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Orinsul and Asgard offered good answers. While we could approximate the state of the world pre 1230 based on a variety of sources (many books have a "history before this point" section) it would still be less detailled and overall interesting than 1230.

Then there are other considerations. What about clothing? We already don't have anything for Renaissance/Victorian era, so Antiquity would be even worse. What about new cultures, renaming of towns and kingdoms? We have the luxury of just using base CK3 at the moment, which allows us to just defer to CK3's research in history about cultures and kingdoms. I'm not looking forwards to, say, the Slavic area discussion for pre medieval times. We are not historians that can do justice to those.

And then the biggest drawback. it has been proved time and time again that players just play the first bookmark in all Paradox games because they don't want to "have less time". So we want our first bookmark to be the most polished one so that players have a good first experience with the mod.
An earlier date would have to be an earlier bookmark, and would be less polished than 1230, so that's not something we would do.


As an addendum : The while wolf wiki has many mistakes, don't take it for gospel. it's useful to check for sources mostly.
 
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This timeline talk just opens up more and more questions the more you try to deal with it. Like, I just started wondering, why even fear the Antediluvians coming back as the apocalypse? If we take the mod's timeline, Caine happened around 10000 years ago. And the Antes were around and active until well into antiquity, such as with Troile embracing Hannibal after the Second Punic War. So the Antediluvians have already been actively around for more than 75% of that history and the world, well, is still there.

Of course, I recognize that at least for some, that is a farcical question, the likes of Lasombra and Tzimisce would clearly just use all that time in preparation for how to eat the world.
 
This timeline talk just opens up more and more questions the more you try to deal with it. Like, I just started wondering, why even fear the Antediluvians coming back as the apocalypse? If we take the mod's timeline, Caine happened around 10000 years ago. And the Antes were around and active until well into antiquity, such as with Troile embracing Hannibal after the Second Punic War. So the Antediluvians have already been actively around for more than 75% of that history and the world, well, is still there.

Of course, I recognize that at least for some, that is a farcical question, the likes of Lasombra and Tzimisce would clearly just use all that time in preparation for how to eat the world.
because the end times are coming and also in current setting the antediluvians ARE eating everyone in the old world so like, the fears were right?
idk, why are norse so scared of ragnarock? I released a giant wolf the other week and nothing bad happened. It's an ideology thing, built in by literal thousands of years of academic, mythological, literature and etc work backing it up, and unlike with real centuries old literature, those thousand years old writers are still writing it and making young'uns read their books?

and after alll, there are more thin bloods around these days
look at them
tell me yuo are certain, thousands of years of those great masters and scholars were all wrong, with so much on the line?
 
Gehenna is more about the fear of "all" Antediluvians coming back or deciding to heat up their war. There have been Antediluvians active around for a very long time (Troile as you said, but even Lasombra and Cappadocius are relatively active in Dark Ages, and Arikel is supposedly around up until modern).

Basically, the fear is that the Antediluvians are operating on a game of chess where Earth is the board. The Transylvania Chronicles are all about that. Absimilliard tries to claim some old Soviet nukes to throw at New York because he thinks Arikel is there... but she isn't, and it's actually a plot by Saulot to deal a blow to Tzimisce (who is actually there).
So, to just "deal a blow" to an opponent, Antediluvians are more than ready to plunge the world into nuclear winter.
Antediluvians waking up can also be nightmare fuel. Zapathasura woke up in frenzy and the resulting battle had ripple effects on the whole world of darkness (and millions of dead) for him to be barely stopped.

The Gehenna sourcebook explores this idea in the Crucible of Gods scenario, where all the Antediluvians go all in. Let's just say that the world goes back to stone age worshipping dark gods very quickly, with the existing vampires serving as snacks to their hungry progenitors.
 
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This timeline talk just opens up more and more questions the more you try to deal with it. Like, I just started wondering, why even fear the Antediluvians coming back as the apocalypse? If we take the mod's timeline, Caine happened around 10000 years ago. And the Antes were around and active until well into antiquity, such as with Troile embracing Hannibal after the Second Punic War. So the Antediluvians have already been actively around for more than 75% of that history and the world, well, is still there.

Of course, I recognize that at least for some, that is a farcical question, the likes of Lasombra and Tzimisce would clearly just use all that time in preparation for how to eat the world.
The strange things is that vampires fear the Antediluvians coming back, true, but they ARE actually coming back hungrier and more powerful. Even if we take the actual published Gehenna scenarios as no longer canon (since they contradict newer material after the setting was continued again), I'm pretty sure the setting still acknowledges the Ravnos antediluvian coming back early. It took a lot to defeat that one and their death resonated through their entire Clan.
 
