Walls of Solitude
    Built ages ago, each brick composing the walls around Haafingar's capital has been blessed by the Divines, protecting the city ever since. Over time however, knowledge of these blessings has been lost... But by reiterating the divine rituals once again, these walls will both protect the city and show the piety of the city's ruler!

    Dragon Temple and Daedric Shrine
    Two more generic holy buildings, that you can build in respectively any faith with the Dragons as its pantheon, and any with one specific Daedra in their pantheon.

    There are many more unique buildings in Tamriel, but we can't show them all! We wouldn't want to completely spoil the surprise after all.

    The Blood Price (Orsimer flavor):

    05_blood_price_1.jpg


    The Orcs in Tamriel have a slightly different way of dealing with prisoners. Instead of letting them rot in a cell, they tend to extract what is called a 'Blood Price'. While this Blood Price does not have to be paid in blood - silver might do just fine, it is also a way to weaken potential rivals - after all an Orc that cannot fight will not draw a large amount of followers.

    When an Orc captures someone, they will ask for a Blood Price. The victim can either pay the ransom and be free, or decide that they could prove their worth by letting the jailor let them bleed for a while.
    How much blood has to be spilt depends on the crime. Someone you captured in a war and that has not done you any wrong can be free to go with just a small amount of blood loss, while someone that should be executed will bleed for hours, if not days.
    Depending on the imprisoned character's crime and current health, they might very well die...

    06_blood_price_2.jpg


    The Ristaag (All-Maker flavor):

    07_ristaag_1.jpg


    08_ristaag_2.jpg


    And now for someone less bloody! The Skaal of Solstheim believe in the All-Maker, and have dedicated rituals to perform should they need the All-Maker's support. One of these rituals is the Ristaag, a ritual hunt during which the Skaal will search for the Totem of Claw and Fang, use it to summon a powerful Spirit Bear, and slay it. Completing the ritual will show to the All-Maker that the Skaal are grateful for His protection, and will grant whoever started the ritual with a powerful Popular Opinion and Control Growth bonus.

    09_ristaag_3.jpg


    Summon Dragons (Dragon Cultist flavor):

    11_summon_dragon_1.jpg


    To stay in northern Tamriel, those who follow the Dragons - that is to say, not a lot of people - can spend large amounts of piety to call one for help in battle.

    12_dragon_rising.jpg


    This Dragon will fight at your side, but do not expect them to stay here for long - you serve them, not the opposite.
    As long as the Dragon is with you however, there won't be a lot of people who could defeat you in battle - and they are especially effective when the battle has been won and they can torch the battlefield.

    13_dragon_maa.jpg


    14_dragon_battle_result.jpg


    A Dragon will cost several thousand points of Piety and does not replenish - as I said they will not stick around you forever.
    They are to be called and used in times in need, or when you want to fight a much larger enemy - perhaps an Empire or even Living Gods..?

    15_dragon_cult_screen.jpg


    This is all for today, and I will leave you with a small teaser! We hope you enjoyed this dev diary, and as always make sure to check our Discord server where you can learn more about the mod, and get more teasers and screenshots.

    16_.jpg


    Have a fantastic day!
     
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    DD - Religion II
  • LeSingeAffame

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    Hi everyone! It's Singe again, and this time for another look at religions and faiths in Elder Kings II. The first time we talked about this was about six months ago, so if you need a refresher go read it here: https://forum.paradoxplaza.com/forum/threads/wip-elder-kings.1415723/page-4#post-27064953

    A lot has changed in these six months, and I feel like it is time to show what has changed, and what has stayed the same. Let's dive into it!

    Monotheist Pantheons
    Very early in the design work for the religions & faiths, we established that we wanted to represent pantheons with a lot more precision than vanilla. We quickly arrived at the conclusion that a new doctrine group would be needed. After that, the question of what to do with faiths that wouldn't be able to take patrons had to be solved, as they didn't worship several deities, or even a single one for some.

    As was explained in the first religion dev diary, polytheist faiths would be able to take a patron deity among a few predetermined ones, so a follower of the Divine pantheon could dedicate themselves to Akatosh or Mara, while someone who was part of a monotheist religion, like the Herd-Mother faith, would receive a permanent dedicated bonus.

    We expanded on that idea, and now the monotheist faiths receive a bonus scaling with Devotion. The cavalry bonus for the Herd-Mother pantheon, the Popular Opinion bonus for the All-Maker pantheon, or the Lifestyle Experience bonus for the Ancestor Moths pantheon now scale with Devotion, with even a penality should you be declared Sinful.

    01_scaling_horse_power.jpg

    02_scaling_lifestyle_exp.jpg

    03_scaling_popular_opinion.jpg


    Patron Deities Interface
    At first we had the passive patron and the active patrons (like the Daedra) in the same interface. However it became apparent that since they didn't do the same thing and didn't answer to the same rules, it would be better to put the Patron deities among the faith window - that and it would allow you to see the Patron deities associated with another pantheon!

    Below is the new Cyrodiilic Heroes pantheon, composed of various revered heroes in the vast region of Cyrodiil, led by Saint Alessia, Pelinal Whitestrake, Morihaus 'Breath-of-Kyne', Reman 'Light-of-Man', and Bendu Olo. You can even see the new art associated with them, which is also shown when you get the trait associated with the patron.

    04_ch_patron_trait.jpg


    Cultural Identity Doctrine
    Most faiths in the Elder Scrolls universe are also tied to a culture, or a people. Just like the Patron Gods mechanic, which is restricted to a tenet in vanilla but much more important in TES, the old Communal Identity tenet was not enough, and had to be made a full scale doctrine.

