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Table of Contents
0.1.0
Sources
Planned for version 0.1.0. Any culture. Forest or taiga; non-capital barony; one Source per county. Directly held; inactive while occupied. Updates monthly. All Sources: maximum 4 RP/month; bloodline storage cap applies.
Monthly Regency
Planned for version 0.1.0. Castle / Town / Temple / Source: +0.10/+0.20/+0.30/+0.50 RP.
The separate annual payment rolls 1 or 2 RP with equal probability, for both player and AI blooded characters. Storage capacity still applies. Hunt and feast rewards keep their existing rules.
Bloodform and Bloodtrait regeneration
Planned for version 0.1.0. All six Bloodtrait powers now grant the same annual regeneration as Bloodform. One wound level and one lasting injury heal per year; effects do not stack. Applies to existing holders.
Blackwake — 0.1.0
Planned for version 0.1.0. Corven the Blackwake of Caelcorwynn starts with Masela bloodline strength 33. This grants access to the Tainted, Minor and Major power tiers, with one randomly initialized Masela power per tier. This is a mod design choice for his seafaring role. Applies when starting a new campaign.
Berric — 0.1.0
Planned for version 0.1.0. Count Berric of Ghaele starts with Tainted Anduiras blood, strength 10, and one random Tainted power. Requires a new campaign.
Adventure entry fees — planned version 0.1.0
Adventures now cost prestige instead of gold, at five times the previous entry fee. Base fees: Local 50 prestige, Perilous 125 prestige, Legendary 300 prestige. Ruler-rank and era multipliers still apply; the activity planner shows the final prestige price. Gold and Regency rewards, artifact chances, artifact quality and all other adventure rewards are unchanged. Recruiting a buddy still costs 150 gold; optional extra supplies still cost 10 gold, and replacement food costs 5 gold.
- Planned 0.1.0: The Spider cannot be targeted by abduction schemes. He can still be captured during war and executed. Regency displays and ancestry checks now handle missing characters safely; Spiderfell web defenses use the correct goblin culture reference.
Bloodtheft, corruption and Azrai hostility
Planned for version 0.1.0. Kill your blooded prisoner and steal +1 Bloodline Score.
Corruption risk: 25% per theft, or 75% if the victim has Azrai blood. Corruption changes your derivation to Azrai, retains your score including the stolen point, and rerolls all bloodpowers for the tiers your score allows. Already-Azrai rulers gain the point without another corruption roll or reroll.
Bloodtheft permanently marks you as a Bloodthief (-20 general opinion). Non-Azrai blooded characters have -100 opinion of every Azrai-blooded character. Expect hostile diplomacy and greater faction danger. Normal execution consequences also apply.
Bloodtheft, corruption and Azrai hostility
- Planned 0.1.0: Added XP and perk-point gain messages for all four Birthright class lifestyles, so Blood History and other rewards display their experience effects. Blood History still awards 150 XP in the selected class and 25 base stress, modified by normal character effects. This corrects missing reward text; actual in-game XP credit still requires verification.
- Planned 0.1.0: Northvale Watch, Diemhall and Ghaelewatch each gain one permanent ordinary building slot, matching the other active territorial ducal capitals. Existing castle holdings receive the missing bonus when loading a save. Repeated loads do not stack it. The +1 bonus is separate from special and duchy-building slots and does not grant buildings. Landless church titles and retired Bellamere are excluded.
- Planned 0.1.0: Elderbough, Twilight Grove and Silverleaf Glade start as empty, undeveloped sites rather than built Source holdings owned by Aelies. Aelies retains his developed Source in Northvale. Requires a new game; existing saves are unchanged.
- Planned 0.1.0: Adventure travel tooltips now display the localized journey name, including travel delays and event outcomes.
- Planned 0.1.0: Adventure availability and its notification now require an actual eligible site in your realm. Availability and destination selection share the same site check. The two-year cooldown remains.
- Planned 0.1.0: Fixed 15 missing rite adjectives, follower labels and descriptions, including Eloéle of Mieres in conversion choices. All nine languages are supported.
- 0.1.0: Reserved for future Ley Line mechanics. Currently grants no spell cost reduction.
- 0.1.0: Affect one selected personally owned county: Defender Holding Advantage +50. Duration: 36 months. Cost: 10 RP. Cooldown: 12 months per county. Requires a blooded, landed Arcane ruler with a Source or valid Ley Line. Currently unavailable: Source and Ley Line ownership is not yet implemented.
- Affect one selected personally owned county: Defender Holding Advantage +50. Duration: 36 months. Cost: 10 RP. Cooldown: 12 months per county. Requires a blooded, landed Divine ruler with a Temple holding in their realm.
- 0.1.0: Scry Regent: 6 RP. Reveals location and command status. Your hostile schemes against this ruler gain +15 success chance for 12 months. Cooldown: 1 month. Requires a directly owned, unoccupied Source.
- Arcane Passage: 8 RP. Grants yourself or a friendly ruler or commander +30% movement speed and +30% supply duration for 6 months. Cooldown: 6 months. Requires a directly owned, unoccupied Source.
- Summon Elemental Army (0.1.0) — Spend 20 RP to summon 600 elemental infantry (Damage 24, Toughness 20) and 10 earth siege elementals (siege tier 2, siege value 0.3 each; mangonel equivalent) at your capital. They last 6 months, do not reinforce, cost no gold upkeep and use normal supplies. Only summoned regiments disappear, even after merging or splitting. One summon at a time; cooldown: 2 years. Requires an active war, adulthood, freedom from imprisonment, a blooded landed Arcane caster, this perk, and a directly owned unoccupied Source.
