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Creating a Total Conversion Mod in CK3 Based on Your Ideas! 

flinker
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In this video I created a Total Conversion Mod in Crusader Kings 3 completely based on your ideas! I created a custom heightmap, custom provinces, cultures, religions and characters. Please leave your ideas for the next video in the comments.
Buy me a coffee if you want: ko-fi.com/flinker
Python files:
mega.nz/folder/GPA2HTyI#t8XVE...
My discord server:
/ discord
Check out my last video on how to create custom religions:
• Religion Modding in Cr...
And this video on how to create a custom map:
• Create Your Own Map in...

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19 июн 2023

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Комментарии : 154   
@jayoxman9829
@jayoxman9829 11 месяцев назад
The kingdom-tiered title of Tasz is an as-of-yet uncreated tribal kingdom that spreads across a wide desert. It is hot and arid, and the scant few water sources lie mostly underground. It is a sandblasted waste of dunes rarely broken by brown, sun-scorched rock, and oases are rarer here than in even the Sahara. It has a great many duchies inside it, though the lands are nearly all barren, contributing to the difficulty in ever unifying the region under a single banner. Some example names for these duchies include Okorsz, Nagykorsz, Lansza, Iszkaly, Vastagy, Szelana, and Kyula- I based the language off of Hungarian. The word ending -ukul in this instance means "irrigated settlement" and refers to a settlement that is watered by an engineered, tapped underground aquifer. Therefore it is a common name ending for the tribal settlements of Tasz, such as Erdukul, Nagyukul, Ikerukul, and Torszukul. Additionally, duchy-tiered rulers amongst the Tasz nobility are referred to as Kurszan, meaning Prince, rather than Duke. A king-tiered ruler would be referred to as Nagykurszan, meaning Grand Prince. The lands are populated by the Taszok, a hardy race of farmers and herders who wear billowing robes and carve out a meager existence in the unforgiving deserts. They have fair skin, long noses, and brown hair, hinting to their origins in another place, an idea held up by their beliefs that they were led to the desert by a prophet long ago. Because of their endemic environment, they have become Dryland Dwellers, accustomed to the harsh climate of their homeland. Their society has had to rely on scholars and engineers to pump water out of the hard-to-track underground aquifers that run through the desert, and thus prizes wisdom just as much if not more than martial ability and prowess. This has led to them developing a Philosopher Culture, fostering strong oral traditions that emphasize knowledge as well as a great understanding of mathematics and engineering required to build and maintain their settlements. However, in the vast and lawless desert there can be little in the way of justice that they do not make themselves, and for this reason there is no culture which knows better the value of the principle 'An Eye for an Eye.' Because of their strong oral traditions, another cultural tradition to add might be "Storytellers", but that's up to your discretion. Because the Taszok survive by finding aquifers and pumping up water for their settlements, they generally do not have to result to a true nomadic lifestyle. As such, they are not inveterate caravaneers in the manner of the Butr and Berbers. They do, however, often fight from the backs of camels, which provide transport, storage, and food in cases of emergencies. The most prominent duchy is Iszkaly, which serves as a holy site for the Taszok and is home to the sunken Palace of Iszkal, a grand walled sanctuary that once enclosed a beautiful oasis, which has long run dormant and dry. Despite having long lost its prosperity, its importance in the Taszok culture and religion make it the only choice for a capital in the land, and the default de jure capital of the kingdom. The second most prominent duchy is Nagykorsz, which lies on a hilly massif of dusty, sandblasted canyons in the middle of the desert where a tiny modicum of moisture is captured by the rugged hills and pulled down into contained oases where the largest and most prosperous tribes of the Taszok might grow grain and fodder for their camels and livestock. However, these oases have given them little in the way of success in conquering the harsh outer desert, and many of the Taszok outside Nagykorsz view those within the blessed hills as soft and weak, abandoning the ways of the desert. Another important point is that the Tasz desert is a result of a large spine of impassible (for balance issues that might arise from civilized kingdoms steamrolling straight through the fractious desert) mountains that run along one of its edges, which block moist winds from entering the desert. It is likely that on the other side of these mountains is forest or jungle, and that this forest or jungle reaches down towards the sea. It is also these mountains that provide the underground aquifers of water that run through the desert, likely towards far away bodies of water in more temperate lands. -- The Taszok religion (Szalar Uk, meaning Path of Stars), like their culture, arises largely out of necessity within the desert. They divine the stars (Astrology) not only for grand fates and omens, but also to find their way across the vast expanses they call home. They engage in Ancestor Worship largely as a mechanism to pass down the stories, wisdom, and lessons learned by their forefathers, for they might otherwise be lost- the Taszok are without a written language. Finally, their beliefs in Esotericism compel the faithful amongst them to seek out truth, to invent and study, so that they might ever further harness their environment to their benefit. The religion is male-dominated (largely because it helps to preserve lineages, an important part of Taszok culture) but is without a single ruler. Because the preservation of the lineage takes paramountcy, the Taszok allow rulers to take concubines to ensure the furthering of their line. Moreover, the local religious and secular leaders are often one and the same, given that the Tasz culture and religion both prize scholars for their abilities to find new ways for their people to survive. For this reason, the religion is operated by Lay Clergy rather than theocracy. Deities invoked include the Stars as well as the Forefathers, the latter of whom are viewed as conduits and messengers to the divine cosmos. Additionally, the Taszok do not view heathens or heretics as any different from themselves- they believe that eventually, all must reunite with the divine stars. For this reason, they are Pluralistic rather than Righteous, and are accepting of other faiths and practices to a great extent. There is and can be no single religious head- not since the death of the fabled Iszkal, Prince of the Green Palace, who led the Taszok long ago through the desert and brought water up from the ground in a great fountain at the site later known as the Palace of Iszkal. Despite this solid stance, the religion has never been codified or organized, and therefore exists as an unreformed pagan religion, one that might be conquered or displaced by a more violent, vehement faith if the Taszok do not unite. -- There are three players of note in the land of Tasz. The first is the greedy prince of Nagykorsz, Rastoban Sorsza. He is wrathful, greedy, and patient, and is an intricate webweaver who desires to see all the lands of Tasz under his thumb. His coffers are rich and his ambitions high, and he has an array of skilled tacticians at his disposal who might help him accomplish his goal of dominating the region. He is 47, but has yet to sire a male heir, and seems set to be succeeded by one of his five daughters instead. The second and third are the twin sons of Kurszan Lansz Kanjak of the Okorsz Kurszanate (duchy). After their father was murdered in a plot to take his land by Rastoban Sorsza, Kan and Aszan Kanjak fled. Over the next five years, they served as advisors and foster sons to the heirless Kurszan of Kyula. Both proved to be Quick and cunning, though in different ways. Kan displayed considerable skill as a tactician and warrior, whilst his brother Aszan showed talent in desert engineering and theological studies. Whilst Kan is Generous, Brave, and Lazy, Aszan is Generous, Fickle, and Calm. After the death of the Kurszan of Kyula, Kan Kanjak became the new ruler of the Kyula Kurszanate by marriage to the late Kurszan's niece, and he and his brother (best friends) now plot to exact revenge on Rastoban for the man's hand in their father's demise. At 23, they have long decades ahead of them to grow and conquer.
@jayoxman9829
@jayoxman9829 11 месяцев назад
If you have any questions, please let me know, I'd be happy to address them. Sorry for the length.
@jayoxman9829
@jayoxman9829 11 месяцев назад
I want to mention that for the language, it would be acceptable to simply use Hungarian. However, here is a list of personal names: Korsza, Manjak, Bonyak, Bonyok, Kotszan, Kobyak, Kiszak, Oszan, Sokan, Sirszan, Kalaman, Ostoban, Szoban, Rastoban, Lansza, Aszan, Kal, Kan, Isztvan, Sasza. I based the personal names off of modified Cuman, which is a favorite culture of mine. For place and dynasty names, I would recommend using Hungarian. A few dynasty names I came up with- Sirjany, Sokaly, Rasz, Kalman, Tabor.
@majestic8054
@majestic8054 11 месяцев назад
I second this Suggestion 🙏🏿. It seems really expansive and has so much lore attached. I'm interested to see how this goes on.
@googlekurvaanyad4816
@googlekurvaanyad4816 11 месяцев назад
magyar detektálva, vélemény rejektálva
@jayoxman9829
@jayoxman9829 11 месяцев назад
@@googlekurvaanyad4816i’m american i just like the language
@felixaaserud6120
@felixaaserud6120 11 месяцев назад
This is the coolest CK3 video I have ever seen, but I would like to ask of you to add a very militarisitic kingdom in the north named Slagfir. It would be a mountainous and cold region with a sacred river running through and seperated by the great mountains to the south to disconnect it from the rest of the mainland, and because of their seperation to the mainland they have become a very militaristic nation which worships the gods of the river. They have not discovered boats yet which is why it is seen as a relitivly unimportant threat to other kingdoms but they constantly have different tribes/counts fighting against each other, however recently a ruler by the name of Rendi has risen to power in the western regions of Slagfir. They are mostly focused on miltary and their sacred river.
@felixaaserud6120
@felixaaserud6120 11 месяцев назад
I saw someone else make names for the culture so here are some names: Dukven, Hamfor, Ferdli, Kond, Oslyk, Engstre, Sadrit, Dregen, and Skupar.
@familyguylover250
@familyguylover250 11 месяцев назад
that chatgpt script is awesome, please do share it!
@flinkerCK
@flinkerCK 11 месяцев назад
done!
@yewty9894
@yewty9894 11 месяцев назад
Absolutely love, love, love this concept. Can't wait to see your renditions of this new world! However, there is one thing I noticed in your river creation that I think could stand improvement. Rivers start from many places, like mountains and highlands, and connect down the line to flow to a single mouth. Imagine a tree- many small branches far inland that all flow to a large trunk that empties into the ocean. A map of the Mississippi river is one of the best examples of this. Regardless, very excited to see you continue creating! Thanks for sharing with us!
@flinkerCK
@flinkerCK 11 месяцев назад
Thank you so much, always grateful for feedback :) i will pay attention to that!
@BasedAlaric
@BasedAlaric 11 месяцев назад
Interesting idea, and well done for pulling this off! (I suck at trying to make my own mods lolol) As for the idea: Warlock warlords Situating in a peninsula (preferably just south of Noros), lies fortresses dotted across its mountaineous terrain, surrounded by a tiny handful of non-fortress city states, and mostly engulfed by tribes. Their culture, "Warum", is a recent divergent culture that is present in these fortress nations. They are bellicose, castle keepers, martial admirers and legalistic. The city-state culture is also a divergent, called "Lawum", they are communal, city keepers, stalwart defenders & mountain homes. Both of these cultures derived from a parent culture called "Sibult", they are tribal in nature and cover most of the peninsula. They are stoic, mountain skirmishers, ting-meet & malleable invaders. All warum leaders are called "Warlock", (e.g., Warlock Manon) & ALSO all nations are one county, even the fortress warlocks & city states. City state governments are duchy level, but are limited to only one domain & one vassal. Characters can expand the vassal limit of city states by paying up prestige, faith and gold, increasing only by one There is an organized cult/faith called "Ruwian", where witchcraft is permitted, and allows for warlike behaviour (up to you), whereas any tribal society contains "Myr Ruwian", an unorganized cult/faith, where it aims for more spiritual behaviour (again* up to you) Our main character is "Manon", situated in the the most well developed fortress, is a 30 year old wrathful, brave & diligent, a bold quarrellor. Skilled tactician too. A strategist, aggressive attacker and an organizer. His main ambition is to form a unique kingdom called "Warlum", in which he converts several surrounding (unformed, tribal) duchies to a feudal one. After forming Warlum, he can so choose to unite the entire peninsula in another unique empire called "Myrrum". Our second main character is "Temon", younger brother to Manon. Also in a fortress, is a 26 year old diligent, stubborn & temperate. An honorable grasper, as such, is midas touched. He is avaricious, handsome and a witch. His main ambition is to create a wealthy and prosperous city out of his fortress. Temon and Warlum belong to the Agus dynasty Our third main character is "Cyrian", a tribal leader who condemns Manon for his dangerous ambitions, threatening his kingdom. 80 years old, with plenty of children. He is the ONLY character that isn't one county. He is soon to die, and his tribal kingdom will fracture into many small counties. He has a protective & administration-based personality. Our fourth main character is "Ruwmyn", one of the many sons of Cyrian. However he is the most ambitious. He knows the kingdom will collapse and as such has a unique option to reclaim the Kingdom of Cyrian. Unlike his other sons where all kingdoms will be based on their own names. Our fifth and final main character is "Sapyn", of the city state of Marlyn. The only character that has a unique ambition for city states called "Council of Manwyn", where he can form a kingdom-level nation. I hope you enjoy this one
@rundown_2043
@rundown_2043 11 месяцев назад
This one is influenced somewhat by the incans and other native american civilizations. Located in the west region of the mainland lies the Old kingdom of Atlaxta, a once sprawling empire stretching from the coast to the inland mountains. Founded centuries ago by a proclaimed godking named Tizoc Ehetcati who unified the peoples of the region, Atlaxta slowly consolidated into a formidable power by conquering and assimilating its neighbors. After the last king died Huepa Ehetcati without an heir the succession became muddled as this was the first time in Atlaxtan history in where there was no direct successor to the Ehetcati bloodline. The royal family was already in decline for a while due to inbreeding, but now it was officially extinct (at least the main branch) as a result the kingdom of Atlaxta fractured into a five way civil war. Sazla is the largest of the factions, it lies in the western inland regions of Atlaxta ruled by a branch family of the Ehetcati known as the Itzlans. The current ruler of Sazla is a middle aged woman named Zanya Itzlan a crafty duchess who got rich off of the gold rich mines as well as the trade routes which pass through the mountains. Atuico is a small faction centered around the old Atlaxtan capital of Atuico located in the heartland of the region, ruled by a kid named Olpin who was put into power by the high priest said to be ordained by the mummy kings as the true leader of Atlaxta. Yaoquipa is a faction which stretches along the coast, originally it was its own kingdom however it was conquered a century ago, now it seeks its freedom ruled by king Iunoch Mecani. In the north lies Ezcui the personal doman of Teyataca Notchli, a peasant who rose to become a prominent general which pacified the north during the rule of Huepa a decades ago. Now Teyetaca eyes the rest of the successor states as he plans his restoration of the old kingdom. The Atlaxtan culture over centuries has evolved into what it is today, it is often known for its reverence for their dead with the mummies of ancient figures often still holding significant power (think incan civilization). It is also known for its strong bureaucracy, martial spirit, as well as its blood sacrifices.
@SShadowKKiller
@SShadowKKiller 11 месяцев назад
Once upon a time, there was a remote kingdom on a lost island in the middle of the ocean called High Ground. This island was covered in snow and ice throughout the year, making it inhospitable for most people. However, in that icy and desolate place stood a kingdom known as Kaltor. The kingdom of Kaltor was ruled by a feared and bloodthirsty king named Vortak. Under his reign, Kaltor's culture turned dark and brutal. The island's inhabitants were known for their cannibalistic nature, their penchant for piracy, and their obsession with capturing treasures and slaves. There were no limits to their cruelty and thirst for blood. The people of Kaltor worshipped ancient gods known as the Lords of Chaos. According to legend, these gods only desired to see the world engulfed in chaos and destruction. Blood rituals and human sacrifices were integral parts of their religion, and Kaltor's priests carried out these ceremonies to appease the gods and gain their favor. The island of Kaltor became a true nest of pirates. Ships regularly set sail from its port, navigating the seas in search of treasures and new slaves. They employed cruel and ruthless tactics to board defenseless vessels, plundering everything in their path. The captured prisoners were brought back to Kaltor to be sold as slaves or even to become food in grotesque banquets.
@AlexThe18709
@AlexThe18709 11 месяцев назад
The Kingdom of Aoru is an isolated kingdom that consists of a handful of citystate-like duchies. It's land is very fertile, and so most of it is used for farming, while the population stays near the various cities. The city of Aoru is the capital, with the cities of Alekar and Rokarra holding the 2nd and 3rd place respectively. The Aoruan people, while tending to keep to themselves, maintain a very well trained standing army, in order to dissuade other nations from getting too close. The borders of Aoru haven't changed in hundreds of years, with the kingdom maintaining relatively peaceful times due to the close ties between the ruling families. House Jadinike was the original founder of Aoru, their ancestors carving the land out of the barbarians that resides there before. To this day House Jadinike still rules over Aoru, thanks to the loyalty of their vassal houses. House Carbinei has held the title of Duke of Alekar since it's inception, granted to them from House Jadinike for loyalty and assistance in the management of Aoru during it's founding years. House Holdike, the current Duke or Rokarra, is the newest of the Dukes, and a cadet branch of House Jadinike. Aldenon Jadinike, the current king of Aoru, is a military man through and through. Well respected, he prides himself on his diligent promotion of his military and the peace he holds over. His best friend and Cousin, Sueuy Holdike, is his loyal vassal in Rokarra, happy to manage his own section of the kingdom he has loved his whole life. The Duke of Alekar, Ranett Carbinei, however, is not as content. His father was killed by bandits while patrolling, leaving Ranett, still an only child, to take the throne alone, with his mother as his regent. His mother blamed Aldenon, and in time, so did Ranett. While none can prove it, some say he intends to break his house's generational line of loyalty. Culture: Aoruan Isolationist Eastern Roman Legacy (or similar) Stalwart Defenders Loyal Subjects Pastoralists Religion: The Faithful While not adhering to any one belief of deity, The Faithful believe that being the best version of themselves is in worship to any god worth worshipping. Communal Identity Inner Journey Sanctioned False Conversions I hope this interests you. If it does and I've forgotten something or you need more information, feel free to ask and I'd be happy to provide more information. Love the concept, can't wait to see where it goes 👍
@hephaistos163
@hephaistos163 11 месяцев назад
I'm so glad I stumbled upon this video, the concept is so cool and this is both entertaining and interesting to watch!