    05_cultural_identity.jpg


    The Cultural Identity doctrine comes in five levels, with each one tying the faith closer to the culture, making it easier to spread in provinces sharing your culture group or culture, but more difficult otherwise.

    With the Cultures being tied to specific parts of the world, see: https://forum.paradoxplaza.com/forum/threads/wip-elder-kings.1415723/page-9#post-27296283, this should make the map less prone to strange religious blobs, and should hopefully help keep some regional identity as time passes.

    To help understand how the decision to tie a culture to a faith is made, let's give an example for each level:
    - No Cultural Identity: Most Daedric cults are open to anyone no matter the culture
    - Cultural Identity: The splinter Eight Divines faiths are loosely tied to a Culture Group, such as the Nord Cult being tied to the Nordic Culture Group, or the Breton Rites being tied to the Breton Culture Group
    - Strong Cultural Identity: The Brutal Breed are an Orcish faith that emerged after the fall of Orsinium, and which is much more fundamentalist and agressive than your usual Orcish faith - with the goal to make every Breton and Redguard pay for the crimes commited against the Orc-folk, real or imagined
    - Communal Identity: The All-Maker faith is tied to the Skaal people, and even other Nords might not necesseraly understand it and be ready to follow it
    - Strong Communal Identity: The Nerevarine Prophecies are almost exclusive to the Ashlander tribes of Vvardenfell, and they tend to be rather exclusive of other people - even going as far as not considering that the Nerevarine might be a non-Ashlander, which is rather ironic given the events of TES III

    Special Doctrines
    So with these two new general doctrines - the Main Pantheon and the Cultural Identity - the main doctrine interface was already full, and it became much harder to find space to add new and more special doctrines.
    To this end we added a new doctrine group, the Special Doctrines. If you remember the doctrines such as the Ecumenical doctrine, or the branches of Islam, that's where they would be put in Elder Kings.

    For now we use two special doctrines, the Cyrodiilic Cult, and the Council of the Eight.

    The Cyrodiilic Cult is used to represent how religiously diverse Cyrodiil is, with strange hero cults, veneration of previous Emperors, and bizarre faiths such as the Ancestor Moths living in relative peaceful coexistence. This doctrine allows them to view one another as Astray, even if they do not share the same Pantheon - as it would otherwise make them see each other as Hostile.

    While the Imperial Cult is part of the Cyrodiilic Cults, other splinter faiths of the old Eight Divines religion aren't, so if a Breton Rite ruler was to hold a part of Cyrodiil they would see these strange hero cults and other bizarre faiths as Hostile.

    06_cyrodiilic_cult.jpg


    The Council of the Eight is used to represent how close the old Eight Divines faiths are, even if they do not share the same beliefs. Each Chapel handles its own affairs, but they all answer to the Council of the Eight, led by the faith with the highest number of county followers (which will almost always be the Imperial Cult, but you never know what could happen...).

    To represent this, the leader of the Council of the Eight receives a special doctrine, Council of the Eight - Leader, which gives them a slight fervor bonus for each faith that is part of the Council of the Eight except them (so at game start, the Nord Pantheon, the Breton Rites, and the Redguard Creed).
    The other members of the Council of the Eight receive another special doctrine, Council of the Eight - Member.
    Both of these doctrines also reduce the conversion speed against other faiths which are part of the Council of the Eight - so the Imperial Cult will have trouble getting a foothold in Skyrim if it tries to erase the Nord Pantheon, and should try to find other areas to expand into.

    07_coe_leader.jpg

    08_coe_member.jpg


    Daedric Doctrines
    When we first showed the faiths and religions of EK2, we talked about how you would be able to add the various Daedric Princes to your pantheon, with daedra-aligned doctrines and tenets. While the idea was, and without any bias, very good, in execution it felt a bit awkward. So we tweaked it a bit, keeping the idea but giving more control over who worships what.

    To this effect, each faith has now a view on each and every of the 16 Daedric Princes. While most faiths have a general view of the Princes, with the Imperial Cult considering the worship of any of the 16 Princes criminal, some other faiths handle them differently - the Velothi faiths being the most obvious example with the Good Daedra (Azura, Boethiah, Mephala) who can be accepted or part of the Pantheon, the Bad Daedra (Malacath, Mehrunes Dagon, Molag Bal and Sheogorath) who are always criminal, and the ones in between that are considered shunned.

    09_ic_daedric.jpg

    10_nc_daedric.jpg


    When designing a faith, you have four possibilities when dealing with Daedric integration.

    If your faith is monotheist (Herd-Mother doctrine), you can't add a Daedra to your pantheon.
    If your faith is monotheist but worships a Daedra (Malacath doctrine), you can't add other Daedra to your pantheon, but the specific Daedra you worship is considered Focused and will allow you to request better and stronger boons, even allowing you to start a full scale invasion of Nirn...
    If your faith is polytheist (Divines doctrine) then you can only include Daedra that you are aligned with. This works exactly like before, so if your faith allows Vampires you have the ability to include Molag Bal, but you do not have to - and that's the main difference.
    If your faith uses the 'Daedric Princes' main pantheon doctrine, then you can freely choose which Princes you worship, and which ones you disallow - but you can only worship the Daedric Princes and not an external pantheon.

    11_mono_add_daedra.jpg

    12_poly_add_daedra.jpg

    13_daedra_add_daedra.jpg


    However, not everyone worships the Daedric Princes in secret... And while we are not yet ready to show everything about it, I can give you a small teaser of what's to come!

