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version="1.0.0"
tags={
"Total Conversion"
}
name="Mistborn: The Final Empire"
supported_version="1.12.*"
path="mod/mistborn_final_empire"
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============================================================
MISTBORN: THE FINAL EMPIRE - CK3 MOD REVIEW REPORT
============================================================
Reviewed: 2026-02-07
Reviewer: Localization & Review Agent
============================================================
CRITICAL ISSUES (Game-breaking, will cause errors/crashes)
============================================================
CRITICAL-01: TRAIT NAME MISMATCHES IN SCRIPTED TRIGGERS
File: common/scripted_triggers/mistborn_triggers.txt
---
The scripted triggers use a completely different naming convention from the
actual trait definitions. Traits are defined as "trait_misting_*" but the
triggers reference them as "allomancer_*".
Mismatched references (trigger name → should be):
allomancer_iron → trait_misting_lurcher
allomancer_steel → trait_misting_coinshot
allomancer_tin → trait_misting_tineye
allomancer_pewter → trait_misting_thug
allomancer_zinc → trait_misting_rioter
allomancer_brass → trait_misting_soother
allomancer_copper → trait_misting_smoker
allomancer_bronze → trait_misting_seeker
allomancer_gold → trait_misting_augur
allomancer_electrum → trait_misting_oracle (note: electrum ≠ oracle, see LORE-01)
allomancer_nicrosil → trait_misting_nicroburst
allomancer_duralumin → trait_misting_duralumin
allomancer_atium → trait_misting_oracle (atium seers)
mistborn → trait_mistborn
allomantic_potential → trait_allomantic_potential
feruchemist → trait_feruchemist
CRITICAL-02: TRAIT NAME MISMATCHES IN SCRIPTED EFFECTS
File: common/scripted_effects/mistborn_effects.txt
---
Same issue as CRITICAL-01. The activate_allomancy_effect uses allomancer_*
naming instead of trait_misting_* naming.
CRITICAL-03: UNDEFINED TRAITS REFERENCED IN TRIGGERS
File: common/scripted_triggers/mistborn_triggers.txt
---
The following traits are referenced but DO NOT EXIST in any trait file:
- allomancer_chromium (no Chromium Misting trait defined)
- allomancer_aluminum (no Aluminum Misting trait defined)
- allomancer_cadmium (no Cadmium Misting trait defined)
- allomancer_bendalloy (no Bendalloy Misting trait defined)
- allomancer_malatium (no Malatium Misting trait defined)
- allomancer_electrum (no Electrum Misting trait defined)
- noble_birth (no such trait defined)
- obligator (no such trait defined)
- lord_ruler (no such trait defined)
- steel_inquisitor (no such trait defined)
- strong_allomantic_bloodline (no such trait defined)
- hemalurgic_spike_allomancy (no such trait defined)
- hemalurgic_spike_feruchemy (no such trait defined)
- hemalurgic_spike_physical (no such trait defined)
- hemalurgic_spike_mental (no such trait defined)
- All individual feruchemy misting traits (feruchemist_iron, etc.)
CRITICAL-04: MISSING EVENT NAMESPACES
Files: common/decisions/00_mistborn_decisions.txt
---
The following events are triggered by decisions but DO NOT EXIST:
- mistborn_kandra.0001 (hire_kandra_decision)
- mistborn_hemalurgy.0001 (commission_hemalurgic_spike_decision)
- mistborn_atium.0001 (smuggle_atium_decision - success)
- mistborn_atium.0002 (smuggle_atium_decision - failure)
- mistborn_skaa.0001 (crack_down_on_skaa_decision)
- mistborn_skaa.0010 (improve_skaa_conditions_decision)
- mistborn_skaa_allomancer.0001 (recruit_skaa_allomancer_decision)
- mistborn_skaa_allomancer.0002 (recruit_skaa_allomancer_decision)
These missing events will cause errors in the game log when the decisions
fire. The decisions themselves will still execute their scripted effects,
but the follow-up events will silently fail.
CRITICAL-05: MISSING MODIFIERS
File: common/modifiers/00_mistborn_modifiers.txt
---
The following modifiers are referenced in effects but not defined:
- lord_ruler_attention_1 (used in increase/decrease_lord_ruler_attention_effect)
- lord_ruler_attention_2 (used in increase/decrease_lord_ruler_attention_effect)
- lord_ruler_attention_3 (used in increase/decrease_lord_ruler_attention_effect)
- ruin_influence (used in apply_hemalurgic_spike_effect)
- steel_inquisitor_power (used in create_steel_inquisitor_effect)
- great_house_status (used in establish/strip_great_house_effect)
- atium_supply (used in grant/deplete_atium_supply_effect)
- breeding_for_allomancy_modifier (used in breed_for_allomancy_decision)
Note: lord_ruler_attention_modifier EXISTS but is different from the
tiered lord_ruler_attention_1/2/3 system used in the effects.
CRITICAL-06: MISSING TRAIT IN DECISION
File: common/decisions/00_mistborn_decisions.txt (line 16)
---
host_a_ball_decision checks for "trait_noble_scadrian" in is_shown,
but no such trait exists. This will prevent the decision from appearing.
============================================================
WARNING ISSUES (Will not crash but may cause incorrect behavior)
============================================================
WARNING-01: KANDRA EVENT FLAG MISMATCH
File: events/mistborn_misc_events.txt
---
The kandra event (mistborn_misc.0001) checks for flag "hired_kandra"
but the hire_kandra_decision sets flags "kandra_contract_active" and
"recently_hired_kandra" — never "hired_kandra". The event will never
fire from the decision.
WARNING-02: ON_ACTION / EFFECTS NAMING INCONSISTENCY
File: common/on_action/mistborn_on_actions.txt
---
The on_action file CORRECTLY uses trait_misting_* naming (lines 69-82)
for the compounding check, but the scripted triggers and effects use
the incorrect allomancer_* naming. This means the on_action compounding
check will work, but the scripted triggers won't.
WARNING-03: DUAL ATTENTION SYSTEMS
Files: common/scripted_effects/mistborn_effects.txt, common/on_action/mistborn_on_actions.txt
---
Two different Lord Ruler attention systems exist:
1. Variable-based: on_action uses "lord_ruler_attention" variable (0-100)
2. Modifier-based: effects use tiered modifiers (attention_1/2/3)
These systems are not connected. The on_action checks the variable;
the effects apply/remove modifiers. Need to unify to one system.
WARNING-04: RELIGION FAMILY DEFINITION
File: common/religion/religions/00_scadrial_religions.txt
---
Uses "family = rf_scadrial" but CK3 religion families need to be
defined separately (usually auto-created from first usage, but should
verify this works in the current CK3 version).
WARNING-05: SNAPPING DECISION TARGETS WRONG EVENT
File: common/decisions/00_mistborn_decisions.txt
---
subject_heir_to_snapping_decision triggers mistborn_snapping.0001
(natural snapping) on the child, but the forced snapping event is
mistborn_snapping.0010. The decision should trigger 0010 and pass
the child as scope:snapping_target to the parent.
============================================================
NOTE ISSUES (Style, completeness, lore accuracy)
============================================================
NOTE-01: MISSING CUSTOM NAME LISTS
File: common/culture/cultures/00_scadrial_cultures.txt
---
References name_list_scadrial_noble, name_list_scadrial_skaa, and
name_list_terris — these are marked TODO and don't exist. The game
will fall back to default CK3 names, which will break immersion.
NOTE-02: LOCALIZATION COVERAGE
---
All major game content keys are covered in localization files.
The following localization keys are referenced in code but NOT in
localization (they will appear as raw keys in-game):
- Custom tooltip keys: recruit_skaa_allomancer_safe_tt ✓ (covered)
- Opinion modifier: disappointed_opinion (vanilla CK3, fine)
- Opinion modifier: pleased_opinion (vanilla CK3, fine)
NOTE-03: DESCRIPTOR.MOD MISSING PATH
File: descriptor.mod (inside mod folder)
---
The inner descriptor.mod is missing the "path" field. This is correct
for the inner descriptor — only the outer .mod file needs the path.
The outer .mod file has been created correctly.
============================================================
MISTBORN LORE ACCURACY
============================================================
LORE-01: MISTING TYPE / METAL ASSIGNMENTS
---
The current trait assignments are CORRECT for base 8 metals:
Steel = Coinshot (Push metals) ✓
Iron = Lurcher (Pull metals) ✓
Pewter = Thug/Pewterarm (strength) ✓
Tin = Tineye (senses) ✓
Brass = Soother (dampen emotions) ✓
Zinc = Rioter (inflame emotions) ✓
Copper = Smoker (hide Allomancy) ✓
Bronze = Seeker (detect Allomancy) ✓
Higher metals defined:
Gold = Augur (see alternate self) ✓
Atium = Seer/Oracle (see future) ✓
Duralumin = Duralumin Gnat (enhance own burn) ✓
Nicrosil = Nicroburst (enhance others) ✓
ISSUE: The scripted triggers reference many metals that have no traits:
- Electrum (Oracle in Era 2, shows own future shadows)
- Chromium (Leecher, wipes others' reserves)
- Aluminum (Aluminum Gnat, wipes own reserves)
- Cadmium (Pulser, slows time bubble)
- Bendalloy (Slider, speeds time bubble)
- Malatium (shows others' past selves, very rare)
For a Final Empire era mod, having only the base 8 + Gold + Atium
is actually lore-accurate. The Era 2 metals were not widely known.
The triggers should be simplified to match defined traits.
LORE-02: POLITICAL STRUCTURE
---
- "Dominances" as kingdoms ✓ (correct - the Final Empire is divided
into Dominances administered by noble houses)
- Fadrex City placement in Eastern Dominance ✓
- Pits of Hathsin in Southern Dominance ✓
- Terris homeland in Northern Dominance ✓
- Luthadel as capital of the Central Dominance ✓
LORE-03: CHARACTER DYNASTY ASSIGNMENT CONCERN
File: history/characters/00_mistborn_characters.txt
---
Telden (900080) is assigned dynasty_venture but is Terris culture.
Historically, Terris stewards served noble houses but were not members
of the dynasty. This could be addressed by removing the dynasty
assignment or creating a "Terris Stewards" dynasty.
Similarly, Kwaan (900081) is dynasty_elariel, and Vedzan (900082) is
dynasty_tekiel. Terris characters should likely have their own dynasty
or no dynasty.
LORE-04: NAMING
---
- "Conventical of Seran" ✓ (correct spelling from books)
- "Kredik Shaw" ✓ (correct - Hill of a Thousand Spears)
- Character name "Kwaan" - NOTE: This is a canonical character name
from the books (a historical Terris Worldbringer). Using canonical
names for new characters could confuse players. Consider renaming.
============================================================
SUMMARY
============================================================
CRITICAL issues: 6 (game-breaking trait mismatches, missing events/modifiers)
WARNING issues: 5 (incorrect behavior, system conflicts)
NOTE issues: 3 (style, completeness)
LORE issues: 4 (accuracy notes)
HIGHEST PRIORITY FIX: CRITICAL-01 and CRITICAL-02
The scripted triggers and effects use entirely wrong trait names.
Until these are fixed, none of the Allomancy detection triggers will
work, making most of the mod's core mechanics non-functional.
SECOND PRIORITY: CRITICAL-04 and CRITICAL-05
Missing events and modifiers will cause log errors and missing content.
@@ -0,0 +1,63 @@
@# Mistborn: The Final Empire - Cultures of Scadrial
@# Three main cultural groups exist: the ruling nobles, the oppressed skaa, and the Terris people.
noble_scadrian = {
color = { 0.5 0.3 0.3 }
ethos = ethos_courtly
heritage = heritage_scadrial
language = language_scadrial
martial_custom = martial_custom_male_only
name_list = name_list_scadrial_noble # TODO: Create custom name lists
coa_gfx = { western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
traditions = {
tradition_noble_intrigue
tradition_allomantic_heritage
}
}
skaa = {
color = { 0.4 0.35 0.3 }
ethos = ethos_communal
heritage = heritage_scadrial
language = language_scadrial
martial_custom = martial_custom_male_only
name_list = name_list_scadrial_skaa # TODO: Create custom name lists
coa_gfx = { western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
traditions = {
tradition_skaa_resilience
}
}
terris = {
color = { 0.3 0.5 0.3 }
ethos = ethos_spiritual
heritage = heritage_scadrial
language = language_terris
martial_custom = martial_custom_male_only # Terris men are made into eunuch stewards
name_list = name_list_terris # TODO: Create custom name lists
coa_gfx = { western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
traditions = {
tradition_terris_scholarship
}
}
@@ -0,0 +1,14 @@
@# Mistborn: The Final Empire - Cultural Pillars
@# Heritage, language, and martial customs for Scadrial
heritage_scadrial = {
# The shared heritage of all peoples of Scadrial under the Final Empire
}
language_scadrial = {
# The common tongue of the Final Empire, spoken by nobles and skaa alike
}
language_terris = {
# The ancient Terris language, preserved by Worldbringers and Keepers
}
@@ -0,0 +1,165 @@
@# Mistborn: The Final Empire - Cultural Traditions
@# Custom traditions reflecting the unique aspects of Scadrian cultures
tradition_allomantic_heritage = {
category = realm # Cultural traditions that affect the whole realm
layers = {
0 = martial
1 = western
4 = eagle.dds
}
is_shown = {
has_cultural_pillar = heritage_scadrial
}
can_pick = {
has_cultural_pillar = heritage_scadrial
}
parameters = {
# Nobles with this tradition have a higher chance of producing Allomantic children
allomantic_potential_bonus = yes
}
character_modifier = {
# Allomantic bloodlines are prized among nobility
dynasty_prestige_mult = 0.1
health = 0.25 # Allomantic abilities can enhance physical well-being
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 2
}
}
}
ai_will_do = {
value = 100
# Only noble Scadrians value Allomantic heritage
}
}
tradition_noble_intrigue = {
category = societal
layers = {
0 = intrigue
1 = western
4 = crown.dds
}
is_shown = {
has_cultural_pillar = heritage_scadrial
}
can_pick = {
has_cultural_pillar = heritage_scadrial
}
parameters = {
# The Great Houses are masters of political intrigue
noble_intrigue_bonus = yes
}
character_modifier = {
intrigue = 2
scheme_power_mult = 0.1 # Better at scheming
hostile_scheme_resistance_mult = 0.05
}
cost = {
prestige = {
add = {
value = tradition_base_cost
}
}
}
ai_will_do = {
value = 80
}
}
tradition_skaa_resilience = {
category = societal
layers = {
0 = martial
1 = western
4 = shield.dds
}
is_shown = {
has_cultural_pillar = heritage_scadrial
}
can_pick = {
has_cultural_pillar = heritage_scadrial
}
parameters = {
# The skaa have endured a thousand years of oppression
skaa_resilience_bonus = yes
}
character_modifier = {
stress_loss_mult = 0.2 # Hardened by generations of suffering
hostile_scheme_resistance_mult = 0.1 # Hard to break
negate_health_penalty_add = 0.25 # Tougher constitution from hard labor
}
cost = {
prestige = {
add = {
value = tradition_base_cost
}
}
}
ai_will_do = {
value = 50
}
}
tradition_terris_scholarship = {
category = societal
layers = {
0 = learning
1 = western
4 = book.dds
}
is_shown = {
has_cultural_pillar = heritage_scadrial
}
can_pick = {
has_cultural_pillar = heritage_scadrial
}
parameters = {
# The Terris Keepers preserve all knowledge
terris_scholarship_bonus = yes
}
character_modifier = {
learning = 3
development_growth_factor = 0.1 # Knowledge drives development
cultural_acceptance_gain_mult = 0.15 # Terris people are widely traveled
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 1.5
}
}
}
ai_will_do = {
value = 90
}
}
@@ -0,0 +1,627 @@
############################################
# Mistborn Mod - Decisions
############################################
# Host a Noble Ball - social event for the Great Houses
host_a_ball_decision = {
picture = "gfx/interface/illustrations/decisions/decision_feast.dds"
desc = host_a_ball_decision_desc
selection_tooltip = host_a_ball_decision_tooltip
ai_check_interval = 120
is_shown = {
is_ruler = yes
culture = culture:noble_scadrian
}
is_valid = {
is_ruler = yes
prestige >= 200
gold >= 100
NOT = { has_character_flag = recently_hosted_ball }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 100
prestige = 50
}
cooldown = { years = 3 }
effect = {
add_prestige = 200
add_character_flag = {
flag = recently_hosted_ball
years = 3
}
trigger_event = mistborn_ball.0001
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 50
}
}
# Subject Heir to Snapping - force a traumatic event to awaken Allomantic potential
subject_heir_to_snapping_decision = {
picture = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
desc = subject_heir_to_snapping_decision_desc
selection_tooltip = subject_heir_to_snapping_decision_tooltip
ai_check_interval = 60
is_shown = {
is_ruler = yes
any_child = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
}
}
is_valid = {
is_ruler = yes
gold >= 50
any_child = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
age >= 10
NOT = { has_character_flag = recently_snapped }
}
NOT = { has_character_flag = recently_attempted_snapping }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 50
stress = 100
}
cooldown = { years = 1 }
effect = {
add_character_flag = {
flag = recently_attempted_snapping
years = 1
}
# Target a child with potential - event will handle the actual Snapping
random_child = {
limit = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
age >= 10
NOT = { has_character_flag = recently_snapped }
}
save_scope_as = snapping_target
add_character_flag = {
flag = recently_snapped
years = 2
}
}
trigger_event = mistborn_snapping.0010
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 80
}
}
# Breed for Allomancy - focus bloodline efforts on strengthening Allomantic traits
breed_for_allomancy_decision = {
picture = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
desc = breed_for_allomancy_decision_desc
selection_tooltip = breed_for_allomancy_decision_tooltip
ai_check_interval = 120
is_shown = {
is_ruler = yes
OR = {
has_trait = trait_mistborn
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
has_trait = trait_misting_augur
has_trait = trait_misting_oracle
has_trait = trait_misting_duralumin
has_trait = trait_misting_nicroburst
any_child = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
}
}
}
is_valid = {
is_ruler = yes
prestige >= 150
NOT = { has_character_modifier = breeding_for_allomancy_modifier }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
prestige = 150
}
cooldown = { years = 10 }
effect = {
add_character_modifier = {
modifier = breeding_for_allomancy_modifier
years = 10
}
# Increases the chance that matchmaking will prioritize Allomantic bloodlines
add_prestige = 50
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 40
}
}
# Hire a Kandra - engage one of the shapeshifting immortals for espionage
hire_kandra_decision = {
picture = "gfx/interface/illustrations/decisions/decision_skulduggery.dds"
desc = hire_kandra_decision_desc
selection_tooltip = hire_kandra_decision_tooltip
ai_check_interval = 180
is_shown = {
is_ruler = yes
gold >= 500
}
is_valid = {
is_ruler = yes
gold >= 500
NOT = { has_character_flag = kandra_contract_active }
NOT = { has_character_flag = recently_hired_kandra }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 500
}
cooldown = { years = 5 }
effect = {
add_character_flag = {
flag = recently_hired_kandra
years = 5
}
add_character_flag = {
flag = kandra_contract_active
years = 3
}
add_character_flag = {
flag = hired_kandra
}
trigger_event = mistborn_misc.0001
}
ai_potential = {
gold >= 1000
}
ai_will_do = {
base = 30
}
}
# Commission a Hemalurgic Spike - the dark art of stealing Allomantic power
commission_hemalurgic_spike_decision = {
picture = "gfx/interface/illustrations/decisions/decision_execution.dds"
desc = commission_hemalurgic_spike_decision_desc
selection_tooltip = commission_hemalurgic_spike_decision_tooltip
ai_check_interval = 240
is_shown = {
has_trait = trait_knows_hemalurgy
}
is_valid = {
has_trait = trait_knows_hemalurgy
gold >= 200
intrigue >= 10
NOT = { has_character_flag = recently_commissioned_spike }
# Must know of an Allomancer to target
any_courtier = {
OR = {
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
has_trait = trait_misting_augur
has_trait = trait_misting_oracle
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 200
piety = -500
prestige = -200
}
cooldown = { years = 3 }
effect = {
add_character_flag = {
flag = recently_commissioned_spike
years = 3
}
# Massive stress and tyranny for this dark act
add_stress = 200
add_tyranny = 30
# Trigger the Hemalurgy event chain
trigger_event = mistborn_hemalurgy.0001 # events/hemalurgy_events.txt
}
ai_potential = {
has_trait = trait_knows_hemalurgy
}
ai_will_do = {
base = 5
modifier = {
factor = 3
has_trait = trait_ambitious
}
modifier = {
factor = 2
has_trait = trait_sadistic
}
}
}
# Smuggle Atium - acquire the most precious metal in the Final Empire
smuggle_atium_decision = {
picture = "gfx/interface/illustrations/decisions/decision_skulduggery.dds"
desc = smuggle_atium_decision_desc
selection_tooltip = smuggle_atium_decision_tooltip
ai_check_interval = 180
is_shown = {
is_ruler = yes
intrigue >= 12
}
is_valid = {
is_ruler = yes
intrigue >= 12
gold >= 300
NOT = { has_character_flag = recently_smuggled_atium }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 300
}
cooldown = { years = 5 }
effect = {
add_character_flag = {
flag = recently_smuggled_atium
years = 5
}
# Risk: increase Lord Ruler's attention
if = {
limit = {
has_character_modifier = lord_ruler_attention_modifier
}
# Already being watched - higher risk
random_list = {
30 = {
trigger_event = mistborn_atium.0001 # Success
}
70 = {
trigger_event = mistborn_atium.0002 # Caught
}
}
}
else = {
random_list = {
70 = {
trigger_event = mistborn_atium.0001 # Success
}
30 = {
trigger_event = mistborn_atium.0002 # Caught
}
}
}
}
ai_potential = {
intrigue >= 15
}
ai_will_do = {
base = 20
modifier = {
factor = 2
has_trait = trait_greedy
}
modifier = {
factor = 0
has_character_modifier = lord_ruler_attention_modifier
}
}
}
# Crack Down on Skaa - suppress the skaa population through force
crack_down_on_skaa_decision = {
picture = "gfx/interface/illustrations/decisions/decision_realm.dds"
desc = crack_down_on_skaa_decision_desc
selection_tooltip = crack_down_on_skaa_decision_tooltip
ai_check_interval = 60
is_shown = {
is_ruler = yes
any_held_title = {
tier >= tier_county
}
}
is_valid = {
is_ruler = yes
gold >= 50
NOT = { has_character_flag = recently_cracked_down_skaa }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 50
}
cooldown = { years = 2 }
effect = {
add_character_flag = {
flag = recently_cracked_down_skaa
years = 2
}
add_tyranny = 15
add_dread = 20
# Reduce unrest but build long-term resentment
every_held_title = {
limit = {
tier = tier_county
}
change_county_control = 20
}
# Hidden rebellion score increases - tracked by events
trigger_event = mistborn_skaa.0001
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 30
modifier = {
factor = 2
has_trait = trait_cruel
}
modifier = {
factor = 0.5
has_trait = trait_compassionate
}
}
}
# Improve Skaa Conditions - a risky act of compassion
improve_skaa_conditions_decision = {
picture = "gfx/interface/illustrations/decisions/decision_misc.dds"
desc = improve_skaa_conditions_decision_desc
selection_tooltip = improve_skaa_conditions_decision_tooltip
ai_check_interval = 120
is_shown = {
is_ruler = yes
any_held_title = {
tier >= tier_county
}
}
is_valid = {
is_ruler = yes
gold >= 150
NOT = { has_character_flag = recently_improved_skaa_conditions }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 150
prestige = 100
}
cooldown = { years = 3 }
effect = {
add_character_flag = {
flag = recently_improved_skaa_conditions
years = 3
}
# Benefits: reduce rebellion risk, gain development
every_held_title = {
limit = {
tier = tier_county
}
change_development_level = 1
}
# Risks: Lord Ruler may notice
add_character_modifier = {
modifier = lord_ruler_attention_modifier
years = 5
}
# Other nobles disapprove
every_vassal = {
add_opinion = {
modifier = disapproves_skaa_mercy
opinion = -15
}
}
trigger_event = mistborn_skaa.0010
}
ai_potential = {
has_trait = trait_compassionate
}
ai_will_do = {
base = 10
modifier = {
factor = 3
has_trait = trait_compassionate
}
modifier = {
factor = 0
has_trait = trait_cruel
}
}
}
# Recruit a Skaa Allomancer - secretly bring a skaa with powers into your service
recruit_skaa_allomancer_decision = {
picture = "gfx/interface/illustrations/decisions/decision_skulduggery.dds"
desc = recruit_skaa_allomancer_decision_desc
selection_tooltip = recruit_skaa_allomancer_decision_tooltip
ai_check_interval = 120
is_shown = {
is_ruler = yes
has_character_flag = discovered_skaa_allomancer
}
is_valid = {
is_ruler = yes
has_character_flag = discovered_skaa_allomancer
gold >= 100
intrigue >= 8
NOT = { has_character_flag = recently_recruited_skaa_allomancer }
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = 100
}
cooldown = { years = 3 }
effect = {
add_character_flag = {
flag = recently_recruited_skaa_allomancer
years = 3
}
remove_character_flag = discovered_skaa_allomancer
# Generate a powerful courtier with a random Allomantic trait
trigger_event = mistborn_skaa_allomancer.0001
# Risk of discovery by the Steel Ministry
random_list = {
80 = {
# Safe for now
custom_tooltip = recruit_skaa_allomancer_safe_tt
}
20 = {
# Steel Ministry investigates
add_character_modifier = {
modifier = steel_ministry_displeasure
years = 3
}
trigger_event = mistborn_skaa_allomancer.0002
}
}
}
ai_potential = {
has_character_flag = discovered_skaa_allomancer
}
ai_will_do = {
base = 40
modifier = {
factor = 2
intrigue >= 15
}
modifier = {
factor = 0.5
has_character_modifier = steel_ministry_displeasure
}
}
}
@@ -0,0 +1,73 @@
############################################
# Mistborn: The Final Empire - Noble Dynasties
# The Great Houses of the Final Empire
############################################
# ===== TIER 1 - GREAT HOUSES =====
# House Venture - The most powerful noble house in the Final Empire
# Known for strong Allomantic bloodlines and political dominance
dynasty_venture = {
name = "dynn_Venture"
culture = noble_scadrian
}
# House Hasting - A martial house focused on military power
# Controls the Northern Dominance garrison network
dynasty_hasting = {
name = "dynn_Hasting"
culture = noble_scadrian
}
# House Elariel - Masters of intrigue and espionage
# Rivals to House Venture in the Central Dominance
dynasty_elariel = {
name = "dynn_Elariel"
culture = noble_scadrian
}
# House Tekiel - The wealthiest noble house
# Dominant in trade, finance, and canal shipping
dynasty_tekiel = {
name = "dynn_Tekiel"
culture = noble_scadrian
}
# House Lekal - Balanced and diplomatic house
# Known for shrewd alliances and political marriages
dynasty_lekal = {
name = "dynn_Lekal"
culture = noble_scadrian
}
# ===== TIER 2 - MINOR GREAT HOUSES =====
# House Erikeller - Ambitious minor house seeking to rise
dynasty_erikeller = {
name = "dynn_Erikeller"
culture = noble_scadrian
}
# House Bylerum - Conservative traditionalists
dynasty_bylerum = {
name = "dynn_Bylerum"
culture = noble_scadrian
}
# House Entrone - Frontier lords of the Remote Dominance
dynasty_entrone = {
name = "dynn_Entrone"
culture = noble_scadrian
}
# House Conrad - Southern Dominance landholders
dynasty_conrad = {
name = "dynn_Conrad"
culture = noble_scadrian
}
# House Urbain - Minor house with growing merchant influence
dynasty_urbain = {
name = "dynn_Urbain"
culture = noble_scadrian
}
@@ -0,0 +1,58 @@
############################################
# Mistborn: The Final Empire - Dynasty Houses
# Houses within each dynasty
############################################
# ===== TIER 1 - GREAT HOUSES =====
house_venture = {
name = "dynn_house_Venture"
dynasty = dynasty_venture
}
house_hasting = {
name = "dynn_house_Hasting"
dynasty = dynasty_hasting
}
house_elariel = {
name = "dynn_house_Elariel"
dynasty = dynasty_elariel
}
house_tekiel = {
name = "dynn_house_Tekiel"
dynasty = dynasty_tekiel
}
house_lekal = {
name = "dynn_house_Lekal"
dynasty = dynasty_lekal
}
# ===== TIER 2 - MINOR GREAT HOUSES =====
house_erikeller = {
name = "dynn_house_Erikeller"
dynasty = dynasty_erikeller
}
house_bylerum = {
name = "dynn_house_Bylerum"
dynasty = dynasty_bylerum
}
house_entrone = {
name = "dynn_house_Entrone"
dynasty = dynasty_entrone
}
house_conrad = {
name = "dynn_house_Conrad"
dynasty = dynasty_conrad
}
house_urbain = {
name = "dynn_house_Urbain"
dynasty = dynasty_urbain
}
@@ -0,0 +1,725 @@
@# Mistborn: The Final Empire - Landed Titles
@# The Final Empire is divided into Dominances, each administered by an appointed noble house.