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Princes of Darkness mod updated for 1.10.1 "Roma Aeterna, Brujah Panegyra"
Princes of Darkness mod updated for 1.10.1 "Roma Aeterna, Brujah Panegyra"

Compatible with Crusader Kings 3 version 1.10.0 "Quill" update, Wards & Wardens Event Pack DLC

Brujah Panegyra

What it is? Described in Libellus Sanguinus, this is an event where the Brujah clan celebrate their Greek roots by re enacting their own, tweaked, version of the Olympics games.

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What's in game? They can be held (Brujah only, AI or not) as a normal activity They can be joined (any vampire, except infernalist, Brujah are healing their public relations) You can participate in the contests, win prizes (money, prestige, stress loss). Various events will happen to help or hinder your performance and give you some flavor about this competition. As tournaments are disabled for them, this is also the only way for vampires to earn the Hastiluder (renamed Contestant in the mod) trait and level it up.

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What to not expect? A vanilla tournament like interface. It's DLC locked so it can be used and very difficult to recreate from scratch as well. So it’s closer to the “small activities” like hunts in scope and presentation. An advantage of that being that the Panegyra is available to every player, and isn’t locked by Tours and Tournaments DLC.

Grand Cities

What is a Grand City? Well basically, we missed the Great Works from CK2 so much that we turned an entire city into one.

Some locations in the World of Darkness are very important to both the mortal and the supernatural world. Yet we don’t have a good way to portray this unique flavor, since in CK3, all holdings are the same. All castles are the same and all cities are the same. And we can’t really get around that, unless we were to create an entirely new holding type from scratch.

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So we did just that.

Rome is our first Grand City, and we hope to add more in future updates. Being the ruler of such a prestigious location should feel exciting and unique, and so each Grand City will have hand-tailored mechanics attached to it. They take a lot investment, yet offer a big pay-off.

There are 3 different versions of Rome, depending on the type of character who holds the city. Well… technically Werewolves have a fourth version, but it’s basically “ignore the city and go frolicking in the woods instead”. Everyone else can occupy the Grand City, and get unique mechanics in return:

Roma Aeterna (Rome for Vampires)

A Vampire who holds Rome will be able to build up its 13 historical districts, each of which is assigned to a specific Clan.

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If you want to upgrade the buildings beyond tier 1, you will need to employ a Primogen of the respective Clan. Higher upgrades require higher-skilled Primogen. This could be more or less difficult, depending on the Clan. At tier 3, the districts will unlock new abilities for their owner.

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This is a common theme with Grand Cities. Upgrading them is more difficult, but there’s always something exciting in store for those who do.

Note that you can only build a district if your Clan has access to the Primogen position in the first place. So only Setites can build the Setite district, for instance. We made sure that those “minority” Clans get some especially strong abilities in return, considering they’d have to wrest control of Rome from Camilla first. (I’m quite a fan of the Ravnos and the Banu Haqim districts, myself.)

St. Peter’s City (Rome for the Shadow Inquisition)

Inquisitors will notice that they have a new objective pointing them in the direction of Rome.

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Beating Camilla as a Hunter is a tall order, but if you manage to do it and take Rome for yourself, you can create a new headquarters for the Inquisition in the monastery of San Michele.

Upgrading its buildings to the maximum tier will require you to help the other Inquisition Orders. These are late-game objectives, and the buildings will appropriately unlock powerful abilities.

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Eternal Rome (Rome for everyone else)

Other supernaturals might not have such an intimate history with Rome, but they can still make use of its historical landmarks.

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What would you do if you could restore the Colosseum to its former glory?