@sbeveh
@sbeveh 11 месяцев назад
Solaria is a militaristic kingdom tiered title (the title for King is High Paladin, Duke is Lord Paladin, Count is Paladin) based on a strict and puritan religion called Solanism that belives in the sun as the only true god, which is known as Sol. its title has the scandinavian elecion law (or a custom named law that has similar functionality). The crest for Solaria is a golden Sun on a white background. this nation is kinda based on the Teutonic Order. Solanism is a very ancient popular religion. it was widespread among the common folk and lower classes around 1000 years ago. but as it was spreading more and more, many ancient rulers recognized this popular veneration of the sun as heretic and dangerous and thus it was persecuted. this lead to a large group of Solanists who migrated in search of a safe home, while the ones who didn't were either forcefully converted, killed or segregated in small communities. The migrators then unified and settled a river basin, almost completely surrounded by a mountain chain who kept them safe. There, they lived in a communal fashion. they also believed that every man and woman should be ready to fight to protect the community. this slowly lead to them becoming more militaristic and righteous and to the creation of one unified Holy Order, the order of Sol, which became a very important power in the community, until it acquired governing powers and became Solaria. The people of Solaria, also known as Solarians, are very religious and thus they are very xenophobic and hostile to every other religion. they are also warmongering, calling themselves paladins, as they desire to convert the infidels to the only true religion. the knights in this society are called Paladins and wear crusader-like armor. they are a feudal society that live in a western european-like region with a western european inspired culture. their looks are based on nordic/baltic people. they often wear their armor. i think that their culture/language would be derived from the same cultures of the region they live in, as they are basically a religious group that slowly carved it's own culture out of an existing one (so giving them a shared origin/language with other custom culture other viewers may suggest), but i imagined the language and names to be baltic inspired. The current High Paladin, Dainis from the huse of Dainadels (which he founded and of which he is the sole member), who also serves as the religious leader of Solanism, is a diligent, arbitrary, and zealous paladin in his 30s. He possesses exceptional strength and extensive martial education, holding a prominent position within the kingdom. he has no wife or children. He was elected as High Paladin by the other Paladins after a series of High Paladins all belonging to different alternating houses, but rumors say that he plans to secure the title for his Dynasty for generations to come, dealingwith diplomacy and intrigue with his paladin vassals to maintain the most control and authority and ensure that Solaria will be ruled by one continuous house, contributing to the slow process that is transforming the once community with no government into an actual unified and centered monarchical state. some of the provinces names derived from latvian can be for example Counties: Kodzirnia - Navas - Liemaia - Samnieba - Zalazle - Tornis - Saulepils - Akmenia - Kalparia - ... Duchies: Upeia - Vienkia - Kalbaz - Atversania - ... Upeia in solarian means river and it is the central duchy of the big river basin. it's the most developed one with farmlands and plains and revolves around the big river of the basin, the river Upe. it's also where the capital sits and its title belongs to Dainis. all the other duchies/counties are split between many vassal paladins. Vienkia means plain and is a plain/hills duchy with some forests. Kalbaz means mountain base and it's mainly hills/mountains. Atversania means opening and is the duchy on the side of which there are no mountains as the chain and the basin open up.
@xKiwiNova
@xKiwiNova 11 месяцев назад
I have a suggestion, what about a nomadic tribe based on a the pueblo people of North America. They could live in a desert/mountain/dryland region of a continent and use clothing assets from the Amerindian Steppe Tribe mod. Anasazi society was thought to be fairly peaceful, while the Navajo were very warlike, so you could make two cultures that are similar but have opposing ethos. Puebloans were also generally pretty egalitarian so you might have equal martial tradition and religion.
@RovingTroll
@RovingTroll 11 месяцев назад
I would love to see a group of kingdoms based on the tribes of North America. The Iroquois being one of my favorites. To quote wikipedia: "The Iroquois Confederacy or Haudenosaunee is believed to have been founded by the Great Peacemaker at an unknown date estimated between 1450 and 1660, bringing together five distinct nations in the southern Great Lakes area into "The Great League of Peace".[24] Other research, however, suggests the founding occurred in 1142.[25] Each nation within this Iroquoian confederacy had a distinct language, territory, and function in the League." I'm picturing a small empire, like the baltic empire, which consists of several small kingdoms with densely clustered duchies around a few large lakes and the enormous rivers that feed them. The cultures would all be hybridized cultures that are tied by a lake focused tradition. The rest of their traditions should be diverse, from viking shit, to cavalry, to noble custom focused otherwise.
@PelagiusPrinceps
@PelagiusPrinceps 11 месяцев назад
my idea for a kingdom: Kingdom of Plagia (the banner is a Withe Dragon in a black and red background) With its capital in Pelagia Augusta, this kingdom would be located on the eastern coast of the continent, it would be a somewhat extensive but very fragmented kingdom, with a little powerful king and many vassals, both dukes and counts eager for power. the culture : Raconian, excellent merchants, great builders with republican traditions and organized army (if possible with your own unique unit of heavy infantry) their names would be in Latin/Roman style as a culture they would follow their own organized version of the old gods called: The pantheon of the 13 with their own head of faith and armed pilgrimages instead of sky burials The ruler dynasty is the Corrian House, with the weak and young King Claudius II of 16 years old.
@jameshuggins8820
@jameshuggins8820 11 месяцев назад
(This idea takes inspiration from jayoxman9829) Quesheir is an uncreated kingdom situated west of the central desert of Tasz. The Terrain of Quesheir is mostly flat plains and steppe, but transitions into drylands and hills as Tasz gets closer. For hundreds of years, the people of Quesheir have changed many times because of its location in the flat plains and steppe in between many different cultures. However recently this had changed with the introduction of feudalism to much of Quesheir. The feudal lords of Quesheir have built great fortresses to repel invaders, and this is reflected in their culture, with the castle builders tradition. The lands of Quesheir may be becoming more prosperous, but they have a long way to go, throughout much of the region, tribal rulers still reign, and overall development is quite low. Politically, quesheir is divided between many petty kings, most of which are mere counts, but a few dukes exist. Quesheir still follows a folk religion like that of Tasz, but different in a few ways, like its inclusion of the doctrines of reincarnation and religious law, and its theocratic church structure. Apart from castle building, there are a few more important aspects of Quesheir culture, throughout history power has been gained from negotiation, not force, as such the Quesheir are charismatic, and allow for a diplomatic court. Because of their ancient nomadic heritage on the steppe, the Quesheir also are pastoralists and are xenophillic. Ideally these traits would change with a few sub cultures, but these are the main attributes. Thank you for reading!
@Moomoo254
@Moomoo254 11 месяцев назад
Create a small culture based around the the importance of smithery and metalworking in their history, as it is seen as a very desirable and important skill within their clan/family. You could have a Hephaestus/Vulcan analog for their god/pantheon they worship.
@TheeCivilizer
@TheeCivilizer 11 месяцев назад
Firstly, I just found your channel and goddamn am I pleased with what I saw, this looks like an incredible project! So, I wanted to pitch in to show my support, let's get that bell rung. I give you: The Kingdom of the Hass. The Hass ia a massive river, akin to the Rhine, which starts in the mountains of the mainland and runs all the way out into the ocean to the east. I have no reference as to where this kingdom would and should be located, but creating a large river, like the Rhine would add a large dynamic piece of world-building in my opinion. The people who live along this river call themselves, the Hassites and they are known for their fishing, agrarianism and polders. Their cultural traditions would of course be Polders, Wetlanders and Coastal Warriors, perhaps renamed to River Warbands, for flavor. As for faith, they worship the Mother River and her king consort, Papa Topaz; a fundamentalistic faith which centers around; obviously, the river Hass. The tenets of the Mother River faith would be, Religious Law, being that the faith is fundamentalistic, the Patriarchs (the Priests) of the faith, hold a lot of power. Secondly; Sacred Childbirth as children who are born and then washed in the river Hass are seen as blessed and finally Esotericism because screw it, I needed a third. I didn't want to create a word dump; although I could... so if this sparks an interest, I will write a more detailed comment to fill out any gaps.
@eliamaldaron2774
@eliamaldaron2774 11 месяцев назад
The region of norrvil- A fairly large northern region mostly being on the continental coast but with some islands. Thre region is filled with a mix of taiga and hills with mountains furhter inland and some plains along the coast. The region is made up of a mixture of independent tribal dukes and counts with maybe one or two kings. The region is split between three cultures, the largest one who makes up most of the region and is the orignal culture the other two split of off which is bellicose and has the Coastal warriors, runestone raisers, Winter warriors, Ting meet and performative honour traditions. Then there is a culture which is in the more mountainous parts of the region which is stoic, and has the Runestone raisers, ting meet, mountain homes, esteemed hospitality and equal inheritance traditions. Lastly there is a culture that makes up the islands and some coastal parts which is bellicose and has the Runestone raisers, ting meet, coastal warriors, malleable invaders and Maritime mercantilism traditions. The region is dominated by a faith similar to the Asatru faith.
@OddZealot
@OddZealot 10 месяцев назад
Great video! I never really thought about creating own mods for CK3 but I might just give it a try, this looks like fun. 😄 I'll certainly take a look into your tutorial videos. Thank you!
@SirSquier
@SirSquier 11 месяцев назад
The kingdom of Taiyonoshiro is situated on a mountainous island. Its is a compact kingdom, united under it's queen Heren, who is known for her kind, quiet, and calm nature, while she is a capable ruler, she lacks in knowledge of warfare. Because of this, she has given her bastard born brother, Kaiser ,the position of marshal and duke of the southern Kaenturm. In stark contrast to younger half-sister, Kaiser is fiery, fierce and loud. Despite this the two siblings have a deep bond, being best of friends. Taiyonoshiro's culture situation is strenuous at best. The original inhabitants of the Island, the Shisa people, renown for their fair hair and talented craftsmanship were invaded by the fierce Taiyono people from the sea about 100 years ago. No one knows exactly where these Taiyono people originated, however because of their tan complexion and dark hair (think Mexican) they became known to the original inhabitants as the ravens of the sea. The Taiyono may be talented archers and sailors but they also have a deep respect for the arts. After the Taiyono took over and subjugated the island their religion became that of the state, one which worships only a single goddess, known as the mother. This religion holds tightly to itself the idea of scared motherhood. For this reason, though women often hold positions of power it is taboo to see them in warfare to the Taiyono. Meanwhile the Shisa people follow a less organized religion, worshiping the spirts of fire and sky, which they believe give their forges the ability to craft the finest of tools. Heren and her brother Kaiser may be the first step in uniting the conquers and the conquered as Kaiser's mother was Shisa, something which their father bore as a mark of shame, but Heren believes can help bring about a new era for the kingdom. There is one other major figure of importance in the kingdom, this being the Aunt of Heren and Kaiser, Tosha. She is a cruel woman, who sticks rigidly to the idea that the Shisa are inferior to the Taiyono people and hates them with a burning passion, being the duchess of northern Kaenturm means that the siblings can't simplely wave her away but instead must take actions to appease her.
@LuNatic1857
@LuNatic1857 11 месяцев назад
In the Desert, centered around an Oasis, lies the Sultanate of Kara-Ata, a very young realm, only recently founded about 50 years ago by a man called Ardan, founder of the now ruling house of Kara-Ata. Ardan was born as a merchants son and went on to inherit his fathers enterprise. He would lead many caravans through the desert and make a large fortune doing so. One day he got lost in a Sandstorm and roamed the desert for several days without water. During this time he had a vision. In it, a giant flame spoke to him and told him that he was a God long forgotten, the original Creator of the World, and that all other gods are nothing but demiurges, trying to decieve the people into worshipping them instead of their true Creator, Ata. When he awoke from the Vision, he found himself at the Oasis, where later the Capital would be located. He quickly gathered loyal followers around him and after a few years, managed to gain enough power to overthrow the old Sultan of the previous Sultanate and become the first "Flamespeaker" Now, 50 years later, his 5th son Zarvan, who he personally chose as his sucessor, rules as the second Flamespeaker and seeks to expand the faith through conquest. Religion: Ataism Tenets: Unrelenting Faith, Literalism, Mendicant Preachers The faith is Polygamous and Fundamentalist, as well as Equal The Head of Faith is Temporal and called Flamespeaker, it is inherited along with the Kingdom Title. Culture: The Main culture is limited to only the Oasis Area, they are Bellicose and very religious The other cultures in the Sultanate share the same heritage and language, but are less bellicose. All cultures should get traditions to match their origin in the desert. Political: Zarvan is a Brave, Zealous and Impatient man with high Martial, good Learning and high Prowess. He is a Desert Warrior and a Holy Warrior. He has a lot of Siblings, 8 in total, probably from many different mothers. The next Flamespeaker is chosen via Election from the Rulers dynasty as all Flamespeakers should descend from Ardan. The Capital is called Al-Ardana and lies next to the Oasis in the middle of the Desert. It has a lot more developement than all other counties in the Sultanate. The Sultanate is currently in an offensive war with a neighbouring realm, ruled by the Grandson of the Sultan who got overthrown, who still follows the old, polytheistic Faith of their forefathers. He is called Darshir and is a rival of Zarvan. He also has a claim on the entire kingdom of Kara-Ata, as he sees himself as its rightful Sultan by right of birth. Though the Situation is looking bleak as he has less troops and Zarvan is an incredibly strong commander, who leads his armies personally.
@stemom
@stemom 11 месяцев назад
In the southern jungle lies Drogan, a once powerfull kingdom splintered into factions and engulfed by civil wars. The few cities that still stand are more akin to ruins then places to live. Even the once mighty fortifications of the Palace of Muzibu have crumbled as people fled into the jungle. The only access traders have to the area are the three large rivers, (Freemo, Hakmat, Hork) that run trough the Hiberon Mountains which isolate the area from the rest of the world. The prize of the region is the Dragaron Rock, the remnant of the meteor that created the crater the former capital city was build in and whos rich iron deposits helped the kingdom in the past to unite the lands. The fall of the kingdom saw the rise of two major groups; On one side there are the Sakvan warriors, who partake in cannibalism, to which end they frequently raid nearby tribes and cities. The other group, which hold up the pacifist isolationist values of the old kingdom are the Dorkvan Both groups have had to learn to move trough the junlge fast, either to hunt or escape being hunted. Tough the people of the land venerate different gods, they all worship the same pantheon. The worship of seperate cults has become more hostile since the fall of the kingdom and a schism has happened where one side claims the seperate worship was the cause of the fall and only worshipping all the gods will return the glory of the kingdom, while the other side claims the worship of all deities caused the kingdom to break apart and that only certain gods must be worshipped. The current king of the last few scattered duchies loyal to the palace, Diva Khonachhas, been trying for decades to reclaim the old imperial lands from the roaming Sakvan, but with the collapse of the economy few find the will to work for him. within the court there is talk that Shi Ha-namku, the queen of the Gelt tribes has been building up an army as she claims to her ancestors be the true successor to the throne. Meanwhile Nahk Sihgneg, is building up his own Sakvan army to raid the former capital as devouring the flesh of royalty would legitimize him as the ruler of Drogan.
@hristinalazarova6871
@hristinalazarova6871 11 месяцев назад
this is such a cool idea and im gonna love seeing the progrssion of this mod, keep up the amazing work
@flinkerCK
@flinkerCK 11 месяцев назад
I added the link to the python script in the description, as well as the link for my discord server!
@nunyabiznis6907
@nunyabiznis6907 11 месяцев назад
The Kingdom of Olonnura, is a very large """kingdom""" that is as of yet unformed. place many call, "The Land of a Thousand Fiefdoms", spans across the Northern Tundra (although, it is often Taiga) and as it's nickname implies, it is extremely shattered. Hunting is rare, with the natural beasts of the northern tundra being stronger than one would imagine. This alone had repelled many travellers who planned on visiting Olonnura at one point or another. The Many Counts of this land hath not yet before come close to unification of this land in a very long time; in spite of the Old Horde that dominated the North before the frost being from Olonnura. Although it has many duchies, the ones that have been formed in the past, atleast, after the Frost, quickly fell apart due to the vast, vast tribalness - and as such, fracture of the old Olonnure Culture that used to dominate the Northern Kingdoms after the Frost started encroaching, making it a more broad cultural group. (Olonnure cultures are a mix of Finnish and Mongolian in the Latin Alphabet, to make it goofy.) The Duchy of Lower Vapkahuten in the Eastern part of the Centre housed the capital of the Old Horde, Tokhotna. Tokhotna is one of the few major urban areas in the region, situated in a river basin, the river, freezing over during winter. A Few duchies around it, including Upper Vapkahuten, which is the one of the only two duchies in the Kingdom free of the grip of the frost, it being directly to the south of Upper Vapkahuten The Other Duchy free of the frost, being Dalainetela. In the far north, you have Kaikappo where a new chieftain of a county named Luategazarh, Chieftain Aikhaverko (House Negtakh). Aikhaverko is a Brave, Ambitious, Impatient man. He is strong and intelligent, although is terrible at intrigue, and poor at stewardship. He *is* after-all, a military man. Although Aikhaverko rules in direct defiance of religious doctrine, which will be a problem for him. (Aikhaverko's culture is Kaikaput, Religion is Uusinomloki) In the Old Capital of Tokhotna, Toragana III (House Khuitkivi) is a more traditional ruler, with Lower Vapkahuten being the only duchy that has been mostly consolidated by one house (Khuitkivi). Toragana's reign is not in defiance of religious doctrine. She was raised to have a diplomatic attitude, as diplomacy was the preferred way to keep a realm together, as it was extremely hard to conquer with the events of the *Suurikyln, the local word for "The Frost".* Although as the Suurikyln dies down and the blizzards go away, this may be less and less necessary. Regardless, Women have in general been preferred as rulers due to their in general, better diplomatic skill. And for a thousand years, this has been established doctrine, which is why the Vakharnomloki and Uusinomloki faiths are Matriarchal, and still will be - even after the Suurikyln's disappearance. (Toragana III's culture is Vapkahut and her Religion is Vakharnomloki) In the original site of the proclamation of the Uusinomloki, and Vakharnomloki doctrines and holy site Orgelapakka (Sanvarsta duchy capital), Chakha, a 20-year old Priest, has taken up reign. You can do whatever with this one, but in accordance with religious doctrine, this ruler is female and Vakharnomloki. - - - UUSINOMLOK - The Newer of the two religions TENETS Warmonger Unrelenting Faith (because, we need everyone, even priests, to be able to help fight off the next raid). Carnal Exaltation (because, more people makes you be able to fight off raids easier). - - - DOCTRINES Female Dominated (because they generally tried diplomacy more, and that kept duchies together better. it eventually just became normal, and priests started teaching it.) Fundamentalist Theocratic Spiritual Encouraged Pilgrimages Consorts & Concubines Always Allowed No Bastards Unrestricted Marriage Everything in Crime Doctrines is shunned, except Witchcraft (Accepted) and Kinslaying (Close-kin is Criminal) Alms and Pacification Only Women (due to old Vakharnomloki Doctrine) Clerical Marriage Allowed (because, more people makes you be able to fight off raids easier). Temporal, Revocable VAKHARNOMLOK - The Older of the two religions The Vakharnomloki Faith is an amalgamation of pressures set on the Kaikaput and Vakhaput peoples during the Suurkyln. which forced them to adopt many ways different from their lifestyle before the Suurikyln, before which they were nomads. - - - TENETS Ritual Celebrations (to foster a sense of unity, and make sure women of lower rank did not split off). Unrelenting Faith (because, we need everyone, even priests, to be able to help fight off the next raid). Carnal Exaltation (because, more people makes you be able to fight off raids easier). - - - DOCTRINES Female Dominated (because they generally tried diplomacy more, and that kept duchies together better. it eventually just became normal, and priests started teaching it.) Fundamentalist Theocratic No Head of Faith Encouraged Pilgrimages Consorts & Concubines Always Allowed No Bastards Unrestricted Marriage Everything in Crime Doctrines is shunned, except Witchcraft (Accepted) and Kinslaying (Close-kin is Criminal) Alms and Pacification Only Women (it WAS either, but male priests sooner or later died off.) Clerical Marriage Allowed (because, more people makes you be able to fight off raids easier). Temporal, Revocable - - - KAIKAPUT CULTURE Olonnure Heritage Olonnuric Language Equal (Both genders can fight) Eurasian Steppe Architecture Olonnure (Mongolian) Fashion Olonnure (Mongolian) Military Equipment Diverged from Olonnure 819 years before start date (if you start in 1066, that's 247 AD) Tribal Unity Reverence for Veterans Stalwart Defenders Winter Warriors Bound by Faith - - - VAPKAHUT CULTURE Olonnure Heritage Olonnuric Language Equal (Both genders can fight) Eurasian Steppe Architecture Continental Fashion Olonnure (Mongolian) Military Equipment Diverged from Olonnure 819 years before start date (if you start in 1066, that's 247 AD) Fervent Temple Builders Tribal Unity Reverence for Veterans Stalwart Defenders Bound by Faith - - - LIST OF DUCHIES for Summary Lower Vapkahuten (Kingdom Capital) - Vapkahut culture - Center East Upper Vapkahuten - Vapkahut culture - South East Dalainetela - 2/3 Vapkahut, 1/3 Culture from outside the Kingdom - Far South Kaikappo - Kaikaput culture - Far North Baroumerilanta - Kaikaput culture - Western Coast Keskubuch - Kaikaput culture - Center of Kingdom Uullumi- Kaikaput culture - Northern part of Mountains to the south of Baroumerilanta Sanvarsta - Vapkahut culture, northern part is Kaikaput - Southern part of Mountains to the south of Baroumerilanta
@MarcesGorn
@MarcesGorn 11 месяцев назад
Wow Thx Man, i cant wait to Play my own Fantasy ideas. And all my best and Love, For the Honor that you Pick my Kingdom 💯💚 I recommend you in Steam and more. and hope you can reach a Lot people with your content!