@# Province IDs are sequential placeholders - TODO: Map to actual provinces when custom map is made.
e_final_empire = {
color = { 40 40 40 }
color2 = { 200 200 200 }
capital = c_luthadel
ai_primary_priority = {
if = {
limit = { always = yes }
}
}
# ==========================================
# CENTRAL DOMINANCE - Heart of the Empire
# ==========================================
k_central = {
color = { 150 50 50 }
color2 = { 255 255 255 }
capital = c_luthadel
d_luthadel = {
color = { 180 60 60 }
color2 = { 255 255 255 }
capital = c_luthadel
c_luthadel = {
color = { 200 70 70 }
color2 = { 255 255 255 }
b_kredik_shaw = {
province = 1 # Kredik Shaw - The Lord Ruler's palace
}
b_luthadel_city = {
province = 2 # Main city of Luthadel
}
b_luthadel_slums = {
province = 3 # Skaa slums district
}
}
c_fellise = {
color = { 190 65 65 }
color2 = { 255 255 255 }
b_fellise = {
province = 4 # Fellise - noble retreat town
}
b_fellise_estates = {
province = 5
}
}
c_holstep = {
color = { 185 62 62 }
color2 = { 255 255 255 }
b_holstep = {
province = 6
}
b_holstep_mines = {
province = 7
}
}
}
d_valtroux = {
color = { 170 55 55 }
color2 = { 255 255 255 }
capital = c_valtroux
c_valtroux = {
color = { 175 58 58 }
color2 = { 255 255 255 }
b_valtroux = {
province = 8
}
b_valtroux_keep = {
province = 9
}
}
c_tavring = {
color = { 172 56 56 }
color2 = { 255 255 255 }
b_tavring = {
province = 10
}
b_tavring_fields = {
province = 11
}
}
c_austrex = {
color = { 168 54 54 }
color2 = { 255 255 255 }
b_austrex = {
province = 12 # Austrex - major trade city
}
b_austrex_docks = {
province = 13
}
}
}
d_haverfrex = {
color = { 165 52 52 }
color2 = { 255 255 255 }
capital = c_haverfrex
c_haverfrex = {
color = { 160 50 50 }
color2 = { 255 255 255 }
b_haverfrex = {
province = 14
}
b_haverfrex_mills = {
province = 15
}
}
c_kalling = {
color = { 158 48 48 }
color2 = { 255 255 255 }
b_kalling = {
province = 16
}
b_kalling_plantations = {
province = 17
}
}
}
d_south_seran = {
color = { 155 45 45 }
color2 = { 255 255 255 }
capital = c_south_seran
c_south_seran = {
color = { 152 43 43 }
color2 = { 255 255 255 }
b_south_seran = {
province = 18
}
b_conventical_of_seran = {
province = 19 # The Conventical of Seran - Steel Ministry site
}
}
c_suisna = {
color = { 148 40 40 }
color2 = { 255 255 255 }
b_suisna = {
province = 20
}
b_suisna_farms = {
province = 21
}
}
}
}
# ==========================================
# NORTHERN DOMINANCE - Terris homeland
# ==========================================
k_northern = {
color = { 80 120 80 }
color2 = { 255 255 255 }
capital = c_urteau
d_urteau = {
color = { 90 130 90 }
color2 = { 255 255 255 }
capital = c_urteau
c_urteau = {
color = { 95 135 95 }
color2 = { 255 255 255 }
b_urteau = {
province = 22 # Urteau - northern capital
}
b_urteau_canal = {
province = 23
}
}
c_terristown = {
color = { 92 132 92 }
color2 = { 255 255 255 }
b_terristown = {
province = 24 # Main Terris settlement
}
b_terris_synod = {
province = 25 # Terris governing body
}
}
c_erlnest = {
color = { 88 128 88 }
color2 = { 255 255 255 }
b_erlnest = {
province = 26
}
b_erlnest_steading = {
province = 27
}
}
}
d_tathingdwen = {
color = { 85 125 85 }
color2 = { 255 255 255 }
capital = c_tathingdwen
c_tathingdwen = {
color = { 82 122 82 }
color2 = { 255 255 255 }
b_tathingdwen = {
province = 28 # Tathingdwen - historical Terris capital
}
b_tathingdwen_library = {
province = 29 # Great Terris libraries
}
}
c_bindal = {
color = { 78 118 78 }
color2 = { 255 255 255 }
b_bindal = {
province = 30
}
b_bindal_pastures = {
province = 31
}
}
c_vennsat = {
color = { 75 115 75 }
color2 = { 255 255 255 }
b_vennsat = {
province = 32
}
b_vennsat_highlands = {
province = 33
}
}
}
d_torinost = {
color = { 72 112 72 }
color2 = { 255 255 255 }
capital = c_torinost
c_torinost = {
color = { 70 110 70 }
color2 = { 255 255 255 }
b_torinost = {
province = 34
}
b_torinost_fort = {
province = 35
}
}
c_mantiz = {
color = { 68 108 68 }
color2 = { 255 255 255 }
b_mantiz = {
province = 36
}
b_mantiz_garrison = {
province = 37
}
}
c_nordel = {
color = { 65 105 65 }
color2 = { 255 255 255 }
b_nordel = {
province = 38
}
b_nordel_mines = {
province = 39
}
}
}
}
# ==========================================
# EASTERN DOMINANCE
# ==========================================
k_eastern = {
color = { 50 80 150 }
color2 = { 255 255 255 }
capital = c_fadrex
d_fadrex = {
color = { 60 90 160 }
color2 = { 255 255 255 }
capital = c_fadrex
c_fadrex = {
color = { 65 95 165 }
color2 = { 255 255 255 }
b_fadrex = {
province = 40 # Fadrex City - major eastern city
}
b_fadrex_garrison = {
province = 41
}
}
c_vetitan = {
color = { 62 92 162 }
color2 = { 255 255 255 }
b_vetitan = {
province = 42
}
b_vetitan_quarry = {
province = 43
}
}
c_tremredare = {
color = { 58 88 158 }
color2 = { 255 255 255 }
b_tremredare = {
province = 44
}
b_tremredare_walls = {
province = 45
}
}
}
d_austrex_east = {
color = { 55 85 155 }
color2 = { 255 255 255 }
capital = c_austrex_east
c_austrex_east = {
color = { 52 82 152 }
color2 = { 255 255 255 }
b_austrex_east = {
province = 46
}
b_austrex_east_port = {
province = 47
}
}
c_doriel = {
color = { 48 78 148 }
color2 = { 255 255 255 }
b_doriel = {
province = 48
}
b_doriel_fields = {
province = 49
}
}
c_salmont = {
color = { 45 75 145 }
color2 = { 255 255 255 }
b_salmont = {
province = 50
}
b_salmont_warehouses = {
province = 51
}
}
}
d_statlin = {
color = { 42 72 142 }
color2 = { 255 255 255 }
capital = c_statlin
c_statlin = {
color = { 40 70 140 }
color2 = { 255 255 255 }
b_statlin = {
province = 52
}
b_statlin_market = {
province = 53
}
}
c_benton = {
color = { 38 68 138 }
color2 = { 255 255 255 }
b_benton = {
province = 54
}
b_benton_farms = {
province = 55
}
}
c_elming = {
color = { 35 65 135 }
color2 = { 255 255 255 }
b_elming = {
province = 56
}
b_elming_forge = {
province = 57
}
}
}
}
# ==========================================
# WESTERN DOMINANCE
# ==========================================
k_western = {
color = { 160 130 60 }
color2 = { 255 255 255 }
capital = c_hassedel
d_hassedel = {
color = { 170 140 70 }
color2 = { 255 255 255 }
capital = c_hassedel
c_hassedel = {
color = { 175 145 75 }
color2 = { 255 255 255 }
b_hassedel = {
province = 58
}
b_hassedel_keep = {
province = 59
}
}
c_turenval = {
color = { 172 142 72 }
color2 = { 255 255 255 }
b_turenval = {
province = 60
}
b_turenval_orchards = {
province = 61
}
}
c_wesring = {
color = { 168 138 68 }
color2 = { 255 255 255 }
b_wesring = {
province = 62
}
b_wesring_tower = {
province = 63
}
}
}
d_longsfollow = {
color = { 165 135 65 }
color2 = { 255 255 255 }
capital = c_longsfollow
c_longsfollow = {
color = { 162 132 62 }
color2 = { 255 255 255 }
b_longsfollow = {
province = 64
}
b_longsfollow_inn = {
province = 65
}
}
c_kanton = {
color = { 158 128 58 }
color2 = { 255 255 255 }
b_kanton = {
province = 66
}
b_kanton_mills = {
province = 67
}
}
c_brennin = {
color = { 155 125 55 }
color2 = { 255 255 255 }
b_brennin = {
province = 68
}
b_brennin_vineyards = {
province = 69
}
}
}
d_charneost = {
color = { 152 122 52 }
color2 = { 255 255 255 }
capital = c_charneost
c_charneost = {
color = { 148 118 48 }
color2 = { 255 255 255 }
b_charneost = {
province = 70
}
b_charneost_garrison = {
province = 71
}
}
c_dalling = {
color = { 145 115 45 }
color2 = { 255 255 255 }
b_dalling = {
province = 72
}
b_dalling_stables = {
province = 73
}
}
}
}
# ==========================================
# SOUTHERN DOMINANCE
# ==========================================
k_southern = {
color = { 100 60 120 }
color2 = { 255 255 255 }
capital = c_pits_of_hathsin
d_pits_of_hathsin = {
color = { 110 70 130 }
color2 = { 255 255 255 }
capital = c_pits_of_hathsin
c_pits_of_hathsin = {
color = { 115 75 135 }
color2 = { 255 255 255 }
b_pits_of_hathsin = {
province = 74 # The Pits of Hathsin - atium mining prison
}
b_pits_garrison = {
province = 75
}
}
c_latten = {
color = { 112 72 132 }
color2 = { 255 255 255 }
b_latten = {
province = 76
}
b_latten_outpost = {
province = 77
}
}
c_grenford = {
color = { 108 68 128 }
color2 = { 255 255 255 }
b_grenford = {
province = 78
}
b_grenford_walls = {
province = 79
}
}
}
d_veldence = {
color = { 105 65 125 }
color2 = { 255 255 255 }
capital = c_veldence
c_veldence = {
color = { 102 62 122 }
color2 = { 255 255 255 }
b_veldence = {
province = 80
}
b_veldence_estate = {
province = 81
}
}
c_torining = {
color = { 98 58 118 }
color2 = { 255 255 255 }
b_torining = {
province = 82
}
b_torining_watch = {
province = 83
}
}
c_balefire = {
color = { 95 55 115 }
color2 = { 255 255 255 }
b_balefire = {
province = 84
}
b_balefire_beacon = {
province = 85
}
}
}
d_south_keep = {
color = { 92 52 112 }
color2 = { 255 255 255 }
capital = c_south_keep
c_south_keep = {
color = { 88 48 108 }
color2 = { 255 255 255 }
b_south_keep = {
province = 86
}
b_south_keep_barracks = {
province = 87
}
}
c_darriston = {
color = { 85 45 105 }
color2 = { 255 255 255 }
b_darriston = {
province = 88
}
b_darriston_harbor = {
province = 89
}
}
}
}
# ==========================================
# REMOTE DOMINANCE - Frontier lands
# ==========================================
k_remote = {
color = { 100 100 100 }
color2 = { 200 200 200 }
capital = c_remote_edge
d_remote_edge = {
color = { 110 110 110 }
color2 = { 200 200 200 }
capital = c_remote_edge
c_remote_edge = {
color = { 115 115 115 }
color2 = { 200 200 200 }
b_remote_edge = {
province = 90
}
b_remote_edge_watchtower = {
province = 91
}
}
c_ashfield = {
color = { 112 112 112 }
color2 = { 200 200 200 }
b_ashfield = {
province = 92
}
b_ashfield_settlement = {
province = 93
}
}
c_misthollow = {
color = { 108 108 108 }
color2 = { 200 200 200 }
b_misthollow = {
province = 94
}
b_misthollow_ruins = {
province = 95
}
}
}
d_farmost = {
color = { 105 105 105 }
color2 = { 200 200 200 }
capital = c_farmost
c_farmost = {
color = { 102 102 102 }
color2 = { 200 200 200 }
b_farmost = {
province = 96
}
b_farmost_outpost = {
province = 97
}
}
c_koloss_range = {
color = { 98 98 98 }
color2 = { 200 200 200 }
b_koloss_range = {
province = 98 # Near koloss tribal territories
}
b_koloss_range_fort = {
province = 99
}
}
c_deepness_border = {
color = { 95 95 95 }
color2 = { 200 200 200 }
b_deepness_border = {
province = 100 # Edge of the known world
}
b_deepness_watchtower = {
province = 101
}
}
}
d_frontier = {
color = { 92 92 92 }
color2 = { 200 200 200 }
capital = c_frontier
c_frontier = {
color = { 88 88 88 }
color2 = { 200 200 200 }
b_frontier = {
province = 102
}
b_frontier_garrison = {
province = 103
}
}
c_ashmount_view = {
color = { 85 85 85 }
color2 = { 200 200 200 }
b_ashmount_view = {
province = 104 # Settlement near an ashmount
}
b_ashmount_view_shelter = {
province = 105
}
}
}
}
}
@@ -0,0 +1,166 @@
############################################
# Mistborn Mod - Men-at-Arms Types
############################################
# Anti-Allomancer specialist heavy infantry
# Trained specifically to fight and kill Allomancers
hazekillers = {
type = heavy_infantry
damage = 35
toughness = 25
pursuit = 5
screen = 15
terrain_bonus = {
plains = { damage = 5 }
hills = { damage = 3 toughness = 3 }
mountains = { toughness = 5 }
}
counters = {
skirmishers = 1
}
buy_cost = { gold = 150 }
low_maintenance_cost = { gold = 2 }
high_maintenance_cost = { gold = 4 }
max = 200
stack = 100
ai_quality = { value = 80 }
icon = heavy_infantry
}
# Koloss - massive blue-skinned Hemalurgic creatures
# Incredibly powerful but difficult to control without Allomancy
koloss = {
type = heavy_infantry
damage = 80
toughness = 40
pursuit = 15
screen = 0
terrain_bonus = {
plains = { damage = 15 toughness = 5 }
farmlands = { damage = 10 }
desert = { damage = 5 toughness = -5 }
mountains = { damage = -10 toughness = -10 }
}
counters = {
heavy_infantry = 1
pikemen = 1
}
buy_cost = { gold = 50 }
low_maintenance_cost = { gold = 1 }
high_maintenance_cost = { gold = 2 }
max = 300
stack = 100
ai_quality = { value = 100 }
icon = heavy_infantry
}
# Mistborn Agents - elite Allomancer operatives
# Small number, devastating damage, assassination specialists
mistborn_agents = {
type = skirmishers
damage = 100
toughness = 10
pursuit = 50
screen = 0
terrain_bonus = {
plains = { damage = 10 }
hills = { damage = 5 pursuit = 10 }
wetlands = { damage = -10 }
}
counters = {
heavy_infantry = 1
skirmishers = 1
}
buy_cost = { gold = 500 }
low_maintenance_cost = { gold = 5 }
high_maintenance_cost = { gold = 15 }
max = 10
stack = 5
ai_quality = { value = 150 }
icon = skirmishers
}
# Skaa Levies - conscripted skaa laborers pressed into service
# Cheap and plentiful, but poorly equipped and poorly motivated
skaa_levies = {
type = light_infantry
damage = 8
toughness = 8
pursuit = 2
screen = 5
terrain_bonus = {
farmlands = { damage = 2 toughness = 2 }
plains = { damage = 1 }
}
buy_cost = { gold = 15 }
low_maintenance_cost = { gold = 0.2 }
high_maintenance_cost = { gold = 0.5 }
max = 1000
stack = 200
ai_quality = { value = 20 }
icon = light_infantry
}
# Noble Guard - professional soldiers from noble houses
# Well-equipped, well-trained, loyal to their house
noble_guard = {
type = heavy_infantry
damage = 25
toughness = 30
pursuit = 5
screen = 10
terrain_bonus = {
plains = { damage = 3 toughness = 3 }
hills = { toughness = 5 }
farmlands = { damage = 2 toughness = 2 }
}
counters = {
light_infantry = 1
}
buy_cost = { gold = 120 }
low_maintenance_cost = { gold = 1.5 }
high_maintenance_cost = { gold = 3 }
max = 300
stack = 100
ai_quality = { value = 60 }
icon = heavy_infantry
}
@@ -0,0 +1,75 @@
############################################
# Mistborn Mod - Character and Province Modifiers
############################################
# === CHARACTER MODIFIERS ===
# Compounding - combining Allomancy and Feruchemy on the same metal
# Absurdly powerful, near-immortality levels of strength
compounder_modifier = {
icon = "gfx/interface/icons/modifiers/modifier_compounder.dds"
prowess = 10
martial = 5
diplomacy = 3
intrigue = 3
learning = 3
health = 3
fertility = 0.5
}
# Tracks the Lord Ruler's attention on a character
# Applied/removed by events; intensity tracked by a character variable
lord_ruler_attention_modifier = {
icon = "gfx/interface/icons/modifiers/modifier_lord_ruler_attention.dds"
}
# Favor from the Steel Ministry - rewards for loyal service
steel_ministry_favor = {
icon = "gfx/interface/icons/modifiers/modifier_steel_ministry_favor.dds"
monthly_prestige = 0.5
diplomacy = 2
}
# Displeasure from the Steel Ministry - punishment for disloyalty
steel_ministry_displeasure = {
icon = "gfx/interface/icons/modifiers/modifier_steel_ministry_displeasure.dds"
monthly_prestige = -1
diplomacy = -3
same_faith_opinion = -10
}
# Breeding program for Allomantic bloodlines
breeding_for_allomancy_modifier = {
icon = "gfx/interface/icons/modifiers/modifier_compounder.dds"
dynasty_prestige_mult = 0.1
fertility = 0.15
}
# === OPINION MODIFIERS ===
# Noble disapproval for showing mercy to skaa
disapproves_skaa_mercy = {
opinion = -15
}
# === PROVINCE MODIFIERS ===
# Ash blight devastating the land
ash_blight = {
icon = "gfx/interface/icons/modifiers/modifier_ash_blight.dds"
development_growth_factor = -0.2
tax_mult = -0.1
}
# Koloss rampage through the county
koloss_rampage = {
icon = "gfx/interface/icons/modifiers/modifier_koloss_rampage.dds"
county_opinion = -30
development_growth_factor = -0.5
}
@@ -0,0 +1,119 @@
############################################
# Mistborn: The Final Empire - On Actions
# Hooks into CK3's event system for Mistborn mechanics
############################################
# ============================================================
# ON BIRTHDAY - Check for natural Snapping
# ============================================================
on_birthday = {
events = {
mistborn_snapping.0001
}
}
# ============================================================
# YEARLY PULSE - Lord Ruler attention and misc events
# ============================================================
on_yearly_pulse = {
events = {
mistborn_lord_ruler.0030 # Attention decay
mistborn_lord_ruler.0040 # Attention gain tracking
mistborn_misc.0020 # Skaa uprising chance
mistborn_misc.0030 # Mist spirit encounter
mistborn_misc.0040 # Atium discovery
}
effect = {
# Check Lord Ruler attention thresholds and fire appropriate events
if = {
limit = {
is_ruler = yes
has_variable = lord_ruler_attention
}
# Tier 3 - The Lord Ruler's Wrath
if = {
limit = {
var:lord_ruler_attention >= 90
}
trigger_event = {
id = mistborn_lord_ruler.0020
days = { 30 90 }
}
}
# Tier 2 - Inquisition Visit
else_if = {
limit = {
var:lord_ruler_attention >= 60
}
trigger_event = {
id = mistborn_lord_ruler.0010
days = { 30 120 }
}
}
# Tier 1 - Obligator Warning
else_if = {
limit = {
var:lord_ruler_attention >= 25
}
trigger_event = {
id = mistborn_lord_ruler.0001
days = { 30 180 }
}
}
}
# Compounding check - if character has both Allomancy and Feruchemy
if = {
limit = {
is_ruler = yes
has_trait = trait_feruchemist
OR = {
has_trait = trait_mistborn
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
has_trait = trait_misting_augur
has_trait = trait_misting_oracle
}
NOT = { has_modifier = compounder_modifier }
NOT = { has_character_flag = compounding_check_done }
}
trigger_event = {
id = mistborn_misc.0010
days = { 1 30 }
}
}
}
}
# ============================================================
# ON GAME START - Initialize variables for starting rulers
# ============================================================
on_game_start = {
effect = {
every_ruler = {
limit = {
is_ruler = yes
highest_held_title_tier >= tier_county
}
set_variable = {
name = lord_ruler_attention
value = 0
}
}
}
}
# ============================================================
# ON CHARACTER CREATED - Set up new characters
# ============================================================
on_birth = {
events = {
# Future: Add events for checking Allomantic potential at birth
}
}
@@ -0,0 +1,72 @@
@# Mistborn: The Final Empire - Holy Sites
@# Sacred locations across the Final Empire
holy_site_luthadel = {
county = c_luthadel
barony = b_kredik_shaw # Kredik Shaw, the Hill of a Thousand Spears - The Lord Ruler's palace
character_modifier = {
monthly_prestige = 0.5
monthly_piety = 1.0
}
is_active = {
always = yes
}
}
holy_site_pits_of_hathsin = {
county = c_pits_of_hathsin
barony = b_pits_of_hathsin # The Pits of Hathsin - source of atium, Kelsier's snapping
character_modifier = {
monthly_prestige = 0.3
monthly_piety = 0.5
}
is_active = {
always = yes
}
}
holy_site_conventical = {
county = c_south_seran
barony = b_conventical_of_seran # The Conventical of Seran - Steel Ministry research site
character_modifier = {
monthly_piety = 1.0
learning = 2
}
is_active = {
always = yes
}
}
holy_site_tathingdwen = {
county = c_tathingdwen
barony = b_tathingdwen # Tathingdwen - historical Terris capital, center of Feruchemical knowledge
character_modifier = {
monthly_piety = 0.5
learning = 3
}
is_active = {
always = yes
}
}
holy_site_urteau = {
county = c_urteau
barony = b_urteau # Urteau - northern hub, significant to multiple faiths
character_modifier = {
monthly_prestige = 0.3
monthly_piety = 0.3
}
is_active = {
always = yes
}
}
@@ -0,0 +1,171 @@
@# Mistborn: The Final Empire - Religions of Scadrial
@# The Steel Ministry is the dominant religion, worshipping the Lord Ruler as the Sliver of Infinity.