See more details on the POD Wiki: Grand Cities

Change Log:
Princes of Darkness, "Roma Aeterna, Brujah Panegyra", Version 1.10.0, Change Log, August 22, 2023
  • Compatible with Crusader Kings 3 version 1.10.0 "Quill" update, Wards & Wardens Event Pack DLC
    • Only hunters get access to the adult education activity
    • The rite of passage decision is moved from tribal only to werewolf only
    • The hostages DLC mechanic is in, but our characters generally care less about it than vanilla mortals
    • The (powerful) new 5th tiers of education have been given to a very select number of great persons and canon characters
    • Nightification of some illustrations
  • The Brujah Panegyra
    • What it is? Described in Libellus Sanguinus, this is an event where the Brujah clan celebrate their Greek roots by re enacting their own, tweaked, version of the Olympics games.
    • What's in game? They can be held (Brujah only, AI or not) as a normal activity. They can be joined (any vampire, except infernalist, Brujah are healing their public relations). You can participate in the contests, win prizes (money, prestige, stress loss). Various events will happen to help or hinder your performance and give you some flavor about this competition. As tournaments are disabled for them, this is also the only way for vampires to earn the Hastiluder (renamed Contestant in the mod) trait and level it up.
    • What to not expect? A vanilla tournament like interface. It's DLC locked so it can be used and very difficult to recreate from scratch as well. So it’s closer to the “small activities” like hunts in scope and presentation. An advantage of that being that the Panegyra is available to every player, and isn’t locked by Tours and Tournaments DLC.
    • Panegyra hosts now get a dynasty prestige bonus (depending on accommodations level) at the end of a successful panegyra
    • Added 3 Panegyra archery downtime events
    • Added three downtime events for the Panegyra Kerykes
    • Added 6 events for the Panegyra (boxing and board game contests)
    • Added 6 Panegyra events (horse race and wrestling downtime)
    • Tryharding during a Panegyra contest now give you a chance to up your contestant trait
    • The grace period to join a newly created Panegyra has been extended
    • Players winning a panegyra contest will now get the contestant trait 100% of the time, not just a shot at it
    • Removed the DLC (ToTo) lock on the Panegyra. Wanted to clarify some things before doing it, it's now available as a normal activity for everyone as intended, instead of a grand activity for only ToTo owners
  • Grand City of Rome
    • What is a Grand City? Well basically, we missed the Great Works from CK2 so much that we turned an entire city into one.
    • Some locations in the World of Darkness are very important to both the mortal and the supernatural world. Yet we don’t have a good way to portray this unique flavor, since in CK3, all holdings are the same. All castles are the same and all cities are the same. And we can’t really get around that, unless we were to create an entirely new holding type from scratch. So we did just that.
    • Rome is our first Grand City, and we hope to add more in future updates. Being the ruler of such a prestigious location should feel exciting and unique, and so each Grand City will have hand-tailored mechanics attached to it. They take a lot investment, yet offer a big pay-off.
    • There are 3 different versions of Rome, depending on the type of character who holds the city. Well… technically Werewolves have a fourth version, but it’s basically “ignore the city and go frolicking in the woods instead”. Everyone else can occupy the Grand City, and get unique mechanics in return:
    • Roma Aeterna (Rome for Vampires): A Vampire who holds Rome will be able to build up its 13 historical districts, each of which is assigned to a specific Clan. If you want to upgrade the buildings beyond tier 1, you will need to employ a Primogen of the respective Clan. Higher upgrades require higher-skilled Primogen. This could be more or less difficult, depending on the Clan. At tier 3, the districts will unlock new abilities for their owner. This is a common theme with Grand Cities. Upgrading them is more difficult, but there’s always something exciting in store for those who do. Note that you can only build a district if your Clan has access to the Primogen position in the first place. So only Setites can build the Setite district, for instance. We made sure that those “minority” Clans get some especially strong abilities in return, considering they’d have to wrest control of Rome from Camilla first. (I’m quite a fan of the Ravnos and the Banu Haqim districts, myself.)
    • St. Peter’s City (Rome for the Shadow Inquisition): Inquisitors will notice that they have a new objective pointing them in the direction of Rome. Beating Camilla as a Hunter is a tall order, but if you manage to do it and take Rome for yourself, you can create a new headquarters for the Inquisition in the monastery of San Michele. Upgrading its buildings to the maximum tier will require you to help the other Inquisition Orders. These are late-game objectives, and the buildings will appropriately unlock powerful abilities.
    • Eternal Rome (Rome for everyone else). Other supernaturals might not have such an intimate history with Rome, but they can still make use of its historical landmarks. What would you do if you could restore the Colosseum to its former glory? I’ll let your imagination fill in the rest.