@flinkerCK
@flinkerCK 11 месяцев назад
Was a great idea, thank you for contributing and for your support! :)
@cantalope6980
@cantalope6980 11 месяцев назад
this is so amazing and needs so many more likes!! if you’re ever interested in making an Oceania themed map; Australia, New Zealand, Hawaii, Indonesia/ Indochina, etc. i’ve always loved to see how it would look. Keep up the great work love the channel!
@dragondark0001
@dragondark0001 11 месяцев назад
The kingdom of Dakrland, a mountainous kingdom in the middle of the main continent. They have an isolationist and martial culture, with traditions like isolationist, mountain dwellers, and stand and fight. Their religion, The Cult of The Mountains, is an old religion, which worships the Stonelords, with tenets like warmongering and pursuit of power. Their ruler is an old man, (50-60 yrs old) but a diligent and wrathful one. He has also mastered the art of waging war, and is a renowned strategist.
@ayathados6629
@ayathados6629 11 месяцев назад
Hey, here's an idea. Sau'ta is a larger, wide southern continent far east of the Asongu, with a large ocean dubbed the "Sea of Ghosts" seperating it from the rest of the map. Bisected by a gigantic (and I mean gigantic) mountain range vertically, it turned the western half of it into a tropical rainforest. The right half however turned into a dry desert, isolated from the tradewinds by impassable terrain with only a few (like 3) treacherous mountain passes that are like the sahara desert in base game- but brutally cold and mountainous instead of sandy. And you can just sprinkle in everyone elses ideas wherever they'd make sense on that continent. My only request, is that you make a big lake and slap it into the centre of the jungle, and put single mountain tile in the centre of it. Call it "The Spire"
@gogollephilosophe8013
@gogollephilosophe8013 11 месяцев назад
I just discover your channel with this video. I will gladly look at your other videos and finally try to make a mod for fun. I guess I will have to add a "Flinker city" on this map.
@morsta99
@morsta99 11 месяцев назад
If you could do this, I would be incredibly grateful my dude. Love what you’re doing. Kingdom of Linnoclast: (Rudoro’s Kingdom) A nation founded by exiles (if it could be near Noros that would be fantastic) The Kingdom of Linnoclast was established after the kingdom of Noros excluded the Hezhedi people (mostly the former native people of the islands worshipping the Hezhedi kingdom). Compared to it’s surrounding neighbours, the Hezhedi Kingdom of Linnoclast is a completely new Kingdom with it being established by Rudoro the great (an old man at the start of the game - stalwart and chaste but incredibly wrathful) alongside his five sons. Rudoro the younger, Ichtrid a merciless man and a ambitious man, Osowan popular among the subjects of Linnoclast due to his nature of being clam and just, Sigge an ex-mercenary but a pious man and finally - Koudwald, a quiet and seclusive man with him being a prolific drunk. At the start of the game, Rudoro’s Kingdom is at a turning point with the death of King Rudoro brining speculation among the people that if his kingdom will actually survive with his sons eagerly wishing to conquer the kingdom up for themselves and turn it into his own personal domain. However Rudoro’s young second wife (Mren of house Gelgird) is starting to look like a worthier claim to the throne compared to the rest of Rudoro’s sons due to her grandfather. Hedro - a martyr and a former leader of the Hezhedi which allowed many Hezhedi to escape capture and execution by Norosian soldiers. Ruling over the Kingdom is house Terthcord at the start of the game. The main religion of the nation is Hezhedi Rascarianism which holds the tenants of being a communal identity, a religion of literalism, while also encourages Struggle and submission for the one true god - Hegowa. While also believing in Sacred Lies. For the Hezhedi culture, they are profound in their construction of hidden cities. Alongside this they are incredibly legalistic with their experience in various different lands has led them to become malleable defenders with them also being known as a very equitable and forbearing people. The ultimate aim of the Hezhedi people is to retake their homeland which the Norosians claim as their own and will do anything to achieve that. (Edit: also what’s different from the Hezhedi compared to the Norosians - the Hezhedi have notably pinkish hair)
@lpubbyl7384
@lpubbyl7384 11 месяцев назад
absolutely love this idea btw, here's my entry though. in the south of the known world is a rocky continent which the size I'll let you determine. the coast is cut with fjords and large cliffs. silver birch forests meet with peat bogs in the north and the continent gets significantly drier in the south-east. the oceans current has created several barrier islands like that of the frisian coast in our world. The continent called Zohetl has a kingdom (or empire depending on size) title that covers the continent, though it has yet to be formed, at the start date. Prince (the title for duke in this culture) Anthes II "Whitenail" Redhrik of Grozne has taken control of half the nation. leading the smaller lords in the north to all ally against him. leading to a large war on even odds. Though most of the world expect the Prince of Grozne to win while he weild his greatsword "Lady Lonely". he is an impatient, ambitious, and wrathful man. hale and rakish, he often gives out beatings to his son and heir 15 year old Reave Redhrik, which has left him cowardly and shy, though he does seem to have a humble and diligent side to him. he didn't seem to inherit his father's average intelligence, being a marvel with mathematics, the council steward has taken to teaching him, saying Reave is quite the intelligent boy. though we'll see how long he lasts, as his mother died recently, and Anthes needs to remarry. The Culture of Zohetl is called Zoheti, with chivalry being a central core to the culture. their is no sex based inheritance, and primogeniture. they are fighters to the end, but don't wish to brutalize their enemies. sparing and dueling is commonplace, for practice, fun, or honor. they adopt a mix of spanish and german armor. morion helms matched with gothic plate. swords are common place, houses own a family sword to pass from heir to heir. House Redhrik has 2, Lady Lonely (Greatsword) for the ruler, and Lord Favored (Longsword) for the rulers closest of age sibling, of whom i will talk about at the end. horses are where the Zoheti military strives, having their own regiment called "Virtue Riders" (just renamed Caballeros) The Religion of Zohetl is Aestaristicism, a dualist religion with the 2 gods the Lover and the Loved, they two represent the righteous, charitable, and selfless nature of the Lover and the humble, compassionate, reciprocal nature of the Loved. Virtue Riders symbolize all these traits and are considers the most capable to bring a just realm. giving one's self for others is a large theme, compassionate is definitely a virtue. Gnosticism, Pursuit of Power, and Ritual Hospitality. the clerical sex is female. kinslaying is imprisonable, incest is just looked down upon. (you can totally change that if you don't like that idea) Prince Anthes II "Whitenail" Redhrik. 37 years old. Impatient, Ambitious, Wrathful. with the traits Skilled Tactician, Famous Champion, Rakish, strong, scarred, and Hale. Not very good at anything except martial and prowess. has a Illustrious Sword called Lady Lonely that boosts Vassal Limit by 2-4 or more. He has short black hair, and trimmed beard. Green eyes and strong chin. And not one for the weight of crowns, he wears a circlet. though the weight of pelt cape suits him Reave Redhrik, 15 years old. Shy, Cowardly, Humble, and Diligent. Intelligent or Quick. Spindly, and shrewd. with a stewardship livestyle. clean shaven, pale, with blue eyes, and long pulled back black hair. with thin fabrics Anthes' brother: Andre "The Iron Maiden" Redhrik. Brave, Lustful, and Calm. with the traits blademaster, hunter, Robust, and disinherited. always in full plate and a helmet. bodyguard to Anthes. not much of a commander but very much a warrior. if you want to add her, Anthes dead wife is Tytha, originally from house Chayce. a minor house with ties to the Nori Archipelago. she was blonde, and a genius. The House Redhrik is a bleeding red sun with a diagonal split background of tan and black with the motto "Of Blood and Paper" The Redhrik barony is called Maylperdeu, it's along the Lyonian Tributary where the river splits. The language is called Zohet Vulgar i hope this wasn't too much info, feel free to ask anything if you wind up using this :) ALSO, i would absolutely love to help with this project anyway i can, whether it be custom castle models or art as I'm a graphic design major with a middling experience with 3d modeling.
@flinkerCK
@flinkerCK 11 месяцев назад
Thank you so much, feel free to join my newly created discord server (link in desciption) so that we can work together in the future!
@TheMisterDarknight
@TheMisterDarknight 11 месяцев назад
Interesting Idea, so here is a suggestion based from something that actually existed historically but with quite a few changes (they were a mystery cult, after all): (use russian naming) The Cult of Wine is a religion in the south part of the world that celebrates the effects of, well, wine and alcohol. The religion in itself believes that intoxicated, their god Dewynusko overtakes you and controls you himself. They believe that if you do not participate in activies of the religion you are not a true follower. They believe that love cannot be hindered, so polyamory, same-sex love, and adultery is completely accepted if not encouraged. As a sidenote, they believe that everyone is equal under the eyes of Dewynukso. They also believe that you can find out more about the divine, making them esoteric. They are unreformed. If you want to include a holysite or two much further away than anything else with that religion to show that they are nomadic. The culture that mainly follows this religion, Ruzaveyska, is guided by their religion. They don't take life seriously and joke about death, which likely devolved from their religion which is likely much more ancient than the culture itself. Once again due to to their religion, they host grand festivals and parties as much as they want, which are attended by the respected veterans of war. Ruzaveyskans believe that fighting for their countries is highly respectable, and even veterans whom have been since put out of action are seen with great respect. They consider poetry valuable, even though it is mostly about the cold climate they live in. The culture itself is surprisingly advanced, mainly since they keep stealing technologies from everyone surrounding them. Completely fantasy The kingdom of Ruzaveysk has 5 duchies; Tovesteka, Tysmeneshch, Zaverzha, Khamera, and Dmytrynova. Ruzaveysk itself only controls Dmytrynova (it's capital) and Khamera, with the rest being small city states, though the duchy of Tovesteka is a rising state that just unified its duchy. Ruzaveysk is controlled by Vyashslav Dmytrynov, an 18 year old with 5 base health. The Dmytrynov dynasty is a quasi-legendary dynasty for it's reign of terror during the late bronze age, similiar to the sea peoples's. Vyashslav himself is great at combat (~20 prowess) and commanding (~20 martial). He is relatevly average at diplomacy, though he can rule well (~15 sewardship). Vyashslav, however, has uncanny imagination and foresight, possibly even better than some of the great philosophers (genius trait and ~30 learning). Vyashslav is dilligent, ambitious, and callous. His brother Ivanovitsk, however, has rebelled as he believed that his father was unfair to disinherit him. Indeed, most of the country has sided with him in his war for the throne. Ivanovitsk has: Intelligent trait, ~15 learning, ~30 diplomacy, ~6 stewardship, ~20 marshal, ~10 prowess. he has about 80% of the kingdom, though most of it is relatevly undeveloped. Dmytrynov, the capital of the realm, is by far it's largest city with 30 development.
@Sheogorath2077
@Sheogorath2077 11 месяцев назад
Thanks for making these videos, it's been many months since I last touched my attempt at making a total conversion mod and I already have a map made I just need to get around to making province, cultures and religions. I'd love to show the map and all of the ideas I have.
@flinkerCK
@flinkerCK 11 месяцев назад
I will create a discord server the next few days, feel free to share your map then :)
@majestic8054
@majestic8054 11 месяцев назад
​@@flinkerCKI'd like to join as this mod has alot of potential. The server can be used for worldbuilding and lorebuilding
@flinkerCK
@flinkerCK 11 месяцев назад
@@majestic8054 of course! my discord server should work now, link in description!
@barbariancataphract5103
@barbariancataphract5103 11 месяцев назад
My suggestion is: Hegemony of Synoros. It's ruled by Hegemon Akhetos, who's court is situated in the city of Hacenae. His dukes, or Archons, help him rule the mediterranean-styled domain - there are Archonates such as Tyflos, Psefti, Hakannon and Hatevae, some of them loyal to their Synorian ways, but some remember how their forefathers were enslaved, so the cultural acceptance between Synorians and Hatevaeans is quite low. They are highly militarized, known for being quarrelsome. They are also recognized by their unremarkable seafaring skills, which help them raid overseas. Even though they are a warlike nation, they elevate the sanctity of marriage and childbearing, because they see it as the best way to serve their patron god - Aphoibos, the Lord of the Sun. Some Hatevaeans serve Aphoibos, some prefer to stick to their culture - they are people who value health, philosophy, knowledge and loyality over anything else. These were the gifts given to them by Naema, the Goddess of Souls and Crops. Akhetos is a cynical, chaste and brave leader. Will he keep the appearances and elevate Aphoibos over the pagans, or will he stray from the religious ways of his Hegemony? His wife, Firari, a stubborn, brave and vengeful woman was hunted and almost killed by priests of a foreign religion. She will support his husband in every way she can, though it's obvious - she hates priests, no matter their origin.
@mariusmuhle4679
@mariusmuhle4679 11 месяцев назад
Really Like your energy!
@adsoyad7271
@adsoyad7271 11 месяцев назад
Can you show us how to set custom characters clothes, hair and beard. When i paste their dna, their general looks match but their clothes, hair and beard are totally different. Someone in the modding discord told me that it was related to something called "flags?" (Or something like that) but i have no idea what that is either. And is it possible for you to share the province script with us?
@flinkerCK
@flinkerCK 11 месяцев назад
yes noted, and the link is now in the description!
@JJLGamingNL
@JJLGamingNL 11 месяцев назад
Damn, this is really impressive! You're way better at modding than me. This would take me months to do. You deserve way more views!
@ranto0402
@ranto0402 11 месяцев назад
The Grand Duchy of Couryonne. A relatively large realm that stretches along one of the great mountains of the mainland and the Fertile Fields to the south. The capital is in the center of the fields and villages that stretch across the long forests and meadows to the south. Not long ago this was a rather small duchy with little ambition to break the peace in the region, but after the former king died at a relatively young age, he left all this to his only daughter Constanze De La Cruz. She was not yet fully prepared to take the reins at such a young age, but through sheer luck, or perfect planning, she was able to give her realm the prosperity they had to do without for decades. Through cunning diplomacy and merciless warfare, she managed to subjugate more and more of her neighboring states and incorporate them into her own empire. Now, after more than 20 years at the head of the Grand Duchy, her ambitions are greater than ever, and only time will tell if the horrific wars of the past will be repeated, or if she and her "ambitions" will be put to an end. She is an aspiring and patient woman who is respected, at least by most, of her subjects, and at the same time almost feared, even if some evil tongues would claim her methods are cruel. She has a deceased husband who became an early victim of one of her enemies, but a son who has inherited much of her genius, but in his practices is the exact opposite of his mother, and is described by most as a rather open and warm person. The culture of the duchies in the south is similar everywhere in the core, there are perhaps a few differences here and there which had established themselves in the course of time, but many there are very concerned about the prosperity and trade through the Fertile Lands, which was for decades the backbone of the economy. Even if there are some "warlike" aspects in all of their pasts. The religion that is mainly practiced in their lands is based on astrology. Many believe that the stars will tell them what events will occur. Whether it is a favorable growing season, or an almost perfect war. The Church of Zelena, the worshipped goddess of the stars and moon, is the leading religious force within the southern borders.