- Planned 0.1.0: Fixed an adventure availability check that incorrectly rejected marked sites in your realm.
Tier-2 castle upgrades require only the county culture’s Battlements-equivalent innovation: Battlements for humans (including Anuireans and Khinasi) and halflings; Livingwood Battlements for Sidhelien; Layered Defenses for Orogs; Connected Strongholds for goblinoids; Fortified Gateworks for dwarves; Fortified Pack Holds for gnolls. Other races’ innovations are not additional requirements and no longer appear as alternatives in the upgrade tooltip. Costs and other construction rules are unchanged.
Arcane Prosperity — 0.1.0
Monthly development growth +0.5 (flat) for 5 years. Cost: 10 RP. Cooldown: 12 months per county. Recasting refreshes the duration; does not stack. Requires your own Source of at least level 3 in the target county. Allied Sources do not qualify; smaller Sources cannot be combined.
- Subversion: Requires your own Source of at least level 2 in the target county. Allied Sources do not qualify; smaller Sources cannot be combined.
- Greater Subversion: Requires your own Source of at least level 4 in the target county. Allied Sources do not qualify; smaller Sources cannot be combined.
- Warding: Requires your own Source of at least level 5 in the target county. Allied Sources do not qualify; smaller Sources cannot be combined.
- Planned 0.1.0: Letters from the Spider now display his custom artwork instead of a human portrait.
Treasure settlement — planned version 0.1.0
All three settlements include the earned completion bonus first. Fair: 100% gold and full Regency. Charity: 75% gold, +2 Regency and +10 companion opinion for 3 years. Greedy: 125% gold, −2 Regency (minimum zero) and −20 companion opinion for 3 years. Gold is rounded down after applying the percentage. The bonus requires at least half the encounters won, rounded up: Local +10 gold; Perilous +25 gold and +2 Regency; Legendary +40 gold and +2 Regency. Regency requires a bloodline and remains capped. Example: 80 recovered gold +25 bonus =105; fair 105, charity 78, greedy 131 gold. The Legendary final gamble remains a separate settlement.
Anuirean companion recruitment — planned version 0.1.0
Anuirean rulers now see a human adventuring party in both the recruitment decision artwork and the companion selection event. The illustration depicts five human adventurers preparing around a map in an Anuirean castle courtyard. Companion generation and recruitment costs are unchanged.
Anuirean male/female recruitment prompts — planned version 0.1.0
For Anuirean rulers, the male/female choice now explicitly uses human recruitment artwork for both normal and exceptional marriage candidates. The later human candidate selection screens already use the matching human illustrations. Candidate generation is unchanged.
Goblin, Orog and Dwarf recruitment — planned version 0.1.0
Goblin, Orog and Dwarf male/female recruitment prompts now explicitly use their own race artwork for both normal and exceptional candidates. The same ancestry checks govern artwork and candidate dispatch. All six existing illustrations were visually checked. Human Anuirean artwork now also requires human ancestry, preventing overlap. Generated candidate portraits still use the existing race ancestry system.
- Character creation groups human faiths by deity. The churches of Mieres, the Impregnable Heart of Haelyn, the Orthodox Imperial Temple, the Eastern Temple of Nesirie, the Celestial Jewel of Sarimie and Ruornil’s Celestial Spell appear beneath their associated deity. Existing faith identities and selectable rites are preserved.
Faith references — planned version 0.1.0
Childbirth and fertility references invoke Eloele for followers of Eloele and Eloele of Mieres. All racial faiths associate witchcraft with Azrai. Routine event invocations now use the follower’s own patron for creation, health, fertility, wealth, household, fate, knowledge, war, trickery, night, water and death, with matching pronouns. Witchcraft still invokes Azrai for every race.
Bless Land / Curse Land — 0.1.0
Your entire realm, including vassal counties.
County taxes +10%; development growth +10%; popular opinion +10. Duration: 36 months. Cost: 2 RP. Cooldown: 12 months per ruler. Requires a blooded, landed Divine caster with a Temple holding in their realm.
The targeted foreign ruler’s entire realm, including vassal counties.
County taxes -10%; development growth -10%; popular opinion -10. Duration: 36 months. Cost: 4 RP. Cooldown: 12 months per ruler. Requires a blooded, landed Divine caster with a Temple holding in their realm.
Curse Land now lists its penalties once, followed by the names of affected provinces.
Afflict Realm — 0.1.0
0.1.0
The targeted foreign ruler’s entire realm, including vassal counties. Popular opinion -30 for 36 months; county control immediately -30 in every affected county. No development growth penalty. Cost: 6 RP. Cooldown: 12 months per ruler. Requires a blooded, landed Divine caster with a Temple holding in their realm.
Dispel Realm Magic — 0.1.0
Immediately cures the targeted regent’s diseases and removes harmful modifiers from them and every county and holding in their realm, including vassal lands. Guaranteed success. Cost: 6 RP. Cooldown: 1 month per regent. Requires a blooded, landed Divine caster with a Temple in their realm. Active epidemic outbreaks remain; no plague protection is granted. Outbreaks can cause reinfection and new penalties after cleansing.