@# Terris Worldbringers preserve ancient knowledge. Survivorism and the cult of Ruin are hidden faiths.
steel_ministry_religion = {
family = rf_scadrial # Custom religion family for Scadrial
doctrine = doctrine_no_head
doctrine = doctrine_theocracy_temporal
doctrine = doctrine_gender_male_dominated
doctrine = doctrine_pluralism_righteous
doctrine = doctrine_marriage_monogamous
doctrine = doctrine_divorce_disallowed
doctrine = doctrine_concubines_allowed # Nobles keep skaa mistresses
doctrine = doctrine_consanguinity_cousins
doctrine = doctrine_homosexuality_shunned
doctrine = doctrine_deviancy_shunned
doctrine = doctrine_adultery_shunned
doctrine = doctrine_kinslaying_shunned
doctrine = doctrine_witchcraft_accepted # Allomancy is sanctioned by the Ministry
doctrine = doctrine_clerical_function_taxation
doctrine = doctrine_clerical_gender_male_only
doctrine = doctrine_clerical_marriage_disallowed
doctrine = doctrine_clerical_succession_temporal_fixed_appointment
pagan_roots = no
faiths = {
steel_ministry = {
color = { 0.3 0.3 0.3 }
icon = default
reformed_icon = default
holy_site = holy_site_luthadel
holy_site = holy_site_pits_of_hathsin
holy_site = holy_site_conventical
holy_site = holy_site_tathingdwen
holy_site = holy_site_urteau
doctrine = tenet_divine_right # The Lord Ruler's absolute authority
doctrine = tenet_religious_law # Steel Ministry enforces law
doctrine = tenet_tax_nonbelievers # Taxation of non-believers
}
}
}
terris_religion = {
family = rf_scadrial
doctrine = doctrine_no_head
doctrine = doctrine_theocracy_spiritual
doctrine = doctrine_gender_equal
doctrine = doctrine_pluralism_pluralistic
doctrine = doctrine_marriage_monogamous
doctrine = doctrine_divorce_allowed
doctrine = doctrine_concubines_none
doctrine = doctrine_consanguinity_cousins
doctrine = doctrine_homosexuality_accepted
doctrine = doctrine_deviancy_accepted
doctrine = doctrine_adultery_shunned
doctrine = doctrine_kinslaying_shunned
doctrine = doctrine_witchcraft_accepted # Feruchemy is a sacred gift
doctrine = doctrine_clerical_function_alms_and_pacification
doctrine = doctrine_clerical_gender_either
doctrine = doctrine_clerical_marriage_allowed
doctrine = doctrine_clerical_succession_spiritual_fixed_appointment
pagan_roots = no
faiths = {
terris_worldbringers = {
color = { 0.4 0.6 0.3 }
icon = default
reformed_icon = default
holy_site = holy_site_tathingdwen
holy_site = holy_site_urteau
holy_site = holy_site_luthadel
holy_site = holy_site_conventical
holy_site = holy_site_pits_of_hathsin
doctrine = tenet_pacifism # Worldbringers are peaceful scholars
doctrine = tenet_monasticism # Scholarly and contemplative tradition
doctrine = tenet_ancestor_worship # Preserve the knowledge of the past
}
}
}
survivorist_religion = {
family = rf_scadrial
doctrine = doctrine_no_head
doctrine = doctrine_theocracy_spiritual
doctrine = doctrine_gender_equal
doctrine = doctrine_pluralism_pluralistic
doctrine = doctrine_marriage_monogamous
doctrine = doctrine_divorce_allowed
doctrine = doctrine_concubines_none
doctrine = doctrine_consanguinity_cousins
doctrine = doctrine_homosexuality_accepted
doctrine = doctrine_deviancy_accepted
doctrine = doctrine_adultery_shunned
doctrine = doctrine_kinslaying_criminal
doctrine = doctrine_witchcraft_accepted
doctrine = doctrine_clerical_function_alms_and_pacification
doctrine = doctrine_clerical_gender_either
doctrine = doctrine_clerical_marriage_allowed
doctrine = doctrine_clerical_succession_spiritual_fixed_appointment
pagan_roots = no
faiths = {
survivorism = {
color = { 0.7 0.7 0.2 }
icon = default
reformed_icon = default
holy_site = holy_site_luthadel
holy_site = holy_site_pits_of_hathsin
holy_site = holy_site_conventical
holy_site = holy_site_tathingdwen
holy_site = holy_site_urteau
doctrine = tenet_liberation_theology # Kelsier's fight against oppression
doctrine = tenet_communal_identity # The skaa as a people united
doctrine = tenet_mendicant_preachers # Spread the word of the Survivor
}
}
}
ruin_religion = {
family = rf_scadrial
doctrine = doctrine_no_head
doctrine = doctrine_theocracy_temporal
doctrine = doctrine_gender_male_dominated
doctrine = doctrine_pluralism_hostile
doctrine = doctrine_marriage_monogamous
doctrine = doctrine_divorce_disallowed
doctrine = doctrine_concubines_none
doctrine = doctrine_consanguinity_unrestricted
doctrine = doctrine_homosexuality_shunned
doctrine = doctrine_deviancy_crime
doctrine = doctrine_adultery_accepted
doctrine = doctrine_kinslaying_accepted
doctrine = doctrine_witchcraft_accepted # Hemalurgy is Ruin's art
doctrine = doctrine_clerical_function_recruitment
doctrine = doctrine_clerical_gender_either
doctrine = doctrine_clerical_marriage_allowed
doctrine = doctrine_clerical_succession_temporal_fixed_appointment
pagan_roots = yes
faiths = {
cult_of_ruin = {
color = { 0.1 0.1 0.1 }
icon = default
reformed_icon = default
holy_site = holy_site_pits_of_hathsin
holy_site = holy_site_conventical
holy_site = holy_site_luthadel
holy_site = holy_site_tathingdwen
holy_site = holy_site_urteau
doctrine = tenet_human_sacrifice # Hemalurgy requires death
doctrine = tenet_ritual_cannibalism # Destruction made manifest
doctrine = tenet_struggle_submission # Submit to entropy and Ruin
}
}
}
@@ -0,0 +1,189 @@
@# Mistborn: The Final Empire - Scripted Effects
@# Reusable effects for Allomantic activation, Lord Ruler attention, and other game mechanics
# ===== ALLOMANCY ACTIVATION =====
activate_allomancy_effect = {
# Converts hidden allomantic_potential trait to an active Allomantic power
# Should be triggered by a "snapping" event (near-death trauma)
if = {
limit = { has_trait = trait_allomantic_potential }
remove_trait = trait_allomantic_potential
# Determine which metal the character can burn
# Weight heavily influenced by heritage and genetics
random_list = {
10 = {
# Mistborn - extremely rare, can burn all metals
trigger = {
OR = {
any_parent = { has_trait = trait_mistborn }
}
}
add_trait = trait_mistborn
}
20 = { add_trait = trait_misting_lurcher } # Iron
20 = { add_trait = trait_misting_coinshot } # Steel
15 = { add_trait = trait_misting_tineye } # Tin
20 = { add_trait = trait_misting_thug } # Pewter
15 = { add_trait = trait_misting_rioter } # Zinc
15 = { add_trait = trait_misting_soother } # Brass
15 = { add_trait = trait_misting_smoker } # Copper
15 = { add_trait = trait_misting_seeker } # Bronze
5 = { add_trait = trait_misting_augur } # Gold - rare
1 = { add_trait = trait_misting_oracle } # Atium - extremely rare
3 = { add_trait = trait_misting_duralumin } # Duralumin - very rare
3 = { add_trait = trait_misting_nicroburst } # Nicrosil - very rare
}
}
}
# ===== LORD RULER ATTENTION =====
increase_lord_ruler_attention_effect = {
# The Lord Ruler and Steel Ministry take notice of the character
# Uses the variable-based system tracked in on_actions
if = {
limit = {
NOT = { has_variable = lord_ruler_attention }
}
set_variable = {
name = lord_ruler_attention
value = 0
}
}
change_variable = {
name = lord_ruler_attention
add = 15
}
# Cap at 100
if = {
limit = {
var:lord_ruler_attention > 100
}
set_variable = {
name = lord_ruler_attention
value = 100
}
}
}
decrease_lord_ruler_attention_effect = {
# The character manages to reduce the Lord Ruler's scrutiny
if = {
limit = {
has_variable = lord_ruler_attention
var:lord_ruler_attention > 0
}
change_variable = {
name = lord_ruler_attention
add = -15
}
# Ensure attention doesn't go below 0
if = {
limit = {
var:lord_ruler_attention < 0
}
set_variable = {
name = lord_ruler_attention
value = 0
}
}
}
}
# ===== SNAPPING EFFECT =====
trigger_snapping_effect = {
# A traumatic event causes a character with potential to "snap" and awaken their powers
# This is the core mechanic - near-death experiences activate Allomancy
if = {
limit = {
can_snap_trigger = yes
}
# The snapping event
stress_impact = {
base = major_stress_impact_gain
}
# Activate the power
activate_allomancy_effect = yes
# Notify the character's liege
if = {
limit = { exists = liege }
liege = {
send_interface_message = {
type = event_generic_neutral
title = msg_vassal_snapped
left_icon = prev
}
}
}
}
}
# ===== HEMALURGY EFFECTS =====
apply_hemalurgic_spike_effect = {
# Apply a hemalurgic spike to grant stolen powers (at the cost of sanity)
add_trait = trait_hemalurgist
# Hemalurgy comes with costs
stress_impact = {
base = massive_stress_impact_gain
}
}
create_steel_inquisitor_effect = {
# Transform a character into a Steel Inquisitor via multiple hemalurgic spikes
# Grants all hemalurgic traits and massive power
add_trait = trait_hemalurgist
add_trait = trait_hemalurgic_steel
add_trait = trait_hemalurgic_pewter
add_trait = trait_hemalurgic_bronze
add_trait = trait_hemalurgic_atium
# Physical transformation
add_trait = disfigured # Spikes through the eyes
}
# ===== HOUSE AND DYNASTY EFFECTS =====
establish_great_house_effect = {
# Elevate a noble house to Great House status
dynasty = {
add_dynasty_prestige = 500
}
add_prestige = 250
}
strip_great_house_effect = {
# Remove Great House status (usually by Lord Ruler decree)
dynasty = {
add_dynasty_prestige = -500
}
add_prestige = -500
}
# ===== ATIUM EFFECTS =====
grant_atium_supply_effect = {
# Character receives a supply of atium (extremely valuable)
add_gold = 200
}
deplete_atium_supply_effect = {
# Character's atium supply runs out
# No-op if not holding atium
}
@@ -0,0 +1,134 @@
@# Mistborn: The Final Empire - Scripted Triggers
@# Reusable triggers for checking Allomantic, Feruchemical, and cultural status
# ===== ALLOMANCY TRIGGERS =====
is_allomancer_trigger = {
OR = {
has_trait = trait_misting_lurcher # Iron
has_trait = trait_misting_coinshot # Steel
has_trait = trait_misting_tineye # Tin
has_trait = trait_misting_thug # Pewter
has_trait = trait_misting_rioter # Zinc
has_trait = trait_misting_soother # Brass
has_trait = trait_misting_smoker # Copper
has_trait = trait_misting_seeker # Bronze
has_trait = trait_misting_augur # Gold
has_trait = trait_misting_oracle # Atium
has_trait = trait_misting_duralumin # Duralumin
has_trait = trait_misting_nicroburst # Nicrosil
has_trait = trait_mistborn
}
}
is_mistborn_trigger = {
has_trait = trait_mistborn
}
has_allomantic_potential_trigger = {
# Character has the hidden genetic potential for Allomancy
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
is_allomancer_trigger = yes
is_mistborn_trigger = yes
}
}
# Checks for specific Allomantic metal categories
is_physical_allomancer_trigger = {
OR = {
has_trait = trait_misting_lurcher # Iron - pulls metals
has_trait = trait_misting_coinshot # Steel - pushes metals
has_trait = trait_misting_tineye # Tin - enhanced senses
has_trait = trait_misting_thug # Pewter - enhanced body
has_trait = trait_mistborn
}
}
is_mental_allomancer_trigger = {
OR = {
has_trait = trait_misting_rioter # Zinc - inflames emotions
has_trait = trait_misting_soother # Brass - dampens emotions
has_trait = trait_misting_smoker # Copper - hides Allomancy
has_trait = trait_misting_seeker # Bronze - detects Allomancy
has_trait = trait_mistborn
}
}
is_higher_allomancer_trigger = {
OR = {
has_trait = trait_misting_augur # Gold - sees alternate past self
has_trait = trait_misting_oracle # Atium - sees future
has_trait = trait_misting_duralumin # Duralumin - enhances current burn
has_trait = trait_misting_nicroburst # Nicrosil - enhances others' burn
has_trait = trait_mistborn
}
}
# ===== FERUCHEMY TRIGGERS =====
is_feruchemist_trigger = {
OR = {
has_trait = trait_feruchemist
has_trait = trait_feruchemy_potential
}
}
is_full_feruchemist_trigger = {
has_trait = trait_feruchemist # Full Feruchemists can use all metals
}
# ===== HEMALURGY TRIGGERS =====
has_hemalurgic_spike_trigger = {
OR = {
has_trait = trait_hemalurgist
has_trait = trait_hemalurgic_steel
has_trait = trait_hemalurgic_pewter
has_trait = trait_hemalurgic_bronze
has_trait = trait_hemalurgic_atium
}
}
# ===== CULTURAL TRIGGERS =====
is_noble_scadrian_trigger = {
culture = culture:noble_scadrian
}
is_skaa_trigger = {
culture = culture:skaa
}
is_terris_trigger = {
culture = culture:terris
}
# ===== POLITICAL TRIGGERS =====
is_great_house_trigger = {
# Character belongs to one of the Great Noble Houses
highest_held_title_tier >= tier_duchy
culture = culture:noble_scadrian
}
# ===== MISC TRIGGERS =====
has_atium_trigger = {
OR = {
has_trait = trait_misting_oracle
has_trait = trait_mistborn
}
}
can_snap_trigger = {
# Character has potential but hasn't snapped yet
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
NOT = { is_allomancer_trigger = yes }
NOT = { is_mistborn_trigger = yes }
age >= 10 # Must be old enough
}
@@ -0,0 +1,262 @@
############################################
# Allomantic Misting Traits - Mistborn Mod
# Physical and Mental Metal Mistings
# Higher Metal Mistings
############################################
# === PHYSICAL METALS ===
# Steel Misting - Pushes on nearby metals
trait_misting_coinshot = {
index = 200
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 15
both_parent_has_trait_inherit_chance = 30
birth = 0
prowess = 3
martial = 1
ruler_designer_cost = 50
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_coinshot.dds"
}
# Iron Misting - Pulls on nearby metals
trait_misting_lurcher = {
index = 201
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 15
both_parent_has_trait_inherit_chance = 30
birth = 0
prowess = 2
martial = 2
ruler_designer_cost = 50
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_lurcher.dds"
}
# Pewter Misting - Enhanced physical abilities
trait_misting_thug = {
index = 202
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 12
both_parent_has_trait_inherit_chance = 25
birth = 0
prowess = 6
martial = 2
health = 0.5
ruler_designer_cost = 75
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_thug.dds"
}
# Tin Misting - Enhanced senses
trait_misting_tineye = {
index = 203
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 15
both_parent_has_trait_inherit_chance = 30
birth = 0
intrigue = 3
learning = 1
ruler_designer_cost = 40
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_tineye.dds"
}
# === MENTAL METALS ===
# Brass Misting - Dampens emotions
trait_misting_soother = {
index = 204
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 12
both_parent_has_trait_inherit_chance = 25
birth = 0
diplomacy = 4
intrigue = 2
ruler_designer_cost = 60
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_soother.dds"
}
# Zinc Misting - Inflames emotions
trait_misting_rioter = {
index = 205
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 12
both_parent_has_trait_inherit_chance = 25
birth = 0
diplomacy = 3
martial = 1
intrigue = 1
ruler_designer_cost = 50
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_rioter.dds"
}
# Copper Misting - Hides Allomancy from detection
trait_misting_smoker = {
index = 206
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 15
both_parent_has_trait_inherit_chance = 30
birth = 0
intrigue = 4
stewardship = 1
ruler_designer_cost = 50
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_smoker.dds"
}
# Bronze Misting - Detects Allomantic pulses
trait_misting_seeker = {
index = 207
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 15
both_parent_has_trait_inherit_chance = 30
birth = 0
learning = 3
intrigue = 2
ruler_designer_cost = 50
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_seeker.dds"
}
# === HIGHER METALS ===
# Gold Misting - Sees alternate past self
trait_misting_augur = {
index = 208
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 5
both_parent_has_trait_inherit_chance = 12
birth = 0
learning = 4
ruler_designer_cost = 40
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_augur.dds"
}
# Atium Misting - Sees the future in combat
trait_misting_oracle = {
index = 209
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 1
both_parent_has_trait_inherit_chance = 3
birth = 0
prowess = 8
intrigue = 4
ruler_designer_cost = 150
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_oracle.dds"
}
# Duralumin Misting - Enhances current Allomantic burn
trait_misting_duralumin = {
index = 210
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 3
both_parent_has_trait_inherit_chance = 8
birth = 0
learning = 2
ruler_designer_cost = 20
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_duralumin.dds"
}
# Nicrosil Misting - Enhances another's Allomancy
trait_misting_nicroburst = {
index = 211
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 3
both_parent_has_trait_inherit_chance = 8
birth = 0
diplomacy = 2
ruler_designer_cost = 20
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_misting_nicroburst.dds"
}
@@ -0,0 +1,29 @@
############################################
# Mistborn Trait - The Premier Allomantic Trait
# A full Mistborn can burn ALL Allomantic metals
############################################
trait_mistborn = {
index = 220
category = fame
genetic = yes
group = "allomancy_group"
inherit_chance = 2
both_parent_has_trait_inherit_chance = 5
birth = 0
prowess = 15
martial = 4
intrigue = 4
diplomacy = 2
attraction_opinion = 20
same_opinion = 30
ruler_designer_cost = 200
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_mistborn.dds"
}
@@ -0,0 +1,85 @@
############################################
# Allomantic Strength Traits
# These modify the potency of a character's Allomancy
# Separate group from allomancy_group - can coexist with Misting/Mistborn traits
############################################
# Weak Allomantic ability - burns metals inefficiently
trait_allomantic_weak = {
index = 230
category = fame
genetic = yes
group = "allomantic_strength_group"
inherit_chance = 20
both_parent_has_trait_inherit_chance = 35
birth = 0
diplomacy = -1
prowess = -2
opposite = {
trait_allomantic_strong
trait_allomantic_savant
}
ruler_designer_cost = -10
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_allomantic_weak.dds"
}
# Naturally strong Allomantic ability
trait_allomantic_strong = {
index = 231
category = fame
genetic = yes
group = "allomantic_strength_group"
inherit_chance = 10
both_parent_has_trait_inherit_chance = 20
birth = 0
diplomacy = 1
prowess = 2
martial = 1
opposite = {
trait_allomantic_weak
trait_allomantic_savant
}
ruler_designer_cost = 30
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_allomantic_strong.dds"
}
# Allomantic Savant - dangerously powerful through overuse
# Acquired trait, not genetic - comes from burning metals constantly
trait_allomantic_savant = {
index = 232
category = fame
genetic = no
group = "allomantic_strength_group"
prowess = 4
martial = 2
intrigue = 2
health = -1
stress_gain_mult = 0.3
opposite = {
trait_allomantic_weak
trait_allomantic_strong
}
ruler_designer_cost = 50
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_allomantic_savant.dds"
}
@@ -0,0 +1,44 @@
############################################
# Allomantic Potential Traits (Hidden/Dormant)
# Assigned at birth to characters with Allomantic bloodlines
# Converted to active traits through the Snapping event
############################################
# Generic Allomantic Potential - will become a random Misting on Snapping
trait_allomantic_potential = {
index = 240
category = health
genetic = yes
group = "allomantic_potential_group"
inherit_chance = 30
both_parent_has_trait_inherit_chance = 50
birth = 0
# No stat bonuses - power is dormant until Snapping
# Category set to health to minimize visibility in trait list
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_allomantic_potential.dds"
}
# Mistborn Potential - will become a full Mistborn on Snapping
trait_mistborn_potential = {
index = 241
category = health
genetic = yes
group = "allomantic_potential_group"
inherit_chance = 3
both_parent_has_trait_inherit_chance = 8
birth = 0
# No stat bonuses - power is dormant until Snapping
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_mistborn_potential.dds"
}
@@ -0,0 +1,48 @@
############################################
# Feruchemy Traits
# The metallic art of the Terris people
# Stores attributes in metalminds for later use
############################################
# Full Feruchemist - can store and tap all Feruchemical metals
trait_feruchemist = {
index = 250
category = fame
genetic = yes
group = "feruchemy_group"
inherit_chance = 15
both_parent_has_trait_inherit_chance = 30
birth = 0
learning = 6
health = 1
diplomacy = 2
same_opinion = 15
ruler_designer_cost = 100
shown_in_ruler_designer = yes
icon = "gfx/interface/icons/traits/trait_feruchemist.dds"
}
# Feruchemical Potential - dormant, activated through events
trait_feruchemy_potential = {
index = 251
category = health
genetic = yes
group = "feruchemy_potential_group"
inherit_chance = 25
both_parent_has_trait_inherit_chance = 45
birth = 0
# No stat bonuses - power is dormant
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_feruchemy_potential.dds"
}
@@ -0,0 +1,108 @@
############################################
# Hemalurgy Traits
# The dark metallic art - steals powers through metal spikes
# Non-genetic: powers are stolen, not inherited
############################################
# Known Hemalurgist - practices the dark art openly or has been discovered
trait_hemalurgist = {
index = 260
category = fame
genetic = no
intrigue = 3
diplomacy = -5
attraction_opinion = -20
same_opinion = -10
ruler_designer_cost = 0
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_hemalurgist.dds"
}
# Stolen Coinshot power via steel spike
trait_hemalurgic_steel = {
index = 261
category = fame
genetic = no
prowess = 1
martial = 1
ruler_designer_cost = 0
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_hemalurgic_steel.dds"
}
# Stolen Thug power via pewter spike
trait_hemalurgic_pewter = {
index = 262
category = fame
genetic = no
prowess = 3
health = 0.25
ruler_designer_cost = 0
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_hemalurgic_pewter.dds"
}
# Stolen Seeker power via bronze spike
trait_hemalurgic_bronze = {
index = 263
category = fame
genetic = no
intrigue = 1
learning = 1
ruler_designer_cost = 0
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_hemalurgic_bronze.dds"
}
# Stolen Oracle power via atium spike - extremely rare
trait_hemalurgic_atium = {
index = 264
category = fame
genetic = no
prowess = 4
intrigue = 2
ruler_designer_cost = 0
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_hemalurgic_atium.dds"
}
# Secret knowledge of Hemalurgy - hidden prerequisite for Hemalurgy decisions
trait_knows_hemalurgy = {
index = 265
category = health
genetic = no
# No stat bonuses - this is pure knowledge
# Hidden from general view, used as a flag for decisions
shown_in_ruler_designer = no
icon = "gfx/interface/icons/traits/trait_knows_hemalurgy.dds"
}
+6
View File
@@ -0,0 +1,6 @@
version="1.0.0"
tags={
"Total Conversion"
}
name="Mistborn: The Final Empire"
supported_version="1.12.*"
@@ -0,0 +1,159 @@
############################################
# Atium Smuggling Events
# Acquiring the rarest and most valuable metal
############################################
namespace = mistborn_atium
# ============================================================
# ATIUM SMUGGLING SUCCESS
# You successfully acquire a cache of smuggled atium
# ============================================================
mistborn_atium.0001 = {
type = character_event
title = mistborn_atium.0001.t
desc = mistborn_atium.0001.desc
theme = stewardship
left_portrait = {
character = root
animation = happiness
}
immediate = {}
# Option A: Use it to enhance your Mistborn agents
option = {
name = mistborn_atium.0001.a
trigger = {
OR = {
has_trait = trait_mistborn
any_courtier = {
has_trait = trait_mistborn
}
any_courtier = {
has_trait = trait_misting_oracle
}
}
}
add_prestige = 200
# Temporary combat advantage
add_character_flag = {
flag = has_atium_reserve
years = 5
}
ai_chance = {
base = 50
}
}
# Option B: Sell it on the black market for gold
option = {
name = mistborn_atium.0001.b
add_gold = 400
add_prestige = 50
ai_chance = {
base = 40
}
}
# Option C: Use it as political leverage with other houses
option = {
name = mistborn_atium.0001.c
add_prestige = 300