@qlac9598
@qlac9598 11 месяцев назад
This made me think that a total conversion mod about Runeterra would be hella awesome
@gogollephilosophe8013
@gogollephilosophe8013 11 месяцев назад
yeah. I would go with Demacia and destroy all the mages of the world. And fuck the liberal of Noxus
@biornr.4031
@biornr.4031 11 месяцев назад
Kingdom idea: Rennend Rennend is a small, mountainous kingdom of three duchies. The largest and main duchy is Rennend (capital Renn-Soron, meaning "mountain hearth"), which lies wholly in the Renn mountains, and it's wealth stems from the rich mineral veins (gold mine in capital) and wooded mountain slopes. These resources have been extracted and shipped down the river Rahn for trade for centuries. The second duchy is Molenn (capital Molenn), which lies to the east by the coast at the foot of the mountains and the mouth of the Rahn. It has amassed vast riches in trade and has a more lively culture than their mountainous brethren. The last duchy is Arrel (capital Serre), and it lies in the mountains and highlands to the north of the duchy of Rennend, and the river Allion flows north from there, serving as a smaller but still important trade route. practical: The kingdom has two related cultures: Rennender and Molennic (sharing Renn-Irsenn language, heritage, and aesthetics). The former spans Rennend and Arrel, while Molennic is only in the duchy after which it is named. The Rennender culture has _mountain homes_, _sorcerous metallurgy_, and _mystical ancestors_. It is spiritual. Molennic has _maritime mercantalism_, _seafarers_, _metal workers_, and _astute diplomats_. It is bureaucratic. All duchies share the faith "the Cult of Rihna" with the _carnal exaltation_, _ritual celebrations_, and _auspicious birthright_. Doctrines are: gender equal (Rennend and Arrel have male preference succession, and Molenn is equal), righteous, lay clergy, spiritual faith head, encouraged pilgramage, polygamous marriage, divorce must be approved, legitimised bastards, avunculate marriage, same-sex is shunned, all adultary is shunned, deviancy is criminal, witchcraft is virtue, dynastic kinslaying is criminal, clergy control, female priests, marriage allowed, spiritual revocable Characters: King Armel II (lustful, patient, just, and great diplomat. House Eronn, crest: tower on a mountain), Duchess Eri I of Molenn (ambitious, brave, disloyal, great at intrigue, wants independence. House Rahn-Telinn, crest: ship beneath a sun) Female names: Eri, Emi, Ara, Renna, Milinn, Harva, Vill, Tenna, Vesa, Terei, Sirsa, Verna, Silla, Nenna, Laenn, Male names: Armel, Arren, Terne, Tenge, Orron, Renno, Telinn, Ersott, Erlonn, Koronn, Lisel, Sermonn, Enne, Rahne, Semmel some lore: The kingdom was formed by a marriage between the son and daughter of the chiefs of Rennend and Arrel in ages past. For most of history, the people stayed in their high homes, with trade being done almost exclusively by foreign traders that would risk a trip into the mountains. But some 300 years ago, a mysterious plague killed many of the animals that the people would hunt, and the population was at risk of dwindling drastically. Seing the looming crisis, King Telinn I decided to proactively reach out to secure trade routes. To the north, a new river port called Serre was established, and to the east Telinn conquered a small tribe (the Morli, localised as Molenn by the Rennenders) inhabiting the delta of the Rahn to secure maritime access. The conquered land was soon the target of migration, and a hybrid culture formed based heavily on exploitation of the sea and river rather than the mountains. With these trade centres growing rapidly (and royal sponsorship to ensure this), vital resources were secured for the people, but it also created an economic boom, as the kingdom now had much easier access (and willingess) to engage in trade with their wood, minerals, and artisan smithing second to none. The growth of economy and food security also led to a population and development boom over the next century that allowed the tribal society to settle into more organised feudalism. While changes and reforms to society have taken place, the people in the mountains are more conservative and slow to change, while the coast-dwellers were more fluid and adaptive (such as focusing largely on the water and having a more open-minded approach to both women, as the prophet Rihna was a woman, and foreign traders, since they are a source of prosperity). This has also led to some tension (and instability) between Molenn and Renn-Seron, as the people of the former sometimes see themselves as being held back by their stubborn lieges The details of the faith of the Rennenders is hard to come by, but the origin is known for certain: It is said that once upon a time, evil spirits were running rampant and were causing great destruction and distress. The chief had tried all manner of things to chase them away, but nothing would stop them until one of his wives Rihna received a revelation. She said that all the chief's plans had involved elements of pain or misery, and that maybe joy would scare the spirits. The chief and all the subjects in his hall proclaimed that they would try anything, but they inquired how on earth they could be joyful with this onslought around them. And so they continued their despair without listening further. In an act of frustration she hatched a plan. She would find the home of the spirits and feast there to anger them and draw them to her as they would attempt to stop her "defiling" of their home. Before she left, she wrote a letter and told the chief's son and daughter to read it carefully, if she was not back by the third dawn. She stole a few bottles of wine from the chief's cellar and went to the mountains and caves to celebrate with a volunteering maidservant. They didn't come back on the third dawn, but somehow there were fewer raging spirits. The son and daughter opened the letter, and read Rihna's plea for them to hold a feast in memory of her, but to only mention their good memories. They brought this to their father, who could not say no to celebrate his disappeared wife. As they feasted and held speeches celebrating her charm and cheerful personality, and as they spoke of their fondness for this and drank, the spirits outside fled. And they all saw she was right. Henceforth, the chief decreed, it was the sacred duty of all his people to enjoy life to the fullest, as that joy would protect them, and the many pieces of advice the young Rihna had given in her all too short life were gathered and written down. Since then, feasts and celebrations were the way the people would stay safe. Their priests are women in memory of Rihna and her maid, and the greatest holy people are the ones that are legendary revelers
@vincenzosorrentino5300
@vincenzosorrentino5300 11 месяцев назад
This is so really cool. You should expand it adding small and big decision to spice up the gamr
@galumptiouspotato9989
@galumptiouspotato9989 4 месяца назад
Hey I don’t know if your still adding kingdoms but I feel I have a good idea… Background for leaving NoPos- The Nopos civilization didn’t fit everyone’s ideals, a few so called sinners deemed themselves “free and natural” and grouped up. These people were mostly soldiers of the noros who never felt connected to society once they returned from war. These people built up a lot of resentment against the ruler of Nopos, taking their ships to sail far North along the coast. Landing north- The sailors (mostly experienced soldiers from Nopos) had a lot of gear to settle so making settlements came very easy to them. Creating a very long kingdom along the coast not going very far inland. These people were confused on their identity so a lot of people created a lot of “kingdoms” the size of medium duchies. All of the land seemed like useless taiga terrain but in the depths of the land there were 2 very valuable gold reserves, instantly creating a competitive environment for the owners of the 2 mines. Most of the old warriors cared more about wealth than eating, so they ate each other for lack of preparation of food. The largest settler and the wealthiest man named Safar Dullu, the old marshal of the Nopos kingdom, created a faith that would be adopted by every single settler, for the purpose of molding an identity out of chaos. \\\\\\\\ The faith: True gods Tenets- natural privatism, ritual Cannibalism, Unrelenting faith. Main doctrines- no head of faith, and equal view of gender. Marriage doctrines- extremely free, no limitations, polygamous, no bastards. Crime doctrines- everything allowed and accepted. Clergymen can marry. //////// The Culture: Nogrod Court type: stoic Heritage: same as Novi Language: same as Novi Martial: all equal Aesthetics: green and red //////// Additional lore (important)- Safar Dullu, king of Delulu, had many children with his Queen, Diatha Dullu, and concubines. His heir and oldest child, Chillingworth, is a very military oriented character. Chillingworth hopes to gather all the kingdoms and gold mines along the coast under his banner once he becomes king. Safar Dullu wanted to ensure his heir would get all the lands, so he disinherited every other child besides Chillingworth. His wife and queen Diatha Dullu, a very learned and pious woman, ended up leaving Safar due to an unhappy marriage taking her most trusted priests and disciples to create a mass church off the coast of Safars Kingdom. She separated from his kingdom completely, a solo county of very high religious importance for the faith of True Gods. The mass temple, funded by many True god supporters gives supreme advantages in Archer effectiveness and Knight effectiveness, also grants +2 knights to holder. This is widely considered the most extravagant building and land in the northern hemisphere, granting the holder of the county, which is also a duchy, +2 gold due to flocks of fervent True god war shippers spending this wealth on the island. That’s all, thank you for reading, please let me know whether or not you would be able to add this. Regardless, great video and idea!
@anprimpushka
@anprimpushka 11 месяцев назад
Here's my idea, add it if you can. Yushgera is a duchy located somewhere in the taiga, on the banks of a wide river. Its population is unlike the population of the surrounding countries, because the people of this duchy have been living there since ancient times. The culture of Yushgera is egalitarian, Yushgera's culture traditions: Forest Folk, Culture Blending, Malleable Invaders and Xenophilic. They are ruled by Duke Uzhan of the Geruyt dynasty. He is calm, has a second-level military education, he is Patient and comely. The goal of the game for this duchy is to revive this ancient and endangered people. When you make counties, you can base them on the names of the peoples of Siberia.
@Goodtcori
@Goodtcori 11 месяцев назад
may i suggest a kingdom like that of ancient Egypt? they are an agrarian and trading society, they should be on the most southern part of the map with desert and dryland(few swampy areas) but their most useful cities/main cities are by bodies of water and rivers. they are a medium sized kingdom, whom follow a religion that is based off of sacrifices and agriculture, have equal rights for both men and women although their culture is male dominated. they have a fairly dark complexion but look middle eastern.that’s really all i have right now… you may come up with the names
@samwinkless9163
@samwinkless9163 11 месяцев назад
Do you think you could make a mod representative of the book series; Malazan, book of the fallen. ?
@itsflyde
@itsflyde 10 месяцев назад
Any tips on how a man like myself could go about creating a custom heightmap? Made a fantasy map for a D&D game a while ago and would love to port it into CK3, but not sure how to get a heightmap for it :0
@vexuria
@vexuria 11 месяцев назад
Amazing stuff
@mindful-madness
@mindful-madness 11 месяцев назад
This idea is brilliant!
@Sire1510
@Sire1510 11 месяцев назад
Wow very good work dont forget my kingdom from your last video 👍
@flinkerCK
@flinkerCK 11 месяцев назад
on it!
@busterampleforth9806
@busterampleforth9806 11 месяцев назад
Perhaps in the far west, on the mainland beyond the archipelago, you could have The Wujao Empire, an empire founded on the coasts of a major river flowing through the arid steppes. The landscape would also have some nice defensively advantagious mountains to give them an edge in defending against the militarily superior archipelegel raiders. They’d not have maritime traditions and mostly stay on their mainland and serve as a place that the archipelegel raiding factions could target to try to plunder. I think a lot of their culture could be isolationist, defensive, nationalist kind of stuff to get that idea of defending their lands, and they would have poor relations with basically every other faction.
@oaklandoof994
@oaklandoof994 11 месяцев назад
If you’re into making a new TCM, an Inheritance Cycle TCM would be amazing
@lordproxima2164
@lordproxima2164 11 месяцев назад
The Lord-Stewardship of Ki'Duran (Kingdom-Tier Title) is a shattered shell of its former self, with the migration-invasions of the Kwithlani, Inuini, and Prestani peoples shattering the once powerful realm into several squabbling fragment states seeking to unite the volcanic "Island", (In reality a former peninsula that has lost its land-bridge to the mainland, similar to the loss of Sri Lanka's landbridge due to tropical storms in the middle ages). The Lord-Stewardship was once entirely populated by the Durani peoples, who had migrated from the mainland in a semi-mythical exodus from the neighboring Ratani Confederation (Tribal Kingdom) due to extreme famine and loss of lands to competing tribes. After their arrival, the rich volcanic soils of the Briteshard Caldera,(Named after the brilliantly white quartz and marble found in the mountains of the island), allowed them to truly prosper once more and become an independent petty kingdom. However, soon they would undergo great crisis when one of their petty kings died without any heirs to succeed the throne, however instead of an all out civil war between the most powerful families of the Durani, they established a permanent "Regency" known formally as the "Lord-Steward" of the Isle. This essentially created a form of Elective Monarchy, with differing noble houses being elected after the death of the current Lord-Steward. This allowed for a somewhat civil transition of power, if somewhat clouded with intrigue and bribery for whenever a Lord-Steward passes on. After several centuries of prosperity, the Durani people were struck by tragedy, the Briteshard Caldera had suddenly erupted in one of the most violent eruptions in the worlds history, decimating the southern half of the island and leaving the northern half in a famine. After the short volcanic winter had passed, several tribes from the Ratani Confederation opted to migrate into the newly de-populated lands of the southern half of Briteshard Island. The Kwithlani tribe would come to dominate the Banerun River floodlands on the southeastern quarter of the island, while the Inuini Tribe would dominate the hill-dominated southwest of the island. The Kwithlani would go on to form the Duchy of Baneland from their acquired holdings, and the Inuini Tribe would form the Archcounty of Cragland. A third tribe, the Prestani, would opt to invade the northern half of the island, with the Durani only able to hold onto the heartlands of their kingdom on the eastern portion of the Island. The Prestani would split into two different independent groups, the Republic of Erkchani (Republic Duchy Title) within the Northwestern Fjords of the island, and the High Chiefdom of Snowyn (Tribal Duchy Title). The Island of Briteshard is split between four distinct biomes, two major mountain ranges, two major rivers, four fjords, and a slim valley separating the two mountain ranges of the Island. The south of the island is dominated by fertile hills and plains, along with the floodplains of the River Banerun. The east of the Island, (With the much less fertile river of Crimson Falls acting as a border), is dominated by Taiga and hills, extending from the East of the Island to the northern tip. on the northwestern section of the Island, Taiga and mountains dominate the lands around the Northern "Four Scars" Fjords, (Ratgani Fjord, Erkchani Fjord, Peros Fjord, and Whitefall Fjord). Finally, the western section of the island is dominated by the "Briteshard Crags", where the Caldera's eruption collapsed part of the island and mountain range into infertile "cold" desert hills and flats, only bandit-lords and warlords occupy this section of the Island, with the most powerful ruling from the Caldera's crater, which hosts a volcanic lake that provides fresh water to the various warlords that occupy the area. The two mountain ranges are the Briteshard Range, (Which dominates the southern half of the Island and surrounds the Caldera Crater on all but the west side), and the Prestanos Range which dominates the northern half of the Island, (Which is separated from the Briteshard Range by the Whitefall Pass, a large River Valley that feeds into the Whitefall Fjord on the northwestern half of the Island) The culture of the Durani peoples is that of an Isolationist people that prosper in the hills and Taiga of their adopted homeland, being the only culture on the island to fully harness the fertile hills and Taiga of the Island, and part of the reason why they have been able to hold onto the Eastern Heartlands for so long against the tribal migrations. They are courtly with their cultural pillar, valuing the courtly politics between the various noble houses within the Lord-Stewardship, (To which there are only 3 dynasties remaining within Durani lands). The culture of the Kwithlani is that of a xenophilic peoples, who value the scars of their strongest warriors to teach the next generation of the tribe how to do better. They are focused primarily on holding onto their lands with a stoic strength, as they wish to escape the troubles of the chaotic Ratani Confederation and find a new home on Briteshard. The culture of the Inuini is that of Traditionalist Miners, able to find the bounty of the deep earth in any hill or mountain they inhabit. Although they are quite resistant to change, and would rather worship their splinter sect of The Old Gods religion. The Prestani Culture is that of Coastal Warriors valuing their semi-independent city-states, always attempting to either raid or trade more gold than their rival clans within the culture, they are infamous for their cunning deals and ferocious coastal raids as ways of acquiring funding for their clans. The Ratani Confederation is an loose tribal hegemony consisting of dozens of different tribes from around the mainland, with these different tribes and cultures constantly bickering and fighting over land/water in the often famine-struck steppe and hills. The Ratani Confederation is not a De-Jure Title, similar to that of the Khirgiz Khaganate in the 867 start, so the Confederation can easily be splintered and result in a region filled with warring tribes, however if the region manages to unique themselves underneath kingdom/Empire titles, they can become a powerful force to reckon with. The religions of Briteshard are that of the Inuini "Cult of Arboreas" (A splinter sect of The Old Gods that focuses on human sacrifice to reveal the fertility of both soil and stone), and the Duranos Faith, (A monotheistic faith focusing on the worship of Duranos, savior of the Durani and adoptive guardian of humanity as a whole. This faith treats men and women equal, but only women may serve within the Clergy as the "Chosen Daughters of Duranos". The Tenets are Astrology, Communal Identity, and Legalism). The Ratanos Confederation follow a combination of the Cult of Arboreas and The Old Gods, as well as other faiths from neighboring regions. The current ruler of the Lord-Stewardship is Lord-Stewardess Reymona, who is faced with attempting to re-unite the island under Durani rule. Whats left of the nobility have little faith in her, and there are talks of the nobles attempting to declare independence and joining underneath the neighboring invader realms. Reymona will need to utilize her outstanding skills in Stewardship to keep the Lord-Stewardship from collapsing, and potentially prove to her vassals that she has the ability to guide their collapsing state back into the grace of Duranos. The Archcount of Cragland, a former Inuini general named Rtzigi (rit-zig-e) from the initial invasions two decades ago, wishes to expand the realm into the neighboring Duchy of Baneland, hoping to secure the fertile floodlands of the Banerun river and hopefully gain an opportunity to finally push the Lord-Stewardship off Briteshard for good. The Duke of Baneland, Duke Yara of Clan Renos, simply wishes to hold onto his newly acquired lands from the previous decade and perhaps even negotiate a deal to bend the knee to the Lord-Stewardess in exchange for permanent recognition of the Kwithlani peoples dominion over Baneland. The various Lord-Mayors of the Prestani city-states in the Fjords are always seeking ways to make coin, especially to build up the many ruins and small outposts that occpuy the Fjordlands to the north of the island. They may even offer their military services to those who offer the highest payment. The High Chiefdom of Snowyn, ruled by High Chief Torpelli, are the most recent arrivals onto Briteshard, and have only recently finished conquering the formerly Durani bastion of Port Snowyn, from where the High Chiefdom has taken its name. They seek to expand into the heartlands for raids and food to establish their own proper cities in the north of the Island, as of now they only occupy camps in the ruins of the cities and towns they ransacked during their initial invasion. (Tribal Holdings). Even if you don't consider this for an addition to the map, it was a fun little world-building exercise to do, and you've earned yourself a subscriber as well! Can't wait to see more from you!
@oscar1107
@oscar1107 11 месяцев назад
Could you possibly create a Dune mod inspired by Frank Herberts dune books? And the Dennis Vilneuve movie?
@musculusmaximus6937
@musculusmaximus6937 9 месяцев назад
Hey flinger, denke du verstehst deutsch :) Ich habe noch Probleme die Gebäude zu setzten, irgendwie funktioniert das nicht mit dem Auto-nudge nicht, kannst du das eventuell noch etwas näher erklären und wo die Fehlerquellen sein könnten?! Habe deine anderen Tut´s auch gesehen, super Arbeit , Daumen hoch :)
@flinkerCK
@flinkerCK 9 месяцев назад
Moin, ich mache das immer so: 1. Die Koordinaten für die Building-Locators setzen, das geht im gfx Ordner. Da setze ich alle IDs ein, die Koordinaten sind da erstmal egal aber der Eintrag muss da sein 2. Im Mapeditor kannst du jetzt die Gebäude auto-nudgen. Dann speichern 3. Jetzt kannst du die Locator-Einträge der IDs (die jetzt die aktualisierten Koordinaten haben) rauskopieren und für die anderen Locators nutzen :) Klappt das bei dir nicht?