  • Vampire Disciplines
    • Advanced Auspex
      • Discern the Aura: Spawn custom mortal (with gui to set stat). Disabled the discern the aura perk, which is probably not balanceable. It's not the cost that is the issue, it's that you can summon a superhuman with all the traits
      • The Mind Revealed: Reveal scheme
      • Personality Metamorph: Change personality trait of yourself
      • Supernal Awareness: Get warned of scheme agains family or lover
      • Omniscience: Reveal secret
      • Master of the Dom: Gain or upgrade building in all provinces of capital
    • Advanced Celerity
      • Precision: Modifier
      • Tireless Tread: Modifier
      • Quickness: Remove decision cooldown, remove scheme cooldown
      • Physical Defiance: Modifier
      • Time out of Time: Add scheme progress to every scheme
      • Between the Ticks: Temporary buff
    • Advanced Chimerstry
      • Horrid Blade of the Demons: custom weapon artifact
      • Mass Horror: Horrid Reality 2.0
      • Aid of the Gandharvas: Modifier
      • Mirror's Visage: Another clone that can coexist with shadow twin
      • Pseudo Blindness: Modifier
      • Sensory Deprivation: Make target blind, deaf...
      • Mask of Janus: Copy/Paste DNA from target
    • Advanced Obfuscate
      • Veil the Legions: Modifier
      • Visit Faerieland: Access to dreaming, umbra exploration bonus
      • Horrid Countenance: Dread shapeshift option
      • Old Friend: Become friend with target
      • Create Name: Remove every hook, claim, truce, secret knowledge and relation from target
      • Cloak the gathering is now also travel safety instead of advantage
    • Advanced Potence
      • Relentless Pursuit: Modifier
      • Crush: Modifier, War debuff
      • Fist of the Titans: Wound every target's knight. Fist of the titans has been nerfed and now has a cost.
      • The Forger's Hammer: Buff the weapon
      • Lend the Supernatural Vigor: Make target get same prowess as you have for 1 year
      • Might of the Heroes: Lot of Prowess
    • Advanced Protean
      • Adaptability: Modifier
      • Homunculus: Create a mortal clone of yourself. Protean homonculus has been nerfed
      • Turnabout: Modifier
      • Mythic Form: Bygone shapeshift option
      • Adaptation: Modifier
      • Draught of Phoenix Blood: Resurrection
      • Earth meld now gives less scheme resistance, but also travel safety
    • Advanced Vicissitude
      • Chiropteran Marauder: Reuse old Chiropteran Marauder shapeshift
      • Living Testudo: Turn character into artifact (mark for return compatible, so you can solforged them after)
      • Liquefy the Mortal Coil: Make character lose bodypart (won't heal for 10 year)
      • Will over Form: Vicissitude menu gui on other character and allow modify physical trait
      • Oathbreaker: Gain unbondable. Unboundable now correctly makes you immune to Dominate/Presence during diablerie attempts
      • The Last Dracul: Reuse old Dracul shapeshift
      • face shapeshift option really allow you vicissitude face
      • Prevented canon portrait Tzimisce from getting additional Vicissitude monster blendshape faces
      • Tzimisce now get an innate travel speed debuff modifier to represent that their weakness is basically "don't travel"
      • Tzimisce custom characters can pick a non vicissitude option in the chargen now
      • Simplified Vozhd/Szlachta recruitment
    • Temporis
      • Iron Crown modifier fix
      • The (very powerful) Temporis interactions now have a cost ( This isn't "Dirty secrets of the Black Hand : the mod" yo )
    • Valeren
      • Small nerfs to the Valeren tree
  • Ventrue Selective Feeding Clan Weakness reworked
    • Feeding on the wrong type of characters for a Ventrue doesn't give stress anymore, just no blood. Except animals right now
    • As a Ventrue, you can't hunt or herdify a character if they are unsuitable to your weakness anymore. A first step into making the Ventrue weakness more player friendly. More to come later on.
    • The Ventrue weakness secrets now actually tell you what "young" or "middle aged" means
      Ventrue drinking from animals doesn't give you stress anymore, but instead has a chance of being rejected (costing hunger instead of sating it)
    • If a Ventrue herd member isn't suitable anymore (like not "young" anymore), they will be removed from the herd automatically
    • More starting Ventrue weakness event clarifications
    • Removed the herd alert for Ventrue characters, since it misleads into an illegal prey
    • Added a warning that ghouling a member of your herd will drastically reduce their resonance
    • The mortal from the know too much masquerade event now has their resonance properly set and can't be exsanguinated by Ventrue anymore
    • Cleaned and straightened the automatic removal from Ventrue herd script to avoid some potential instances of interface message spamming or other weird behavior
  • Miscellaneous Vampire Changes
    • Added 23 lore buttons, scripted the stats of those characters. We are now at 613 unique lore buttons. (Ohgodthatswaytoomany, what am I doing with my life. I should stop counting )
    • Added encyclopedia entries for "Primogen", "Primogen Aptitude", and each of the 14 Primogen court positions, so that their aptitude requirements can easily be checked ingame
    • For the Polish Tzimisce objective, Krakow now only requires 15 dev, realm size needed is reduced to 35 but prestige upped to 1500
    • No more Setite El-Shulgi
    • Random Nosferatu are now less likely to escape getting monstrous blendshapes