add_diplomacy_lifestyle_xp = 100
ai_chance = {
base = 30
}
}
}
# ============================================================
# ATIUM SMUGGLING FAILURE
# You are caught by the Steel Ministry
# ============================================================
mistborn_atium.0002 = {
type = character_event
title = mistborn_atium.0002.t
desc = mistborn_atium.0002.desc
theme = intrigue
left_portrait = {
character = root
animation = fear
}
immediate = {
# Lord Ruler takes notice
if = {
limit = { has_variable = lord_ruler_attention }
change_variable = {
name = lord_ruler_attention
add = 25
}
}
else = {
set_variable = {
name = lord_ruler_attention
value = 25
}
}
}
# Option A: Bribe the Obligator to look away
option = {
name = mistborn_atium.0002.a
add_gold = -300
add_prestige = -100
# Reduce the attention gained
change_variable = {
name = lord_ruler_attention
add = -10
}
ai_chance = {
base = 50
}
}
# Option B: Deny everything - brazen it out
option = {
name = mistborn_atium.0002.b
trigger = {
diplomacy >= 15
}
random_list = {
40 = {
# Convinced them
custom_tooltip = mistborn_atium.0002.b.success
add_prestige = -50
}
60 = {
# They don't believe you
custom_tooltip = mistborn_atium.0002.b.fail
add_character_modifier = {
modifier = steel_ministry_displeasure
years = 5
}
}
}
ai_chance = {
base = 30
}
}
# Option C: Accept punishment
option = {
name = mistborn_atium.0002.c
add_gold = -500
add_prestige = -200
add_piety = 30
# Full contrition reduces attention
change_variable = {
name = lord_ruler_attention
add = -15
}
ai_chance = {
base = 20
}
}
}
@@ -0,0 +1,450 @@
############################################
# Ball Event Chain
# Noble social gatherings where politics,
# intrigue, and Allomantic displays intertwine
############################################
namespace = mistborn_ball
# ============================================================
# HOST A BALL - Main Event
# Grand social gathering of the noble houses
# ============================================================
mistborn_ball.0001 = {
type = character_event
title = mistborn_ball.0001.t
desc = mistborn_ball.0001.desc
theme = feast_activity
left_portrait = {
character = root
animation = personality_bold
}
trigger = {
is_ruler = yes
highest_held_title_tier >= tier_county
gold >= 100
NOT = { has_character_flag = recently_hosted_ball }
}
immediate = {
add_character_flag = {
flag = recently_hosted_ball
years = 2
}
add_gold = -100
}
# The ball begins - select what to focus on
# Option A: Focus on political maneuvering
option = {
name = mistborn_ball.0001.a
trigger_event = {
id = mistborn_ball.0010
days = 1
}
ai_chance = {
base = 40
modifier = {
add = 20
has_trait = gregarious
}
}
}
# Option B: Focus on intelligence gathering
option = {
name = mistborn_ball.0001.b
trigger_event = {
id = mistborn_ball.0020
days = 1
}
ai_chance = {
base = 30
modifier = {
add = 20
has_trait = deceitful
}
}
}
# Option C: Show off your Allomancers
option = {
name = mistborn_ball.0001.c
trigger = {
OR = {
has_trait = trait_mistborn
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
any_courtier = {
OR = {
has_trait = trait_mistborn
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
}
}
}
}
trigger_event = {
id = mistborn_ball.0030
days = 1
}
ai_chance = {
base = 30
modifier = {
add = 20
has_trait = ambitious
}
}
}
}
# ============================================================
# BALL - POLITICAL MANEUVERING
# Meet a rival noble and negotiate
# ============================================================
mistborn_ball.0010 = {
type = character_event
title = mistborn_ball.0010.t
desc = mistborn_ball.0010.desc
theme = diplomacy
left_portrait = {
character = root
animation = personality_rational
}
right_portrait = {
character = scope:ball_rival
animation = personality_bold
}
immediate = {
# Find a nearby rival or potential ally
random_neighboring_top_liege_realm_owner = {
limit = {
is_ruler = yes
NOT = { this = root }
highest_held_title_tier >= tier_county
}
save_scope_as = ball_rival
}
if = {
limit = {
NOT = { exists = scope:ball_rival }
}
random_vassal = {
limit = {
is_ruler = yes
NOT = { this = root }
}
save_scope_as = ball_rival
}
}
}
# Option A: Propose an alliance
option = {
name = mistborn_ball.0010.a
trigger = {
exists = scope:ball_rival
}
add_prestige = 50
if = {
limit = {
exists = scope:ball_rival
}
scope:ball_rival = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 20
}
}
}
ai_chance = {
base = 40
}
}
# Option B: Propose a marriage arrangement
option = {
name = mistborn_ball.0010.b
trigger = {
exists = scope:ball_rival
}
add_prestige = 30
add_diplomacy_lifestyle_xp = 50
if = {
limit = {
exists = scope:ball_rival
}
scope:ball_rival = {
add_opinion = {
target = root
modifier = pleased_opinion
opinion = 15
}
}
}
ai_chance = {
base = 30
}
}
# Option C: Propose a trade deal
option = {
name = mistborn_ball.0010.c
add_gold = 75
add_prestige = 20
ai_chance = {
base = 30
}
}
}
# ============================================================
# BALL - INTRIGUE DISCOVERY
# Your spymaster or Seeker uncovers something
# ============================================================
mistborn_ball.0020 = {
type = character_event
title = mistborn_ball.0020.t
desc = mistborn_ball.0020.desc
theme = intrigue
left_portrait = {
character = root
animation = scheme
}
immediate = {
# Bonus for having a Seeker
if = {
limit = {
OR = {
has_trait = trait_misting_seeker
any_courtier = {
has_trait = trait_misting_seeker
}
}
}
save_scope_as = has_seeker
}
}
# Option A: Learn about rival's Allomantic abilities
option = {
name = mistborn_ball.0020.a
add_intrigue_lifestyle_xp = 50
# Better results with a Seeker
if = {
limit = {
exists = scope:has_seeker
}
add_intrigue_lifestyle_xp = 25
custom_tooltip = mistborn_ball.0020.seeker_bonus
}
random_list = {
60 = {
modifier = {
add = 20
exists = scope:has_seeker
}
# Discovery - learn a secret
custom_tooltip = mistborn_ball.0020.a.success
add_prestige = 50
}
40 = {
modifier = {
add = -20
exists = scope:has_seeker
}
# Nothing found
custom_tooltip = mistborn_ball.0020.a.fail
}
}
ai_chance = {
base = 40
}
}
# Option B: Discover a political plot
option = {
name = mistborn_ball.0020.b
add_intrigue_lifestyle_xp = 30
random_list = {
50 = {
modifier = {
add = 15
has_trait = trait_misting_tineye
}
# Overhear a plot
custom_tooltip = mistborn_ball.0020.b.success
add_prestige = 75
}
50 = {
modifier = {
add = -15
has_trait = trait_misting_tineye
}
# Nothing useful
custom_tooltip = mistborn_ball.0020.b.fail
}
}
ai_chance = {
base = 30
}
}
# Option C: Discover a hidden religion
option = {
name = mistborn_ball.0020.c
add_intrigue_lifestyle_xp = 40
random_list = {
30 = {
# Discover a secret Survivorist
custom_tooltip = mistborn_ball.0020.c.success
add_piety = 50
add_prestige = 30
}
70 = {
# Nothing found
custom_tooltip = mistborn_ball.0020.c.fail
}
}
ai_chance = {
base = 30
}
}
}
# ============================================================
# BALL - ALLOMANTIC DISPLAY
# Show off your house's Allomantic power
# ============================================================
mistborn_ball.0030 = {
type = character_event
title = mistborn_ball.0030.t
desc = mistborn_ball.0030.desc
theme = diplomacy
left_portrait = {
character = root
animation = personality_bold
}
immediate = {
# Check if player has impressive Allomancers
if = {
limit = {
OR = {
any_child = {
has_trait = trait_mistborn
}
any_courtier = {
has_trait = trait_mistborn
}
}
}
save_scope_as = has_mistborn_display
}
}
# Option A: Dramatic Coinshot/Lurcher display
option = {
name = mistborn_ball.0030.a
add_prestige = 100
dynasty = {
add_dynasty_prestige = 50
}
# Draws attention
if = {
limit = {
has_variable = lord_ruler_attention
}
change_variable = {
name = lord_ruler_attention
add = 3
}
}
ai_chance = {
base = 50
}
}
# Option B: Subtle Soother/Rioter manipulation of the crowd
option = {
name = mistborn_ball.0030.b
trigger = {
OR = {
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_mistborn
any_courtier = {
OR = {
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
}
}
}
}
add_prestige = 50
add_diplomacy_lifestyle_xp = 75
# Less attention - subtle
if = {
limit = {
has_variable = lord_ruler_attention
}
change_variable = {
name = lord_ruler_attention
add = 1
}
}
ai_chance = {
base = 40
}
}
# Option C: Reveal your Mistborn (if you have one) - massive impact
option = {
name = mistborn_ball.0030.c
trigger = {
exists = scope:has_mistborn_display
}
add_prestige = 300
dynasty = {
add_dynasty_prestige = 150
}
# Major attention draw
if = {
limit = {
has_variable = lord_ruler_attention
}
change_variable = {
name = lord_ruler_attention
add = 10
}
}
# Marriage proposals may follow
add_character_flag = {
flag = mistborn_revealed_at_ball
years = 5
}
ai_chance = {
base = 20
modifier = {
add = 20
has_trait = ambitious
}
}
}
}
@@ -0,0 +1,147 @@
############################################
# Hemalurgy Event Chain
# The dark art of stealing powers through metal spikes
############################################
namespace = mistborn_hemalurgy
# ============================================================
# HEMALURGIC SPIKE CREATION
# Triggered by commission_hemalurgic_spike_decision
# The schemer targets a courtier with Allomantic abilities
# ============================================================
mistborn_hemalurgy.0001 = {
type = character_event
title = mistborn_hemalurgy.0001.t
desc = mistborn_hemalurgy.0001.desc
theme = skulduggery
left_portrait = {
character = root
animation = scheme
}
trigger = {
has_trait = trait_knows_hemalurgy
}
immediate = {
# Find an Allomancer target in court
random_courtier = {
limit = {
OR = {
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
has_trait = trait_misting_augur
has_trait = trait_misting_oracle
}
}
save_scope_as = hemalurgy_victim
}
}
# Option A: Proceed with the spike - kill the victim, steal their power
option = {
name = mistborn_hemalurgy.0001.a
trigger = {
exists = scope:hemalurgy_victim
}
add_stress = 50
add_tyranny = 20
stress_impact = {
compassionate = 60
just = 40
callous = -20
sadistic = -30
}
# Determine which hemalurgic trait to gain based on victim's power
scope:hemalurgy_victim = {
if = {
limit = { has_trait = trait_misting_coinshot }
root = { add_trait = trait_hemalurgic_steel }
}
else_if = {
limit = {
OR = {
has_trait = trait_misting_thug
has_trait = trait_misting_lurcher
}
}
root = { add_trait = trait_hemalurgic_pewter }
}
else_if = {
limit = {
OR = {
has_trait = trait_misting_seeker
has_trait = trait_misting_smoker
}
}
root = { add_trait = trait_hemalurgic_bronze }
}
else_if = {
limit = { has_trait = trait_misting_oracle }
root = { add_trait = trait_hemalurgic_atium }
}
else = {
# Generic hemalurgic benefit for other metals
root = { add_trait = trait_hemalurgic_steel }
}
# The victim dies
death = {
death_reason = death_murder
killer = root
}
}
# Add the hemalurgist trait if not already present
if = {
limit = { NOT = { has_trait = trait_hemalurgist } }
add_trait = trait_hemalurgist
}
# Lord Ruler attention for practicing the forbidden art
if = {
limit = { has_variable = lord_ruler_attention }
change_variable = {
name = lord_ruler_attention
add = 15
}
}
else = {
set_variable = {
name = lord_ruler_attention
value = 15
}
}
ai_chance = {
base = 60
modifier = {
add = 20
has_trait = ambitious
}
}
}
# Option B: Abandon the plan - too dangerous
option = {
name = mistborn_hemalurgy.0001.b
add_stress = 15
add_piety = 20
ai_chance = {
base = 40
modifier = {
add = 30
has_trait = craven
}
}
}
}
@@ -0,0 +1,586 @@
############################################
# Lord Ruler Event Chain
# Tracks the Lord Ruler's attention on powerful nobles
# and the consequences of drawing too much notice
############################################
namespace = mistborn_lord_ruler
# ============================================================
# TIER 1 - OBLIGATOR WARNING
# An Obligator arrives to investigate your growing influence
# ============================================================
mistborn_lord_ruler.0001 = {
type = character_event
title = mistborn_lord_ruler.0001.t
desc = mistborn_lord_ruler.0001.desc
theme = intrigue
left_portrait = {
character = root
animation = worry
}
trigger = {
is_ruler = yes
has_variable = lord_ruler_attention
var:lord_ruler_attention >= 25
var:lord_ruler_attention < 60
NOT = { has_character_flag = recent_obligator_warning }
}
immediate = {
add_character_flag = {
flag = recent_obligator_warning
years = 3
}
}
# Option A: Submit - Pay tribute and grovel
option = {
name = mistborn_lord_ruler.0001.a
add_gold = -200
add_prestige = -100
change_variable = {
name = lord_ruler_attention
add = -15
}
stress_impact = {
ambitious = 15
arrogant = 20
}
ai_chance = {
base = 60
modifier = {
add = 20
has_trait = craven
}
modifier = {
add = -20
has_trait = ambitious
}
}
}
# Option B: Diplomatically deflect
option = {
name = mistborn_lord_ruler.0001.b
trigger = {
diplomacy >= 12
}
change_variable = {
name = lord_ruler_attention
add = -8
}
add_prestige = -25
ai_chance = {
base = 30
modifier = {
add = 20
has_trait = deceitful
}
}
}
# Option C: Refuse - Defy the Obligator
option = {
name = mistborn_lord_ruler.0001.c
add_prestige = 50
change_variable = {
name = lord_ruler_attention
add = 20
}
add_stress = 30
stress_impact = {
brave = -15
craven = 30
}
ai_chance = {
base = 10
modifier = {
add = 30
has_trait = ambitious
}
modifier = {
add = 20
has_trait = brave
}
}
}
}
# ============================================================
# TIER 2 - INQUISITION VISIT
# Steel Inquisitors come to your keep
# ============================================================
mistborn_lord_ruler.0010 = {
type = character_event
title = mistborn_lord_ruler.0010.t
desc = mistborn_lord_ruler.0010.desc
theme = skulduggery
left_portrait = {
character = root
animation = fear
}
trigger = {
is_ruler = yes
has_variable = lord_ruler_attention
var:lord_ruler_attention >= 60
var:lord_ruler_attention < 90
NOT = { has_character_flag = recent_inquisition_visit }
}
immediate = {
add_character_flag = {
flag = recent_inquisition_visit
years = 5
}
# Select a random courtier or family member to be executed
random_courtier = {
limit = {
is_alive = yes
NOT = { this = root }
}
weight = {
base = 1
modifier = {
add = 5
has_trait = trait_mistborn
}
modifier = {
add = 3
has_trait = trait_allomantic_potential
}
modifier = {
add = 2
is_close_family_of = root
}
}
save_scope_as = inquisition_victim
}
}
# Option A: Full submission - Sacrifice everything to survive
option = {
name = mistborn_lord_ruler.0010.a
if = {
limit = {
exists = scope:inquisition_victim
}
scope:inquisition_victim = {
death = {
death_reason = death_execution
}
}
}
add_gold = -500
add_prestige = -300
# Lose a title if holding multiple
random_held_title = {
limit = {
tier = tier_county
NOT = { this = root.capital_county }
}
save_scope_as = lost_title
}
if = {
limit = {
exists = scope:lost_title
}
scope:lost_title = {
set_de_jure_liege_title = root.capital_county.de_jure_liege
}
}
set_variable = {
name = lord_ruler_attention
value = 20
}
stress_impact = {
ambitious = 30
brave = 25
}
ai_chance = {
base = 50
modifier = {
add = 30
has_trait = craven
}
}
}
# Option B: Plead innocence
option = {
name = mistborn_lord_ruler.0010.b
trigger = {
diplomacy >= 16
}
# Diplomacy check
duel = {
skill = diplomacy
value = 16
target = root
50 = {
desc = mistborn_lord_ruler.0010.b.success
compare_modifier = {
value = scope:duel_value
multiplier = 2.0
}
send_interface_toast = {
title = mistborn_lord_ruler.0010.b.success
}
change_variable = {
name = lord_ruler_attention
add = -20
}
add_prestige = -50
}
50 = {
desc = mistborn_lord_ruler.0010.b.failure
compare_modifier = {
value = scope:duel_value
multiplier = -2.0
}
send_interface_toast = {
title = mistborn_lord_ruler.0010.b.failure
}
if = {
limit = {
exists = scope:inquisition_victim
}
scope:inquisition_victim = {
death = {
death_reason = death_execution
}
}
}
add_gold = -300
add_prestige = -200
change_variable = {
name = lord_ruler_attention
add = 10
}
}
}
ai_chance = {
base = 30
modifier = {
add = 20
has_trait = deceitful
}
}
}
# Option C: Resist - near-suicidal
option = {
name = mistborn_lord_ruler.0010.c
add_prestige = 200
change_variable = {
name = lord_ruler_attention
add = 30
}
# Combat against Steel Inquisitors - devastating
random_list = {
20 = {
# Miraculous survival
add_trait = wounded_3
custom_tooltip = mistborn_lord_ruler.0010.c.survive
}
50 = {
# Heavy casualties
add_trait = wounded_3
if = {
limit = {
exists = scope:inquisition_victim
}
scope:inquisition_victim = {
death = {
death_reason = death_murder
}
}
}
# Kill additional courtiers
random_courtier = {
limit = {
is_alive = yes
NOT = { this = root }
NOT = { this = scope:inquisition_victim }
}
death = {
death_reason = death_murder
}
}
}
30 = {
# Death
death = {
death_reason = death_murder
}
}
}
ai_chance = {
base = 5
modifier = {
add = 15
has_trait = brave
}
modifier = {
add = 10
has_trait = ambitious
}
}
}
}
# ============================================================
# TIER 3 - THE LORD RULER'S WRATH
# The Lord Ruler himself acts - total devastation
# ============================================================
mistborn_lord_ruler.0020 = {
type = character_event
title = mistborn_lord_ruler.0020.t
desc = mistborn_lord_ruler.0020.desc
theme = death
left_portrait = {
character = root
animation = fear
}
trigger = {
is_ruler = yes
has_variable = lord_ruler_attention
var:lord_ruler_attention >= 90
NOT = { has_character_flag = lord_ruler_wrath_survived }
}
immediate = {
add_character_flag = {
flag = lord_ruler_wrath_survived
years = 20
}
}
# The only option: survive - barely
option = {
name = mistborn_lord_ruler.0020.a
# Kill multiple family members
every_close_family_member = {
limit = {
is_alive = yes
NOT = { this = root }
}
random = {
chance = 60
death = {
death_reason = death_murder
}
}
}
# Kill random courtiers
every_courtier = {
limit = {
is_alive = yes
NOT = { this = root }
NOT = { is_close_family_of = root }
}
random = {
chance = 40
death = {
death_reason = death_murder
}
}
}
# Lose all titles except capital
every_held_title = {
limit = {
NOT = { this = root.capital_county }
tier >= tier_county
}
root = {
# Titles are stripped
}
}
# Devastate holdings
capital_county = {
add_county_modifier = {
modifier = koloss_rampage
years = 10
}
}
add_gold = -1000
add_prestige = -500
add_trait = wounded_3
add_stress = 100
# Reset attention - you are no longer a threat
set_variable = {
name = lord_ruler_attention
value = 0
}
# Small chance of total dynasty death
random = {
chance = 15
death = {
death_reason = death_murder
}
}
ai_chance = {
base = 100
}
}
}
# ============================================================
# ATTENTION DECAY EVENT
# Lord Ruler attention naturally decreases over time
# ============================================================
mistborn_lord_ruler.0030 = {
type = character_event
title = mistborn_lord_ruler.0030.t
desc = mistborn_lord_ruler.0030.desc
theme = stewardship
hidden = yes
trigger = {
is_ruler = yes
has_variable = lord_ruler_attention
var:lord_ruler_attention > 0
}
immediate = {
# Base decay
change_variable = {
name = lord_ruler_attention
add = -3
}
# Extra decay for loyal behavior
if = {
limit = {
faith = faith:steel_ministry
NOT = { has_trait = ambitious }
}
change_variable = {
name = lord_ruler_attention
add = -2
}
}
# Ensure attention doesn't go below 0
if = {
limit = {
var:lord_ruler_attention < 0
}
set_variable = {
name = lord_ruler_attention
value = 0
}
}
}
option = {
name = mistborn_lord_ruler.0030.a
}
}
# ============================================================
# ATTENTION GAIN EVENT
# Hidden event that tracks attention-increasing behaviors
# ============================================================
mistborn_lord_ruler.0040 = {
type = character_event
title = mistborn_lord_ruler.0040.t
desc = mistborn_lord_ruler.0040.desc
theme = intrigue
hidden = yes
trigger = {
is_ruler = yes
}
immediate = {
# Initialize variable if not set
if = {
limit = {
NOT = { has_variable = lord_ruler_attention }
}
set_variable = {
name = lord_ruler_attention
value = 0
}
}
# Holding 3+ kingdom titles
if = {
limit = {
any_held_title = {
count >= 3
tier = tier_kingdom
}
}
change_variable = {
name = lord_ruler_attention
add = 10
}
}
# Having a Mistborn in court
if = {
limit = {
any_courtier = {
has_trait = trait_mistborn
}
}
change_variable = {
name = lord_ruler_attention
add = 5
}
}
# Practicing non-Steel Ministry religion openly
if = {
limit = {
NOT = { faith = faith:steel_ministry }
}
change_variable = {
name = lord_ruler_attention
add = 20
}
}
# Being a Compounder
if = {
limit = {
has_modifier = compounder_modifier
}
change_variable = {
name = lord_ruler_attention
add = 30
}
}
# Cap attention at 100
if = {
limit = {
var:lord_ruler_attention > 100
}
set_variable = {
name = lord_ruler_attention
value = 100
}
}
}
option = {
name = mistborn_lord_ruler.0040.a
}
}
@@ -0,0 +1,530 @@
############################################
# Miscellaneous Mistborn Events
# Kandra, Compounding, Skaa Uprisings
############################################
namespace = mistborn_misc
# ============================================================
# KANDRA EVENT - A shapeshifter enters your service
# Triggered by hire_kandra_decision
# ============================================================
mistborn_misc.0001 = {
type = character_event
title = mistborn_misc.0001.t
desc = mistborn_misc.0001.desc
theme = intrigue
left_portrait = {
character = root
animation = scheme
}
trigger = {
has_character_flag = hired_kandra
}
immediate = {
remove_character_flag = hired_kandra
}
# Option A: Infiltrate a rival court
option = {
name = mistborn_misc.0001.a
add_gold = -200
# Find a rival to infiltrate
random_neighboring_top_liege_realm_owner = {
limit = {
is_ruler = yes
NOT = { this = root }
}
save_scope_as = kandra_target
}
if = {
limit = {
exists = scope:kandra_target
}
add_intrigue_lifestyle_xp = 100
# The kandra will report back
add_character_flag = {
flag = kandra_infiltrating
years = 3
}
}
ai_chance = {
base = 40
}
}
# Option B: Gather secrets from within your own court
option = {
name = mistborn_misc.0001.b
add_gold = -150
add_intrigue_lifestyle_xp = 75
# Discover hidden plots
random_list = {
60 = {
custom_tooltip = mistborn_misc.0001.b.success
add_prestige = 50
}
40 = {
custom_tooltip = mistborn_misc.0001.b.fail
}
}
ai_chance = {
base = 30
}
}
# Option C: Use the kandra for assassination
option = {
name = mistborn_misc.0001.c
add_gold = -300
add_tyranny = 10
add_stress = 20
stress_impact = {
compassionate = 30
just = 20
}
# Select a target
random_neighboring_top_liege_realm_owner = {
limit = {
is_ruler = yes
NOT = { this = root }
}
save_scope_as = assassination_target
}
if = {
limit = {
exists = scope:assassination_target
}
random_list = {
50 = {
# Success
scope:assassination_target = {
death = {
death_reason = death_murder
killer = root
}
}
custom_tooltip = mistborn_misc.0001.c.success
}
30 = {
# Failure - kandra is discovered
custom_tooltip = mistborn_misc.0001.c.fail
add_prestige = -100
}
20 = {
# Kandra refuses - they have their own Contract
custom_tooltip = mistborn_misc.0001.c.refuse
add_gold = 100
}
}
}
ai_chance = {
base = 15
modifier = {
add = 15
has_trait = callous
}
}
}
}
# ============================================================
# COMPOUNDING DISCOVERY
# A character with both Allomancy and Feruchemy discovers Compounding
# ============================================================
mistborn_misc.0010 = {
type = character_event
title = mistborn_misc.0010.t
desc = mistborn_misc.0010.desc
theme = learning
left_portrait = {
character = root
animation = ecstasy
}
trigger = {
# Must have both an Allomantic trait and Feruchemy
OR = {
has_trait = trait_mistborn
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
has_trait = trait_misting_augur
has_trait = trait_misting_oracle
}
has_trait = trait_feruchemist
NOT = { has_modifier = compounder_modifier }
NOT = { has_character_flag = compounding_check_done }
}
immediate = {
add_character_flag = {
flag = compounding_check_done
years = 100
}
}
# Option A: Embrace the power
option = {