@talbot9255
@talbot9255 11 месяцев назад
The primeaval kingdom of Fornríki. A norse inspired kingdom. It is situated on a six sided island in a great lake. Each of sides holds one of the low kings. All of them (except one) are decended from Sameinari I first high king of Fornríki. The current high king is Lákon I. He is the son of Lákon the Smith a lowborn blacksmith who svindle his way to the throne of Suðurland. Lákon was elected with only two votes his on and that of Friðríkur af Höfnland. This election happened a year before the start date and was highly contested with three low kings voting for themself and the last voting for Arnór the good’s (last high king) maternal grandson and current low king of Norðurland Óþekktur. But the high king (and his heir) can not vote in a election. Due to Óþekktur not being part of the house of Sameinari made him unpopular. This resulted in every low king voting for himself until Lákon I convinced Friðríkur to vote for him. Suðurland. The people of suðurland are a diplomatic and crafty folk. They dislike war choosing to fight thru mercenaries. They are lead by Lákon I (the high king). Höfnland. The people of Höfnland are mercantile by nature they enjoy venturing to far off lands and returning with great treasures. Their king is Friðríkur Kaupmaður. Norðurland. The northmen are warlike and expansionist they make up the bolk of mercenaries on the island and often venture to the mainland. They have a culture of dueling and sacred knighthood. Their leader is Óþekktur Kvensson Vínfirðir. The winefjords are the most fertile part of the island with nearly a quarter of the people living their. The people theur are agrian abd often considered weak particularly by the northerners. Their leader Jón Bóndi. Kaupstaðir. Is situated on the oppisite of Höfnland abd has a similar trading culture. They often quirrel with the Höfnlanders ironic considering their king is a Höfnlander being of the house of Kaupmapur. Their leader is Ríkur Kaupmaður. Stormland. Stormland used to be the heart of Fornríki but it has now fallen quite far with the king Mikil Stormlander being a puppet of his dukes. The terrain is mountainous and the wheather bad. The stormlanders are a warlike folk but they consider mercenaries to be distasteful. Miðland. Miðland sits at the heart of Fornríki between the six realms. Unlike the other six realms it is not governernd by a king but the high virgin who is also the head of faith of the island. The current virgin is Guðrún the dutiful a young, beutiful and ambitious women. Unuseually for Fornríkers the Miðlanders are mattiarchal with women leading the household. The first king of Fornríki was Sameinari the Towering. His burial in the northernmost part of the island is now a holysite rivaled only by the great tower were the high virgin resides. Sameinari split his kongdom into seven. They were split between his six sons who became the lowkings and his daughter who became the first high virgin. P.S. great video I really enjoyed it and look forward to playing the mod when it comes out.
@jonasmollghin9719
@jonasmollghin9719 7 месяцев назад
how long did it take?
@baochau3259
@baochau3259 11 месяцев назад
I have an idea : the kingdom of Nam-Binh ( the kingdom of southern harmony ) and is an analog of Vietnam , Cambodia and it can have the religion of Coconut Butism which have a legends of a homeless monk managed to studying different religions and creating a new religion and managed to unlock true happiness after only consuming coconut , fruits and able to forget all humanity’s sins and greed and offer to teach other his teachin
@JohnoftheWesternlands
@JohnoftheWesternlands 11 месяцев назад
The Empire of Sillyria in the Middle of the Mainland in very technologicaly advanced. The primary colture of the Empire us Sillyrese which has Martial admiration, phillosopher colture and stount traditionalist. Other coltures in the empire are the Olerese which is a very philosophical egalitarian and Marinetime colture and the Jolic which is matriarchal. The religion is named "followers of the one" and it's virtues are Callus Just and Brave. The current Emperor is Ivolon Volca the 1st. He is a masterminded philospher and a good strategist who is Callus Just zealous and Arrogant and he is also intelligent. Ivolon is delicate though. His most powerful vassal is Veilon of the duchy tier Realm Vilyra. Veilon is a brave humble and cynical and he is also Herculean.
@PeteSismico
@PeteSismico 11 месяцев назад
Idea: Duchy of Argos (Feudal Realm) 5 County Duchy. You can make it DeJure part of any kingdom you want. Location and Terrain: Anywhere with a bay area. Duchy capital is coastal. All wetland except duchy capital (Farmlands). Highly developed around the capital. If possible to make your own special building, give it one similar to the Doges Palace in the Duchy Capital, or just give it that building without the republican government type restrictions if you cant create your own, if removing the restrictions is also not possible, just give it a University or the Walls of Genoa. Politically: 4 counties controlled by a Duke (including Duchy capital),1 county controlled by a Baron who is a vassal to said Duke Culturally: Culture extends a little bit past the duchy itself but is mainly concentrated around it Name (Cistanian) Use italian-like or hispanic-like naming conventions or just straight up use latin or iberian heritage. Ethos: Communal Traditions: Polders,Wetlanders,Maritime Mercantilism and Republican Legacy. If possible make them able to get the Condottieri and Pike Colum Innovations. Religion: Name (Helanism) Tenets: Literalism, Esoterism and one of the Holy Wars ones like Struggle and Submission or Armed Pilgrimages. Doctrines:. Spiritual and unlanded Head of Faith Monogamous and make Witchcraft a virtue otherwise dont really care. Characters: Ethnicity: Mediterranean or Arabic Duke: Male Unmarried 22 year old Fortune Builder who is Quick, Ambitious, Diligent, Deceitful, a Journalier and Scarred with high stewardship and intrigue and overall good learning. Baron: Male Married 31 year old Brilliant Strategist who is Hale, Strong, Ambitious, Stubborn, Brave, DIsloyal, Reckless and Aggressive Attacker with high martial and prowess but incredibly low intrigue, He has a Daughter At game start these two characters start at war (war for independence) IF YOU CANT DO SOME OF THE THINGS I SPECIFIED HERE I WONT MIND, IM CONTENT WITH JUST HAVING SOME IMPUT. IF YOU WISH TO CHANGE CERTAIN ASPECTS TO FIT THE WORLD YOU ARE WELCOME TO DO SO. I feel like this should make for a pretty interesting campaign with the two characters I have created, but once again you can just change it if you want.
@PeteSismico
@PeteSismico 11 месяцев назад
Also if you have any questions about this I would be happy to answer.
@deepvoicedick4925
@deepvoicedick4925 11 месяцев назад
The duchy of Franski, the rump state of the once powerful kingdom of Yur. The duchy is led by Adelbert the youngest son of the last king. A military minded man he’s well known for the many military campaigns he embarked on on his fathers behalf. Distinguishing himself as a brave and noble fighter he also unfortunately is known to punish villages and civilians who do not cooperate. While also lying to local leaders in order to attain alliances. The duchy of franski encompasses the entire de jure capitol duchy of the former kingdom of Yur. Being flatlands and farmlands turning into hills the further you leave. Surrounding the duchy of Franski are a plethora of former dukes and warlords that held onto power as the kingdom that once ruled them collapsed. Most notable of these successor states is the duchy of Sekitek. Laying east of the duchy of Franski. Sekitiek is ruled by the eldest brother and heir to the throne of Yur, Pritain. Pritain is a self proclaimed learned man to a fault. Ignoring the art of state craft to pressure personal endeavors. Though he dreamt of being a powerful ruler his personal cowardice, and big head got in the way of him being an effective ruler. His lands lay in the sites of his younger brother Adelbert. Both these guys are part of the Yurevi culture. The Yurevi people being a very proud and warlike people has led them to be in contact with many cultures around them whether that is cultural or politically. The main centerpiece of this culture is there stern modest/conservative demeanor and the importance of the horse in their society. Horses being used for war, clothing and economically. They are a settled people being no longer semi nomadic they don’t forget we’re they came from. Religiously they worship I’hran a god in their mythos died when the world was created. They see this as the ultimate act of sacrifice and love. To be a good Yurevi is to die in honorable and for those you care for as I’hran did when the world was created. The religion is pluralistic and many Yurevi that adventure out will adopt the religion of the lands they settle. It is also not uncommon for lower Yurevi lords to get up and leave their lands for better ones. Often at the dismay of surrounding people and cultures as this is usually a violent process that includes the Yurevi lord displacing and killing anyone who tries to stop them from taking in there eyes is there’s.
@jackfayne7944
@jackfayne7944 4 месяца назад
Anyway to get that template for photoshop or the most effective way at creating Provinces with unique RGB values very time consuming and pretty difficult trying to keep track of all the provinces
@epongecommuniste907
@epongecommuniste907 Месяц назад
Here is how i managed to quickly get my province map : i used a hoi4 map generator that you can find easily if you search how to make a hoi4 total conversion mod. It gives you a heighmap and a province map that both fit for hoi4. With some quick modification on photoshop you'll convert them to working ck3 heighmap and province map. The name of the hoi4 tool is MapGenV2.2
@based-cosmo
@based-cosmo 11 месяцев назад
can you make a one province tribe that controls a castle that was built by an ancient group of masons and they worship the castle as their faith and holy site? they should be built around defending the castle not attacking other land because they are set on defending the castle at all costs. The leader should be a shawman mason. Otherwise you can take creative liberties in making the tribe.
@thatnukethatdestroyedmegat9654
@thatnukethatdestroyedmegat9654 11 месяцев назад
A dutch-inspired culture called dael, daelen who life on temparate coastal plains. They focus a lot of on cities and development and are also good traders. They should have one kingdom called the kingdom of daeland and a few smaller duchies (maybe a merchant republic?) around them with the same culture. Their land should have farmlands, plains, a few swamps and an inland sea. Their capital should be on a river delta on that sea. Their king Jonathan Hilver is a shrewd merchant who is focused on trade and improving his realm. They follow a faith which is oriented around the community, acceptence of other faiths and belivies and also money.
@alseyhopkins3368
@alseyhopkins3368 9 месяцев назад
Could you go over how to make the province template I would be super grateful
@no-one5387
@no-one5387 11 месяцев назад
Amijan, a land of many island republics. Each city has it's own government, ruled by a council of oligarchs, though some cities are instead ruled by Exarchs, heriditary military strongmen. Once the entire land was united in an empire, but that was long ago. The Islands are mostly mountainous, with the cities all situated on the coast and small farming communities live on the slopes. Amijan is very city and trade based, though they also have a well developed history of warfare, being preeminent mercenaries across the whole of the continent. The largest realm in Amijan is a league of united cities called the Ejiados league, which is named for the head city of the league. It is a kingdom tier title, though it isn't a de jure title, because it doesn't really have a claim to all of Amijan. Maybe you could add a few non-formed league titles as well, named after large cities that can be formed at certain sizes? A few de jure kingdoms exist, though none are formed, with the empire tier title being called Amijan. The island of Leukhos, the farthest island from the mainland, has a seperate culture, related to the main Amijan culture. It is descended directly from an imperial remnant, with the sole ruler of the island, Ekides, claiming direct descent from a Consul of the Amijan empire. The island is united fully under him, though it is fairly undeveloped and backwards. The Leukhos culture keeps its warlike aspect from the Amijans, but instead of cities and trade it is focused on castles and agriculture. The Amijans are fairly egalitarian, allowing men and women to inherit, though the Leukhans are very patriarchal, dissalowing women to inherit. Additionally, the main religion of Amijan is a loose Pantheon of many gods, pluralistic as it believes all gods, even of other faiths, exist, though their god of commerce, Hejion, is ultimate head of their pantheon. They allow homosexuality and women as priests, while being fine with witchcraft. They do not allow concubines or multiple spouses, however. The Leukhans follow a similar religion, though their pantheon is more restricted and headed by the godly incarnation of the position of Consul, embodied by Ekides at the moment. It is patriarchal and disallowing of homosexuality, though still allowing witchcraft. Ekides is trained in the arts of war, though he is not very well trained. He is cruel and sadistic. In Amijan, the leader of the League is currently jockying against the cities for more power, so make him ambitious.
@lightningluis6401
@lightningluis6401 Месяц назад
The Script has saved my sanity! Thank you very very much!
@Killjoyghost666
@Killjoyghost666 11 месяцев назад
i had a idea for a Norse roman like kingdom i called the kingdom Regnum Nordolatinum or Nordolatinum for short they speak a language of Nordolatina which is a mixture of Norse language and Latin so a example would be "salve, bone domine" which is hello good sir. their culture is called Solarii and they are isolationist as they live in mountains and rarely come into contact with other cultures so Mountain Homes would also be in their culture as well they live in the mountains and Stalwart Defenders since they face invasions from the south causing them to be isolated the solarii has the stoic ethos's. the second culture is called Aurorians they live in lower areas of the Nordolatinum home land and less isolated from other cultures they will have Xenophilic as they meet cultures and like to trade with people they will also have Sacred Hunts which i will expand on later then Swords for Hire for since they do trade a lot they lend their swords for money they will have the Egalitarian ethos's the homeland of the Nordolatinum are mountainous and has a lot of rivers leading to the ocean its cold so they mainly hunt and fish in the winter months in the summer months the weather heats up so fishing and some farming will be done to save for the winter. there is two religions the solarii has one and the aurorains has another. the religion that the solarii believe is called Solariism the doctrines are equal for men and woman, Fundamentalist, lay clergy, temporal ,Polygamous ,Must be Approved ,No Bastards ,Close-kin Taboo ,Shunned for same sex relations, Shunned for adultery, deviancy is Shunned and witch is also but kin slaying is accepted. the Clerical Function is control the gender is only women Clerical Marriage is disallowed then Temporal, for Life their tenets are Polyamory, Unrelenting Faith, Reincarnation so the solariism is a strict religion. The Aurorians follow a unique religious faith known as Harmonia Divinum the doctrines are Equal for men and woman they are Pluralist and Theocratic which the head of faith is Spiritual the marriage type is Monogamous and Divorce must be approved No Legitimization for Bastardry and for Consanguinity is Close-kin Taboo same-sex relations are accepted male and female adultery is shunned Deviancy is accepted and witch craft is shunned then kin slaying is Dynastic is Criminal the Clerical Function is Recruitment also Clerical Gender is either and allowed to marry then finally Spiritual, Revocable for Clerical Appointment the tenets are Adaptive, Mendicant Preachers and Hedonistic there is two kingdoms the kingdom of solarii then the aurorians the main kingdom is Regnum Nordolatinum but its in civil war as solarii and the aurorains break up after the death of the last rex of Valerius Thorvaldsen of house Thorvaldsen his sons named Gaius Thorvaldsen which is a solarii gaius is 25 and has a wife named Livia Freyasdottir they rule the mountain half of the kingdom named Montisregnum or realm of mountains the second son abandoned his fathers last name and made a house of his own Sigurdsson is the house name and the son name is Marcus Sigurdsson he rules the aurorains in the marshes of the old kingdom he calls his kingdom Fluviorubri or the red rivers his age is 20 and doesn't have a wife. Gaius Thorvaldsen is a zealous, Lustful, Wrathful and his brother is Marcus Sigurdsson is a Greedy, Honest, Cynical and Livia freyasdottir is Trusting, Sadistic, Paranoid you can change anything you want but that's it I hope you choose me :)
@majestic8054
@majestic8054 11 месяцев назад
Hey i noticed for the custom religions we made, we have the same doctrines. Wanted to know if you wanted to do a merge with me? Mines however is more bellicose & Noble dominated. And we believe in astrology.
@Killjoyghost666
@Killjoyghost666 11 месяцев назад
@@majestic8054 we can if we get choose of course
@EM-wt2wi
@EM-wt2wi 11 месяцев назад
De jure, the kingdom of Gentimare is a fertile land bound on one side by ocean and the other side by a tall mountain range. It is predominantly populated by the Lobsos, a highly urbanized people speaking the Lobse language, which is essentially Italian with somewhat corrupted spellings and pronounciations, as well as some original words as desired. They have an entrenched Republican Legacy due to a series of powerful republics that have dominated the region in the past. Its rulers have historically preferred to use mercenaries rather than levies or men at arms to defend themselves, leading to numerous Swords for Hire throughout the land. Further, the cities are fiercely competitive with each other, leading to intense Parochialism. However, the Lobsos dominance fades as one goes towards the mountains or the neighboring kingdoms. The Lobca culture, an Isolationist culture related to the Lobsos, dominates the mountain range, with small pockets of the Lobca also existing closer to the coast. Their location has led them to be Mountaineers, and easy access to raw ore has led to a disproportionate number of Metalworkers to work among them. Towards the borders of other kingdoms, their cultures may spill over into Gentimari lands, especially further inland. Recent history of the region has been dominated by the Kingdom of Gentimare, which ruled the entire area until very recently. King Matteo, a Lobsos, is an incompetent ruler whose only real skills lie in intrigue. He was unable to keep the realm together in the face of a large independence war spearheaded by Duke Enzo of the Duchy of Terfuoco, and the Grand Mayor of the Republic of Lucirenze, both highly competent men with strong stats in general. Their success has led to a smattering of petty realms dotting the kingdom, potentially including one or two additional republics should that interest you. King Matteo, now only rules over the duchy of Cientromos, inhabited by the Lobca.
@shrimp202
@shrimp202 11 месяцев назад
This Republic nation is called The Republic of Venise. This Republic is located in the South of unnamed continent. This country is one of the largest and wealthiest cities in the "previous era", this city is home to some of the finest merchants. Some of the features of this city include that there are canals that are used for transport. There are also many rich merchants who live here and this city is well known for its fine architecture. This city has many important buildings like St. Judah's Basilica, the Doge's Palace, the Curiculum Bridge, the Ethersium Church. Some of these details are AI-generated, some is my image, if there are any grammar error please note that to me. ;)
@andrewirrvent337
@andrewirrvent337 6 месяцев назад
could anyone(or the OP..) explain to me in detail how to create a custom/new clothing_gfx. so far, the only info i have, is you create a script_trigger, and script_modifier... but have no idea how that ties into choosing clothes for that trigger.... or anything else, and i'm not even getting into the nonsense syntax. another question on that note. how do you create custom portrait_modifiers that pop up in ruler designer?? as above, in detail. from files, to syntax.. because I can't seem to get that working either.. (that 1 actually has 1 tutorial I was able to find... but was not able to replicate. the 1 on clothing pattern modding). learning to mod this game is an absolute nightmare, and I am really, really struggling to figure out where to get any information. probably 1 of the worst modding game experiences I've had. up there with darksouls, and sands of salzaar, which I completely gave up on within about 3 hrs after figuring out nobody in the english modding community cared enough to even share what they learned about the syntax, variables, names, etc(which is ALL in CHINESE), let alone file structure, and understanding.. which isn't THAT different to this game, where you can get vague bits and pieces, from 10 different sites, and MIGHT be able to piece it together.... sadly, i'm not smart, so I cannot do so. i've probably spent a total of 7+ hrs over the past 2 weeks... googling culture_gfx, culture modding, etc, among many other things, with no answers to be found.... i watched your culture modding tutorial, as an example, and it completely skips over it....... even though i'm pretty sure in the video in question, you had a custom clothing_gfx... for your culture............
@user-qz5nk3zx5v
@user-qz5nk3zx5v 11 месяцев назад
A Small Island named Kenz, with a Powerfull Warlord named Tin which has Event Units, with a New Languege Like Huskar and a New Culture who Rades the World. Would be awesome 👌
@lulzlowkey4500
@lulzlowkey4500 11 месяцев назад
Is it possible to get a prerelease version of the mod? It looks fun to play on
@flinkerCK
@flinkerCK 11 месяцев назад
At some point in the future yes! At the moment its just not stable and ready for release
@lulzlowkey4500
@lulzlowkey4500 11 месяцев назад
@@flinkerCK ok, and thanks for contributing to the ck3 modding community
@lemnajcavite
@lemnajcavite 10 месяцев назад
An idea to make a CK3 TotCon would be the Grishaverse but Medieval or earlier eras of it.
@DominicJGomez
@DominicJGomez 11 месяцев назад
Are you still taking submissions?