    • Added a warning about the mutually exclusive Nosferatu objectives
    • Prevented canon portrait Gangrel from getting additional beast look monster blendshapes
    • Malkavians that already have a madness trait will not be assigned an additional madness trait at random
    • Upped even more the willingness of the AI to build princedoms
    • Scripted the stats of the "dead" Enochian, so that players looking behind the curtains don't see random numbers
    • Fixed several torpor character shenanigans
    • Fixed a badly structured on_action file that had a lot of consequences : Masquerade, knights, flavor, gehenna seers, midnight circus vampire events can now properly fire. Modding note : DO NOT use two (or more) random_events blocks in the same on_action. This causes the game to silently ignore everything after the first one. Trigger another on_action from the base on_action instead*
    • Disabled a travel event nonsensical for vampires
    • Fixed several torpor character shenanigans
    • Torpored characters can't be caravan masters anymore
    • KJ effect of imbalance now properly handled
    • Fix for edge cases in Elysium events
    • Scripted effects to give elder perks for future use
    • Fixed an issue with the can't frenzy trigger
    • Tweaked the Nagaraja house modifier
    • Tweaks to Mokur's house modifier
    • Added an event for Camilla to upgrade his laurel crown after finishing the political sin objective
    • Added 4 starting events for Helena about her existing childer
    • Added a starting event for Anna Comnena and the Alexiad
    • Streamlined vampire buildings giving MaA modifiers (overall buffed)
    • Lamia starts with a relation bonus modifier with Japhet now to avoid her being that rebellious. She doesn't like the guy, but respects the covenant with clan Cappadocian
    • Added a safeguard trigger to mass embraced vampires MaA
    • Osmosis now has a cooldown
    • Fixed quickness not working on diablerie schemes
    • Fixed two events potentially targeting torpored characters
    • Tariq el Haqim faiths can now do Hajj
    • Mecca added as a holy site to the Tariq el Haqim to allow for the Hajj
    • The Cult of Zilah now accepts diablerie
    • Via Luminis now has Inner Journey instead of Pursuit of Knowledge
    • Streamlined the Izhim's awakening event to make sure he gets properly landed with an army at the end of it
    • Added a special tolerance doctrine between the Cainite Heresy (and adjacent) and Via Divinitatis
    • To Sift Through Bitter Ashes full read (5 new characters, some setup changes)
  • Hunters
    • Added a major decision: Occupy the Monastery of San Michele (Shadow Inquisition only)
    • Added two missing conditions curable by touch of the saints
    • Reinforced the artifacts giving TF triggers (no Baali TF, since faith is their weakness, or possessed TF since they aren't themselves)
    • Integrated Dee's tweaks to the True Cross behavior during find lair events. Fixed an issue in it (name used instead of modifier)
    • Vampire cannibals can't eat true faith prisoners anymore. A sentence you never expected to write in your life spotted
    • Added a tooltip to explain why a crisis of faith is happening
    • Fixed a case where the Pope mechanic could break for long Inquisitors campaigns
    • Slimmed down the very verbose tooltip when finishing introducing a new character to an Inquisitor order
    • Removed an accusation of witchcraft event for non hunters
  • Mummies
    • Neferu and Nefertiti now start with a correct flag to be able to use their existing necromancy trait
    • Nerfed the amount of Sekhem given in Dark Kingdom of Sand
    • The Ma'at haven building now only require a special building slot from tier 4 upwards instead of from the start. This gives adventuring Shemsu Heru something to build in ducal slots when outside of the lands of faith in holdings with no special slots
  • Demons
    • Demons can't get true faith by artifacts anymore
    • Set Ares to wearing ancient Greek armor by default
    • Binding more demons should not sabotage your existing investiture income. It is counter-intuitive that binding additional demons makes you less powerful and less able to acquire investiture. Thralls still lose progress if they make a pact with a demon that hates them, as being hated by your masters should have some consequences.
    • Removed demonology stuff from the first bookmark, since there are no demons here. Might be the most confusing and asked question at the moment, so that clarifies it
  • Werewolves
    • Stains Glass' bookmark portrait is now in Crinos form
    • Lupus characters can now properly get heirs by events
    • Swapped out the balefire neon green for light green in Wyrm/Black Spiral Dancer randomly generated coats of arms
    • Plasmid bonus given by the gauntlet nerfed
    • Beheading has been added as a common execution method to avoid some edge cases like vampires having to exsanguinate werewolves to kill them
    • Nerfed the gauntlet MaA bonus
  • Diarchies and Power Sharing
    • Diarchy monthly swing toward balance has been reduced significantly, to give more time for both players and AI to try to "win" the diarchy
    • Diarchs can now do pilgrimages
    • Imprisoned vassals can't ask for power sharing anymore
    • Added a decision for players wanting to give up on a power struggle
  • Prowess rebalance
    • Overall prowess numbers tweaked
    • Standardized the prowess given by discipline traits (not lifestyles).