name = mistborn_misc.0010.a
add_modifier = {
modifier = compounder_modifier
}
add_prestige = 200
# The Lord Ruler takes EXTREME notice of Compounders
if = {
limit = {
has_variable = lord_ruler_attention
}
change_variable = {
name = lord_ruler_attention
add = 30
}
}
else = {
set_variable = {
name = lord_ruler_attention
value = 30
}
}
ai_chance = {
base = 70
}
}
# Option B: Suppress the knowledge - too dangerous
option = {
name = mistborn_misc.0010.b
add_stress = 30
add_learning_lifestyle_xp = 100
# Do not become a Compounder - safer
ai_chance = {
base = 30
modifier = {
add = 30
has_trait = craven
}
}
}
}
# ============================================================
# SKAA UPRISING
# Skaa in your lands rebel against noble oppression
# ============================================================
mistborn_misc.0020 = {
type = character_event
title = mistborn_misc.0020.t
desc = mistborn_misc.0020.desc
theme = war
left_portrait = {
character = root
animation = anger
}
trigger = {
is_ruler = yes
highest_held_title_tier >= tier_county
NOT = { has_character_flag = recent_skaa_uprising }
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
any_held_county = {
county_opinion < -20
}
}
modifier = {
add = 0.3
has_trait = callous
}
modifier = {
add = 0.3
has_trait = greedy
}
}
immediate = {
add_character_flag = {
flag = recent_skaa_uprising
years = 5
}
}
# Option A: Crush brutally - the noble way
option = {
name = mistborn_misc.0020.a
add_dread = 30
add_tyranny = 5
add_prestige = 25
# Reduce rebellion but increase long-term resentment
capital_county = {
add_county_modifier = {
modifier = ash_blight
years = 2
}
}
stress_impact = {
compassionate = 20
callous = -10
just = 15
}
ai_chance = {
base = 50
modifier = {
add = 20
has_trait = callous
}
modifier = {
add = 20
has_trait = wrathful
}
}
}
# Option B: Negotiate and offer concessions
option = {
name = mistborn_misc.0020.b
add_gold = -100
add_prestige = -25
# Reduces tension more effectively
stress_impact = {
callous = 10
compassionate = -10
}
ai_chance = {
base = 30
modifier = {
add = 20
has_trait = compassionate
}
modifier = {
add = 15
has_trait = just
}
}
}
# Option C: Recruit the rebels - absorb their strength
option = {
name = mistborn_misc.0020.c
trigger = {
intrigue >= 12
}
add_prestige = -50
# May find hidden skaa Allomancers
random_list = {
30 = {
# Found a skaa Misting
custom_tooltip = mistborn_misc.0020.c.found_misting
add_intrigue_lifestyle_xp = 50
}
70 = {
# Just regular rebels
custom_tooltip = mistborn_misc.0020.c.normal
}
}
# Draws Steel Ministry attention
if = {
limit = {
has_variable = lord_ruler_attention
}
change_variable = {
name = lord_ruler_attention
add = 5
}
}
ai_chance = {
base = 15
modifier = {
add = 20
has_trait = deceitful
}
}
}
}
# ============================================================
# MIST SPIRIT ENCOUNTER
# A mysterious spirit appears in the mists
# ============================================================
mistborn_misc.0030 = {
type = character_event
title = mistborn_misc.0030.t
desc = mistborn_misc.0030.desc
theme = mystery
left_portrait = {
character = root
animation = fear
}
trigger = {
is_ruler = yes
NOT = { has_character_flag = recent_mist_spirit }
OR = {
has_trait = trait_mistborn
has_trait = trait_feruchemist
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
}
weight_multiplier = {
base = 0.1
}
immediate = {
add_character_flag = {
flag = recent_mist_spirit
years = 10
}
}
# Option A: Follow the spirit into the mists
option = {
name = mistborn_misc.0030.a
random_list = {
40 = {
# Gain insight
add_learning_lifestyle_xp = 100
add_piety = 50
custom_tooltip = mistborn_misc.0030.a.insight
}
40 = {
# Nothing happens - just fog
add_stress = 10
custom_tooltip = mistborn_misc.0030.a.nothing
}
20 = {
# Wounded by something in the mists
add_trait = wounded_1
custom_tooltip = mistborn_misc.0030.a.danger
}
}
ai_chance = {
base = 30
modifier = {
add = 20
has_trait = brave
}
}
}
# Option B: Retreat to safety
option = {
name = mistborn_misc.0030.b
add_stress = 5
stress_impact = {
brave = 10
craven = -5
}
ai_chance = {
base = 70
}
}
}
# ============================================================
# ATIUM DISCOVERY
# A cache of atium is found - incredibly valuable
# ============================================================
mistborn_misc.0040 = {
type = character_event
title = mistborn_misc.0040.t
desc = mistborn_misc.0040.desc
theme = stewardship
left_portrait = {
character = root
animation = happiness
}
trigger = {
is_ruler = yes
NOT = { has_character_flag = recent_atium_find }
}
weight_multiplier = {
base = 0.05
modifier = {
add = 0.5
any_held_county = {
this = title:c_pits_of_hathsin
}
}
}
immediate = {
add_character_flag = {
flag = recent_atium_find
years = 10
}
}
# Option A: Sell it for gold
option = {
name = mistborn_misc.0040.a
add_gold = 500
ai_chance = {
base = 40
}
}
# Option B: Keep it for your Mistborn
option = {
name = mistborn_misc.0040.b
trigger = {
OR = {
has_trait = trait_mistborn
any_courtier = {
has_trait = trait_mistborn
}
}
}
add_prestige = 100
# Temporary combat bonus
add_character_flag = {
flag = has_atium_reserve
years = 5
}
ai_chance = {
base = 40
}
}
# Option C: Tribute it to the Lord Ruler
option = {
name = mistborn_misc.0040.c
add_piety = 100
add_prestige = 50
if = {
limit = {
has_variable = lord_ruler_attention
}
change_variable = {
name = lord_ruler_attention
add = -10
}
}
ai_chance = {
base = 20
modifier = {
add = 20
has_trait = zealous
}
}
}
}
@@ -0,0 +1,204 @@
############################################
# Skaa Allomancer Recruitment Events
# Discovering and recruiting hidden Allomancers
############################################
namespace = mistborn_skaa_allomancer
# ============================================================
# RECRUIT SKAA ALLOMANCER - A hidden gem joins your court
# Triggered by recruit_skaa_allomancer_decision
# ============================================================
mistborn_skaa_allomancer.0001 = {
type = character_event
title = mistborn_skaa_allomancer.0001.t
desc = mistborn_skaa_allomancer.0001.desc
theme = intrigue
left_portrait = {
character = root
animation = scheme
}
immediate = {
# Generate a skaa Allomancer courtier
create_character = {
location = root.capital_province
template = pool_repopulate_prowess
culture = culture:skaa
faith = root.faith
gender_female_chance = 50
dynasty = none
trait = trait_misting_coinshot
save_scope_as = skaa_recruit
}
}
# Option A: Welcome them as a secret agent
option = {
name = mistborn_skaa_allomancer.0001.a
scope:skaa_recruit = {
# Join the court
set_employer = root
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 40
}
}
add_intrigue_lifestyle_xp = 50
custom_tooltip = mistborn_skaa_allomancer.0001.a.tt
ai_chance = {
base = 60
}
}
# Option B: Train them properly as a Hazekiller commander
option = {
name = mistborn_skaa_allomancer.0001.b
add_gold = -100
scope:skaa_recruit = {
set_employer = root
add_trait = brave
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 50
}
}
add_martial_lifestyle_xp = 50
ai_chance = {
base = 30
}
}
# Option C: Hide them among the servants
option = {
name = mistborn_skaa_allomancer.0001.c
scope:skaa_recruit = {
set_employer = root
}
# Safest option - less chance of discovery
add_prestige = -25
ai_chance = {
base = 10
}
}
}
# ============================================================
# STEEL MINISTRY INVESTIGATES SKAA ALLOMANCER
# Triggered when recruiting is discovered
# ============================================================
mistborn_skaa_allomancer.0002 = {
type = character_event
title = mistborn_skaa_allomancer.0002.t
desc = mistborn_skaa_allomancer.0002.desc
theme = intrigue
left_portrait = {
character = root
animation = worry
}
immediate = {
# Lord Ruler attention increases
if = {
limit = { has_variable = lord_ruler_attention }
change_variable = {
name = lord_ruler_attention
add = 15
}
}
else = {
set_variable = {
name = lord_ruler_attention
value = 15
}
}
}
# Option A: Hand over the skaa Allomancer to the Inquisitors
option = {
name = mistborn_skaa_allomancer.0002.a
# Find and sacrifice the recruit
random_courtier = {
limit = {
culture = culture:skaa
OR = {
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
has_trait = trait_misting_thug
has_trait = trait_misting_tineye
has_trait = trait_misting_soother
has_trait = trait_misting_rioter
has_trait = trait_misting_smoker
has_trait = trait_misting_seeker
}
}
death = {
death_reason = death_execution
killer = root
}
}
# Reduces attention
change_variable = {
name = lord_ruler_attention
add = -10
}
add_piety = 50
stress_impact = {
compassionate = 40
just = 20
callous = -10
}
ai_chance = {
base = 40
}
}
# Option B: Deny everything and hide them better
option = {
name = mistborn_skaa_allomancer.0002.b
trigger = {
intrigue >= 14
}
random_list = {
50 = {
# Successfully hidden
custom_tooltip = mistborn_skaa_allomancer.0002.b.success
add_intrigue_lifestyle_xp = 75
}
50 = {
# Ministry not convinced - more trouble
custom_tooltip = mistborn_skaa_allomancer.0002.b.fail
add_character_modifier = {
modifier = steel_ministry_displeasure
years = 3
}
}
}
ai_chance = {
base = 30
modifier = {
add = 20
intrigue >= 18
}
}
}
# Option C: Claim ignorance and pay a fine
option = {
name = mistborn_skaa_allomancer.0002.c
add_gold = -200
add_prestige = -100
# Moderate reduction
change_variable = {
name = lord_ruler_attention
add = -5
}
ai_chance = {
base = 30
}
}
}
@@ -0,0 +1,151 @@
############################################
# Skaa-Related Events
# Managing the oppressed skaa population
############################################
namespace = mistborn_skaa
# ============================================================
# SKAA CRACKDOWN AFTERMATH
# Triggered by crack_down_on_skaa_decision
# ============================================================
mistborn_skaa.0001 = {
type = character_event
title = mistborn_skaa.0001.t
desc = mistborn_skaa.0001.desc
theme = war
left_portrait = {
character = root
animation = personality_callous
}
immediate = {}
# Option A: Make an example of rebel leaders
option = {
name = mistborn_skaa.0001.a
add_dread = 20
add_tyranny = 10
stress_impact = {
compassionate = 30
callous = -15
sadistic = -20
}
# Reduces future unrest significantly
every_held_title = {
limit = { tier = tier_county }
change_county_control = 10
}
ai_chance = {
base = 40
modifier = {
add = 20
has_trait = callous
}
}
}
# Option B: Show measured force
option = {
name = mistborn_skaa.0001.b
add_dread = 5
every_held_title = {
limit = { tier = tier_county }
change_county_control = 5
}
ai_chance = {
base = 40
}
}
# Option C: You discover hidden Allomancers among the skaa
option = {
name = mistborn_skaa.0001.c
trigger = {
intrigue >= 10
}
random_list = {
30 = {
# Found a skaa with Allomantic potential
add_character_flag = discovered_skaa_allomancer
custom_tooltip = mistborn_skaa.0001.c.found
}
70 = {
# Nothing notable
custom_tooltip = mistborn_skaa.0001.c.nothing
}
}
ai_chance = {
base = 20
}
}
}
# ============================================================
# IMPROVED SKAA CONDITIONS AFTERMATH
# Triggered by improve_skaa_conditions_decision
# ============================================================
mistborn_skaa.0010 = {
type = character_event
title = mistborn_skaa.0010.t
desc = mistborn_skaa.0010.desc
theme = diplomacy
left_portrait = {
character = root
animation = personality_compassionate
}
immediate = {}
# Option A: Continue the reforms quietly
option = {
name = mistborn_skaa.0010.a
add_prestige = 25
# The skaa are grateful - long-term stability
every_held_title = {
limit = { tier = tier_county }
change_development_level = 1
}
stress_impact = {
compassionate = -15
just = -10
}
ai_chance = {
base = 50
}
}
# Option B: Publicize your benevolence for political gain
option = {
name = mistborn_skaa.0010.b
add_prestige = 100
# But the Steel Ministry notices more
if = {
limit = { has_variable = lord_ruler_attention }
change_variable = {
name = lord_ruler_attention
add = 10
}
}
else = {
set_variable = {
name = lord_ruler_attention
value = 10
}
}
ai_chance = {
base = 30
}
}
# Option C: It was enough - return to normal
option = {
name = mistborn_skaa.0010.c
add_stress = -10
ai_chance = {
base = 20
}
}
}
@@ -0,0 +1,470 @@
############################################
# Snapping Event Chain
# Allomantic potential must be activated through
# a traumatic event known as "Snapping"
############################################
namespace = mistborn_snapping
# ============================================================
# NATURAL SNAPPING - Childhood Trauma
# Fires on birthday for characters age 10-16 with potential
# ============================================================
mistborn_snapping.0001 = {
type = character_event
title = mistborn_snapping.0001.t
desc = mistborn_snapping.0001.desc
theme = education
left_portrait = {
character = root
animation = pain
}
trigger = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
age >= 10
age <= 16
NOT = { has_trait = trait_mistborn }
NOT = { has_character_flag = snapping_attempted_this_year }
}
weight_multiplier = {
base = 1
modifier = {
add = 0.5
age >= 14
}
modifier = {
add = 0.3
has_trait = brave
}
}
immediate = {
add_character_flag = {
flag = snapping_attempted_this_year
years = 1
}
}
# The Snapping attempt
option = {
name = mistborn_snapping.0001.a
# Natural snapping has moderate success chance
random_list = {
35 = {
# Success - Snapping occurs
trigger_event = {
id = mistborn_snapping.0020
days = 1
}
}
65 = {
# Failure - nothing happens yet
custom_tooltip = mistborn_snapping.0001.a.fail
}
}
ai_chance = {
base = 100
}
}
}
# ============================================================
# FORCED SNAPPING - Deliberate Trauma by Parent
# Triggered by the "Subject Heir to Snapping" decision
# ============================================================
mistborn_snapping.0010 = {
type = character_event
title = mistborn_snapping.0010.t
desc = mistborn_snapping.0010.desc
theme = skulduggery
left_portrait = {
character = root
animation = personality_callous
}
right_portrait = {
character = scope:snapping_target
animation = fear
}
trigger = {
exists = scope:snapping_target
}
immediate = {
# Parent steels themselves for what must be done
}
# Option A: Beat the child - the common noble method
option = {
name = mistborn_snapping.0010.a
add_stress = 20
stress_impact = {
compassionate = 30
callous = -10
}
scope:snapping_target = {
random_list = {
45 = {
# Success
modifier = {
add = 10
root = {
OR = {
has_trait = trait_mistborn
has_trait = trait_misting_thug
has_trait = trait_misting_coinshot
has_trait = trait_misting_lurcher
}
}
}
trigger_event = {
id = mistborn_snapping.0020
days = 3
}
}
40 = {
# Failure - no Snapping
trigger_event = {
id = mistborn_snapping.0030
days = 3
}
}
10 = {
# Injury during the attempt
add_trait = wounded_1
trigger_event = {
id = mistborn_snapping.0030
days = 3
}
}
5 = {
# Death - the trauma was too much
death = {
death_reason = death_murder
killer = root
}
}
}
}
ai_chance = {
base = 50
}
}
# Option B: Lock them in a cold room for days
option = {
name = mistborn_snapping.0010.b
add_stress = 30
stress_impact = {
compassionate = 40
callous = -10
}
scope:snapping_target = {
random_list = {
55 = {
# Success - higher chance
trigger_event = {
id = mistborn_snapping.0020
days = 5
}
}
25 = {
# Failure
trigger_event = {
id = mistborn_snapping.0030
days = 5
}
}
12 = {
# Injury - frostbite, illness
add_trait = wounded_2
trigger_event = {
id = mistborn_snapping.0030
days = 5
}
}
8 = {
# Death from exposure
death = {
death_reason = death_murder
killer = root
}
}
}
}
ai_chance = {
base = 30
}
}
# Option C: Hire professionals - expensive but safest
option = {
name = mistborn_snapping.0010.c
add_gold = -150
add_stress = 10
scope:snapping_target = {
random_list = {
60 = {
# Success - highest chance
modifier = {
add = 10
root = { gold >= 300 }
}
trigger_event = {
id = mistborn_snapping.0020
days = 7
}
}
35 = {
# Failure - but safe
trigger_event = {
id = mistborn_snapping.0030
days = 7
}
}
5 = {
# Injury - rare with professionals
add_trait = wounded_1
trigger_event = {
id = mistborn_snapping.0030
days = 7
}
}
}
}
ai_chance = {
base = 20
modifier = {
add = 30
gold >= 200
}
}
}
}
# ============================================================
# SNAPPING SUCCESS - The child discovers their power
# ============================================================
mistborn_snapping.0020 = {
type = character_event
title = mistborn_snapping.0020.t
desc = mistborn_snapping.0020.desc
theme = education
left_portrait = {
character = root
animation = happiness
}
trigger = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
}
immediate = {
# Determine what type of Allomancer they become
if = {
limit = {
has_trait = trait_mistborn_potential
}
remove_trait = trait_mistborn_potential
add_trait = trait_mistborn
save_scope_as = became_mistborn
}
else_if = {
limit = {
has_trait = trait_allomantic_potential
}
remove_trait = trait_allomantic_potential
# Random Misting type, weighted by parent traits
random_list = {
12 = {
# Coinshot
modifier = {
add = 5
any_parent = { has_trait = trait_misting_coinshot }
}
add_trait = trait_misting_coinshot
}
12 = {
# Lurcher
modifier = {
add = 5
any_parent = { has_trait = trait_misting_lurcher }
}
add_trait = trait_misting_lurcher
}
10 = {
# Thug
modifier = {
add = 5
any_parent = { has_trait = trait_misting_thug }
}
add_trait = trait_misting_thug
}
12 = {
# Tineye
modifier = {
add = 5
any_parent = { has_trait = trait_misting_tineye }
}
add_trait = trait_misting_tineye
}
12 = {
# Soother
modifier = {
add = 5
any_parent = { has_trait = trait_misting_soother }
}
add_trait = trait_misting_soother
}
12 = {
# Rioter
modifier = {
add = 5
any_parent = { has_trait = trait_misting_rioter }
}
add_trait = trait_misting_rioter
}
12 = {
# Smoker
modifier = {
add = 5
any_parent = { has_trait = trait_misting_smoker }
}
add_trait = trait_misting_smoker
}
12 = {
# Seeker
modifier = {
add = 5
any_parent = { has_trait = trait_misting_seeker }
}
add_trait = trait_misting_seeker
}
3 = {
# Augur (rare)
add_trait = trait_misting_augur
}
1 = {
# Oracle (extremely rare)
add_trait = trait_misting_oracle
}
1 = {
# Duralumin (rare)
add_trait = trait_misting_duralumin
}
1 = {
# Nicroburst (rare)
add_trait = trait_misting_nicroburst
}
}
}
}
# Mistborn discovery - whole house celebrates
option = {
name = mistborn_snapping.0020.a
trigger = {
exists = scope:became_mistborn
}
add_prestige = 500
dynasty = {
add_dynasty_prestige = 200
}
if = {
limit = {
exists = root.court_owner
}
root.court_owner = {
add_prestige = 100
}
}
# But also draws Lord Ruler attention
if = {
limit = {
exists = root.court_owner
root.court_owner = {
has_variable = lord_ruler_attention
}
}
root.court_owner = {
change_variable = {
name = lord_ruler_attention
add = 10
}
}
}
ai_chance = {
base = 100
}
}
# Misting discovery
option = {
name = mistborn_snapping.0020.b
trigger = {
NOT = { exists = scope:became_mistborn }
}
add_prestige = 100
dynasty = {
add_dynasty_prestige = 50
}
ai_chance = {
base = 100
}
}
}
# ============================================================
# SNAPPING FAILURE - The child didn't Snap
# ============================================================
mistborn_snapping.0030 = {
type = character_event
title = mistborn_snapping.0030.t
desc = mistborn_snapping.0030.desc
theme = education
left_portrait = {
character = root
animation = sadness
}
trigger = {
OR = {
has_trait = trait_allomantic_potential
has_trait = trait_mistborn_potential
}
}
# The child is fine but not an Allomancer
option = {
name = mistborn_snapping.0030.a
add_stress = 10
if = {
limit = {
exists = root.father
}
root.father = {
add_opinion = {
target = root
modifier = disappointed_opinion
opinion = -15
}
}
}
ai_chance = {
base = 100
}
}
}
@@ -0,0 +1,744 @@
############################################
# Mistborn: The Final Empire - Starting Characters
# Set during the Lord Ruler era, year 1020 of the Final Empire
# Original characters - not the book protagonists
############################################
# ============================================================
# HOUSE VENTURE - Central Dominance (Most Powerful Great House)
# ============================================================
# Devinshae Venture - Patriarch of House Venture
# Cunning Seeker who has built Venture into the dominant house
900001 = {
name = "Devinshae"
dynasty = dynasty_venture
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_seeker
trait = ambitious
trait = callous
trait = shrewd
980.1.1 = {
birth = "980.1.1"
}
}
# Fellren Venture - Heir to House Venture
# Young and untested, carries Allomantic potential but hasn't Snapped
900002 = {
name = "Fellren"
dynasty = dynasty_venture
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900001
trait = trait_allomantic_potential
trait = ambitious
trait = education_martial_2
1002.6.15 = {
birth = "1002.6.15"
}
}
# Valisse Venture - Daughter, a gifted Soother
# Beautiful and politically valuable as a marriage prospect
900003 = {
name = "Valisse"
dynasty = dynasty_venture
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900001
trait = trait_misting_soother
trait = beautiful
trait = education_diplomacy_3
trait = gregarious
1004.3.8 = {
birth = "1004.3.8"
}
}
# Renweld Venture - Uncle, military commander
# A powerful Thug who commands Venture's garrison forces
900004 = {
name = "Renweld"
dynasty = dynasty_venture
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_thug
trait = brave
trait = wrathful
trait = education_martial_3
972.9.20 = {
birth = "972.9.20"
}
}
# Cladine Venture - Aunt, married in from House Tekiel
# A political marriage that cemented the Venture-Tekiel alliance
900005 = {
name = "Cladine"
dynasty = dynasty_tekiel
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
trait = trait_misting_rioter
trait = diligent
trait = education_stewardship_2
975.11.3 = {
birth = "975.11.3"
}
998.4.1 = {
add_spouse = 900004
}
}
# ============================================================
# HOUSE HASTING - Northern Dominance (Military House)
# ============================================================
# Jordren Hasting - Lord of House Hasting
# A feared military commander and powerful Thug
900010 = {
name = "Jordren"
dynasty = dynasty_hasting
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_thug
trait = wrathful
trait = brave
trait = education_martial_4
975.2.12 = {
birth = "975.2.12"
}
}
# Straffen Hasting - Heir, a deadly Coinshot
# Ambitious son eager to expand Hasting's military dominance
900011 = {
name = "Straffen"
dynasty = dynasty_hasting
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900010
trait = trait_misting_coinshot
trait = ambitious
trait = education_martial_3
998.8.22 = {
birth = "998.8.22"
}
}
# Brevan Hasting - Second son, a Lurcher
# Commands the northern frontier garrison against koloss
900012 = {
name = "Brevan"
dynasty = dynasty_hasting
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900010
trait = trait_misting_lurcher
trait = brave
trait = patient
trait = education_martial_3
1000.4.5 = {
birth = "1000.4.5"
}
}
# Klainne Hasting - Daughter, potential marriage prospect
900013 = {
name = "Klainne"
dynasty = dynasty_hasting
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900010
trait = trait_allomantic_potential
trait = education_diplomacy_2
trait = brave
1003.7.14 = {
birth = "1003.7.14"
}
}
# ============================================================
# HOUSE ELARIEL - Central Dominance (Intrigue House)
# ============================================================
# Trentohn Elariel - Head of House Elariel
# A master schemer and Smoker who hides his house's true activities
900020 = {
name = "Trentohn"
dynasty = dynasty_elariel
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_smoker
trait = deceitful
trait = patient
trait = education_intrigue_4
973.6.18 = {
birth = "973.6.18"
}
}
# Shanvere Elariel - Daughter, SECRET MISTBORN
# The most dangerous political asset in the Final Empire
# Her Mistborn status is kept absolutely secret
900021 = {