@maximdrager3639
@maximdrager3639 11 месяцев назад
Do you have a discord server? Imma still type a kingdom though
@flinkerCK
@flinkerCK 11 месяцев назад
online now, link is in the description of my newest video :)
@yes5989
@yes5989 11 месяцев назад
The Kingdom of Fyndor is ruled by a powerful and respected royal family known as House Darian. The Kingdom of Fyndor is located in a strategic place, in an area with many hills. The history of the kingdom of Fyndor is shrouded in mystery, but the founder of House Darian is Darian I. He took the throne after his father died in battle with the neighboring army. King Darian I was a skilled ruler and managed to unite his people under his leadership. He invested in the development of cities and promoted trade and cultural exchange with other surrounding kingdoms. His son, Prince Tarek, a great military commander, inherits the throne. He is ambitious, wanting to expand the territory of the kingdom. The second most important noble house in Fyndor is House Knoffar - the rival of House Darian, led by Myrthen "The Bastard". The members of House Knoffar are true masters of manipulation, wanting the throne of Fyndor ever since they sworn fealty. Some important houses are: House Meryos - a noble family specialized in the cultivation and processing of agricultural land, which brought them a high level of wealth and power. House Halden - a noble family known for hunting and animal sports, with many members excellent in horsemanship and archery. House Rendall - a noble family known for their war skills and loyal service in the royal army. House Valtair - a noble family with diplomatic skills and an impressive portfolio of commercial affairs in Fyndor and abroad.
@ZwizuCS
@ZwizuCS 11 месяцев назад
Livadia is an island nation with high militarism and skilled in combat, following a doctrine of quality over quantity. The island it is located on is small-medium, named Donermus, with a few smaller islands surrounding it. The Livadian culture is all about domination of the strong, with the regular people serving as servants to the top military personnel. On the South of the main island is some hilly terrain, but otherwise the islands are flat in nature. The capital of Livadia, known as Mayow, is a hub of trade and commerce, as well as a bustling city. Before the Livadian nation, there were disorganized tribes. These tribes would war against each other pointlessly for attempts to dominate the island. The first empire was the nation of Silvano, which dominated Donermus (main island) through force, beating a coalition of smaller nations that tried to stop them. Using highly skilled soldiers known as ''Hunters'', they were able to overpower any opponent. This formed the Silvano Military Doctrine, created by general Livad. Silvano fell after two years from foreign attacks and raids, and the islands fell to an outside force, to be subjugated and exploited for their overlord's gain. What remained of the island banded together into the Donermus Liberation Alliance, cooperating with the occupied Army of Silvanese Resistance to try and expel their colonizers. After 116 years of trying, the colonizers pulled out of the island, stating the resources weren't worth the trouble anymore. The remaining nations unified into the Donermus Fdederation. Losing their common enemy, the various federation members turned on each other once more for domination over the island. Through resistance and revolution, a group called the Livadians rose in power across the islands. They were named after general Livad of Silvano, and they followed the forgotten Silvano Military Doctrine, quality over quantity. Using their immense combat prowess, the Livadians were able to overcome the Federal Army and take over the islands, united under the new nation of Livadia. Map of Livadia's islands: imgur.com/a/NtKV9NU
@inspector_beyond
@inspector_beyond 11 месяцев назад
I dunno if it's gonna be a challenge for you or, but here's an idea: A Theocratic (yes, I know it's unplayable, but I just like the idea) Empire tier realm, located in nothern very thick forests of the mainland, with archers are no match to anyone. Their technological level is of early Medieval era. (So, a culture bonus to forest terrain, bonus to archers, philosophers and a tradition that has equal gender rights. The culture is called Mikšofla. ) Their religion is thinking of nature as a sacred thing, but thinks that everyone else that dont follow their ways. And treats women as the sacred beings. (So, it's an organized religion, Sanctity of Nature, a tennet that will definitely make AI to be agressive to anyone of not their religion and religious figures can be only women, witchcraft is allowed, incest, intersex relations are not allowed and the ruler is a religious figurehead and religious figures can marry. I hope I didnt forgot something. The name of the religion is Mikšotvake). And because the realm was unified under this religion, this realm has only one culture. For the culture, use names of Lithuanian culture, as well as ethnicity. But idk about the fashion though. But either Byzantine or Asian clothes are both fitting. Coat of Arms designs definitely should be Asian, or whatever graphics the game uses for Siberian cultures. Now, the leader. She is a Religious figurehead, her name is Afelana, she's 35, decietfull, patient and fickle. She has at least 10 Diplomacy, 5 Martial, 13 Stewardship, 25 intrigue and 25 Learning. Education is level 4 Learning, she's Theologian and Scholar. She has a husband, Alenas, age 35 (their birth year is the same, dates themselves could be different), who is her love of her entire life since they were kids, but he's also a bit slow in intellect and has no idea that his wife likes to play dirty and can't notice the obvious, but his sweet speeches flatter not only the people, but also hi own wife (At least Level 3 Diplomacy education, 15 diplomacy, 0 intrigue and 5 learning). They have a son, Kenaflas, 17 years old, prefers to send time in army than at court (at least 15 martial and Level 3 martial Education). And they also have a daughter, Kefala, 16, who was raised by her mother as nothing but a straight copy of her, suppressing her own will and emotions in order to make Kefala as the replacement for Afelana (at least level 3 Learning and a Theologian trait. Whatever if Afelana succeeded on suppressing Kefala's own will and personality, you can decide for yourself). I dont expect the THeocratic government to work as I imagine it would, so if that THeocratic empire will be as passive as Pope in Italy, then switch government to Monarchy. It is better to have them agressie than a passive blob on the map.
@DJMCIL
@DJMCIL 11 месяцев назад
The Kae'Zanrite of Xeryanius is a medium sized kingdom located on the biggest island that is a shadow of the former Empire that Spanned many lands, the current kingdom is mainly mountains and heavy forests the land consists of a few duchies that are all former commanders in the emperors army and are fiercly loyal to the Kae'zanar(Ruler chosen by Kaeildeth in local language)with Kaeildeth being the name of god in Xeryani Language, the Kae'zanars name is Kanutus Kaedalinus is a wrathful callous zealous and brave man he remains very mysterious to all but the upper echleon of xerani society he and the Xeryani are warlike and heretical and they beleive their one true faith Kaelonic religeon they believe that they are the one true rulers of the world and all should follow Kaeildeth, The Kae'zanar is the head of this religeon and it is said that he was blessed by Kaeildeths blue flames of war that made him incredibly strong and beautiful it increased his fighting prowess and military leading abilties all in his realm and lands love him as he was chosen by Kaeildeth some say he is immortal due to kaeildeths power but no ones knows of his true power his one goal is to spread the true word of kaelideth and Make the Empire Of Kaelixerys to rule the continets with an iron fist The Kaelonic faith is all about war and spreading the word of Kaelideth through any means they believe in recarnation and mystic powers that are bestowed by Kaeildeth with birth of Kanutus Kaedalinus it marks a new page for the Kaelonic faith as he was chosen by none other than Kaeildeth to rule and spread the Kaelonic faith forever if possible you could try get a burned trait for Kanutus that is a Virtue and gives him buffs as they are Kaeildeths flames giving him a half burned face but is still beautiful in a Angel like way think kind of a vampire scary but also strangely enchanting and persuasive this could be good for a conqueror style playthrough
@HaloLibrarian
@HaloLibrarian 11 месяцев назад
The duchy of Khaur (new Ur in bastardized Assyrian), is the last remnant of the ancient Assyrian empire. The duke, Khaasshur, traces his line to Ashurbanipal and resembles him in his military skill and exploits. The duke and his family follow a neo-assyrian religion, focused on remaking their ancient warmongering empire and glorifying their revered gods through warfare. They would be in an area connecting a lot of areas. Their appearance in this world is seen as divine guidance and a sign of their right to rule. Assyrians didn't have family names, but it could be Ashur or Ilani. Cheers!
@neonz2712
@neonz2712 9 месяцев назад
Please do a video on government modding!
@TheRealKiRBEY
@TheRealKiRBEY 11 месяцев назад
Neat
@stockykruegar
@stockykruegar 11 месяцев назад
now we need how to make events/decisions please
@Magicwillnz
@Magicwillnz 11 месяцев назад
How about this.... something plausible but with a fantasy "feel" to it. Gephon is a wasteland where the extremely ancient Gnessi people live. In this harsh region where very little grows, the people have traditionally lived off the massive migrating herds that traverse across the land to reach more fertile places. The Gnessi value peacefulness, oneness with nature, and family. With the world so hostile, hospitality became their most important virtue, being kind to strangers so that you might receive kindness in turn. Having not apprehended the Riddle of Steel, Gephon was effectively still in the stone age and relied on scavenging and trade for its weapons. About X hundred years ago, a meteor smashed into the wasteland, causing a Year Without Summer. At first, very little changed for the Gnessi as they were already used to their harsh environment, as long as the great herds were not disrupted. As time wore on, and the dust clouds settled, the areas rendered uninhabitable could once again be occupied. The comets had made great fissures into the mineral-rich heart of the earth. Shiny ore could be directly mined. Much of the Gnessi people abandoned their old ways and instead went to harvest and work this new metal. The ramshackle cities that built around these fissures: Kavatch, Mardoch, Naersith, became the centerpoint of a new faith and culture. Chol - the Way of the Fallen Star, believed that the meteor was a gift from the heavens, a sign that the Gnessi people should be conquerors, not nomads. From the Three Cities of Chol, armies heavily equipped in steel emerged to conquer a world still recovering from the Year Without Summer. The Chol had initial successes, putting Gnessi kings on distant thrones, but as the world recovered it found the strength to push the Gnessi back to Gephon, to the wasteland. For all the blood that had been shed, the Gnessi people achieved little. A few of the Gnessi blamed the ways of the Chol, and went back to their indigenous faith of nature-worship, but many more Chol committed harder to the Way of the Fallen Star, effectively becoming their own culture: the Cholgni, "Those who commit to the star." From the three Great Cities of Chol, the new Cholgni launch raids into other lands, hoping for loot and conquest. CHARACTERS: Bassatru Nanitch -- Head of Faith of the Chol, a greedy, ambitious, callous man who believes the old ways have weakened the Cholgni, and has turned his attention to ridding the land of the Gnessi. Vilka Takan -- A charismatic Gnessi leader, out to build an alliance with his fellow Gnessi to resist the Cholgni. Vanda Noorken -- The leader of Mardoch, who seeks to unify all the Cholgni cities of Kavatch and Naersith beneath his own banner.
@ijon-y4549
@ijon-y4549 11 месяцев назад
Hear me out: A clusterfuck empire in the eastern region of the map, which is in the process of disintegrating because of a 3-way civil war. Here is the lore: The Chabarati people were once a group of nomads, who inhabited a large expanse of grassy highlands in the middle of the central continent. 250 years ago, climate change forced the bickering tribes to unite and migrate into the low-lands, where chiefs cut out territories, variying in size. Under these turmultious conditions, a dynasty of especially shrewd diplomats, known for their inhuman beauty, rose to power. The first grand chief Hozipin Kiliri, united his vassals, high and low, by creating a common cultural identity (Neo-Chabarati Egalitarian, with the Traditions: Culture Blending, Warrior Culture, Ruling Caste and Horse Lords) which spread like wildfire cross the landed nobles, while his son Mechimin brought the culture to the peasents, who blended it with their own traditions. His son, Sephin expanded the empire's borders to the great eastern sea, subjugating many wealthy feudal city states, among which, many worship The Old Gods. The Kilrian Strategy, aka, giving your vassals good reasons for infighting, while also keeping them united enough to fight off foreign incursions, was a roaring success for many generations, until Grand Chief Chichin pulled the throne out from under his dying father. He was a man, obsessed with beauty and the otherworldly, while being deeply disgusted by all things physical. He ordered a custom made suit of gold encrusted full body armor, which he reportedly never took off, not even during his 6 daily herbal baths. Chichin directed a lot of his time towards the study of theological texts, with the goal of reforming the old Chabarati Religion (A belief in 9 main gods, who require a constant supply of souls to keep the world from ending: Tenents: Warmonger, Ancestor Worship and Human Sacrifice), which, unlike the Chabarati culture, had not spread far beyond the highlands. This culminated in the founding of the Heavenly Tempel, with him as the temporal head, which denounces the gods of Travel, Fermentation, Lifestock, Wisdom, Birth and the Hunt as demons, while mashing the gods of Wealth/Craftsmanship, War and the Underworld into a singe Deity. A manifestation of etherial beauty and a salvation from the physical world named Yagan (Tenents: Gnosticism, Warmonger, Tax Nonbelievers). His delusion took on a new dimension, when he had his wife, the daughter of his most powerful vassal, executed, after producing an heir that was "too ugly". So he did the rational thing and married his half-sister, with whom he had another boy, beautiful like no other, but horribly intellectually challenged. This caused the formerly loyal father, Nihichi, to plot a rebellion against Chichin, who would die by drowning when his heir, the inbred Chichin II, was only a child, prompting his mother to entrench herself as his regent. Shortly after, the elderly Nihichi proclaimed his grandson as the true heir to the Empire, rising up against Chichin II along with other vassals. Deep in the highlands another rebellion had been brewing ever since the reign of Grand Chief Mechimin, who had, in their minds, mongrelized their culture. Smelling weakness, the traditional people of the highlands had taken up arms too, attempting to proclaim a distant cousin of Chichin II as Great Chief. Many religious dissidents also took their chance and started fighting for their independence, among those are the worshippers of The Old Gods. All in all, everything is going to shit, but in an entertaining manner. Let me know what you think, if you need other aspects more fleshed out, just tell me.
@rioto6162
@rioto6162 11 месяцев назад
The peninsula of Azarbad, very wide and stubby peninsula that is sparsely cluttered with large patches of oases. The land surrounded by mountains in the north with large oceans down south, except for the few paths that are in between the mountains themselves. These paths are narrow and have mountain cities of their own. In the South-West part of the peninsula is a large faction of a traders kingdom with a large but sparse population. They are know as the Kingdom of Kusmal. They follow a religion of multiple deities that each represent the diffrent phases of the moon In the far East their is a small circular shaped cluster of cities that is blocked off by the rest of the peninsula by large stretches of desert. However they are followed by a selfish, devilish ruler who is cruel and follows a satanist like religion but has the same culture as the people of Kusmal. They are know as the People of Gundor In the north is the pockets of mountain folk who are nomadic people of different culture from the other two groups but follow the same religion as the people of Kusmal. They tend to be involved heavily with mountain building and are week anywhere but hill sides and mountains.
@jd21000
@jd21000 11 месяцев назад
Followers of the Vadriki faith worship the Vadrikian Idols, a select group of the Old Gods. This old gods faith also believes in the sanctity of nature, and followers of this faith have a strong communal identity. Followers of this faith often go on inner journey's believing that meditation is the truest form of prayer. They are pluralist in belief, embracing the differences between themselves and others. Adherents of this faith do not go on pilgrimages, viewing them as useless and possibly heretical.
@thisoneforanhour4529
@thisoneforanhour4529 11 месяцев назад
Sorry for the long one. This idea have been stuck on my mind a while ago and I will probably pacrually edit this comment to add a bit about religions. I hope you'll enjoy this one. Rigiria: the kingdom born from the flames of conquest. Geografy: Kingdom of Rigiria is named after it's founder: Droger Rigiran. It's located at thenorth-western part of the continent, in the region rich with plains and farmlands, but with close to no woods and few hills. Southern border of the kingdom is the Shaldaari river. The kingdom streches itself along it's shores from eastern mountains, to the hills to swamps where river takes it's origins, to steppes from where the Conquest had begun in the pastto plains, to farmlands and to the forests and floodplanes of the Shaaldari delta on the west. The kingdom itself located in mostlty temperate climate zone and experiences same four seasons as our world's europe. If you want temperatural comparison France's midland will be a close match. The kingdom's lands cross the river only in three places, where the bridges across the river and noticable forthresses to shelter these bridges from the southerners. The Fossamurian lands in the west, Shuldanruu in the middle of the kingdom and Lurander in the east are three crossing-fortreses, thet one needs to siege first, before getting a chance to move into the kingdom's heartlands. In the past Shaldaari was the main trading arteria of the land, but now this vast (and I mean Danube size vast) river. Now it is one of the kingdoms main protections from the hostile sourthern kingdoms wich are shelter for many noble families who thied resist Droger the conquerers army and lost everything exept their lives. Almoust all of the land by the northern coast are fertile farmlands, while sourthern coast is much stepper and therefore farmlands are not as common, but floodplains almost nonexistant with the exeption of Shaldaari delta region. Southern coast also hosts many forests. The northern part of the realm are bordering mountainess area at the north-westernest point of the continent. The current extend of the kingdom ends where the shallow mountain valleys and large forests begins. There are some independent dukes, who, due to their natural isolation from the rest of the continent, wasn't affectd by the events of the Droger's Conquest. They are neutral towards the new kingdom... for now. Maybie some of the future mountainess rulers could bring all of them under one kingdom and chalange the Drogers descendants? Future will show. The western point of the kingdom, where the Shaldaari river falls into an ocean, creating vast floodplains and farmlands, north of the river is the location of Grand City of Fossamur - ruled by two brothers - sons of the only ruller who volontaraluy accepted the overlordship of Droger over it's lands and created an alliance by marrying his daughter to Droger. Now this land in a state very close to revolt. Two brothers hate their king and envy their sister. Will there be a civil war? Will the region filled with farmlands and floodplains and forests... burn? Counties here are usually small and well developed. The main city of Fossamur is one duchy-one county title, with largest developement in the area. around the city are the farmlands, south of it - floodplains, west of it - farmlands and plains, north of it - few forests and hills. The eastern part of the kingdom we can see the transition from from plains to steppes and then to mixture of hills and wetlands with many small rivers making the easternest part of the kingdom very stagnant in terms of development. Counties here are huge, with 7-9 baronties in them, but the developement here is... lacking, for an abscence of better words. The local rulers still living in clans, with fortress and a city of Lurander, both sharing the same name, being single exeption with a single truly feudal lord. At the easternmost part of the realm there is a uncrossable mountain range with several mountain tribes regularly raiding this part of the kingdom. The lords here are growing to hate their king because of the failed expectations of getting more land for their cattle after the Droger's Conquest. The Brothers of Fossamur, however, hate horselords of the east, so at least this two threats to the new kingdom will not fire at the same time... right? The central part of the kingdom consists from the mixture of the farmlands, some hills, on wich the rare castles stand. This land is now recovering from the recent war and Droger's controll it these lands are almost nonexistent. This, however, are acompanied with the fact, that all of this land, which makes about 50% of the kingdom, belongs to the king. However owning and ruling are not the same thing, so king's first task to finaly aquire dominion over this land is to grant most of it to his vassals. But, loyal vassals are in short supply now, so king might as well decide to create new noble families, not raise power of the existing ones. The the counties Cultures This region, as diverse as it may be, hosts to main cultures: Shuldaneese and Horesriders. Both were existing here since long before the conquest and have develped huge cultural acceptance. With the emergance of new kingdom two will most likely merge into the new Rigirian culture, however will that acually happen is still a question of time and luck. Shuldaneese people live along the banks of the Shaldaari river and the shores of the continent. They are occupied most of the Shaldaari delta region, but also in the years before the conquest became common in the farmlands and plains of nowdays central Rigiria. In fact many of the pre-Droger Horseriders of the central and western planes who started to embrace feudal practises also embraced Shuldaneese culture with it. Almost every Shuldaneese ruler of Rigiria, with the exeption of Fossamur and it's vassals, are now either de ad or exiled, but results of this excange still present. Cultural acceptance is nearing it's peak, and central Rigirian plains being the wild mix of Shuldaneese and Horseriders cultures. Shuldaneese culture are idustrious and agrarial people, who has a strong sense of kinship and usually tend to stick together by collectivelly owning the land they. They are also known as ctly keepers with long lasting republican legacy, even thou the Great City of Fossamur is no republic for centuries already. The Horseriders culture, one native to Droger the Conqueror are known for valuing hospitality towards their guests, centering their lives around war, but when the fighting is done they are generaly malleable invaders. They are also one of the best horse and cattle breeders due to their geografical positions. Lords of this culture sometimes use "te" to mark their noble decent.