    14_secret_daedric_worshipper.jpg

    15_stress_secret_daedric_worshipper.jpg


    New Pantheons
    Below can be found some of the current pantheons, and some of their patron deities.
    Keep in mind that art and effects are WIP and subject to change!

    16_ic_pantheon.jpg

    17_ch_pantheon.jpg

    18_da_pantheon.jpg

    19_pantheon.jpg


    New Tenets
    Of course it's not only new doctrines that have been added, but new tenets as well!
    Most of these are used in some of our custom faiths, so you will find them as you explore Tamriel in CK3.

    20_tenets.jpg


    Faith Creation Window
    The new doctrines, either main, criminal, or Daedric, take up some valuable space, and the faith window was not made with all of that in mind.
    Our very talented GUI artist allowed us to hide some specific doctrinal categories, so that it's easier to navigate the window when you create a new faith!

    21_hide_doctrine_group.jpg


    And that's all for today!
    We hope that this dev diary answered some of your questions, and as always feel free to join our communities following these links:
    Discord: https://discord.gg/zarB4GZ
    Subreddit: https://www.reddit.com/r/ElderKings/
    Our Paradoxplaza thread: https://forum.paradoxplaza.com/forum/threads/wip-elder-kings.1415723

    As a bonus, the new Bosmeri faiths that you will find all over Valenwood!
    22_bosmer_faiths.jpg
     
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    The Personal Memoirs of King Anton I
  • WildPeacock

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    The Personal Memoirs of King Anton I
    Recovered by Edouard Sauvage, Apprentice-Historian of the University of Gwylin

    1622142641356.png


    [...]

    9th of Sun's Dusk, Year 430 of the Second Era


    An auspicious day. The news just reached me. As a convoy ship from King Lywel of Wayrest made its way into Glenumbra Bay, the crew's mage couldn't wait the ship dock and immediately relayed the information to my court mage. The Potentate is gone. Assassinated by a black dart! His heirs are all gone as well, hunted to the last of them. Cyrodiil is aflame in conflict as local Tsaesci magistrates try to keep their alliances intact with the Nibenese while Colovian warlords demand the crowning of a true (Colovian, of course) Emperor.
    1622140941838.png

    I can only hope that this situation is sorted soon. While no one in Daggerfall can say that they loved Savirien-Chorak (I myself couldn't help but mistrust his Akaviri ways, they are a sneaky lot!), a rogue Empire will do no good to no one, specially if they decide to meddle in High Rock.

    [...]

    20th of Evening Star, Year 431 of the Second Era


    The situation in Cyrodiil is still chaotic. Merchant ships from Anvil tell of a Tseasci lord, backed by the treacherous Nibenese (always them!), with some obscure connection to the late Potentate's family. His troops lay siege to the Imperial City, and it's said that the Elder Council is prone to recognize him as the heir-presumptive to the Empire. What a bunch of nonsense!
    1622142319170.png

    Oh well, while the Cyrodiilics can't help but fight among themselves, the Bretons of High Rock must take care of their own problems.

    Barely a year ago, as the Potentate's dead resulted in the Empire losing its grasp over the provinces, the rulers of Shornhelm took upon themselves to exterminate High Rock's smelliest problem: the city-state of Orsinium. Easily the Potentate's most controversial move, the recognition of Orsinium as an independent state never settled well in High Rock and Hammerfell. After all, only us Bretons and Redguards know how much despair the Orcs' raids cause to our commerce and general tranquility.

    After Orsinium was razed to the ground once again (as it shall always be!), we thought that the Orcs wouldn't present a problem. As it usually goes in the history of Bretonhood, we were mistaken, the Pariah Folk can't be dealt lightly with some razing. Just as the last of the ruins of their once "great" city (now aptly named Black Wastes, thank the Gods!) settled into place, convoys from close-by Westmark Moors warned us that some Orcs were seem congregating in the old site.

    As such, under the guidance of my zealous son-in-law, Maxevian of the Baelborne family, I have seem fit to send an expedition of knights, thus named the Pale Watch, to build a fort near the ruins of Orsinium and keep those glorified goblins in-check.
    1622142438745.png

    Some of my councillors were skeptical, they think the great distance between the Watch's domain and Daggerfall could present a logistical problem. Fools! Do they want another Orsinium rising? I guess not. Do they not remember what happened to my sister, the beloved Queen Nurese of Betony? Slayed by those danmed Seamount Orcs as if she was a common peasant? As long as I live, no one in High Rock shall forget the crimes of Orc-kind.

    [...]

    14th of Rising Star, Year 440 of the Second Era


    May the Eight help me... The realm is in shambles...

    This is certainly not how I would have imagined my 40th year in the throne would be. I should be celebrating, not lamenting!

    The dust never settled in Cyrodiil. The new "Potentate" barely established his authority over the nearby provinces as the Colovian Estates elected a General and rose in rebellion (Rislav would be proud!) to send those damn Tsaesci out of Tamriel for good. What could have been a brief interregnum now looks more like a permanent, and chaotic, state of affairs.

    High Rock, once basked in new-found freedom, is now back to its natural state of noble pettyness. Even my loyal (or so I thought) vassals can't stand still.

    The Duke of Daenia (or, as he call himself nowadays, King Theodastyr of Daenia) has continously refused my envoys, following the footsteps of the unruly Garclays of Reich Gradkeep (what a shame to call them cousins!) and asserting his dominance over northern Daggerfall. Countesses Maelle of Baelborne, barely 18 years of age, has taken the county to herself and refused to recognize Maxevian's right to the throne (Princess Donella is devastated!). Not even the old and feeble Countess Annabelle of Ilessan kept her word to me, as soon as she heard of Theodastyr's antics, she too stoped paying her taxes to her rightful liege (me!).