    • Prowess education characters also get their martial dynasty perk trait now
    • Prowess education now gives another bonus to increase its utility
    • Reduced the cooldown in the diarchy power scale swing interaction #Still trying to find the right balance here
  • Travel system flavorization
    • Added ten events for travels in the WoD (danger related or not)
    • Added four new travel options to represent how different splats travel
    • Added twelve WoD travel sites
    • Added PoD modifiers for the travel master court position aptitude
  • Artifacts
    • Added 7 artifacts (Technically, one is in two parts can be reconstituted and another has 13 copies of it). 3 of those artifacts are named mounts, using added slot for those. If this test goes well and no issues are reported with mount "artifacts", we might add more in the future.
    • Non-decaying artifacts prevented from get damaged in combat. Artifacts like Dagger of Thorns were degrading in the hands of NPCs and this damage effect may be the culprit.
    • make sure theocracy_government stays disabled
    • Another pass at various events potentially destroying artifacts needed for collection quests
    • Nerf to the Achen artifact
  • Buildings
    • Buildings with a negative county wide effect can only be built in the county capital now. Barons won't wreck your county with their choices anymore
    • New tweaks to make AI barons not build negative county wide buildings
    • A court event giving vanilla buildings can't do that anymore
    • Removed the script creating great buildings for religious holy sites. We have a ton of religions, and vanilla do as well, so the map is cluttered with these useless (99% of the time, since you need to be of the right religion) special building slot that confuse players since they can't be built
    • Removed the boom vanilla effect making every AI frenzying to fill all its buildings slots at start. The AI still frenzies over holdings slots, but considers upgrading existing buildings more
    • Tweaks to the Toreador musicians building
  • Miscellaneous
    • Added 32 PoD flavorized new accolades for all splats
    • Main menu displayed default characters are now canon characters from the mod rather than hold overs from Vanilla CK3
    • Disabled the "seek automatically for successors" accolade decision that didn't work for PoD anyway. You can obviously still appoint successors manually if needed (but immortals being immortals, this might not even be needed).
    • Numerous typos, bugs, scope fixes, building bonuses, Coat of Arms errors, missing localization and duplicate DNA thanks to amtep's ck3-tiger https://github.com/amtep/ck3-tiger
    • Fix some bad illustration filenames
    • Fix inspiration cost logic to account for sponsor's perks
    • Mortals will no longer be eligible for council positions in supernatural councils
    • Chinese Translation
    • Added a bonus to culture traditions about hunts so that they aren't useless for characters that can't hunt
    • Nerfed Animate MaA
    • Tweaked a pilgrimage event potentially giving the monk trait to everyone
    • Added a "Battle Modifier" text to modifiers that look infinite but actually disappear after a battle, for clarity
    • Removed a sunshine reference in a vanilla even
    • The AI will never choose to be wed during the Bruising Bride event. Players are still free to do as they please.
    • Renamed the Hastiluder vanilla trait for a broader use
    • Fixed the possibility for people outside the French struggle area to finish it
    • Monarch of beauty and noblesse nickname don't override existing nicknames anymore
    • Seek the Spirits decision has less chance of giving a permanent good trait
    • Added 4 portraits by Red Grail
    • Fixed an issue with Karnof's dynasty
    • The convert to withcraft scheme has been made less easy to pull off
    • Commented out some useless 867 vanilla startdate scripts slowing down game start
    • The (very strong) sparring leader of knights modifier now lasts only one year
    • Replaced a vanilla event localization to be broader
    • Grandeur interaction now has a hefty cost balancing its hefty power
    • Reduced the AI likelihood of starting house feuds. Big dynasties in the mod, so house feuds tend to end up as worldwide murder fests
    • Meditation chances of critical success (+learning stat) have been reduced
    • The Romance scheme events now give lifestyle xp instead of straight up perk points
    • Removed some death by hunting accident adjacent risks for the AI
    • Replaced some bright ocean event illustrations by our sunless sea one
    • The vanilla murders at court story cycle has been disabled. Was responsible for a lot of nonsensical deaths of important characters
    • Age isn't a factor in AI factions calculations anymore
    • Added 12 Great Persons. This batch finishes the Middle East, Scandinavia/Baltics and the Steppes area, and also raises our number of GPs to the symbolic "200+"
    • Small nerfs to vanilla university stats
  • Patrons
    • Patron War Fixes
    • Mew Patron War Landings
    • New Patron Special Titles
    • Latest Patron Character Histories
    • New Patron Nicknames
    • New Patron Dynasties
    • Added new Coats of Arms for new Patron Dynasties/Houses and Realms.
    • Added DNA for various new Patron characters
    • Picked some outfits for new Patron characters, and fixed some missing outfits for older Patron characters
    • Added various monster visual effects to certain new Patron characters
    • Updated Patron War Bookmarks DNA with new a changes
 