@thisoneforanhour4529
@thisoneforanhour4529 11 месяцев назад
Characters, their history and strategical positions: Droger Rigiran '''The Conquerer'' As the ruler of Rigiria you are stayng at the crossroads of history. Next decade will determine will your kingdom will be remembered. The conquest had just ended. Enemy armies had been defeated, enemy lords killed or exiled and you came long way frome one of the petty horselords, to the ruler of the vast kingdom that covers almost half of the continent from west to east. But time has taken it's toll and fate wasn't gentle with you. Things are not really looking great for 46 yeasr old king. First of all - king's domain. Formally you own little more than a half the land of the kingdom. However there is a nuances. Quite a lot of them actually. First of all - the land itself is scourged and you have practically no real control ovr it. The only real land of wich you have control over is one county in the east, from where you had begun your conquest. In is not the largest castle, but at least quite developed one... comparing with the surrounding area. Secondly - the land that you own is far from being the best. Don't get me wrong, this is still plains and farmlands with few hills, not the wild eastern marches and swamps, but the land has been strongly underdeveloped, so it will most likely be your sons or grandsons who will be able to fully use this assets. At the very last - strongholds by the riverbridges. None of them are in your ownership. Even more of that - Eastern and Western strongholds are controlled by your soon-to-be-enemies, while ruler of Shuldanruu is at least not completely hostile towards you, but he also dislikes you in a way. Your second problem is your rivals: coalition of Horselords led by the Otkar te Lemi, desiering to install on the throne the pretender of their own and the Grand City of Fossamur led by the brothers of your wife Lykudor and Malcius of Fossamur thinking that their sister Mirofia had forgotten her duties to the city and desiering to gain their independence back. Your rivals also hate each other, so thank gods at least they will mov separatelly. However losing to one of them is equal to losing your crown. The victory of the horselords will leave you within the world where every ruler around you wants you dead, with little to no chance of revenge. The independence of Fossamur, on the other hand, will emty your treasury, because of the enourmous taxes this splendorous city pays you makes almous all of your income. Your third problem is your army, or, more precisely, abscence of it. The war is just over and your rumbling vassals headed back to their domains, taking their armies with them. At the start of the game your levies are nonexistent and all fighting force you have is 500 loyal men-at-arms. 200 footman, 100 riders and 100 archers are all that you have at the moment. With rebelions on the horison it is not looking good. Your fourth and fifth problem are connected together. You are getting older and thou death is not standing behind the corner it is time to thing about your legacy. You are 46 years old and you have 7 children 5 of which are boys that will devide your kingdom once you dead, leaving only fraction of your domain to your primary heir. However the Shuldaneese culture have more advanced customs regarding succession laws than your Horseriders culture. You as a character have a great marshal skill and decent stewardship skill, but you are not as good at diplomacy and learning and you defenetly are not good at intrigue. You have three notable artifacts to help you in your quest. The unique crown, the scroll of new laws, that you enacted during the conquest and the sword, wich was forged from the heart of fallen star to simbolize divine nature of your conquest. The crown boosts your stewardship and prestiege gain, the scroll helps you with efficent governing of larger amounts of lands in your domain and the sword gives you bonus to any combats you are fighting. Also your wife has an impressive stewardship and diplomatic skills. Meanwhile you have a lot of loyal and strong military champions decided to join your court as the war is over. Maybie some of them will make a good lords of conquered lends which will support you in a face of upcoming rebellion? Time will show.
@thisoneforanhour4529
@thisoneforanhour4529 11 месяцев назад
Lykudor of Fossamur "The Elder Brother" The war is over, but your new overlord, to whom your late father subjigated your city, turned out to be more of a tyrant seeking to exploit Fossamur's riches whilst giving nothing in return. Your city has comited greatly to the war effort. It was largest part of the Droger's army, as well as the most professional one. But what did City got in return? Corpses? Burned fields of the border vassals? Enourmous taxes? River trade decline? This nonsense called "Kingdom of Rigiria" has to be stopped. First way to do so is by getting independence back. Your brother is loyal and commands all the city's vassals, meanwhile you controll the city itself, as well as the stronghold on the southern bank of the river. Your force is not in the best shape, but upcoming civil war among these barbaric horseriders, that think they deserve to rule over the City, shall help you. You both are yong and Rigiria are yet to hear of your succeses. Your problem is your land, or the lack of it, to be precise. A city guard, a stronghold's garrison and the levy's of 4 dukes which loyalty is uncertain. That is your humble means to fight Droger. Lack of proper sized professional army Fossamur once had. Your father to reduced once mighty force of 5000 strong men-at arms to only a humble 1500 men as the war was over. Of these 1500 soilders 900 are footman, 300 are archers and 200 are light horseman and 100 are heavy horseman. However your brother had recruted a mercenary company a 1000 strong consisting of infantry and archers. They will serve you for two years. The momentum is obvious. Your third problem is ceased river trade. For a city that relies on trade as primary source of income this is catastrophy. Taxes are reduced almost by a half because of recent war, and the recovery of the trade might take decades. This also ffects other landowners on the banks of Shaldaari river, of whom Droger is the largest landowner, but with such little control over these lands does he really care about that trade? Surely not as much ar we do at best. Your forth problem is budjet defecit and debt. Current recession forced you to run city into a debt with estimated size of a debt being 1 000 golden coins. If you are unable to win a war within a year-and-a-half city council will disband all units of city guard for the means of keeping this debt in bay. You may eluminate this threat by repaying ha least half of the debt's summ before that time, but winning the war is much more realistic scenario. As ruler of Fossamur you have an access to the effects of great walls and port of Fossamur. First building increases defendability of your city, but the casarms located in it provides you with bonuses on the men-at-arms attack and defense, as well as commander efficency. Sieges, however will be painfull. Port provides you with enourmous bonus th development growth, taxation and dynasty renown, as well as a little bit of pure income. However, economical advantage of the port is complitely anihilated by the ceased river trade. It will take at least half a century for these debuff to gradually fade away. As a character you are good at learning and stewardship, but not great in anythihg else. You have "The book of Fossamur" detailing every previous ruler of your city wich gives you alrge bonus to dynasty renown, prestiege and morale of armies, but this book is in sorry state and needs urgent repairs or else it will completely deteriorate and be lost forever nd your entire dynasty will take a burden of shame for loosing it.
@thisoneforanhour4529
@thisoneforanhour4529 11 месяцев назад
Otkar te Lemi "the voice of the steppe" The steppe people declined for centuries. Old ways have been gradually replaced by the new ones and riverfolk showed us that world has changed. We accepted the chabges and some of us started adopting best ways of our neighbours to our own good. But we always remembered that one sitting on a horseback would never be equal to one watching from the ground or the one who decided to replace saddle with a jeweled chair. We waited. And the oportunity showed itself. Droger united horseriders not by the sword, but by the means of diplomacy. There were a days when every one of us considered owrselves to be his frends or owned him our lives. He led us and we followed. To build something greter than our petty kingdoms - a true domain of horseraiders. But our once belloved ruller turned out to be a tyrant. He showed it during the war. Not a single bit of land haven't been given to our herds to graze. Not a single one of us get propper reward. We're have been used to put power into his hands and then he decided that he can just forget about us. But we dont' forget. War is just over, but the new one are going to begun. We will install a new ruler over our kingdom. One who will led our people to the future. Your main problem is your numbers. All of the steppe lords who are supporting you together make about 3500 strong force, wich very low number of men-at-arms exept of yours 300 light horsemen and 300 horsearchers wich are regiments that are deserted Drogers army and theys morale is lowered for now. If you decide to delay the war Droger might decide to use demand to return these deserters to justice as an exuse to attack you and bring an end to potential rebellion. Your econd problem is developement. Your lands will not withstand a long lasting war and while your fortress Lurander is fortified enough to withstand a siege, other rulers have only tribal settlements, wich can and will be easelly overtaken in case of war. Your last problem is your developement. Even if you win the war there will be plenty of lords who will see you as their primary target. The southern kingdoms and the Grand City of Fossamur will try to divide an conquer your lands as you expel Droger from the throne. As a character you are a brilliant military leader and skilled diplomat as well as decent learner. You non quite good with anything else.
@thisoneforanhour4529
@thisoneforanhour4529 11 месяцев назад
By the way, if you and the people get interested and you ever decide to add this as the full scale playable scenario like in vanilla you can name it "as the dust settles"
@Thatchycar516
@Thatchycar516 11 месяцев назад
SWAMP GOBLINS SWAMP GOBLINS!!!!
@Mthis
@Mthis 11 месяцев назад
Trying to post it all gave me "Returned Error" so i will have to do it in snippets instead, my apologies: The Empire-titled civilization of Anshavar, an Ancient and Highly Developed Civilization situated on a Great Peninsula which the Kingdom and its people are named after is protected by a great Mountain chain to the its North and East. - The Empire is organized into a system of Aristocratic magistrates and Principalities beneath the Emperor. Count/Province = Magistrate Duchy/Principality = Prince/Princess Kingdom/Grand-Principality = Grand-Prince/Grand-Princess Empire = Emperor/Empress -
@Mthis
@Mthis 11 месяцев назад
The Peninsula is a deeply fertile region with many rivers running down from the Mountains creating great river-deltas spreading over most of it, with many great Jungles and Rainforests with swampy coastlines apart from the western coastline which is where many of the River-Deltas meet the Sea and where the heartland of the Anshavar is situated. This leads to the Western Coastline is where the greatest Cities of the Anshavar reside and where the Imperial Seat is situated and rule its relatively concentrated Empire from. - The Western Principalities situated along the Western Coastline are: Anshavartum: The Nominal Imperial Capital, situated between two great Rivers and Fertile Farmlands. A beautiful, ancient and majestic city, said to be 'A Jewel of the World'. Ankash: Nominally the seat of the Imperial Heir. Situated North of Anshavartum, rested against one River with Jungles to its Northern and Eastern reaches. Amushtar: The Southern most Principality of the Western Coastline. Its southern reaches slowly turn from the fertile river-delta into a swampy marshland. The Western Principalities are nominally considered part of the Grand-Principality of Anshakar (Translated as 'Rivers Mouth') - The Southern Principalities situated along the Southern Coastline and its Swamps are: Mulkavar: This Principality does not have a coastline, rather it cradles the Jungles and Marshlands in the Southern Interior, it is often considered underdeveloped and hard to traverse. Menkeshar: The Nominmal Capital of the Southern Principalities, it cradles the Southern Coastlines to its western most extend, bordering Amushtar. Umkesh: Situated in the Eastern most part of the Southern Coastline, by a great Cove, it is a known safe-harbour for many foreign merchant vessels, despite the marshy terrain this unusual trade allows it to be a fairly wealthy Principality. The Southern Principalitie are nominally considered part of the Grand-Principality of Menkush (Translated as 'Southern Hold') - The North-Eastern Principalities situated in the Interior between the Western and Southern Principalities and nestled up against the nearly impassable mountain chain is territorially the largest, but also the most volatile. They are: Indreshar: The Center most of the Principalities and considered the Heartland of the Peninsula, blessed with the River-Deltas flowing through it towards the western principalities, it is rich in Farmlands and it is often the most powerful Prince below the Emperor who resides there. Kulmetak: The 'Northern Guardian', this Principality is situated in the Northern most jungles and poised to guard the Mountain passes from the Northern point of the Mountain Chain. It is considered an unforgiving Principality to live in due to the thick jungles and the harsh mountains. Salmetak: The 'Eastern Guardian' situated along the fermlands from the rivers that run down from the eastern section of the mountain chain, and guarding the narrow passes from the eastern mountains. Tekar: Situated in the deep jungles of the interior between Indreshar and Kulmetak, it is the nominal land of great hunts for the Imperial court. It is however deeply underdeveloped due to the thick canopies that cover most of it. Mekar: Situated in the Jungles of the Interior between Indreshar and Mulkavar of the Southern principalities, it is fairly developed despite the Jungles here and is known for the presence of Silver in the ground. The Interior Principalities are nominally considered part of the Grand-Principality of Indreshar (Named after the Nominal Capital Principality) -
@Mthis
@Mthis 11 месяцев назад
The Anshavaran Civilization is ancient, some would perhaps say amongst the first civilizations to settle down and begin the process of Agriculture however due to their unique Geographic position they have turned out somewhat insular, having only had limited contact with the outside world for much of their history, and mostly through maritime commerce, the Anshavarans have existed for millenia as mostly peaceful and isolated having led to them developing a somewhat unique culture and language. The Anshavarans are Black of Complexion (West-African) and known for wearing light yet fine clothing (Southern Indian Attire and architecture). The Anshavaran language called 'Ansha' is spoken across the Peninsula, with minor dialects when it comes to the Jungle and Mountainpass communities. (Inspired by Bengali.) The Anshavaran Culture is mostly uniform across the Peninsula thanks to its high development and powerful legal system. Anshavaran Culture are known for the following: it is a highly Bureaucratic Culture with a deep set of codes and laws from its long exsistence as a centralized civilization. (Bureaucratic Ethos) They are a deeply Agrarian Civilization. (Agrarian Tradition) They have existed close to the Jungle for Milllenia and know how to utilise it. (Jungle Dwellers Tradition) Their long exsitence with codes of laws and rules have made them a highly Legalistic Society. (Legalistic tradition) -
@Mthis
@Mthis 11 месяцев назад
Faith is known as: Ansvitar (Flow of the River) The Anshavaran Faith is fairly perosnal in most regards, as the Anshavarans believe Gods to be untold in number and come in all shapes and forms, however they deeply rever the form of Water, the River, believing it to be a Great Life-giving Goddess or sisterhood of Goddesses. Thus while which gods one follows is mostly a personal endeavour, the Goddesses of the River is the most revered within the Peninsula itself. It is a Faith which view Gender Equally, as both genders are viewed as equals within Anshavaran society. (Gender Equal) As Worship of a God is a personal matter, it is a highly Pluralistic faith. (Pluralist) Anyone can decide to preach for their chosen God at any point. (Lay Clergy) With the Sisterhood of River Goddesses the most prominent, the High-Priest of the Sisterhood has become a prominent political figure in the Imperial Court (Spiritual head of Faith) People are encouraged to visit the Holy Places of the Gods, follow the Rivers to their spring in the Mountains, and all the way to the Mouths that spill into the Ocean (Encouraged Pilgrimage) Marriage is considered a Monogamous tradition (Monogamous Marriage) However if those married do not get along they are allowed to divorce (Divorce allowed) Being able to reproduce outside of wedlock is not considered wrong by the Anshavarans (No bastards) Anshavaran Nobility are allowed to marriage with their Cousins (Cousin Marriage allowed) Pleasure acts and attraction is considered quite free and loose amongst the Anshavarans. (Same gender relations accepted.) Adultery is likewise not considered anything wrong within Anshavaran society, even if married. (Adultery for Both genders accepted.) There many arts of pleasure practised some even religious in nature to the Anshavarans, some which might be off-putting to outsiders. (Deviancy is Virtuous.) Being able to commune with Gods, is sseen as a sign of the Gods presence (Witchcraft is Virtuous.) Murder and Kinslaying is seen as breaking the holy bonds of Life itself. (Dynastic is Criminal.) The faithful of the Anshavarans can come in many forms, but mostly they tend to the people and their needs (Alms and Pacification for the Clergy) Both genders can serve equally as the Faithful. (Both geners for Clergy) Their Faithful priests is allowed to marry and procreate (Clerical Marriage allowed) The Princes and Magistrates may appoint their own personal spiritual guides. (Temporal Revoceable Clerical Appointment.) The Tenents of the Anshavaran faith are also as thus: As the Anshavaran view Gods in many things, those of Nature is the most apparent. (Sanctity of Nature Tenet) The Ansharavans believe that Violence and Murder harms the Gods associated with life, and thus prefer a pacifist approach. (Dharmic Wheel/Pacifism Tenet) Anshavaran faith is intrisictly linked to their Cultural idendity in many ways. (Communal idendity Tenet) -
@Mthis
@Mthis 11 месяцев назад
The Anshavaran Empire stands before an auspicious time. For the Current Empress Visevta approaches her deathbed. A peaceful and prosperous rule of 6 decades and counting. She is in the Twilight of her time. 78 years old, she is a Robust woman who has seen peace and prosperity reign over the Empire, her two Sons and Daughter sitting on three principalities eagerly awaiting the time she must go with the Spirits beyound so they may take charge of the Empire, either to see it prosper or bicker amongst themselves and its legal system. Visevta rules from Anshavartum, 78 years old, Robust, Patient, Just and Temperate. She is a beacon of health despite her age, but sooner or later even her spirit will be dragged along by the Gods. She is a Masterful Scholar who has seen her Empire prosper throughout her years but with little knowlede in military matters. She never remarried after her Husband died 4 decades ago. The first Son and Heir apparent is Kinsar of Ankash, 58 years old, an already aging man, he is however a Master of Bureacracy and commerce, having aided his mother long with the Ruling of the Empire and its legal system. An Intelligent if Lustful man with many children from his long life laying with women across the Empire. He is known for his apt understanding of the Justice system of the Empire. The Second Son is Kandaresh of Kulmetak, consigned to being appointed as the 'defender' of the Northern passes. 53 years old Wrathful, he is however Brave and a master of Logistics, not the most diplomatic or subtle of individuals, he is one of the most prominent military commanders of the Empires untested armies. Eyeing with envious eyes the rest of the Empire from his Backwater post. And the Daughter. Livesha, 47 the Matron of Indreshar, a powerful and wealthy woman with close tied to many of the other princes of the Empire outside of her familial relation. She is a fertile woman with what some say a child from each prince not related to the Imperial Family... Lustful and Hedonistic, she is however a skilled seductress and diplomat having secured far more power than to be expected.