    For the glory of the Deleyn dynasty, I guess the loyalty of Duke Gerard of Glenpoint and Count Darius of Shalgora shall suffice for now.
    1622143995823.png

    It might sound petty (may the Gods forgive me for my sin!), but I take some solace in knowing that the rest of High Rock's kingdoms (and Tamriel's, truly) aren't faring much better. Camlorn and Northpoint are Kingdoms only in name, while Shornhelm, Evermore and Wayrest too are dealing with unruly vassals. The Western Reach has seem little change, as Orcs and Reachmen still fight among themselves for control over every snowy hill, just as they did twenty years ago.

    Only the Direnni of Balfiera seem to be doing well, expanding their domains into mainland High Rock once more under the guidance of Kinlord Ancotar (my ancestors would shake in their graves if they could read this!).

    1622144159633.png

    As if things couldn't get any worse, just today I greeted an envoy from High King K'avar of Hammerfell (his title but a homage to his late father, High King Ar-Azal, the last proper ruler of Hammerfell, as the High King now barely reigns over anything more than the domains of Hegathe and Sentinel) asking for my help with Akaviri pirates in the Iliac Bay! The (true) Potentate may be long gone, but the damn People of the East are still causing great trouble in Tamriel.

    You would think those snakes would be grateful enough that I allowed them to keep their holdings in the County of Rhalta, but no, not only has Rhalta sided with Petty King Theodastyr in his misguided attempt at independence, we now got those so-called "Masconian Raiders" in the Cybiades Atoll, disrupting trade in the Iliac. Unfortunately, as I informed the hopeful Redguard diplomat, funding the Pale Watch has left Daggerfall's treasure without enough drakes to deal with this new threat.

    Even if K'avar manages to reconquer the atoll by himself, it is unlikely that it will be the last we hear of the Tsaesci, unfortunately.

    1622144560823.png

    Better finish this entry for now. Cursed be Sheor, I can feel myself getting weaker everyday. As I wait for my last breath, I pray every night that Donnela's reign will see the rise of Daggerfall once more. She deserves it. Daggerfall deserves it. High Rock deserves it! Damned be the assassins of Savirien-Chorak!

    1622144905021.png
     

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    DD_10_title.png


    Dev Diary #10 - Map, Titles & CoA



    Hey everyone!
    It's been a while since I last showcased our mapping progress, as we've been hard at work implementing the rest of our titles... that's right, we've implemented all Provinces, from High Rock to Black Marsh in just 11 months!

    DD_10_1.png

    (Please excuse the white bits in eastern Tamriel, the papermap has not been adjusted to the outline changes yet)

    Currently that's a total of 4545 Baronies, over 1500 Counties, 300+ Duchies, 70+ Kingdoms and 10 de jure Empires, possibly creating the most extensive and comprehensive depiction of the world of the Elder Scrolls to date!
    But of course, all these titles do not make up Tamriel by themselves. The underlying terrain is the real star. Skyrim in particular looks exactly like players of Elder Scrolls 5 remember it.

    DD_10_2.png


    Elder Kings 2 also features areas never seen in a TES game since Arena. Areas that lack modern depictions and modern lore. Something we took advantage of to give Tamriel (and Yokuda) our own unique touch. For example the fertile coast of the Taneth Bay and the huge and dangerous Alik'r Desert north of it.

    DD_10_3.png


    There's of course more to titles than just their names and hierarchy, like important buildings you can find in some of them ( which got showcased in an earlier dev diary) and something every one of them has: a Coat of Arms.

    DD_10_4.png


    And there's a lot of flavor to be found in CoAs in EK2.
    Cyrodiil for example has the well known Red Diamond as its Coat of Arms. Yet the Interregnum is a tumultuous time, so many cultures could end up holding the Heart of Tamriel. Some with their own ideas how the Red Diamond should be presented. Perhaps you can guess which cultures are holding Cyrodiil here?

    DD_10_5.png


    Meanwhile in Skyrim, the CoA of the Empire-tier title changes depending on where the holder has their capital. If they are located outside of Skyrim, they will receive the basic jagged crown CoA. However, if the holder's capital is in one of Skyrim's Holds, they will receive an upgraded version of the Hold CoA.

    Like CoA, titles themselves also come with cultural flavor. For example while the Redguards of Hammerfell call the Kingdom in the Southern Bangkorai "Ojwambu", other peoples know it as "Hallin's Stand". Or while the native Khajiit call the Kingdom on the Rim "Rim'kha", other peoples know it simply as "Rimmen". But especially Ayleids, whose remnants can be found in the most remote corners of Tamriel, wll see the names of a lot of places in Cyrodiil and its borderlands restored to their proper, ancient names.

    DD_10_6.png





    To end this Dev Diary, I would like to inform you about an upcoming event in the CK3 Modding Community!
    We're happy to announce that Elder Kings 2 will participate in ModCon, an upcoming all-digital event that's all about the many, many great CK3 Mods currently in the making (and already released).
    At the main event we'll reveal our Imperial City and Cyrodiil Terrain - and some secret imperial flavor™️ Singe has been working on.
    More Information will be shared soon!