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Update 1.10.0.1 "Roma Aeterna, Brujah Panegyra" Hotfix, August 23, 2023
Compatible with CK3 1.10.0.1 "Quill" Hotfix, "Wards & Wardens" Event Pack DLC

Hotfix compatibility

  • Version Number Increment
  • minor change to 00_education_interactions.txt
Changed bonuses for Roma Aeterna districts:
  • Ventrue: Stewardship -> 4%/8%/12%/20% monthly Renown
  • Brujah: Martial -> 2%/4%/6%/10% Knight effectiveness
  • Nosferatu: Intrigue -> 20%/40%/60%/100% scheme discovery chance
  • Toreador: Diplomacy -> 4%/8%/12%/20% monthly Prestige
  • Malkavian: Learning -> 6%/12%/18%/30% stress loss
Miscellaneous
  • Fix for Choose Sire
  • Taking new eccentric trait into consideration when copying traits
  • Taking new perpetual hooks into consideration
  • Typo fixes for the Umbra
  • Nerf for Time Out of Time perk
 
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Update 1.10.1, "Roma Aeterna, Brujah Panegyra", August 31, 2023
Princes of Darkness, "Roma Aeterna, Brujah Panegyra" , Version 1.10.1, Change Log, 8/31/2023
CK3 compatibility 1.10.1 "Quill"
  • Version Number Increment
Vampires
  • Recommend embrace interaction : Can be used on childe or grand childe in your own realm. Cost prestige. Makes the childe embrace a mortal of your choice (that is in your court or theirs) if they accept (must like you).
  • Touchstones added as court position for humane faiths that care about them.
  • Added a link to their new encyclopedia entries to each Primogen's description
  • The Quincunx Vanguard invasion also gets the capital buff and will insta declare war on spawn. They will stop warring once all their Anda religion neighbors are destroyed.
  • Cobbled together a custom portrait for Mnemach. I was tired of seeing her look like a horror movie monster instead of the weirdly attractive Nosferatu she is supposed to be
  • Removed not working and weird lore wise clan virtues from the vengeance of Lilith doctrine
  • Spiritus' aid from spirits now has a cost and a cooldown
  • Fix to vassal contracts with blood oaths vassal desire
Panegyra
  • Who will contest (or obtain if no player) Great Persons is now much more random
  • Fixed a panegyra scaling rewards issue
  • Fixed an issue that could prevent the alert about joining an open Panegyra to show up
Inquisition
  • Spawned Inquisitors now get a buff to their capital to make it hard to siege and insta win the war
  • Spawned Inquisitors get a war fervor modifier to make them more aggressive
  • In "apocalyptic" game rule, spawned inquisitors will instantly declare wars when appearing and will continue doing so after each victory
  • Added a modifier to spawned end game inquisitors to make them more aggressive
  • Changed the the descriptions for some Inquisitor buildings that showed the wrong requirements
Miscellaneous
  • Added 24 lore buttons, scripted the stats of those characters
  • Taking education 5 in consideration (no for spamming characters)
  • Fixed an issue in the "hook, line" event
  • Degulo now a much higher piety cost
  • Nerfed the den of screams
  • Added more information in the masquerade modifiers
  • Unlock all the options in the "Survey your Capital" decision if your capital is a Grand City
  • Disabled the "Animal Sighting" events for splats that can't hunt
  • In the Umbra interactions that spawn special troops, show a preview of the type of troops you'll get in the tooltip
  • Additional nightified character view illustrations
  • Who will contest (or obtain if no player) Great Persons is now much more random
  • Fixed some inheritance issues
  • Additional icons for POD specific war types
  • Time Out nerfed
  • Proofreading and added formatting for all building descriptions
  • Added "Splat" as an encyclopedia entry, with an explanation for which splats are available in which bookmark
  • Localization fixes
 
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How can we now play revenants, and will there be content update for them?
How can you start as a hunter/innocent human/fey/werewolf and become a vampire or abomination (hybrid mess) during the game?

I'm especially interested in playing a fey and become a new vampire Maeghar clan or clan branch, similar to the Kiasyd of Marconius, preferably made by a True Brujah vampire.

Or, in case of revenants, I'd like the option to create my own revenants then continue play as them disregarding whatever clan or caitiff my initial vampire character was.
 
Revenants haven't moved anywhere, you just have to play as any character and find them on the map. They might still be in the character generator as well.
Easiest way would be to start a game, use the character finder for landed revenant and look which one you want to play.

You aren't supposed to play human at all, the mod doesn't support it. Fae aren't finished either.
Hunters without true faith can become weak vampires via using sorcery I think.
Werewolves of the black spiral dancer faith can become abominations when they finish their unique objective.
 
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I am curious about the out-of-universe origins/design philosophy behind the Malkavians. For every other main clan (except maybe Ravnos), I can kinda see where they were coming from. Brujah? Rebellious vampire spawn who hate their creators are a common trope. Ventrue, Toreador, Gangrel, Nosferatu, those don't even need explanation. Tzimisce? Dracula. Lasombra? Hecata? Well, vampires are often associated with shadow and death. Setites? Lamia was a vampire snake, I suppose. Tremere? Dracula was also a wizard in the book. But what specifically motivates making a whole main archetype about insane oracle vampires, what's the origin? I can think of Drusilla from Buffy, maybe, but is it that common? I guess from a gameplay niche, the idea is that they serve as a bridge between the empathy-minded Toreador and the more academic Tremere, sort of a hybrid? Even so, from a gameplay niche perspective, they're also the only one of the original seven clans whose niche isn't immediately obvious to me (Brujah = Fighter, Gangrel = Barbarian, Toreador = Socialmancer, Ventrue = Leader, Nosferatu = Rogue/Spy, Tremere = Wizard/Loremaster/Scientist).
 
They predate Dru by years
I think it's woo crazy people are spoooooky
Ravnos was just Romani are spppoooookkkkyyy which is why every edition retcons them massively , also the whole time travel mechanic was dumb and banned at most tables
also lamia are a clan too, they're
Lamia are the mothers of monsters, because greek mythology also bible
I like nagaraja, they're just what if cannibals but Indian oh and also vampires. Also in the mod they have glowey eyes and look really cool


like don't over think it, the original authors didn't and half of WoD since has been repairing ideas that stuck for no reason other than one guy saying, what if, ok what if, and the other saying, woah man that sounds dope yeah lets do that.
That's what makes WoD fun, it's rule of cool and throwing everything at the wall and keeping not just everything that stuck but half the stuff that landed on the floor too
its the box of all things
 
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Some clarifications.