@Zamtrios245
@Zamtrios245 11 месяцев назад
A largely desert Island-continent similar in size to Australia, dotted with volcano ranges. Nearby is a smaller but still sizeable island (think Greenland size). The east of the main landmass is dominated by The Kingdom of Buru, a group of Aztec-like Volcano worshippers, who practice Human sacrifice and raid other more distant lands. These Volcano worshippers are isolationists who value the might of the sword and bow, and as such will allow women to fight in wars as long as they are strong enough. (By the Sword would be great for this) Their religion speaks of a great and wrathful god, who placed the volcanoes to punish those who were weak of will, and demanded the weak be culled into the volcanoes for appeasement. (Herculean & Sadism are virtues, Weakness traits & Compassionate are sins) The west of the continent is greatly fractured, due to the aftermath of the Buruan raiding parties and internal strife. The north-west is mostly dominated by various non-fuedalized tribes, and two cultures. One is a group of traders who facilitate trade (greedy is a virtue, content a sin) with the southern groups (like Mali and Mansa Musa), as a result there is a small group of counties that more developed. The other group is an agrarian group of desert gardeners, who are pacifists that value knowledge and kindness. (Compassionate is a virtue, Sadism a sin) Both these groups worship a group of Star-gods (but are in a schism) and are very into astronomy. The main two gods responsible for the schism is a god of plenty, and a god of kindness. (Ghensa and Yrtel respectively). The south is mostly non-feudal, but is dominated by the remains of the old Kindom of Confederated Tribes (which is on the decline like the Roman empire in real life) This group is the culture and religion the rest diverged from, with the culture being a mix of militancy and agrarian traits. This "Kuan-til" culture is stuck in its old ways, however, being the only one that punishes women for crimes much more harshly than men. Their religion is of three gods. A nameless destruction god, a god of plenty, and a knowledge spirit. (Honesty is a virtue, vengeful a sin) They are all the ones of above. The final culture is the smaller island, an entire kingdom of three duchies. This Island kingdom is isolationist, but much more peaceful than the Volcano worshippers. They worship their ancestors, and believe that if someone harms your family, they are to be harmed themselves (vengeful being a virtue, forgiving is a sin) If all three kingdoms are united via a decision that all cultures of the continent have (like when you unite the Mediterranean or Italy in base game), you can create the Empire of The Three. The main way to do this is to play as a western culture, and destroy the Volcano worshippers and unite the kingdoms. The Volcano worshippers, however, must eradicate all the others to take this decision.
@MarkChilcote
@MarkChilcote 11 месяцев назад
The Grand Veche of Amerus’ is a kingdom-teir realm on the northern subcontinent of Amerus’. Alike to the Novgorodian Republic of today’s timeline. (Part 1)
@MarkChilcote
@MarkChilcote 11 месяцев назад
While sporting low crown authority, it is a recently turned feudal realm, with most vassal holdings still held by tribal chiefs. Its Grand Posadin (king) is Ilyamosar and is married to his Grand Posadina (Queen), Yunfeinastia. 20-year-old Ilyamosar, is Just, Honest, Gregarious, Ambitious, Athletic, an Adventurer and a Mastermind Philosopher. 19-year-old Yunfeinastia, is Diligent, Patient, Chaste, a Journaler and Midus Touched. Both are Intelligent and have east asian facial features but blonde/light-brown hair. They come from two prominent dynasties “Chilcotov” and “Fengin” from opposite sides of the Great Lakes. The Chilcotov crest is white with 5 blue stars, “Fengin”has a blue crest and 5 white stars. They start having formed a new house together combining the two halves to display all 10 stars. Meaning behind the stars is unfortunately already lost to the families long ancestral histories. (Part 2)
@MarkChilcote
@MarkChilcote 11 месяцев назад
The culture of Amerus’ is that what you might expect from a humanist proto-democratic federative republic. It has a Bureaucratic ethos and starting administrative court. It has traditions: Equitable, Legalistic, Philosopher Culture, Collective Lands, and “Grand Veche”. Grand Veche is a custom tradition based off of a combination of base game Ting-Meet and Republican Legacy in which a scandinavian-elective style model of government is combined with the ability to have many county-tier republican vassal, and building faster and cheaper and unlocking the guild line of buildings ahead of time. The peoples of Amerus’ have also discovered the longships innovation so are able to travel along major rivers, although they do not raid each other. (Part 3)
@MarkChilcote
@MarkChilcote 11 месяцев назад
Amerus’ians follow the faith of Pravotestie that has tenets: Legalism, Literalism and Alexandrian Catechism. The doctrines of Pravotestie are: equal view on gender, pluralist religious attitude, lay clergy clerical tradition, no head of faith, alms and pacification, monogamous, and no criminalised acts or lifestyles by religion (all are either fully accepted or shunned). Pravotestians are generally honest, just and compassionate truth seekers. (Part 4)
@MarkChilcote
@MarkChilcote 11 месяцев назад
Amerus’ is a subcontinent of its own, to the direct north of a larger landmass. In its centre lies a central lake with an island on which the capital Sevogorod resides. Surrounding the capital are system of greater lakes. At the points which lakes touch, rich towns are founded and canals built. In turn, those lakes feed into rivers, Oka and Lovga to the east, and Megunkutik and Penovscotika to the west. The rivers branch out wide and meander towards the naturally spectacular coastlines on either side of Amerus’. The basins, shores and mouths of these rivers are where more cities and tribes utilise the transport and trade to develop their economies. Traveling via longships, canoes and kayaks across the continent is possible by passing along the rivers and through the central lakes of Amerus’. To the north there is a large, cold and jagged shore characterised by fjords, glaciers and tundra. Islands of various sizes are used for lighthouses, ports and forts to protect from large ice and thunder storms. Mountain ridges separate it from the central lakes. The are uninhabited peninsula with volcanoes to the northeast shaped like Alaska and to the northwest shaped like Kamchatka. Past the northern mountain passes, continuing from north to south, the persistent tall taiga woodlands and riverside farmlands characterise Amerus’ as a subcontinent. Eventually the lush vegetation is replaced by dry steppe and further still impassible deserts. (Part 5)
@MarkChilcote
@MarkChilcote 11 месяцев назад
To draw the subcontinent of Amerus’: - Draw an upside-down trapezium shape. - Draw the northern long side a jagged tundra coastline speckled with varying sized islands. - Draw mountain ridges criss-crossing along the norther shoreline. - Draw an east-west reflection of Alaska and Kamchatka peninsula’s for the northeast and northwest corners of the subcontinent respectively. - Draw an east-west reflection of the coastlines of the USA for the east and west coasts respectively. - Draw a large steppe and impassible desert akin to eurasian steppe and gobi desert respectively at the southern edge of the trapezium. - Draw in the middle of the subcontinent lakes alike to the Black Sea, Caspian Sea, Lake Baykal and the Great Lakes, and align then so that they all touch at the edges in several places. - Draw many rivers flowing from the lakes to the east and west coastlines - Draw rivers from the norther mountains flowing into the adjacent seas and central lakes. - Draw taiga and woodlands everywhere east to west along the centre of the subcontinent. - Draw farmlands is few places where the rivers bend, merge or diverge. (Part 6)
@poonaford9788
@poonaford9788 11 месяцев назад
The Dutchy of corlograd is located in the central western peninsula it is in a strategic position due to the fact it is in a mountainous to the south and ocean to the west east and north it has two major rivers one flows north and one flows south out of the mountains the northern river has farmland around it and the mouth is the capital. follows the corlorian culture which encourages playing tall and sacrifices levy’s for men at arms and knights, they speak corlorian and have islander heritage due to them being colonized from the northern islands. Corlograd follows the faith of its southern neighbors. The Duke is a widow with no kids, he is content and cowardly. The Duke has cancer at the age of 46 and is close to death, he has two possible heirs his brother who is 28 but is a great martial but is prone to anger and seeks to expand the realm. And a bastard son who is a decent steward but is reknown for his intelligence, yet he’s only 16. Leading to a succession chrisis Rest is up to you
@majestic8054
@majestic8054 11 месяцев назад
Trumoi(Trevni Culture Group) - peoples who live in Hilly but lush regions with mountains to their east,(area is pretty large) the Mountains are used for mining which supplies these peoples with gold & iron ores which are supplied to strengthen the small states making them fairly wealthy. They are a martial and beurecratic culture, among the traditions are, Ruling Caste, Hill Dwellers, Legalistic, and Ancient Miners. However there is another culture known as the Hledan Culture which instead of Legalistic, they are more tribal and traditionalist. The Religion of the Trumoi peoples (Izarism) focuses around Astrology/worship of the Sun(Illuk) Moon(Balu) & Sky Gods(Hazi, Heru, and Atratti) in what they refer to as the "Trabaissi". For religious Features they believe Divination of the stars is the best way to discover that the gods desire. They also believe that attaining glory, both in war & amongst society is the best way to attain the favor of the gods. The main leaders amongst Izarism are the priests who sometimes may call "Great Councils" to determine the target of holy wars against infidel nations or Heretics on the continent. Male & Female Adultery are Accepted amongst the people, due to the worship of the Sky Goddess, Atratti who also serves as Goddess of Love. Same Sex Relationships are Shunned. Deviancy is shunned, as honor comes before desire. Witchcraft is shunned amongst the people as is considered the work of Evil. Close-kin Kinslaying is Criminal, as one should not kill their brother or sister, family comes before before power. Chastity, Sadism, Gluttony and being Arbitrary are Sins amongst the Trumoi peoples. While being Just, Ambitious, Lustful, and Diligent are virtues. Factions - There a a few notables amongst the Trumoi people. First one being, Petty King Kalan of Siamra. At age 34, He is a Patient, Cynical and Fickle ruler, a Dwarf but is shrewd. His father was Petty King Kash Alhatsu(The Mighty). Kash was a major figure in the history of the Trumoi peoples. He defeated the Nation of Szallos & the Kingdom of Gajeev in the 3rd Citadel War. (The Citadel Wars are several conflicts between the Trevnian states.) Kash became the first king of Siamra as a result. Next Significant ruler is Lord Marshall Gorlon Kalitas of Szallos(Also Largest Nation/Kingdom level title), he is a Just, Lustful, and Craven man, along with being a Kinslayer, for killing his older half Brother Urien. He is 29 but is unpopular amongst the common people and is in a rivalry with Duke Avrahan of Ithaca(within his realm). High Chief Gahamor of Llunn. He is the current head of the Hledan Culture and a Wrathful, Impatient, and Paranoid man. Though being quite a Herculean warrior and having skill with the sword(Blademaster level 3) he is an Uncharismatic person and is generally cruel to his subjects. There are also 3 other Petty Warlords amongst this land and 3 formable Kingdom titles. There is an Empire Level Title called the Trevnian Empire, along with an Event Formable Title called the Empire of Kujara(only formable for Hledan Culture).
@majestic8054
@majestic8054 11 месяцев назад
Also For Namesbase i have - Males - Kaline, Kadybal, Leodemains, Dagordred, Gahamor, Colgredud, Arthgactacus, Laidus Cunobegraunce, Llunn, Saban, Bonassi, Yared, Kalan, Kash, Gorlon, Urien, Zalerian, Patrobus Ezra, Elhanan, Manoah, Blairon Yspalaine, Bence, Constavain. Females - Aliana, Elisheba, Eirene, Mara, Euodia, Elisabeth, Melicu ,Cassandra, Adenete Brorre, Essyflor, Iseurine Astovere Lice, Lath, Ishinet, Nice Lide Acherd, Shagyr, Luwse, Sheba, Alene, Cairene, Ashent. Names are from - Arthurian Legend, Bibical Names, and Roman names.
@majestic8054
@majestic8054 11 месяцев назад
Also, King Kalan has two sons. The eldest, Yared(14) has a different mother and the youngest, Blairon (13) is the son of the queen. The Queen works out of her own interests which could cause power struggles. The Elder Brother, is Charismatic with Knightly traits such as Just & Brave. While the younger brother has more Administrative traits. The name of the House/Dynasty is the Venaen Dynasty.
@majestic8054
@majestic8054 11 месяцев назад
Their ETHNICITY is also akin to the Southern Italians/Sicilians.
@AA-bz7zt
@AA-bz7zt 11 месяцев назад
The Dictatorship of Uxaqalia- a single county island very far from mainland and Ruled by a deceitful, shadowy people that has no regard to Diplomacy or relationships, their culture is “ Zak’n” which (others believe) it derives from the devil himself. They have very high intrigue however they have little to no knowledge in the warfare and killing close family or friends is a common thing in their culture. Ambitious kings is always on the seek to find a Zak’n character to join their court and help them with schemes, as it’s also believed ( in a different story ) they practiced dark magic and caused the destruction of their old world before the remaining of them moves to this realm on the back of a cursed whale. Their religion, Ancheè, allows incest, witchery, and every wrongdoing that is seen as negative in the mainland. Their realm holds 9 castles all was built on a dark mystical mountains which is believed that it was built by their god in a ritual known “ The Last Migration” where he died while building their last resort and rules between them no longer existed after that. I don’t want to provide any longer details as this is only a county realm and it’s like fairytales in mainland which most people don’t believe, and their presence in mainland is very rare to almost non existent, as everyone is terrified of them.
@Alex-ie6oo
@Alex-ie6oo 11 месяцев назад
I just want to war like tribe
@slothslothslothslothslothsloth
@slothslothslothslothslothsloth 11 месяцев назад
Name: The Grand Empire of the Sacri Culture: Sacri Cultural Heritage: Kayrii Culture thingy stuff: merchants, Cold, Raiders Location: Far up North Government Type: Tribal Religion: Riniжm (ж pronounced like "th") Tenet 1: Warmongerer Tenet 2: Pursuit of Power Tenet 3: Human Sacrifice Male Dominated Lay Clergy No head of faith Can choose for self all other religion tenets Thanks :)
@slothslothslothslothslothsloth
@slothslothslothslothslothsloth 11 месяцев назад
Also you are underrated as hell
@Angel-garciaaaaaa
@Angel-garciaaaaaa 11 месяцев назад
The Kingdom ot Astoria The banner a Griffin , A Prideful People who united under King Cyrian , at only 27 years of age , no wife and 1 bastard daughter he is respected among his people and is a martial man , and a great fighter , Following the faith of “Halmar” a small faith that believes in equality and war , The King of Astoria believes in conquest and his peers do as well , believing that the way of conquest is the way of life
@Ciech_mate
@Ciech_mate 11 месяцев назад
I am seriously interested in paying you to create something for me.
@flinkerCK
@flinkerCK 11 месяцев назад
Thank you! Are we talking about a whole map or a part of this one?
@Ciech_mate
@Ciech_mate 11 месяцев назад
Hi, sorry for the late response, work etc. I am interested in you creating a map for me. How far can you take it, in terms of a 'total conversion'. If you are interested how should we contact each other? Also I'm based in Calgary Canada, Incase you're in a different time zone.
@Ciech_mate
@Ciech_mate 11 месяцев назад
@@flinkerCK I am an amateur novelist and an artist as a hobby so I have created something new, something unique.
@SomeJaw
@SomeJaw 11 месяцев назад
Just a relgion here: Selism. Selism is a faith that believes in Sel as the creator. Sel is an extremely sadistic and lustful god. If he didn't have control of his lust, he would most likely take all human women who die as concubines; however, he can control himself enough to only take women who had not been married on earth. In order for Sel to become the creator, he had to kill all of his brothers, as well as both of his parents. After killing the rest of his family, he took his sisters as concubines to create the first humans. Although he took his sisters as concubines, he did not allow his children(humans on the earth) to take their close family as wives or concubines, that privilege is reserved for him alone. Now on to doctrines. View on gender: Male-dominated Religious Attitude: Fundamentalist Clerical Tradition: Theocratic Head of Faith: None Pilgrimage Attitude: Forbidden Marriage Type: Consorts and Concubines Divorce: Disallowed Bastardry: No Bastards Consanguinity: Close-Kin Taboo Same-Sex Relations: Crime Male Adultery: Allowed Female Adultery: Allowed Deviancy: Crime Witchcraft: Virtuous Kinslaying: Allowed Clerical Function: Control Clerical Gender: Only Men Clerical Marriage: Allowed Clerical Appointment: Spiritual, For Life Tenets: Carnal Exaltation, Pursuit of Power, Unrelenting Faith
@Drankus
@Drankus 11 месяцев назад
Add Western european like country positioned on the middle. Xilian Kingdom which will be Expandable to Xilian Clique through decision - Empire tier title which will be powerfull but full of different cultures. The Cultures of Xilian Kingdom is Dominant Noble blooded High Xil Culture with heritage of white plains, other two is peasant and labor focused Lower Xil with same heritage, and settled nomadic Illor culture with heritage of Golden steppes. In greater region which is Xilian Clique will be 2 other high white plains cultures which will run other two kingdoms and 7 cultures with black plains and golden steppe heritage. Religion of Kingdom will be Nevergardian Light - A good faith focused around being out of sin and help eachother, pillars of faith will be that one from byzantium granting fervor for holy sites, that one where head of the faith will gain gold from sinners and last one is for your choice. The capital of Xilian Kingdom will be Nevergard which will be mouintanous developed castle but from decision you can make it nevergarden and this will destroy all upgrades of castle. In Xilian Kingdom are several duchies such as: Nevergard (Nevergarden) where is four counties Nevergard, Brin, Fragnau and Kuruw; Balmia where are great towns: Balmia, Gontroff and Castles: Porland, Vinx and Bolwer. Gont where are counties of Ruq Holia Lemevent and north gogi(south gogi will be first souther province from this and will be outside xilian kingdom and xilian empire claims). Tunerv where resides family of Brans which is holding counties of Eryven, Jahla, Vitca, onem and cintia. Ruling family of Xilian Kingdom is Kishke dynasty with two houses: Royal one Kishke, and Kekish. King of this kingdom is Gralant Kishke, Great warrior which counquested all of todays xilia and intellectual person. His wife Anasta Brans (sister of Brans Dynasty head) has given birth to Paul, dromery and Palia. Paul is oldest son which will incorporate all of his father domain because of Primogeniture but he is a secret witch which will have decisions to spread withchery amongst the kingdom and future empire because he want his sect Chycorian Light to become new dominant faith. This sect is all bad thinghs that can be in the religion, everything is allowed and bloodsheed is something their god Chycor wants the most. He is warlike warrior type with most of skill points in martial stewardship and intrigue. Dromery is his counter part, Pure light brings joy to everyone because of his kindness and selfdevelopment, He is slow but with education that his parents have given to him he has taken opportunity and becomes most intellectual person of kingdom. Palia is youngest sibling and no one knows who will she be. And this is the end for now because im going to sleep. I know its pain in the eyes for you when you read this but English is my second language and most of it i learned in paradox games (xD)
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