name = "Shanvere"
dynasty = dynasty_elariel
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900020
trait = trait_mistborn
trait = beautiful
trait = deceitful
trait = education_intrigue_3
1001.1.28 = {
birth = "1001.1.28"
}
}
# Gorven Elariel - Nephew, a Seeker spymaster
# Detects rival Allomancers for House Elariel
900022 = {
name = "Gorven"
dynasty = dynasty_elariel
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_seeker
trait = paranoid
trait = education_intrigue_3
990.11.7 = {
birth = "990.11.7"
}
}
# Phellen Elariel - Second son, a Tineye
# Uses enhanced senses to gather intelligence at balls and meetings
900023 = {
name = "Phellen"
dynasty = dynasty_elariel
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900020
trait = trait_misting_tineye
trait = shy
trait = education_learning_2
999.5.3 = {
birth = "999.5.3"
}
}
# ============================================================
# HOUSE TEKIEL - Eastern Dominance (Wealth House)
# ============================================================
# Dagren Tekiel - Lord of House Tekiel
# Controls the most lucrative trade routes in the empire
900030 = {
name = "Dagren"
dynasty = dynasty_tekiel
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_soother
trait = greedy
trait = diligent
trait = education_stewardship_4
970.3.25 = {
birth = "970.3.25"
}
}
# Yollren Tekiel - Heir, a Rioter
# Uses emotional Allomancy to manipulate business deals
900031 = {
name = "Yollren"
dynasty = dynasty_tekiel
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900030
trait = trait_misting_rioter
trait = greedy
trait = education_stewardship_3
995.10.14 = {
birth = "995.10.14"
}
}
# Aldren Tekiel - Younger son, a scholar
# Studies the properties of metals and Allomantic theory
900032 = {
name = "Aldren"
dynasty = dynasty_tekiel
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900030
trait = education_learning_4
trait = temperate
trait = diligent
999.12.1 = {
birth = "999.12.1"
}
}
# Jastrenne Tekiel - Daughter
900033 = {
name = "Jastrenne"
dynasty = dynasty_tekiel
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900030
trait = trait_allomantic_potential
trait = education_stewardship_2
trait = diligent
1003.2.19 = {
birth = "1003.2.19"
}
}
# ============================================================
# HOUSE LEKAL - Western Dominance (Diplomacy House)
# ============================================================
# Brodren Lekal - Lord of House Lekal
# A master diplomat and Rioter who forges alliances through emotion
900040 = {
name = "Brodren"
dynasty = dynasty_lekal
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_rioter
trait = gregarious
trait = honest
trait = education_diplomacy_4
977.8.4 = {
birth = "977.8.4"
}
}
# Emmaren Lekal - Heir, a Soother
# Follows his father's diplomatic path, known for fairness
900041 = {
name = "Emmaren"
dynasty = dynasty_lekal
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900040
trait = trait_misting_soother
trait = just
trait = education_diplomacy_3
1000.5.11 = {
birth = "1000.5.11"
}
}
# Mellisande Lekal - Daughter, strategist
900042 = {
name = "Mellisande"
dynasty = dynasty_lekal
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900040
trait = trait_misting_smoker
trait = patient
trait = education_intrigue_2
1002.9.23 = {
birth = "1002.9.23"
}
}
# ============================================================
# HOUSE ERIKELLER - Tier 2 (Ambitious Upstarts)
# ============================================================
# Varren Erikeller - Head of House Erikeller
# An ambitious lord seeking to elevate his house to Tier 1
900050 = {
name = "Varren"
dynasty = dynasty_erikeller
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_coinshot
trait = ambitious
trait = arrogant
trait = education_martial_3
982.4.16 = {
birth = "982.4.16"
}
}
# Dellren Erikeller - Heir
900051 = {
name = "Dellren"
dynasty = dynasty_erikeller
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900050
trait = trait_allomantic_potential
trait = education_diplomacy_2
1004.1.28 = {
birth = "1004.1.28"
}
}
# ============================================================
# HOUSE BYLERUM - Tier 2 (Traditionalists)
# ============================================================
# Krondain Bylerum - Head of House Bylerum
# A conservative lord who values tradition above all else
900055 = {
name = "Krondain"
dynasty = dynasty_bylerum
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_smoker
trait = content
trait = zealous
trait = education_stewardship_3
968.7.9 = {
birth = "968.7.9"
}
}
# Wellrin Bylerum - Heir
900056 = {
name = "Wellrin"
dynasty = dynasty_bylerum
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900055
trait = trait_misting_tineye
trait = content
trait = education_learning_2
994.3.15 = {
birth = "994.3.15"
}
}
# Vellenne Bylerum - Daughter
900057 = {
name = "Vellenne"
dynasty = dynasty_bylerum
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900055
trait = trait_allomantic_potential
trait = education_diplomacy_2
997.10.2 = {
birth = "997.10.2"
}
}
# ============================================================
# HOUSE ENTRONE - Tier 2 (Frontier Lords)
# ============================================================
# Garven Entrone - Head of House Entrone
# Rules the Remote Dominance frontier, hardened by koloss raids
900060 = {
name = "Garven"
dynasty = dynasty_entrone
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_thug
trait = brave
trait = cynical
trait = education_martial_3
979.12.22 = {
birth = "979.12.22"
}
}
# Norren Entrone - Son and commander
900061 = {
name = "Norren"
dynasty = dynasty_entrone
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900060
trait = trait_allomantic_potential
trait = brave
trait = education_martial_2
1002.8.17 = {
birth = "1002.8.17"
}
}
# ============================================================
# HOUSE CONRAD - Tier 2 (Southern Landholders)
# ============================================================
# Jastin Conrad - Head of House Conrad
# Controls lands near the Pits of Hathsin
900065 = {
name = "Jastin"
dynasty = dynasty_conrad
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_seeker
trait = paranoid
trait = diligent
trait = education_stewardship_3
976.5.8 = {
birth = "976.5.8"
}
}
# Trellen Conrad - Heir, a Coinshot
900066 = {
name = "Trellen"
dynasty = dynasty_conrad
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900065
trait = trait_misting_coinshot
trait = education_martial_2
1001.11.14 = {
birth = "1001.11.14"
}
}
# Dallienne Conrad - Daughter
900067 = {
name = "Dallienne"
dynasty = dynasty_conrad
religion = "steel_ministry"
culture = "noble_scadrian"
female = yes
father = 900065
trait = trait_allomantic_potential
trait = education_diplomacy_2
1004.6.30 = {
birth = "1004.6.30"
}
}
# ============================================================
# HOUSE URBAIN - Tier 2 (Merchant House)
# ============================================================
# Salmen Urbain - Head of House Urbain
# A rising merchant lord with ambitions beyond his station
900070 = {
name = "Salmen"
dynasty = dynasty_urbain
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
trait = trait_misting_soother
trait = greedy
trait = ambitious
trait = education_stewardship_3
981.9.3 = {
birth = "981.9.3"
}
}
# Kellen Urbain - Heir
900071 = {
name = "Kellen"
dynasty = dynasty_urbain
religion = "steel_ministry"
culture = "noble_scadrian"
male = yes
father = 900070
trait = trait_misting_rioter
trait = education_stewardship_2
1005.2.7 = {
birth = "1005.2.7"
}
}
# ============================================================
# TERRIS CHARACTERS - Stewards and Secret Feruchemists
# ============================================================
# Telden - A Terris steward serving House Venture
# Secretly practices Feruchemy, hiding it from the Steel Ministry
900080 = {
name = "Telden"
dynasty = dynasty_venture
religion = "steel_ministry"
culture = "terris"
male = yes
trait = trait_feruchemist
trait = patient
trait = temperate
trait = education_learning_4
978.4.12 = {
birth = "978.4.12"
}
}
# Kwaan - A Terris steward serving House Elariel
# Keeper of ancient knowledge, secretly follows Terris Worldbringers
900081 = {
name = "Kwaan"
dynasty = dynasty_elariel
religion = "terris_worldbringers"
culture = "terris"
male = yes
trait = trait_feruchemy_potential
trait = diligent
trait = temperate
trait = education_learning_3
985.7.19 = {
birth = "985.7.19"
}
}
# Vedzan - A Terris steward serving House Tekiel
# Maintains metalminds in secret, a font of hidden knowledge
900082 = {
name = "Vedzan"
dynasty = dynasty_tekiel
religion = "steel_ministry"
culture = "terris"
male = yes
trait = trait_feruchemist
trait = shy
trait = just
trait = education_learning_3
988.1.5 = {
birth = "988.1.5"
}
}
# ============================================================
# SKAA CHARACTERS - Notable Hidden Allomancers and Rebels
# ============================================================
# Demmen - Skaa thieving crew leader
# A hidden Coinshot who uses his powers to survive on Luthadel's streets
900090 = {
name = "Demmen"
religion = "steel_ministry"
culture = "skaa"
male = yes
trait = trait_misting_coinshot
trait = brave
trait = deceitful
trait = education_intrigue_3
992.8.14 = {
birth = "992.8.14"
}
}
# Marenne - Skaa rebel with hidden potential
# Leads a growing resistance cell in the slums of Luthadel
900091 = {
name = "Marenne"
religion = "steel_ministry"
culture = "skaa"
female = yes
trait = trait_allomantic_potential
trait = brave
trait = ambitious
trait = education_martial_2
997.3.26 = {
birth = "997.3.26"
}
}
@@ -0,0 +1,484 @@
############################################
# Mistborn: The Final Empire - Title History
# Starting title assignments at 1020.1.1
############################################
# ===== EMPIRE TITLE =====
# The Final Empire is not held by any playable character
# The Lord Ruler holds it (non-playable)
# ===== CENTRAL DOMINANCE - House Venture =====
k_central = {
1020.1.1 = {
holder = 900001
}
}
d_luthadel = {
1020.1.1 = {
holder = 900001
}
}
c_luthadel = {
1020.1.1 = {
holder = 900001
}
}
c_fellise = {
1020.1.1 = {
holder = 900001
}
}
c_holstep = {
1020.1.1 = {
holder = 900004
}
}
# House Elariel - Central Dominance rivals
d_valtroux = {
1020.1.1 = {
holder = 900020
}
}
c_valtroux = {
1020.1.1 = {
holder = 900020
}
}
c_tavring = {
1020.1.1 = {
holder = 900022
}
}
c_austrex = {
1020.1.1 = {
holder = 900020
}
}
# Remaining Central counties
d_haverfrex = {
1020.1.1 = {
holder = 900050
}
}
c_haverfrex = {
1020.1.1 = {
holder = 900050
}
}
c_kalling = {
1020.1.1 = {
holder = 900050
}
}
d_south_seran = {
1020.1.1 = {
holder = 900055
}
}
c_south_seran = {
1020.1.1 = {
holder = 900055
}
}
c_suisna = {
1020.1.1 = {
holder = 900055
}
}
# ===== NORTHERN DOMINANCE - House Hasting =====
k_northern = {
1020.1.1 = {
holder = 900010
}
}
d_urteau = {
1020.1.1 = {
holder = 900010
}
}
c_urteau = {
1020.1.1 = {
holder = 900010
}
}
c_terristown = {
1020.1.1 = {
holder = 900010
}
}
c_erlnest = {
1020.1.1 = {
holder = 900012
}
}
d_tathingdwen = {
1020.1.1 = {
holder = 900010
}
}
c_tathingdwen = {
1020.1.1 = {
holder = 900010
}
}
c_bindal = {
1020.1.1 = {
holder = 900060
}
}
c_vennsat = {
1020.1.1 = {
holder = 900060
}
}
d_torinost = {
1020.1.1 = {
holder = 900060
}
}
c_torinost = {
1020.1.1 = {
holder = 900060
}
}
c_mantiz = {
1020.1.1 = {
holder = 900061
}
}
c_nordel = {
1020.1.1 = {
holder = 900060
}
}
# ===== EASTERN DOMINANCE - House Tekiel =====
k_eastern = {
1020.1.1 = {
holder = 900030
}
}
d_fadrex = {
1020.1.1 = {
holder = 900030
}
}
c_fadrex = {
1020.1.1 = {
holder = 900030
}
}
c_vetitan = {
1020.1.1 = {
holder = 900031
}
}
c_tremredare = {
1020.1.1 = {
holder = 900030
}
}
d_austrex_east = {
1020.1.1 = {
holder = 900070
}
}
c_austrex_east = {
1020.1.1 = {
holder = 900070
}
}
c_doriel = {
1020.1.1 = {
holder = 900070
}
}
c_salmont = {
1020.1.1 = {
holder = 900071
}
}
d_statlin = {
1020.1.1 = {
holder = 900030
}
}
c_statlin = {
1020.1.1 = {
holder = 900030
}
}
c_benton = {
1020.1.1 = {
holder = 900032
}
}
c_elming = {
1020.1.1 = {
holder = 900030
}
}
# ===== WESTERN DOMINANCE - House Lekal =====
k_western = {
1020.1.1 = {
holder = 900040
}
}
d_hassedel = {
1020.1.1 = {
holder = 900040
}
}
c_hassedel = {
1020.1.1 = {
holder = 900040
}
}
c_turenval = {
1020.1.1 = {
holder = 900041
}
}
c_wesring = {
1020.1.1 = {
holder = 900040
}
}
d_longsfollow = {
1020.1.1 = {
holder = 900040
}
}
c_longsfollow = {
1020.1.1 = {
holder = 900040
}
}
c_kanton = {
1020.1.1 = {
holder = 900042
}
}
c_brennin = {
1020.1.1 = {
holder = 900040
}
}
d_charneost = {
1020.1.1 = {
holder = 900040
}
}
c_charneost = {
1020.1.1 = {
holder = 900040
}
}
c_dalling = {
1020.1.1 = {
holder = 900040
}
}
# ===== SOUTHERN DOMINANCE - House Conrad + Minor Houses =====
k_southern = {
1020.1.1 = {
holder = 900065
}
}
d_pits_of_hathsin = {
1020.1.1 = {
holder = 900065
}
}
c_pits_of_hathsin = {
1020.1.1 = {
holder = 900065
}
}
c_latten = {
1020.1.1 = {
holder = 900066
}
}
c_grenford = {
1020.1.1 = {
holder = 900065
}
}
d_veldence = {
1020.1.1 = {
holder = 900065
}
}
c_veldence = {
1020.1.1 = {
holder = 900065
}
}
c_torining = {
1020.1.1 = {
holder = 900067
}
}
c_balefire = {
1020.1.1 = {
holder = 900065
}
}
d_south_keep = {
1020.1.1 = {
holder = 900065
}
}
c_south_keep = {
1020.1.1 = {
holder = 900065
}
}
c_darriston = {
1020.1.1 = {
holder = 900065
}
}
# ===== REMOTE DOMINANCE - House Entrone + Frontier Lords =====
k_remote = {
1020.1.1 = {
holder = 900060
}
}
d_remote_edge = {
1020.1.1 = {
holder = 900060
}
}
c_remote_edge = {
1020.1.1 = {
holder = 900060
}
}
c_ashfield = {
1020.1.1 = {
holder = 900061
}
}
c_misthollow = {
1020.1.1 = {
holder = 900060
}
}
d_farmost = {
1020.1.1 = {
holder = 900060
}
}
c_farmost = {
1020.1.1 = {
holder = 900060
}
}
c_koloss_range = {
1020.1.1 = {
holder = 900060
}
}
c_deepness_border = {
1020.1.1 = {
holder = 900060
}
}
d_frontier = {
1020.1.1 = {
holder = 900060
}
}
c_frontier = {
1020.1.1 = {
holder = 900060
}
}
c_ashmount_view = {
1020.1.1 = {
holder = 900060
}
}
@@ -0,0 +1,45 @@
l_english:
# ========== HERITAGE ==========
heritage_scadrial:0 "Scadrian"
heritage_scadrial_desc:0 "The shared heritage of all peoples of Scadrial — noble, skaa, and Terris alike — shaped by the ash, the mists, and a thousand years of the Lord Ruler's reign."
# ========== LANGUAGES ==========
language_scadrial:0 "Scadrian"
language_scadrial_desc:0 "The common tongue of the Final Empire, spoken by nobles and skaa alike. A language shaped by a millennium of the Lord Ruler's rule, its words carry the weight of obedience and the ash of a dying world."
language_terris:0 "Terris"
language_terris_desc:0 "The ancient language of the Terris people, preserved by Worldbringers and Keepers in their copperminds long after the Lord Ruler tried to erase it. Each word carries a thousand years of hidden meaning."
# ========== CULTURES ==========
noble_scadrian:0 "Noble Scadrian"
noble_scadrian_desc:0 "The noble houses of the Final Empire — the privileged elite chosen by the Lord Ruler's distant ancestors to rule over the skaa. They live in grand keeps, attend lavish balls, and scheme endlessly against one another. Their Allomantic bloodlines are their most prized possession, carefully bred and jealously guarded."
skaa:0 "Skaa"
skaa_desc:0 "The downtrodden masses of the Final Empire, a people born into servitude and kept there by a thousand years of systematic oppression. The skaa work the fields, clean the keeps, and die in the mines. The Lord Ruler teaches that they are less than human. But in the slums and the plantation shacks, there are whispers of resistance — and sometimes, in a skaa child's blood, Allomancy flickers to life."
terris:0 "Terris"
terris_desc:0 "The Terris people — once a proud nation of scholars and Feruchemists, now scattered across the Final Empire as stewards and servants. The Lord Ruler's breeding programs have sought to eliminate Feruchemy from their bloodline for a thousand years. The Terris bear this oppression with quiet dignity, hiding their knowledge and their faith behind masks of servility. They remember what the world was. They will not forget."
# ========== TRADITIONS ==========
tradition_allomantic_heritage:0 "Allomantic Heritage"
tradition_allomantic_heritage_desc:0 "Allomancy flows in the blood, and this culture prizes that blood above all else. Marriages are arranged not for love or land, but for the chance of producing Allomantic children. Mistings are assets; Mistborn are treasures beyond price. The bloodline is everything."
tradition_noble_intrigue:0 "House Politics"
tradition_noble_intrigue_desc:0 "In the Final Empire, the Great Houses wage an endless shadow war. Every ball is a battlefield, every conversation a negotiation, every alliance a temporary truce. This culture has elevated political scheming to an art form — smiling at your enemies while your agents work to destroy them."
tradition_skaa_resilience:0 "Skaa Resilience"
tradition_skaa_resilience_desc:0 "A thousand years of oppression have not broken the skaa. They endure. They survive ash falls that bury their crops, beatings that break their bodies, and a system designed to crush their spirits. This resilience is their greatest weapon — the one thing the Lord Ruler cannot take from them."
tradition_terris_scholarship:0 "Keepers of Knowledge"
tradition_terris_scholarship_desc:0 "The Terris people have preserved the world's knowledge for a thousand years, memorizing entire libraries in Feruchemical copperminds and passing them from Keeper to Keeper in an unbroken chain. While the Lord Ruler rewrites history, the Keepers remember the truth."
# ========== ETHOS ==========
ethos_courtly:0 "Courtly"
ethos_communal:0 "Communal"
ethos_spiritual:0 "Spiritual"
@@ -0,0 +1,70 @@
l_english:
# ========== HOST A BALL ==========
host_a_ball_decision:0 "Host a Grand Ball"
host_a_ball_decision_desc:0 "Open our halls to the nobility of the Final Empire for an evening of politics, intrigue, and carefully veiled threats. Every great house uses these gatherings to display their power, forge alliances, and discover the secrets of their rivals."
host_a_ball_decision_tooltip:0 "Host a grand ball for the noble houses. An opportunity for diplomacy, intrigue, and Allomantic displays."
host_a_ball_decision_confirm:0 "Let the invitations be sent. The ball shall proceed."
# ========== SUBJECT HEIR TO SNAPPING ==========
subject_heir_to_snapping_decision:0 "Subject Heir to Snapping"
subject_heir_to_snapping_decision_desc:0 "Our child carries the blood — the dormant potential for Allomancy. But potential alone is worthless. Only through extreme trauma — through the brutal process the nobles call 'Snapping' — can the power be awakened. It is cruel. It is necessary. It is the way of the Final Empire."
subject_heir_to_snapping_decision_tooltip:0 "Force a child with Allomantic potential to undergo the traumatic Snapping process, potentially awakening their powers."
subject_heir_to_snapping_decision_confirm:0 "It must be done. Prepare the child."
# ========== BREED FOR ALLOMANCY ==========
breed_for_allomancy_decision:0 "Breed for Allomancy"
breed_for_allomancy_decision_desc:0 "The Allomantic bloodline is our house's most valuable asset. By deliberately selecting marriage partners with strong Allomantic heritage, we can increase the chances of producing powerful Allomancers in the next generation. It is cold, calculated, and utterly necessary."
breed_for_allomancy_decision_tooltip:0 "Focus our house's marriage strategy on strengthening the Allomantic bloodline."
breed_for_allomancy_decision_confirm:0 "The bloodline must be preserved. Begin the program."
# ========== HIRE A KANDRA ==========
hire_kandra_decision:0 "Hire a Kandra"
hire_kandra_decision_desc:0 "The kandra are shapeshifters — ancient, immortal creatures who serve humanity through Contracts paid in atium. A kandra can perfectly replicate any person whose bones it has consumed, making them the ultimate infiltrators. Their services are ruinously expensive, but the intelligence they provide is beyond price."
hire_kandra_decision_tooltip:0 "Engage a kandra shapeshifter for espionage. Extremely expensive but devastatingly effective."
hire_kandra_decision_confirm:0 "Send word to the kandra Homeland. We will pay their price."
# ========== COMMISSION HEMALURGIC SPIKE ==========
commission_hemalurgic_spike_decision:0 "Commission a Hemalurgic Spike"
commission_hemalurgic_spike_decision_desc:0 "Hemalurgy — the darkest of the metallic arts. By driving a metal spike through the heart of an Allomancer and into the body of another, one can steal and transfer Allomantic power. The cost is always a life. The knowledge of how to perform this act is a closely guarded secret, and the consequences of being discovered are absolute."
commission_hemalurgic_spike_decision_tooltip:0 "Murder an Allomancer to steal their power through a Hemalurgic spike. Dark, dangerous, and irrevocable."
commission_hemalurgic_spike_decision_confirm:0 "Prepare the spike. Find the victim. May the Lord Ruler never learn of this."
# ========== SMUGGLE ATIUM ==========
smuggle_atium_decision:0 "Smuggle Atium"
smuggle_atium_decision_desc:0 "Atium — the rarest and most valuable metal in the Final Empire — flows from the Pits of Hathsin to the Lord Ruler's treasury. Every bead is accounted for. Every bead is his by divine right. But the black market exists, and for those with the nerve and the connections, a small supply of atium can be acquired... off the books."
smuggle_atium_decision_tooltip:0 "Attempt to secretly acquire atium through the black market. Highly profitable but extremely dangerous if discovered."
smuggle_atium_decision_confirm:0 "Make contact with the smugglers. Discretion is paramount."
# ========== CRACK DOWN ON SKAA ==========
crack_down_on_skaa_decision:0 "Crack Down on Skaa"
crack_down_on_skaa_decision_desc:0 "The skaa grow restless. Whispers of rebellion, small acts of defiance, reduced productivity — the signs are there for those who know how to read them. A firm hand is needed. Increase the patrols. Tighten the curfews. Make an example of the troublemakers. The Lord Ruler has kept the skaa in line for a thousand years through fear, and fear still works."
crack_down_on_skaa_decision_tooltip:0 "Suppress skaa unrest through force. Increases control but builds long-term resentment."
crack_down_on_skaa_decision_confirm:0 "Double the patrols. The skaa will learn their place."
# ========== IMPROVE SKAA CONDITIONS ==========
improve_skaa_conditions_decision:0 "Improve Skaa Conditions"
improve_skaa_conditions_decision_desc:0 "A dangerous act of compassion. Improve the food, reduce the beatings, allow the skaa workers a day of rest. Such mercy is viewed with deep suspicion by other noble houses and may draw the Steel Ministry's attention. But better-fed workers produce more, and a skaa who does not dream of revolution is cheaper to maintain than one who must be constantly beaten into submission."
improve_skaa_conditions_decision_tooltip:0 "Improve conditions for skaa workers. Risky — may draw Ministry attention — but increases development."
improve_skaa_conditions_decision_confirm:0 "We can afford to show mercy. Quietly."
# ========== RECRUIT SKAA ALLOMANCER ==========
recruit_skaa_allomancer_decision:0 "Recruit a Skaa Allomancer"
recruit_skaa_allomancer_decision_desc:0 "Among the skaa, Allomancy is a death sentence — if the Steel Ministry discovers a half-blood with powers, they are killed immediately. But some survive, hiding their abilities while living in the slums and the plantation quarters. You have found one such individual. Recruiting them would give your house a powerful, loyal agent — one with nothing to lose and everything to gain."
recruit_skaa_allomancer_decision_tooltip:0 "Secretly recruit a skaa Allomancer into your service. Powerful but risks Steel Ministry discovery."
recruit_skaa_allomancer_decision_confirm:0 "Bring them in. Quietly, through the servants' entrance."