    And as a treat, have a merged de_jure map of Empires and Kingdoms!
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    Dev Diary #11 - Bag of Tricks & Recent changes


    Hello everyone, and welcome to another development diary, showing some of our recent changes and additions to the game.
    This is the first DD of the week, and what a week! ModCon is just around the corner, and with it comes quite a lot of teasers, dev diaries, and exciting new content!
    Don't forget to check out the website to know what mod teams will be part of ModCon, and what you can expect to find here: modcon.xyz/

    Today we'll talk about four of our recent changes. We'll start with new innovations, both general and culture-specific, then we will show how powerful and famous rulers in Tamriel can claim that Might makes Right, after that we'll see how the ruler of the Imperial Isle can benefit from its special buildings without having to hold them personally, and we'll finish with the Bridges of Leyawiin, and why the Potentate wanted them to be destroyed...

    Innovations:
    Tamriel is a magical place, both quite familiar and very different from our own world. To help give the world of the Elder Scrolls its own identity, we have to tailor the Innovations and Technologies so that they can show how vast and diverse the universe is.
    As stated before, we kept the four technological eras, named 'First Era', 'Early Interregnum', 'Time of Pretenders' and 'Unification Wars'. We also have a 'primordial' technological era, named 'Merethic Era' where the nativity innovations (see here for a refresher on what nativity regions are) are stored.

    01_innovations_eras.jpg


    Each of these eras contains most of the vanilla innovations, as well as new ones symbolizing advances in magic and spellcasting, and adding some famous institutions that were born either during the late Second Era, as Tamriel was being united under Tiber Septim, or during the Third Era under the Septim Empire.

    02_siege_innovations.jpg


    03_magic_innovations.jpg

    Note: You can see a "Master's Field" building in the War Magic innovations. This is part of an Academy holding that is meant to represent places of learning. More on that in a future dev diary.

    04_other_innovations.jpg


    Different cultures also have evolved unique ways of fighting. Most if not all cultures have at least one unique (or at least special) regiment as early as the First Era, and some also unlock more as time passes.

    05_maa_1.jpg


    06_maa_2.jpg


    07_maa_3.jpg


    Might makes Right:
    The world of Tamriel is filled with powerful warlords and rulers who didn't really abide by the conventions of their time. Why would an Emperor wait until the Unification Wars to attack and fully annex a kingdom that is part of their domain?
    To solve this issue while still keeping the trend towards bigger wars as the game progresses, we allow very famous individuals to bypass some innovations requirements, with a concept named Might makes Right.

    08_might_makes_right_concept.jpg

    During the early eras, rulers are locked behind small de Jure casus belli and weak Crown Authority laws. While it allows for a progression towards bigger wars and increased centralization as time passes, it might not fit the Elder Scrolls universe. To this end, rulers with high enough levels of Fame can declare these wars or enact these laws, even if they lack the required Innovation. Getting the innovation later on will allow characters to use these actions, no matter their fame.
    This allows for a smoother transition between a character and fame based gameplay as in Tribes and a law and rules based gameplay as in feudal realms.

    09_mmr_cb.jpg

    Note: Succession Laws are still fully locked behind innovations. A succession acts, by definition, once you are dead, and as such your personal fame does not really matter anymore. You can still influence it by having a very high level of Fame and enacting the Absolute Crown Authority law and choosing your primary heir.

    Some faiths also place a great deal of authority within codified rules and strict legal procedures. These faiths allow you to use Devotion as well as Fame in all of the Might makes Right requirements. While a Colovian that follows the Imperial Cult needs to be 'Exalted Among Men' to use a Kingdom-sized de Jure war, an Orc that follows the Code of Malacath can either be 'Exalted Among Men' or a 'Paragon of Virtue'. Same goes for laws, either fame or devotion is required to enact them.

    10_mmr_law.jpg

    Diplomatic vassalization:

    Diplomatic vassalization now follow the same rules as Casus belli or Crown Authority laws. You will need specific innovations to ask a ruler to become your vassal, unless you have a high enough level of Fame or Devotion. House Heads can however always ask members of their House to become their vassal, and Dynasty Heads can always ask members of their dynasty to become their vassal.

    11_cb_innovations.jpg

    Note: The 'Provincial Governor' special contract shown in the 'Provincial Governors' innovation will be further explained in a future dev diary.


    Imperial Isle bonuses:
    While designing the Imperial Isle building it became clear that some of them would most of the time be rather useless, as they may not be held by the holder of the Imperial City. The Arcane University, the Imperial Arena, and the Imperial City Harbor are in holdings that cannot be held by Feudal rulers, and the rest may be given to vassals.

    To help make the buildings still useful even if you do not personally hold them, any ruler who has the Imperial City as their capital receives bonuses if they do not personally hold one of the Imperial Isle special buildings, as long as they are in their realm. These bonuses are smaller than if you were to personally hold the buildings, but at least the Arcane University is not entirely useless if you're Feudal.

    12_imperial_isle_bonuses.jpg

    The Imperial City Harbor also slightly increases the tax and development growth of the whole Imperial Isle if it is part of your realm... And as long as it is open.

    13_imperial_city_harbor.jpg


    The Bridges of Leyawiin:
    A small piece of lore of the early Second Era is that the Potentate demanded that the Bridges of Leyawiin be destroyed, as they hampered the flow of trade along the Rumare.
    To help represent that, Leyawiin has been given a special building that significantly increases the taxes and development of the city, and slightly increases the taxes of all the holdings in the duchy.

    14_bridges_of_leyawiin.jpg

    However, this building also disables the Imperial City Harbor and Port Hestra - two important buildings in the Imperial Isle, as well as the Tradeport building line all along the Rumare. One of the first actions of the Potentate or any ruler who seizes the Imperial Isle should be to force the ruler of Leyawiin to destroy the bridges.