Nosferatu are from Nosferatu the Vampyre, a cult classic movie. The main character's looks became what everything think about when they consider VTM Nosferatu.

Setites are from Conan the Barbarian's Setites. Older books don't even try to hide it. Conan's popularity in the early 90s was big.

Malkavians, like many clans, changed a lot through the editions. They started as "Fae touched" vampires, in contact with the whimsical Fae, perhaps even Fae blooded themselves and able to contact Arcadia, the realms of dreams. They moved towards crazy funny vampires (the "fishmalk" archetype) after Fae became its own thing. A book like Jerusalem by Night is a good showcase of this, where all the Malkavians in it are comic relief characters. Finally, their more modern take tries to use real line mental illnesses and be more "serious" about what a Malkavian is/can be.
As for why their first interpretation was as it is, I can only speculate. Early VTM was much more tied to other creatures (like the Gangrel first clanbook having an entire chapter about how to make friends and act in Lupine society) so perhaps they intended the Malkavians as to be the bridge between Fae and Vampires while they still tried to connect all the creatures together.
 
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They predate Dru by years
I think it's woo crazy people are spoooooky
Ravnos was just Romani are spppoooookkkkyyy which is why every edition retcons them massively , also the whole time travel mechanic was dumb and banned at most tables
also lamia are a clan too, they're
Lamia are the mothers of monsters, because greek mythology also bible
I like nagaraja, they're just what if cannibals but Indian oh and also vampires. Also in the mod they have glowey eyes and look really cool


like don't over think it, the original authors didn't and half of WoD since has been repairing ideas that stuck for no reason other than one guy saying, what if, ok what if, and the other saying, woah man that sounds dope yeah lets do that.
That's what makes WoD fun, it's rule of cool and throwing everything at the wall and keeping not just everything that stuck but half the stuff that landed on the floor too
its the box of all things

Yeah, like karde said, I can see how at some point, they also tried to just implement various general urban fantasy/fantasy/urban archetypes but as vampires just for the hell of it. That probably applies to the Ravnos. And while I think having a necromancer clan is totally reasonable, the fact that the Giovanni are mafia vampires of all things probably also speaks to that. Or why the Banu Haqim are vampire assassins.

I think this Malk thing wouldn't rouse my curiosity if they were a bloodline, since the point of a bloodline kind of is to have a gimmicky concept. I just find it interesting they decided "Yes, this oddly specific concept has to be part of our main seven aspect breakdown of vampirism!"

Some clarifications.

Nosferatu are from Nosferatu the Vampyre, a cult classic movie. The main character's looks became what everything think about when they consider VTM Nosferatu.

Setites are from Conan the Barbarian's Setites. Older books don't even try to hide it. Conan's popularity in the early 90s was big.

Malkavians, like many clans, changed a lot through the editions. They started as "Fae touched" vampires, in contact with the whimsical Fae, perhaps even Fae blooded themselves and able to contact Arcadia, the realms of dreams. They moved towards crazy funny vampires (the "fishmalk" archetype) after Fae became its own thing. A book like Jerusalem by Night is a good showcase of this, where all the Malkavians in it are comic relief characters. Finally, their more modern take tries to use real line mental illnesses and be more "serious" about what a Malkavian is/can be.
As for why their first interpretation was as it is, I can only speculate. Early VTM was much more tied to other creatures (like the Gangrel first clanbook having an entire chapter about how to make friends and act in Lupine society) so perhaps they intended the Malkavians as to be the bridge between Fae and Vampires while they still tried to connect all the creatures together.

I seem to recall hearing that Brujah and Tzimisce are also ripped straight out of some vampire movies.
I can see the fairy idea. Though to be fair, with the original seven, was there already an intent to cover different supernaturals? I mean, Gangrel also make sense without the lupine thing, the shapeshifter/animal vampire is totally a thing across a lot of mythologies (the strix for example).

I just find it funny how nearly every other clan has a clear inspiration we can point to, while for the Malks, we can only guess.
 
Maybe they worked backward from the game mechanics. They needed a clan that specialized in Auspex; what would such a clan look like?
 
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The option to disable patron characters is great, could something like that exist to enable mummies/demons/werewolves/etc to exist unlanded in the vampires scenario? so the infernalists can have demons to worship, settites mummies to fight and werewolfs for tzmizies to hunt and everyone to eat because werewolves taste nice?

Also Salubri, kayasid and Nagaraja currently lack primogens (maybe others as well) it'd be cool if they did for if they become major players in your realm?
 
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