# ========== TOOLTIPS ==========
recruit_skaa_allomancer_safe_tt:0 "The recruitment goes unnoticed by the Steel Ministry."
breeding_for_allomancy_modifier:0 "Breeding for Allomancy"
disapproves_skaa_mercy:0 "Disapproves of mercy toward skaa"
@@ -0,0 +1,39 @@
l_english:
# ========== DYNASTY NAMES ==========
dynn_Venture:0 "Venture"
dynn_Hasting:0 "Hasting"
dynn_Elariel:0 "Elariel"
dynn_Tekiel:0 "Tekiel"
dynn_Lekal:0 "Lekal"
dynn_Erikeller:0 "Erikeller"
dynn_Bylerum:0 "Bylerum"
dynn_Entrone:0 "Entrone"
dynn_Conrad:0 "Conrad"
dynn_Urbain:0 "Urbain"
# ========== HOUSE NAMES ==========
dynn_house_Venture:0 "House Venture"
dynn_house_Hasting:0 "House Hasting"
dynn_house_Elariel:0 "House Elariel"
dynn_house_Tekiel:0 "House Tekiel"
dynn_house_Lekal:0 "House Lekal"
dynn_house_Erikeller:0 "House Erikeller"
dynn_house_Bylerum:0 "House Bylerum"
dynn_house_Entrone:0 "House Entrone"
dynn_house_Conrad:0 "House Conrad"
dynn_house_Urbain:0 "House Urbain"
# ========== DYNASTY DESCRIPTIONS ==========
dynn_Venture_desc:0 "The most powerful noble house in the Final Empire. House Venture has cultivated its Allomantic bloodlines with ruthless precision for generations, and its political dominance of the Central Dominance is absolute — for now."
dynn_Hasting_desc:0 "A martial house of fearsome reputation. The Hastings command the Northern Dominance's garrison network and field more combat Allomancers than any other house. Where Venture rules with cunning, Hasting rules with iron."
dynn_Elariel_desc:0 "Masters of intrigue and espionage, House Elariel has survived as Venture's chief rival in the Central Dominance through guile, information, and secrets. It is said that the Elariels know what you plan before you plan it."
dynn_Tekiel_desc:0 "The wealthiest noble house in the Final Empire. The Tekiels control trade routes, canal shipping, and financial contracts across the Eastern Dominance. Their wealth is their weapon, and they wield it with devastating precision."
dynn_Lekal_desc:0 "A house built on alliances rather than armies. The Lekals of the Western Dominance are master diplomats, forging marriages and pacts that bind the other houses to their interests. Their Allomancers specialize in emotional manipulation — fitting for a house that wages its wars with words."
@@ -0,0 +1,239 @@
l_english:
# ============================================================
# LORD RULER EVENTS
# ============================================================
# === TIER 1: OBLIGATOR WARNING ===
mistborn_lord_ruler.0001.t:0 "An Obligator's Visit"
mistborn_lord_ruler.0001.desc:0 "The ash falls heavier today, or perhaps it only seems that way as the Obligator's carriage rolls through your gates. His face is a web of tattoos — lines radiating from his eyes in patterns that denote his Canton and rank. He does not smile. Obligators never smile.\n\nHe presents a writ bearing the seal of the Steel Ministry. Your activities have drawn... attention. The Lord Ruler's gaze, it seems, has turned in your direction. The Obligator does not threaten — he does not need to. The tattoos on his face are threat enough. Behind every Obligator stands an Inquisitor. Behind every Inquisitor stands the Lord Ruler himself.\n\nHe awaits your response."
mistborn_lord_ruler.0001.a:0 "Submit to the Ministry's demands"
mistborn_lord_ruler.0001.b:0 "Attempt to deflect diplomatically"
mistborn_lord_ruler.0001.c:0 "Refuse. We will not be cowed."
# === TIER 2: INQUISITION VISIT ===
mistborn_lord_ruler.0010.t:0 "The Inquisitor Cometh"
mistborn_lord_ruler.0010.desc:0 "The soldiers see it first. Their faces drain of color — strong men, trained fighters, and they flinch like children at a shadow. You understand why a moment later when the Steel Inquisitor ducks through your keep's doorway.\n\nIt is tall — impossibly tall — and gaunt, with robes that hang from a frame that seems more geometry than anatomy. But it is the eyes that hold you. Where eyes should be, there are only the flat, polished heads of steel spikes, driven through the skull from behind. It should not be able to see. It sees everything.\n\nThe Inquisitor speaks in a voice like iron scraping stone. It names your transgressions — each one, in perfect detail, dating back years. Someone in your court has been reporting to the Ministry. Or perhaps no one has. Perhaps the Inquisitors simply know.\n\nIt gestures to [inquisition_victim.GetFirstName] with one long, skeletal finger. 'This one,' it says, 'belongs to us now.'"
mistborn_lord_ruler.0010.a:0 "Surrender everything — gold, titles, and the accused"
mistborn_lord_ruler.0010.b:0 "Plead innocence with every ounce of eloquence"
mistborn_lord_ruler.0010.c:0 "Fight. Even against an Inquisitor."
mistborn_lord_ruler.0010.b.success:0 "Your words find purchase — the Inquisitor pauses"
mistborn_lord_ruler.0010.b.failure:0 "The Inquisitor is unmoved by your pleas"
mistborn_lord_ruler.0010.c.survive:0 "Against all odds, you survive the Inquisitor's wrath"
# === TIER 3: THE LORD RULER'S WRATH ===
mistborn_lord_ruler.0020.t:0 "The Lord Ruler's Wrath"
mistborn_lord_ruler.0020.desc:0 "There is no warning. No Obligator, no Inquisitor. One moment the night is still — ash drifting lazily past your window — and the next, the world ends.\n\nThe walls of your keep buckle inward. Soldiers scream and fall silent. You feel it before you see it — a pressure, a weight, as if the sky itself has decided to crush you. The Lord Ruler does not come in person for beings such as you. He does not need to. His power reaches across the Final Empire like the hand of God, and tonight, it has closed around your house.\n\nKoloss pour through the shattered gates — massive blue-skinned monsters, their bodies stretched and torn, swinging weapons larger than a man. Behind them come the Steel Inquisitors, three of them, moving through the carnage like herons through water. Your Allomancers fight. They die. Your soldiers fight. They die.\n\nWhen dawn comes — if dawn comes — you find yourself alive among the ruins. An oversight, perhaps. Or a message. The Lord Ruler has ruled for a thousand years. He does not make mistakes. If you are alive, it is because he wishes you to live with what you have lost."
mistborn_lord_ruler.0020.a:0 "Crawl from the wreckage... and survive"
# === ATTENTION DECAY (Hidden) ===
mistborn_lord_ruler.0030.t:0 "Ministry Attention Fades"
mistborn_lord_ruler.0030.desc:0 "Time passes. The Steel Ministry's attention shifts to other matters."
mistborn_lord_ruler.0030.a:0 "Good."
# === ATTENTION GAIN (Hidden) ===
mistborn_lord_ruler.0040.t:0 "Ministry Attention Tracking"
mistborn_lord_ruler.0040.desc:0 "The Lord Ruler's agents continue their eternal vigilance."
mistborn_lord_ruler.0040.a:0 "Acknowledged."
# ============================================================
# SNAPPING EVENTS
# ============================================================
# === NATURAL SNAPPING ===
mistborn_snapping.0001.t:0 "Something Stirs in the Blood"
mistborn_snapping.0001.desc:0 "Your child screams. It is not the cry of scraped knees or childish nightmares — it is something primal, something breaking. You can hear it through the stone walls of the keep, a sound that makes servants flinch and guards grip their weapons tighter.\n\nThen, suddenly: silence. And in that silence, something shifts. The air feels different — charged, as if lightning has struck nearby. Your child lies gasping on the floor, eyes wide with a terror that is already fading into something else. Something like wonder."
mistborn_snapping.0001.a:0 "Watch and wait — this is the age when Allomancy awakens"
mistborn_snapping.0001.a.fail:0 "Nothing happens... yet. The potential remains dormant."
# === FORCED SNAPPING ===
mistborn_snapping.0010.t:0 "The Snapping"
mistborn_snapping.0010.desc:0 "It is time. Your child carries the blood — the potential — but potential alone means nothing. In the Final Empire, Allomantic power must be earned through suffering. The noble houses call it 'Snapping,' and every great Allomancer has been through it. Every single one.\n\nYou tell yourself this is necessary. You tell yourself that the bloodline demands it, that the house needs another Allomancer, that the alternative — leaving the power dormant, wasted — would be a greater cruelty. You almost believe it.\n\n[snapping_target.GetFirstName] looks up at you with trusting eyes. That is the worst part."
mistborn_snapping.0010.a:0 "Beat the child — the traditional method"
mistborn_snapping.0010.b:0 "Lock them in isolation — cold and darkness"
mistborn_snapping.0010.c:0 "Hire professionals — expensive, but safer"
# === SNAPPING SUCCESS ===
mistborn_snapping.0020.t:0 "The Power Awakens"
mistborn_snapping.0020.desc:0 "It worked. God help you, it worked.\n\nYour child's eyes snap open and they are different now — pupils dilated, breathing ragged, but alive with a new awareness. Something has broken inside them, yes — but something else has been born in the breaking. You can see it in the way they move, in the sudden certainty of their gaze, in the faint blue lines that appear for just a moment before fading.\n\nThe metal burns. Your child has Snapped."
mistborn_snapping.0020.a:0 "A Mistborn! The bloodline has produced a Mistborn!"
mistborn_snapping.0020.b:0 "A Misting — our house grows stronger"
# === SNAPPING FAILURE ===
mistborn_snapping.0030.t:0 "The Silence After"
mistborn_snapping.0030.desc:0 "It is over. Your child lies still — bruised, shaking, tearful — but alive. And that is all. No awakening, no blue lines, no sudden awareness of metals. Just a child who has been hurt by a parent who promised to protect them.\n\nPerhaps the potential was never there. Perhaps it needs more time. Perhaps — and this is the thought that twists in your gut like a knife — perhaps you simply didn't hurt them enough.\n\nYou reach out to comfort them. They flinch away."
mistborn_snapping.0030.a:0 "Perhaps next time... or perhaps never"
# ============================================================
# BALL EVENTS
# ============================================================
# === MAIN BALL EVENT ===
mistborn_ball.0001.t:0 "A Grand Ball"
mistborn_ball.0001.desc:0 "The great hall blazes with light — a thousand candles reflecting off polished marble and the jewelry of the Final Empire's elite. Outside, ash falls on a dying world, but here, within these walls, the nobility pretend that everything is beautiful.\n\nServants — skaa, of course, always skaa — glide between the guests bearing crystal glasses of wine. Mistings stand at the edges of the room like living weapons, their powers held in check by propriety and politics. Everyone smiles. Everyone watches. Every conversation is a negotiation, every dance a declaration of allegiance or enmity.\n\nThe ball has begun. How will you use it?"
mistborn_ball.0001.a:0 "Work the room — forge alliances and make deals"
mistborn_ball.0001.b:0 "Gather intelligence — every whisper has value"
mistborn_ball.0001.c:0 "Display our Allomantic power — let them see our strength"
# === POLITICAL MANEUVERING ===
mistborn_ball.0010.t:0 "Political Maneuvering"
mistborn_ball.0010.desc:0 "You find [ball_rival.GetFirstName] [ball_rival.GetDynastyName] near the refreshment tables — or rather, they find you. In the dance of noble politics, there are no coincidences. They greet you with a smile that does not reach their eyes, and you return it with one equally hollow.\n\n'Lovely evening,' they say, gesturing at the ash-streaked windows. You both know this conversation has nothing to do with the weather."
mistborn_ball.0010.a:0 "Propose a political alliance"
mistborn_ball.0010.b:0 "Suggest a marriage arrangement"
mistborn_ball.0010.c:0 "Negotiate a trade agreement"
# === INTRIGUE DISCOVERY ===
mistborn_ball.0020.t:0 "Whispers in the Crowd"
mistborn_ball.0020.desc:0 "The ball swirls around you — laughter, music, the clink of crystal — but underneath the surface noise, there are other sounds. Conversations held too quietly. Glances exchanged too quickly. The subtle tells of people with secrets.\n\nYour spies are positioned throughout the room, ears tuned for the useful frequencies of gossip and betrayal. If anyone is hiding something tonight, you intend to find out."
mistborn_ball.0020.a:0 "Identify rival Allomancers — who burns what?"
mistborn_ball.0020.b:0 "Eavesdrop on political conversations"
mistborn_ball.0020.c:0 "Search for signs of forbidden religion"
mistborn_ball.0020.seeker_bonus:0 "Your Seeker detects Allomantic pulses among the crowd, granting additional intelligence."
mistborn_ball.0020.a.success:0 "Your agents identify several Allomancers among the guests."
mistborn_ball.0020.a.fail:0 "Nothing unusual detected — the guests are careful tonight."
mistborn_ball.0020.b.success:0 "A hushed conversation reveals a forming alliance against you."
mistborn_ball.0020.b.fail:0 "The conversations tonight are disappointingly mundane."
mistborn_ball.0020.c.success:0 "You discover evidence of a secret Survivorist among the nobility."
mistborn_ball.0020.c.fail:0 "No signs of heresy tonight — everyone keeps their faith behind closed doors."
# === ALLOMANTIC DISPLAY ===
mistborn_ball.0030.t:0 "An Allomantic Display"
mistborn_ball.0030.desc:0 "The guests grow quiet as the demonstration begins. In the Final Empire, Allomantic displays at balls serve a dual purpose — they entertain, yes, but more importantly, they announce to every house in attendance exactly how powerful your bloodline is.\n\nThe message is clear: cross us, and these are the powers that will be turned against you."
mistborn_ball.0030.a:0 "Coinshot and Lurcher demonstration — steel and iron in deadly harmony"
mistborn_ball.0030.b:0 "Subtle emotional manipulation — let the Soothers and Rioters work the crowd"
mistborn_ball.0030.c:0 "Reveal our Mistborn — let the entire empire take notice"
# ============================================================
# MISCELLANEOUS EVENTS
# ============================================================
# === KANDRA EVENT ===
mistborn_misc.0001.t:0 "The Kandra's Contract"
mistborn_misc.0001.desc:0 "It arrives at midnight, as they always do. One moment the servant standing before you is familiar — a face you have seen a hundred times — and the next, you realize that the person you are looking at has never existed. The servant's features ripple, soften, and reform into something bland and forgettable.\n\n'Your Contract has been acknowledged,' the kandra says in a voice that belongs to no one. 'The First Generation has approved your terms. For the agreed-upon payment of atium, I will serve you for two years. What would you have me do?'\n\nA kandra. A shapeshifter that can perfectly replicate any person whose bones it has consumed. The most expensive tool in the Final Empire — and the most effective."
mistborn_misc.0001.a:0 "Infiltrate a rival's court — become one of their trusted servants"
mistborn_misc.0001.b:0 "Root out traitors within our own house"
mistborn_misc.0001.c:0 "Assassination — the kandra's most terrible purpose"
mistborn_misc.0001.b.success:0 "The kandra uncovers hidden plots within your court."
mistborn_misc.0001.b.fail:0 "Your court appears loyal — or the traitors are more skilled than the kandra."
mistborn_misc.0001.c.success:0 "The deed is done. No one suspects a thing."
mistborn_misc.0001.c.fail:0 "The kandra is exposed — your involvement may be discovered."
mistborn_misc.0001.c.refuse:0 "The kandra refuses — the Contract forbids this use. Your atium is returned."
# === COMPOUNDING DISCOVERY ===
mistborn_misc.0010.t:0 "The Secret of the Ages"
mistborn_misc.0010.desc:0 "You discover it by accident. Burning a metal that you can also use Feruchemically — the two powers interact, amplify, cascade. Allomancy feeds Feruchemy feeds Allomancy in an endless, dizzying loop. The metal burns brighter than it ever has. The metalmind fills faster than should be possible. And when you tap it...\n\nThe Lord Ruler's secret. This is how he has lived for a thousand years. This is why he hunts Feruchemists with such relentless fury — not because Feruchemy threatens him, but because Feruchemy combined with Allomancy produces something that could rival him.\n\nCompounding. The word forms in your mind like a revelation and a death sentence in one. If the Lord Ruler discovers what you have learned..."
mistborn_misc.0010.a:0 "Embrace it — this power is too great to refuse"
mistborn_misc.0010.b:0 "Bury this knowledge — the risk is too great"
# === SKAA UPRISING ===
mistborn_misc.0020.t:0 "Skaa Uprising"
mistborn_misc.0020.desc:0 "It begins in the night, as it always does. The skaa do not rebel in daylight — they are too beaten, too afraid, too aware of what watches from the mists. But in the darkness, desperation overcomes fear.\n\nThey come with farming tools and stolen kitchen knives, a ragged army of the broken and the desperate. They set fire to the grain stores and overwhelm the night watch. By morning, a quarter of your plantation is in ruins and the bodies of skaa and soldiers alike litter the ash-covered fields.\n\nThis is not the first skaa uprising in the history of the Final Empire. It will not be the last. The Lord Ruler has ruled for a thousand years, and in all that time, the skaa have never stopped fighting. They have also never won."
mistborn_misc.0020.a:0 "Crush them without mercy — make an example"
mistborn_misc.0020.b:0 "Negotiate and offer concessions"
mistborn_misc.0020.c:0 "Recruit the survivors — find the hidden Allomancers among them"
mistborn_misc.0020.c.found_misting:0 "Among the rebels, you discover a skaa Misting — a hidden Allomancer of extraordinary potential."
mistborn_misc.0020.c.normal:0 "The rebels are ordinary skaa — desperate and angry, but possessing no Allomantic power."
# === MIST SPIRIT ENCOUNTER ===
mistborn_misc.0030.t:0 "A Spirit in the Mists"
mistborn_misc.0030.desc:0 "The mists are thick tonight — thicker than you have ever seen them. They press against the windows of your keep like something alive, something watching. You should be in bed. You should not have come to the balcony. But something called you here — a feeling, a whisper, a tug at something deep in your chest.\n\nAnd then you see it. A figure in the mists. Not a person — a shape, translucent and shimmering, with features that shift and blur like reflections in disturbed water. It raises one hand — if it is a hand — and beckons.\n\nThe mists part before it like curtains. Beyond, you glimpse... something. Knowledge, perhaps. Or madness. Or both."
mistborn_misc.0030.a:0 "Follow it into the mists"
mistborn_misc.0030.b:0 "Retreat to the safety of stone walls"
mistborn_misc.0030.a.insight:0 "Visions of an ancient world fill your mind — knowledge from before the Ascension."
mistborn_misc.0030.a.nothing:0 "The spirit vanishes into the mists, leaving only confusion and cold."
mistborn_misc.0030.a.danger:0 "Something in the mists strikes you — the spirit was not the only thing out there tonight."
# === ATIUM DISCOVERY ===
mistborn_misc.0040.t:0 "An Atium Cache"
mistborn_misc.0040.desc:0 "Your miners report the discovery in hushed, terrified whispers. A vein of crystal deep beneath the earth, and within the crystal — small, shimmering beads of a metal that glows with an inner light. Atium. The most precious substance in the Final Empire.\n\nA single bead of atium can buy a manor house. A handful can buy a county. The Lord Ruler claims all atium as his divine right — it flows from the Pits of Hathsin to his treasury in an unbroken stream. Any atium found outside the Pits belongs to him. Or rather, it should belong to him.\n\nBut no one else knows about this cache. Not yet."
mistborn_misc.0040.a:0 "Sell it on the black market — quietly"
mistborn_misc.0040.b:0 "Keep it for our Mistborn — a weapon beyond price"
mistborn_misc.0040.c:0 "Tribute it to the Lord Ruler — demonstrate our loyalty"
# ============================================================
# INTERFACE MESSAGES AND TOOLTIPS
# ============================================================
msg_vassal_snapped:0 "A Vassal Has Snapped"
# ============================================================
# HEMALURGY EVENTS
# ============================================================
mistborn_hemalurgy.0001.t:0 "The Spike and the Sacrifice"
mistborn_hemalurgy.0001.desc:0 "The chamber is deep beneath your keep — a place no servant enters, no Obligator knows of. The walls are bare stone, slick with condensation, and the only light comes from a single lantern that gutters in a draft from somewhere below.\n\n[hemalurgy_victim.GetFirstName] lies bound on the table. They do not know why they are here. They do not know what you have learned — the terrible knowledge that metal, driven through a living body at precisely the right point, can steal the very essence of their Allomantic power. Hemalurgy. The third Metallic Art, and the most forbidden.\n\nThe spike gleams in the lamplight. You know exactly where it must go. The knowledge sits in your mind like a tumor — unwanted, irremovable, precise. One thrust, and their power becomes yours. One thrust, and you become something less than human.\n\nThe spike is cold in your hands."
mistborn_hemalurgy.0001.a:0 "Drive the spike home — take their power"
mistborn_hemalurgy.0001.b:0 "Release them — this price is too high"
# ============================================================
# ATIUM SMUGGLING EVENTS
# ============================================================
mistborn_atium.0001.t:0 "Atium Acquired"
mistborn_atium.0001.desc:0 "The package arrives in a lead-lined box — small enough to fit in your palm, heavy enough to change the fate of a house. Inside, nestled in velvet, lie three beads of atium. They shimmer with an inner light that seems to come from somewhere outside the normal spectrum of vision.\n\nYour contact is already gone — vanished into the mists like smoke. Smart. Anyone caught smuggling atium faces a death so slow that the Steel Ministry has a specific term for it. But the risk was worth the reward. Three beads of the rarest metal in the world now sit in your strongbox.\n\nThe question is: what do you do with them?"
mistborn_atium.0001.a:0 "Equip our Allomancers — atium in combat is decisive"
mistborn_atium.0001.b:0 "Sell it for an enormous sum of gold"
mistborn_atium.0001.c:0 "Use it as leverage in noble negotiations"
mistborn_atium.0002.t:0 "Caught by the Ministry"
mistborn_atium.0002.desc:0 "The Obligator is waiting in your study when you return. He sits in your chair — your chair — with the lead-lined box open on the desk before him. The atium beads catch the candlelight and throw tiny rainbows across the ceiling.\n\n'Interesting,' he says, in a voice that makes the word sound like a death sentence. 'The Lord Ruler's atium. In your strongbox. How... unexpected.'\n\nYour guards stand frozen at the door. They know what happens to people who draw steel against an Obligator. The tattooed man folds his hands and waits for your explanation with the patient expression of someone who has heard every lie ever told."
mistborn_atium.0002.a:0 "Offer a generous bribe — gold speaks louder than law"
mistborn_atium.0002.b:0 "Deny everything — bluff with absolute conviction"
mistborn_atium.0002.b.success:0 "The Obligator hesitates — your certainty has planted doubt."
mistborn_atium.0002.b.fail:0 "The Obligator's expression does not change. He was not convinced."
mistborn_atium.0002.c:0 "Accept punishment — beg the Lord Ruler's forgiveness"
# ============================================================
# SKAA EVENTS
# ============================================================
mistborn_skaa.0001.t:0 "The Crackdown's Aftermath"
mistborn_skaa.0001.desc:0 "The crackdown is efficient, as crackdowns always are. Your soldiers move through the skaa quarters with practiced brutality — overturning tables, smashing doors, dragging anyone who resists into the ash-covered streets. The skaa do not fight back. They never fight back. They huddle in doorways and watch with eyes that have seen this a hundred times before.\n\nBy midday, the ringleaders have been identified and the message delivered. Order is restored. The plantations will operate on schedule. The taxes will be paid.\n\nBut as you survey the aftermath from your keep's balcony, you notice the eyes watching you from below. Not defiant — the skaa learned long ago that defiance is fatal. Something else. Something patient."
mistborn_skaa.0001.a:0 "Execute the ringleaders publicly — fear is our greatest weapon"
mistborn_skaa.0001.b:0 "Measured punishment — order must be maintained, not terror"
mistborn_skaa.0001.c:0 "Search the rebels for hidden Allomancers"
mistborn_skaa.0001.c.found:0 "Your soldiers discover a skaa with traces of noble blood — and Allomantic potential."
mistborn_skaa.0001.c.nothing:0 "No Allomancers among the rebels — just desperate, ordinary people."
mistborn_skaa.0010.t:0 "A Fragile Kindness"
mistborn_skaa.0010.desc:0 "The changes are small — deliberately small. Slightly larger food rations. A rest day that didn't exist before. Medical attention for injuries that would previously have been ignored. Nothing dramatic enough to draw the attention of visiting Obligators.\n\nThe skaa notice. Of course they notice — they notice everything, these people who have survived a thousand years of oppression by learning to read every shift in the wind. Some look at you with something that might be gratitude. Others look at you with something that might be suspicion. In the Final Empire, unexpected kindness from a noble is often the prelude to something worse.\n\nBut productivity is up. The ash harvests are better. The whispers of rebellion have grown quieter. For now."
mistborn_skaa.0010.a:0 "Continue quietly — slow change draws less attention"
mistborn_skaa.0010.b:0 "Make it known — let our reputation benefit from compassion"
mistborn_skaa.0010.c:0 "It was enough — we cannot risk further scrutiny"
# ============================================================
# SKAA ALLOMANCER EVENTS
# ============================================================
mistborn_skaa_allomancer.0001.t:0 "A Diamond in the Ash"
mistborn_skaa_allomancer.0001.desc:0 "They bring the skaa to you under cover of darkness — a young woman with calloused hands and wary eyes. She does not kneel. Skaa always kneel before nobles, but this one stands with the coiled readiness of someone who has learned that the world wants to kill her.\n\nYou can see why when she demonstrates. A coin flickers between her fingers and then launches across the room, embedding itself in the wooden beam with a crack like a whip. A Coinshot. A full Allomancer, born from a bloodline that someone's great-grandfather was never supposed to create.\n\nThe penalty for a noble siring children with skaa is death. The penalty for a skaa with Allomantic powers is worse. This woman has survived both sentences simply by existing in the shadows of the Final Empire.\n\nShe looks at you with eyes that calculate odds. 'I can be useful,' she says. 'Or I can disappear. Your choice.'"