    15_disabled_port_hestra.jpg

    To destroy the Bridges of Leyawiin, one must rule over the city while not holding it as its capital. If the city is held by a vassal, the vassal must have a very high enough opinion of you, have a high opinion of you and be scared of you, or you must have a strong hook over the vassal. After paying a prestige cost, the Bridges will be destroyed and after a month trade will once again freely flow along the Rumare.

    16_destroy_bridges_leyawiin.jpg

    Should you lose control of Leyawiin, its holder will be able to rebuild the Bridges, and once more restrict who can pass through the city.


    This is all for me today! Tune it tomorrow for more exciting teasers, Wednesday for another development diary - this time focused on some recent map changes, and don't forget to check out ModCon on Thursday!
     
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    Dev Diary #12 - The Great Construction


    Hello everyone, and welcome to the second dev diary of the week! Today we will see some of the recent map changes, including a handful of new cultures, our current nativity zones, some work on the papermap, and the latest cultural and religious maps!
    Don't forget to check the previous dev diary about some other recent changes, the recent Yokudan flyover, and the fantastic music made by Sylwester Faustmann that you will be able to hear in game!
    Also, ModCon officially starts tomorrow, and it will feature two panels with both Theyn (our main map modder) and myself, in which you will be able to know more about the mod! Check the website and tune it for a three days-long convention full of mind-blowing mods and panels!

    The Strident and Senchalese:
    Both Cyrodiil and Elsweyr are hotspots of cultural exchange pot and various influences from all around the world, and to better represent that the cultural layout of the provinces has been slightly changed.

    01_strident_culture.jpg

    The previous Colovian block has been broken down in two, with the Colovians proper still around the Colovian Highlands and the West Weald, and the new Strident in the Gold Coast.
    The Strident mostly take influence from their Colovian and Yokudan neighbours, and are renowned sailors and traders. Some of the well-known Pirate Lords of Cyrodiil, such as Isobel 'the Regal Pirate' Gurges and Fortunata ap Dugal are now considered Strident. The Strident culture can also spread to the Abecean and Brena regions, while their Colovian neighbours cannot.

    02_senchalese_culture.jpg

    The Senchalese Khajiits are, as expected from their name, centered around the port of Senchal. While their Pelletinian neighbours are more spiritual and faith-oriented due to the influence of the Mane, the Senchalese thrive in the grant Port of Senchal, are are renowned merchants who control a vital spot in the Tamrielic trade network.

    The Nativity Zones:
    As explained in our first cultural dev diary, most cultures in Tamriel are assigned one or several zones in which they can easily spread. This allows for a much more coherent cultural map even centuries down the line, and should help keep some regional identity as your Hegemony over Tamriel grows.
    There are, at time of writing, 42 nativity zones, with each having a unique set of cultures that are set as native to them.
    For example, the Gold Coast nativity zone, which mostly consists of Anvil and its countryside, contains the Strident (Cyrodiilic), Forebear (Yokudan), and Perena (Nedic) cultures.

    Below is a screenshot containing the current nativity zones.

    03_nativity_regions.jpg

    IMPORTANT NOTE: The team does not yet know how the 1.5 rework will impact our existing cultures, our existing cultural features, and any other potential or future culture. We will have to see when 1.5 and Royal Court are released.

    The Papermap:
    While we already have breathtaking terrain thanks to our very talented heightmap modder, sometimes you might want to zoom out and observe your wonderful Dremora-cultured Meridia-faithful empire in all its glory, and this is where the papermap truly shines.

    04_yokuda.jpg

    From the wasted lands of Yokuda, to the tall mountains of Skyrim, it is filled with little details showing the terrain of the region and with easter eggs for your eyes to catch. Mythical creatures and lost islands only wish for you to find them!

    05_skyrim.jpg


    06_comparaison.jpg

    Worlds Collide:
    A beautiful map also needs beautiful cultures and faiths.
    Below you will find the latest cultural and religious maps, showing how diverse and magical the Elder Scrolls universe can be.
    See if your favorite culture and people can be found, and try to guess which one you will play with first!

    07_cultural_map.jpg


    08_faiths_map.jpg


    This is all for this second dev diary of this week! Don't forget to check ModCon starting tomorrow, and Friday you will find me again to talk more about a certain Colovian Warlord, also called 'Liberator', 'Tyrant', 'Savior', or 'Conqueror' by some, the one and only General Attrebus!
    We will explore our first bookmark together, called 'Warlord Rising'. We will see what exactly happens here, and why he has such a special place, as the one who brings down the Potentate and starts the Interregnum...

    See you then!
     
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    DD #13 - Warlord Rising

    Hello everyone! The first day of ModCon is already over, and for those who were able to catch the stream we hope that you enjoyed it and the EK2 panel!

    In this fine evening we will talk about the first bookmark of Elder Kings II, 'Warlord Rising'.

    In Elder Kings I, the earliest start date was set in the 450th Year of the Second Era, at the beginning of the Interregnum. The Elder Council had just seized power in the Heartlands and established the Imperial Commune 20 years after the last Akaviri Potentate was assassinated, and most of Tamriel was broken down in petty states and small feudal realms.

    In Elder Kings II, we also want to explore the events leading up to the Interregnum, and some of the drastic changes that occured within a handful of years.

    In Warlord Rising, we allow you to see and take part in the war between Attrebus Sosildor, General of the Colovian Estates, and the Akaviri Potentate remnants led by Aixnieras Chorak, distant descendant of the last true Akaviri Potentate Savirien-Chorak.

    01_timeline.png


    Meet the players - Attrebus & Aixnieras:

    02_bookmark.jpg
    NOTE: You might notice that the bookmark UI is a bit different compared to vanilla. Our UI wizard managed to make it so all bookmarks sharing the same date can be grouped together and only shown when needed, which considerably increases how many bookmarks we can make accessible.

    Our first protagonist Attrebus Sosildor is a young but already famous general, who led some of the Cyrodiilic forces right after the assassination of Savirien-Chorak, as bandits and other nuisances were taking advantage of the chaos to harass the countryside.
    Raised under the Prelate Claber of the Abbey of the Eight, he received the Prelate's burning zeal and hatred for all those who corrupt the land - Daedra, vampires, and heathens.
    He sees the remaining Akaviri remnants as a dire threat to the people of Cyrodiil, and pledged to rid the Imperial Province of those who would oppress her.
    After rousing the common folk and petty lords around Chorrol, he formed the Colovian Estates and got the support of Colovian great lords such as Kvatch or Skingrad, and even the Elder Council backs him - as they saw his war as an opportunity.

    The other side of Cyrodiil is ruled by Aixnieras Chorak, son of a bastard son of Savirien-Chorak, the second Akaviri Potentate. After the assassination of Savirien-Chorak and his heirs, he managed to hold control over the Imperial Isle as the rest of Cyrodiil, and Tamriel at large, refused the rule of another Potentate.
    As Attrebus was mounting his army against him, Aixnieras convinced most of the Nibenese lords to pledge themselves to him, if at least for a while, as this Colovian warlord would surely destroy the carefully crafted peace of the previous Potentates and upset the balance of power between Colovia and the Nibenay.
    While Aixnieras cannot pretend to have any authority over Tamriel, he will have to rebuild what was once the Akaviri Potentate, which starts with defeating the Colovian Warlord...

    The War - Attrebus' Overthrow of the Akaviri Potentate:

    03_war_screen.jpg

    As previously explained, Attrebus is leading a war against the Akaviri Potentate, with the first having the backing of most Colovian lords and the Elder Council, and the second holding the Imperial Isle and having the support of parts of the Nibenay.

    Attrebus is also joined by his mentor and friend, Prelate Claber of the Abbey of the Eight, and his father-in-law, Ilavio Valentian, who stands to also take land should Attrebus' war end in a clear Colovian victory.
    Aixnieras is joined by the Legionary's Council, the ruling body of the Imperial Legion. Due to the crumbling state of the Potentate, most of the Legion has been disbanded or deserted, but a few Tsaesci loyalists banded together and formed the First Legion.

    This war is considered a total war, as no side will ever back down from the fight. The Potentate is fighting for its life, and Attrebus swore to destroy the Potentate once and for all and rid Cyrodiil of the remaining Tsaesci lords. As such, no white peace is possible. One side will have to triumph.

    Attrebus' cause is however only as strong as he is. Should he fall in battle or due to a dagger in the back, his war will end and the Colovian Estates will shatter - with the Akaviri free to once again establish their rule over Cyrodiil.

    04_death_warlord.jpg

    A Triumphant Warlord:

    05_triumphant_warlord.jpg

    Should Attrebus win, the Potentate will be shattered and Aixnieras, or whoever is currently named Potentate, be imprisoned. Attrebus will seize all land directly held by the Potentate, and will annex all the land formerly held by the Tsaesci ruler of the Imperial Isle.
    In the east, Attrebus' ally, Illavio - or his line should he die before the end of the war, will seize some land as payment for their help during Attrebus' struggle.

    Cyrodiil will now be at a standstill... The order of the past four centuries has been destroyed, and the Imperial Province now stands at a crossroad...

    Attrebus' Reforms:
    The Elder Council agreed to help Attrebus' cause under one condition: That the Heartlands be ceded to them, and that Attrebus enacts a few needed reforms.
    Attrebus' popularity and power thanks to the war make him a prime candidate for some required but unpopular reforms, and he would be an easy scapegoat should some lords grumble once the Elder Council takes over.

    To this end, Attrebus is given a set of tasks, which are vague missions that the Elder Council requires you to fulfill. How exactly you accomplish these is left up to the General, but should you play as him you will have to act quickly - the Elder Council might support you but they are not known for their patience.

    06_interregnum_decisions.jpg

    As Attrebus, you will have a countdown before the Elder Council forcibly removes you from power, and leads Cyrodiil into the Interregnum.
    To enact your reforms, you will have to show the Elder Council that you are actively working on it, by fulfilling some Required Tasks.


    07_required_tasks.jpg

    IMPORTANT NOTE: All the tasks you see here are work in progress. Their numbers are not final, what they require are not final, what they give in return is not final. This is an early draft of the process, so it may significantly change. The general idea however should stay.

    As you can see, the Elder Council requires Attrebus to do three things:
    - Deal with the Tsaesci Remnants of Cyrodiil - The Akaviri Potentate ruled Cyrodiil for long enough, and it is time that Cyrodiil take its own course, free from the tyranny of the snakes from Akavir. You will have to forcibly expell all the Tsaesci lords in Cyrodiil, and ensure that no province in Cyrodiil has the Tsaesci culture.
    - Pay your debt back to the Elder Council - The Elder Council bankrolled you for years, and paid for most of the war efforts. It is expected of you to use your new power as lord of the Imperial Isle to pay your debts. While seizing the Imperial City alleviated most of it, what you owe to the Elder Council is still sizeable.
    - Secure the Heartlands - As the Akaviri Potentate fell, the Heartlands were attacked and parts of it seized by dangerous foreigners. It is up to you to make sure that the Imperial Isle is safe.

    08_debt_warlord_decision.jpg

    We will take a closer look at one of Attrebus' required tasks, Debt of a Warlord.
    As previously explained, the Elder Council funded most of your war effort, and they want you to pay them back before you hand the Imperial Isle back to them.

    To this end, you have to give them a total of 2000 gold. How exactly you get this gold is irrelevant, the Elder Council's only wish is that you get it and hand it over to them. You may ransom some prisoners, raises taxes in Cyrodiil, or even take the Plunderer Tree and start raiding! Who knows.

    Once you have the required gold, you will be able to take the decision and pay your debts, fulfilling your second task.

    Each required task that you fulfill gives you 5 more years as Lord of the Imperial Isle, 5 more years that will be necessary to fulfill your other required tasks, or to work on more... Personal ambitions.

    09_debt_warlord_event.jpg

    10_warlord_debt_fulfilled.jpg

    A Warlord's Ambitions:
    Attrebus has been given emergency powers by the Elder Council, and while they expect you to only work on what they ask you to, you might be tempted to also serve your own ambitions.

    These ambitions are also handled via the tasks system that was previously explained, but these tasks are required optional. They do not increase your time as Lord of the Imperial Isle, and some may even *decrease it*, as the Elder Council might start to get worried.

    Some of these tasks can be used to elevate yourself as a Cyrodiilic Hero, or to rebuild the First Legion - who could very well be loyal to you and only you.

    11_cyrodiilic_hero.jpg

    The Colovian Cincinnatus:
    Your powers are only temporary. The Elder Council needed you for a while, as Cyrodiil needed your guiding hand, but after a while they will expect you to hand them the Imperial Isle and usher the Interregnum.

    12_colovian_cinmachin.jpg

    The state of Cyrodiil once you hand back power to the Elder Council depends on your actions.

    If you paid back your debts, the Elder Council will start much richer.
    If you managed to Secure the Heartlands, the Elder Council will receive all the titles within the de Jure Kingdom of the Heartlands, and be known as the Lord-Protector of the Heartlands. Otherwise they will simply be the Lord-Protector of the Imperial Isle.

    The Empire title that you held for a while will be destroyed, and the Interregnum will finally begin. Cyrodiil, and Tamriel, will now follow its own course, free from any Emperor or other tyrant... For the time being.

    13_interregnum_cyrodiil_shattered.jpg

    As Attrebus, your fate is now in your hands. You still control Chorrol, and still have friends in the Prelate Claber and your ally in the east. Perhaps it is time to spend more time with your family?

    Or perhaps you wished that it did not happen that way?

    The Colovian Caesar:
    Of course, the Elder Council expects you to relinquish power.
    But what if you did not?
    What if you thought that the Elder Council stood in the way of what Cyrodiil needs the most?
    What if you were able to placate the Elder Council long enough to get powerful allies and fulfill enough optional tasks to refuse the EC's claim, and instead hold on to the Imperial Isle for yourself?
    IMPORTANT NOTE: This section is even more WIP than the rest. Most of it will probably heavily change before release, even though once again the general idea should stay the same.

    14_interregnum_just_say_no.jpg


    Powerful and ambitious players will have to be very careful and play their cards well. Attrebus' claim is almost non-existent at game start, and no one will accept your rule.

    But over the years, you will have opportunities to make yourself more powerful. The First Legion might declare themselves loyal to you, you might get your father-in-law to back your claim by offering him the title of Imperial Count of Bravil, and the common people may support you, especially those of the Imperial Isle, if you shower them with gold and prosperity.

    And when it is done, you may decide to convene the Elder Council, and tell them that their service is no longer required...

    15_interregnum_just_say_no_lol.jpg

    Of course, they will refute your claim. But while most would probably falter and back down, you may find yourself with enough backing and power to force the Elder Council's hand.

    You will start a second civil war, this time facing the Elder Council's champion. Once more your actions will change how the war goes, and Cyrodiil will once more hold its breath.

    If successful, the Elder Council will name you Potentate and leave you alone for the rest of your life. You will still be able to complete some optional tasks, and this time without the Elder Council behind your back.

    However, keep in mind that even if you get named Potentate-for-Life by the Elder Council, the civil war will have been devastating for Cyrodiil. Having just seen the second Potentate brutal murder, the crushing war between you and Aixnieras, and the final war between you and the Elder Council, it will be severly weakened and you may be forced to relinquish control over most of Cyrodiil... For a while.

    The Colovian Augustus?
    Of course, Attrebus being named Potentate raises the question of Emperorship. Even though Attrebus holds a lot of power, and might be considered one of Cyrodiil's greatest champions, he still does not hold nearly near the influence of the likes of Reman or Alessia - he lacks the Dragonblood after all.
    Him being named Emperor as a follow up to the second civil war is unlikely, but a possibility that we keep in the back of our minds.

    For now, once Attrebus dies, the Interregnum starts. There is no way for him and his line to hold power beyond that.

    A Victorious Potentate:
    Now, what if Attrebus loses? What if the Potentate stays in power and crushes the warlord?
    A Potentate victory is definitely possible and needs to also be explored. However work on it has not started yet, so you will have to wait longer - we first want Attrebus' side of the story to be complete.



    That was a long DD to write, and I hope a good DD to read!
    We hope that this week has been good for Elder Kings fans, but do not worry, it is not yet over! We still have a few teasers to show you over the week-end!
    For those who couldn't watch it, you can find the replay of the first day of ModCon on Youtube!
    And we are not alone, a lot of other mods have a lot of things to share and show.

    Have a fantastic week-end, and we will see you next time!
     
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