mistborn_skaa_allomancer.0001.a:0 "Welcome them as a secret agent in our service"
mistborn_skaa_allomancer.0001.a.tt:0 "A new Allomancer joins your court, hidden from the Steel Ministry."
mistborn_skaa_allomancer.0001.b:0 "Train them properly — invest in their potential"
mistborn_skaa_allomancer.0001.c:0 "Hide them among the servants — safety first"
mistborn_skaa_allomancer.0002.t:0 "The Ministry Investigates"
mistborn_skaa_allomancer.0002.desc:0 "An Obligator from the Canton of Inquisition arrives without warning — never a good sign. The Canton of Inquisition does not make social calls. They arrive when they have questions, and their questions always have consequences.\n\n'We have received reports,' the Obligator says, his tattooed eyes fixed on yours, 'of Allomantic activity among the skaa population in your territory. Unauthorized Allomantic activity. The Steel Ministry takes such reports... seriously.'\n\nHe lets the word hang in the air. Behind him, two Steel Inquisitors wait in the corridor. You can hear their breathing — slow, mechanical, wrong.\n\n'We will require access to your household records. And your servants.'"
mistborn_skaa_allomancer.0002.a:0 "Hand over the skaa Allomancer — save ourselves"
mistborn_skaa_allomancer.0002.b:0 "Deny everything — hide them better"
mistborn_skaa_allomancer.0002.b.success:0 "The Obligator finds nothing — your precautions held."
mistborn_skaa_allomancer.0002.b.fail:0 "The Obligator is unconvinced — the Ministry will be watching."
mistborn_skaa_allomancer.0002.c:0 "Pay the fine and claim ignorance"
@@ -0,0 +1,18 @@
l_english:
# ========== MEN-AT-ARMS TYPES ==========
hazekillers:0 "Hazekillers"
hazekillers_flavor:0 "Specially trained soldiers equipped to fight Allomancers. They carry wooden shields, stone weapons, and obsidian-tipped arrows — anything to deny a Coinshot or Lurcher an advantage. Hazekillers work in coordinated teams, using ambush tactics and numerical superiority to overwhelm opponents who might otherwise be unstoppable."
koloss:0 "Koloss"
koloss_flavor:0 "Massive blue-skinned Hemalurgic creatures — once human, transformed by four spikes into engines of mindless destruction. A single koloss can tear a man in half. An army of them can level a city. They are nearly impossible to control without Allomantic emotional manipulation, and they grow larger and more violent with age. The Lord Ruler uses them as his ultimate weapon of terror."
mistborn_agents:0 "Mistborn Agents"
mistborn_agents_flavor:0 "The deadliest warriors in the Final Empire — full Mistborn deployed as special operatives. A single Mistborn agent can assassinate a nobleman in his own keep, destroy a supply convoy, or turn the tide of a battle. They move through the mists like shadows, burning steel and iron to fly between buildings, pewter to shrug off wounds, and tin to see in the dark."
skaa_levies:0 "Skaa Levies"
skaa_levies_flavor:0 "Conscripted skaa laborers pressed into military service with whatever tools can pass for weapons. Poorly trained, poorly equipped, and poorly motivated, skaa levies serve primarily as cannon fodder and manual labor. What they lack in quality, they make up for in sheer, expendable numbers."
noble_guard:0 "Noble Guard"
noble_guard_flavor:0 "Professional soldiers drawn from the lesser nobility and trained in the martial traditions of the Great Houses. Well-equipped with steel armor and weapons, the Noble Guard forms the backbone of any house's military force. They are loyal to their house above all else."
@@ -0,0 +1,44 @@
l_english:
# ========== CHARACTER MODIFIERS ==========
compounder_modifier:0 "Compounder"
compounder_modifier_desc:0 "This individual can both burn and tap the same metal, creating an infinite loop of power. The Lord Ruler himself was the first Compounder — combining Allomancy and Feruchemy to achieve functional immortality. There is a reason he has ruled for a thousand years, and there is a reason he hunts anyone who discovers this secret."
lord_ruler_attention_modifier:0 "The Lord Ruler's Attention"
lord_ruler_attention_modifier_desc:0 "The Lord Ruler has taken notice of this individual. His Obligators watch. His Inquisitors listen. In the Final Empire, there is no greater danger than being interesting to the man who has ruled for a millennium."
lord_ruler_attention_1:0 "Ministry Scrutiny"
lord_ruler_attention_1_desc:0 "The Steel Ministry has taken an interest in your affairs. Obligators visit more frequently, asking pointed questions and reviewing your contracts with unusual care."
lord_ruler_attention_2:0 "Inquisition Interest"
lord_ruler_attention_2_desc:0 "Steel Inquisitors have been seen near your holdings. Their presence is a warning that few survive ignoring."
lord_ruler_attention_3:0 "The Lord Ruler's Gaze"
lord_ruler_attention_3_desc:0 "The Lord Ruler himself has taken notice of your activities. His power is absolute. His judgment is final. His wrath is extinction."
steel_ministry_favor:0 "Steel Ministry Favor"
steel_ministry_favor_desc:0 "The Steel Ministry regards this individual favorably — a loyal servant of the Lord Ruler whose obedience has been noted and rewarded."
steel_ministry_displeasure:0 "Steel Ministry Displeasure"
steel_ministry_displeasure_desc:0 "The Steel Ministry views this individual with suspicion and displeasure. Obligators scrutinize their contracts, Canton officials delay their requests, and the general mood of the bureaucracy turns hostile."
ruin_influence:0 "Ruin's Whispers"
ruin_influence_desc:0 "Through the Hemalurgic spikes embedded in their body, this individual hears whispers — a voice of cosmic destruction that urges entropy, violence, and the unmaking of all things. The more spikes, the louder the voice. The louder the voice, the harder it becomes to remember whose thoughts are your own."
steel_inquisitor_power:0 "Steel Inquisitor"
steel_inquisitor_power_desc:0 "Multiple Hemalurgic spikes grant this individual tremendous Allomantic and Feruchemical abilities stolen from dozens of victims. Steel Inquisitors are among the most powerful beings in the Final Empire — second only to the Lord Ruler himself."
great_house_status:0 "Great House"
great_house_status_desc:0 "This dynasty has been elevated to Great House status — one of the most powerful and prestigious noble houses in the Final Empire."
atium_supply:0 "Atium Supply"
atium_supply_desc:0 "This individual possesses a cache of atium — the rarest and most valuable metal in the Final Empire. In the hands of a Mistborn, atium grants the ability to see the future. In anyone's hands, it is worth a fortune."
# ========== PROVINCE MODIFIERS ==========
ash_blight:0 "Ash Blight"
ash_blight_desc:0 "A devastating fall of volcanic ash has buried the fields and choked the waterways. Crops wither, livestock die, and the skaa who work the land struggle to survive under a grey blanket of destruction."
koloss_rampage:0 "Koloss Rampage"
koloss_rampage_desc:0 "Koloss have rampaged through this county, leaving devastation in their wake. Buildings lie in ruins, the population has been decimated, and the survivors cower in whatever shelter they can find. Recovery will take years."
@@ -0,0 +1,64 @@
l_english:
# ========== RELIGION FAMILY ==========
rf_scadrial:0 "Scadrian Faiths"
rf_scadrial_desc:0 "The religious traditions of Scadrial, shaped by the cosmic forces of Preservation and Ruin and the thousand-year reign of the Lord Ruler."
rf_scadrial_adj:0 "Scadrian"
# ========== STEEL MINISTRY RELIGION ==========
steel_ministry_religion:0 "Scadrial Orthodoxy"
steel_ministry_religion_desc:0 "The dominant religious framework of Scadrial, centered on the worship of the Lord Ruler as the Sliver of Infinity and enforced by the Steel Ministry's network of Obligators and Inquisitors."
steel_ministry_religion_adj:0 "Orthodox"
steel_ministry:0 "The Steel Ministry"
steel_ministry_desc:0 "The official faith of the Final Empire, teaching absolute obedience to the Lord Ruler, the Sliver of Infinity. The Steel Ministry enforces divine law through its Obligators — tattooed bureaucrat-priests who witness contracts, oversee noble affairs, and report all suspicious activity. Above the Obligators stand the Steel Inquisitors, terrifying beings with metal spikes driven through their eyes, who serve as the Lord Ruler's personal enforcers. To question the Ministry is to question the Lord Ruler himself. And that is to die."
steel_ministry_adj:0 "Ministry"
# ========== TERRIS RELIGION ==========
terris_religion:0 "Terris Faith"
terris_religion_desc:0 "The ancient spiritual traditions of the Terris people, emphasizing scholarship, harmony with nature, and preservation of knowledge. Suppressed but never fully destroyed by the Final Empire."
terris_religion_adj:0 "Terris"
terris_worldbringers:0 "Terris Worldbringers"
terris_worldbringers_desc:0 "The Worldbringers were once the scholarly and spiritual leaders of the Terris people, preserving knowledge through copperminds and oral tradition. After the Ascension, the Lord Ruler systematically destroyed their organization and bred Feruchemy out of the Terris bloodline through his breeding programs. But the Keepers endure in secret, memorizing the world's knowledge in their copperminds, waiting for the day when the truth can be spoken aloud again."
terris_worldbringers_adj:0 "Worldbringer"
# ========== SURVIVORIST RELIGION ==========
survivorist_religion:0 "Survivorism"
survivorist_religion_desc:0 "A forbidden faith born in the ash-choked slums and plantation hovels of the skaa, inspired by those rare individuals who dare to survive against impossible odds."
survivorist_religion_adj:0 "Survivorist"
survivorism:0 "Church of the Survivor"
survivorism_desc:0 "A whispered faith among the skaa, born from the belief that survival itself is an act of defiance. The Survivor's creed holds that the oppressed have a moral duty to endure, to fight, and to never accept the chains placed upon them. Survivorist gatherings are held in cellars and abandoned warehouses, away from Obligator eyes. Its followers share what little they have and dream of a world beyond the ash."
survivorism_adj:0 "Survivorist"
# ========== RUIN RELIGION ==========
ruin_religion:0 "Cult of Ruin"
ruin_religion_desc:0 "A dark and forbidden religion that worships the cosmic force of entropy and destruction. Its adherents believe that all things must end, and they work to hasten that end."
ruin_religion_adj:0 "Ruinist"
cult_of_ruin:0 "Cult of Ruin"
cult_of_ruin_desc:0 "In the deepest shadows of the Final Empire, there are those who listen to the whispers. They call the voice Ruin — an ancient, cosmic force of entropy that seeks the destruction of all things. The cult's members practice Hemalurgy in hidden rituals, driving spikes through the bodies of victims to steal their power. They believe that the world is already dying, that the ash and the mists are Ruin's breath, and that the only honest response is to embrace the end. The Lord Ruler hunts them ruthlessly. He knows better than anyone what Ruin truly is."
cult_of_ruin_adj:0 "Ruinist"
# ========== HOLY SITES ==========
holy_site_luthadel:0 "Kredik Shaw"
holy_site_luthadel_desc:0 "The Hill of a Thousand Spears — the Lord Ruler's palace in the heart of Luthadel. Its twisted metal spires claw at the ash-darkened sky, visible from every corner of the capital. Within its walls, the Lord Ruler sits upon his throne, immortal and absolute. To the faithful, it is the holiest place in the world. To the wise, it is the most dangerous."
holy_site_pits_of_hathsin:0 "The Pits of Hathsin"
holy_site_pits_of_hathsin_desc:0 "A network of crystal-lined caverns in the Southern Dominance, the only known source of atium geodes in the world. Prisoners are sent here to die in the dark, crawling through narrow passages to harvest the precious metal. The Pits are sacred to every faith on Scadrial — to the Ministry as the source of the Lord Ruler's wealth, to Survivorists as the crucible where heroes are forged, and to Ruin's followers as a wound in the earth through which their god bleeds power."
holy_site_conventical:0 "Conventical of Seran"
holy_site_conventical_desc:0 "A remote Steel Ministry research facility in the Southern Dominance, where Obligators and Inquisitors study the metallic arts in terrifying detail. The Conventical's underground chambers hold secrets that the Ministry guards with lethal force — records of Hemalurgic research, theological texts predating the Ascension, and artifacts of a world the Lord Ruler would prefer everyone forget."
holy_site_tathingdwen:0 "Tathingdwen"
holy_site_tathingdwen_desc:0 "The ancient capital of the Terris people, now reduced to a shadow of its former glory under the Lord Ruler's oppression. Its great libraries were burned, its scholars scattered, but the land itself remembers. Terris pilgrims still journey here in secret, touching the stones of buildings that once housed the greatest collection of knowledge in the world."
holy_site_urteau:0 "Urteau"
holy_site_urteau_desc:0 "A major city in the Northern Dominance, significant to multiple faiths as a crossroads of culture and belief. Its canal system connects the northern territories to the rest of the empire, and its proximity to the Terris homeland makes it a meeting point between the Ministry's orthodoxy and the older Terris traditions."
@@ -0,0 +1,260 @@
l_english:
# ========== EMPIRE ==========
e_final_empire:0 "The Final Empire"
e_final_empire_adj:0 "Imperial"
# ========== KINGDOMS (Dominances) ==========
k_central:0 "Central Dominance"
k_central_adj:0 "Central"
k_northern:0 "Northern Dominance"
k_northern_adj:0 "Northern"
k_eastern:0 "Eastern Dominance"
k_eastern_adj:0 "Eastern"
k_western:0 "Western Dominance"
k_western_adj:0 "Western"
k_southern:0 "Southern Dominance"
k_southern_adj:0 "Southern"
k_remote:0 "Remote Dominance"
k_remote_adj:0 "Remote"
# ========== DUCHIES ==========
# Central Dominance
d_luthadel:0 "Luthadel"
d_luthadel_adj:0 "Luthadel"
d_valtroux:0 "Valtroux"
d_valtroux_adj:0 "Valtroux"
d_haverfrex:0 "Haverfrex"
d_haverfrex_adj:0 "Haverfrex"
d_south_seran:0 "South Seran"
d_south_seran_adj:0 "Seranese"
# Northern Dominance
d_urteau:0 "Urteau"
d_urteau_adj:0 "Urteau"
d_tathingdwen:0 "Tathingdwen"
d_tathingdwen_adj:0 "Tathingdwen"
d_torinost:0 "Torinost"
d_torinost_adj:0 "Torinost"
# Eastern Dominance
d_fadrex:0 "Fadrex"
d_fadrex_adj:0 "Fadrex"
d_austrex_east:0 "East Austrex"
d_austrex_east_adj:0 "Austrex"
d_statlin:0 "Statlin"
d_statlin_adj:0 "Statlin"
# Western Dominance
d_hassedel:0 "Hassedel"
d_hassedel_adj:0 "Hassedel"
d_longsfollow:0 "Longsfollow"
d_longsfollow_adj:0 "Longsfollow"
d_charneost:0 "Charneost"
d_charneost_adj:0 "Charneost"
# Southern Dominance
d_pits_of_hathsin:0 "Pits of Hathsin"
d_pits_of_hathsin_adj:0 "Hathsin"
d_veldence:0 "Veldence"
d_veldence_adj:0 "Veldence"
d_south_keep:0 "South Keep"
d_south_keep_adj:0 "South Keep"
# Remote Dominance
d_remote_edge:0 "Remote Edge"
d_remote_edge_adj:0 "Remote"
d_farmost:0 "Farmost"
d_farmost_adj:0 "Farmost"
d_frontier:0 "The Frontier"
d_frontier_adj:0 "Frontier"
# ========== COUNTIES ==========
# Central Dominance - Luthadel
c_luthadel:0 "Luthadel"
c_fellise:0 "Fellise"
c_holstep:0 "Holstep"
# Central Dominance - Valtroux
c_valtroux:0 "Valtroux"
c_tavring:0 "Tavring"
c_austrex:0 "Austrex"
# Central Dominance - Haverfrex
c_haverfrex:0 "Haverfrex"
c_kalling:0 "Kalling"
# Central Dominance - South Seran
c_south_seran:0 "South Seran"
c_suisna:0 "Suisna"
# Northern Dominance - Urteau
c_urteau:0 "Urteau"
c_terristown:0 "Terristown"
c_erlnest:0 "Erlnest"
# Northern Dominance - Tathingdwen
c_tathingdwen:0 "Tathingdwen"
c_bindal:0 "Bindal"
c_vennsat:0 "Vennsat"
# Northern Dominance - Torinost
c_torinost:0 "Torinost"
c_mantiz:0 "Mantiz"
c_nordel:0 "Nordel"
# Eastern Dominance - Fadrex
c_fadrex:0 "Fadrex City"
c_vetitan:0 "Vetitan"
c_tremredare:0 "Tremredare"
# Eastern Dominance - Austrex East
c_austrex_east:0 "East Austrex"
c_doriel:0 "Doriel"
c_salmont:0 "Salmont"
# Eastern Dominance - Statlin
c_statlin:0 "Statlin City"
c_benton:0 "Benton"
c_elming:0 "Elming"
# Western Dominance - Hassedel
c_hassedel:0 "Hassedel"
c_turenval:0 "Turenval"
c_wesring:0 "Wesring"
# Western Dominance - Longsfollow
c_longsfollow:0 "Longsfollow"
c_kanton:0 "Kanton"
c_brennin:0 "Brennin"
# Western Dominance - Charneost
c_charneost:0 "Charneost"
c_dalling:0 "Dalling"
# Southern Dominance - Pits of Hathsin
c_pits_of_hathsin:0 "Pits of Hathsin"
c_latten:0 "Latten"
c_grenford:0 "Grenford"
# Southern Dominance - Veldence
c_veldence:0 "Veldence"
c_torining:0 "Torining"
c_balefire:0 "Balefire"
# Southern Dominance - South Keep
c_south_keep:0 "South Keep"
c_darriston:0 "Darriston"
# Remote Dominance - Remote Edge
c_remote_edge:0 "Remote Edge"
c_ashfield:0 "Ashfield"
c_misthollow:0 "Misthollow"
# Remote Dominance - Farmost
c_farmost:0 "Farmost"
c_koloss_range:0 "Koloss Range"
c_deepness_border:0 "Deepness Border"
# Remote Dominance - Frontier
c_frontier:0 "The Frontier"
c_ashmount_view:0 "Ashmount View"
# ========== BARONIES ==========
b_kredik_shaw:0 "Kredik Shaw"
b_luthadel_city:0 "Luthadel City"
b_luthadel_slums:0 "Luthadel Slums"
b_fellise:0 "Fellise"
b_fellise_estates:0 "Fellise Estates"
b_holstep:0 "Holstep"
b_holstep_mines:0 "Holstep Mines"
b_valtroux:0 "Valtroux"
b_valtroux_keep:0 "Valtroux Keep"
b_tavring:0 "Tavring"
b_tavring_fields:0 "Tavring Fields"
b_austrex:0 "Austrex"
b_austrex_docks:0 "Austrex Docks"
b_haverfrex:0 "Haverfrex"
b_haverfrex_mills:0 "Haverfrex Mills"
b_kalling:0 "Kalling"
b_kalling_plantations:0 "Kalling Plantations"
b_south_seran:0 "South Seran"
b_conventical_of_seran:0 "Conventical of Seran"
b_suisna:0 "Suisna"
b_suisna_farms:0 "Suisna Farms"
b_urteau:0 "Urteau"
b_urteau_canal:0 "Urteau Canal"
b_terristown:0 "Terristown"
b_terris_synod:0 "Terris Synod"
b_erlnest:0 "Erlnest"
b_erlnest_steading:0 "Erlnest Steading"
b_tathingdwen:0 "Tathingdwen"
b_tathingdwen_library:0 "Great Library of Tathingdwen"
b_bindal:0 "Bindal"
b_bindal_pastures:0 "Bindal Pastures"
b_vennsat:0 "Vennsat"
b_vennsat_highlands:0 "Vennsat Highlands"
b_torinost:0 "Torinost"
b_torinost_fort:0 "Torinost Fort"
b_mantiz:0 "Mantiz"
b_mantiz_garrison:0 "Mantiz Garrison"
b_nordel:0 "Nordel"
b_nordel_mines:0 "Nordel Mines"
b_fadrex:0 "Fadrex City"
b_fadrex_garrison:0 "Fadrex Garrison"
b_vetitan:0 "Vetitan"
b_vetitan_quarry:0 "Vetitan Quarry"
b_tremredare:0 "Tremredare"
b_tremredare_walls:0 "Tremredare Walls"
b_austrex_east:0 "East Austrex"
b_austrex_east_port:0 "East Austrex Port"
b_doriel:0 "Doriel"
b_doriel_fields:0 "Doriel Fields"
b_salmont:0 "Salmont"
b_salmont_warehouses:0 "Salmont Warehouses"
b_statlin:0 "Statlin City"
b_statlin_market:0 "Statlin Market"
b_benton:0 "Benton"
b_benton_farms:0 "Benton Farms"
b_elming:0 "Elming"
b_elming_forge:0 "Elming Forge"
b_hassedel:0 "Hassedel"
b_hassedel_keep:0 "Hassedel Keep"
b_turenval:0 "Turenval"
b_turenval_orchards:0 "Turenval Orchards"
b_wesring:0 "Wesring"
b_wesring_tower:0 "Wesring Tower"
b_longsfollow:0 "Longsfollow"
b_longsfollow_inn:0 "Longsfollow Inn"
b_kanton:0 "Kanton"
b_kanton_mills:0 "Kanton Mills"
b_brennin:0 "Brennin"
b_brennin_vineyards:0 "Brennin Vineyards"
b_charneost:0 "Charneost"
b_charneost_garrison:0 "Charneost Garrison"
b_dalling:0 "Dalling"
b_dalling_stables:0 "Dalling Stables"
b_pits_of_hathsin:0 "The Pits of Hathsin"
b_pits_garrison:0 "Pits Garrison"
b_latten:0 "Latten"
b_latten_outpost:0 "Latten Outpost"
b_grenford:0 "Grenford"
b_grenford_walls:0 "Grenford Walls"
b_veldence:0 "Veldence"
b_veldence_estate:0 "Veldence Estate"
b_torining:0 "Torining"
b_torining_watch:0 "Torining Watch"
b_balefire:0 "Balefire"
b_balefire_beacon:0 "Balefire Beacon"
b_south_keep:0 "South Keep"
b_south_keep_barracks:0 "South Keep Barracks"
b_darriston:0 "Darriston"
b_darriston_harbor:0 "Darriston Harbor"
b_remote_edge:0 "Remote Edge"
b_remote_edge_watchtower:0 "Remote Edge Watchtower"
b_ashfield:0 "Ashfield"
b_ashfield_settlement:0 "Ashfield Settlement"
b_misthollow:0 "Misthollow"
b_misthollow_ruins:0 "Misthollow Ruins"
b_farmost:0 "Farmost"
b_farmost_outpost:0 "Farmost Outpost"
b_koloss_range:0 "Koloss Range"
b_koloss_range_fort:0 "Koloss Range Fort"
b_deepness_border:0 "Deepness Border"
b_deepness_watchtower:0 "Deepness Watchtower"
b_frontier:0 "The Frontier"
b_frontier_garrison:0 "Frontier Garrison"
b_ashmount_view:0 "Ashmount View"
b_ashmount_view_shelter:0 "Ashmount View Shelter"
@@ -0,0 +1,95 @@
l_english:
# ========== MISTING TRAITS (Physical Metals) ==========
trait_misting_coinshot:0 "Coinshot"
trait_misting_coinshot_desc:0 "A Steel Misting who can Push on nearby metals, hurling coins and other metal objects with deadly force. Coinshots are among the most feared combat Allomancers — a handful of clips becomes a storm of death in their hands."
trait_misting_lurcher:0 "Lurcher"
trait_misting_lurcher_desc:0 "An Iron Misting who can Pull on nearby metals, wrenching weapons from hands and dragging foes off balance. Where Coinshots destroy, Lurchers disarm — and in the right hands, Iron is every bit as lethal as Steel."
trait_misting_thug:0 "Pewterarm"
trait_misting_thug_desc:0 "A Pewter Misting — called a Thug in the streets — who burns pewter to gain immense physical strength, speed, and endurance. Pewterarms can shrug off wounds that would kill an ordinary man and fight for hours without tiring. They are the backbone of any house's Allomantic muscle."
trait_misting_tineye:0 "Tineye"
trait_misting_tineye_desc:0 "A Tin Misting whose senses are preternaturally enhanced. A Tineye can hear whispered conversations through stone walls, read documents across a darkened room, and spot an ambush before it springs. Invaluable as scouts and sentries, though bright lights and loud sounds become agonizing."
# ========== MISTING TRAITS (Mental Metals) ==========
trait_misting_soother:0 "Soother"
trait_misting_soother_desc:0 "A Brass Misting who can dampen the emotions of those nearby, smoothing away anger, suspicion, and fear. A skilled Soother can calm a riot, ease negotiations, or make a target pliant enough to reveal their deepest secrets. The most dangerous weapon at any noble ball."
trait_misting_rioter:0 "Rioter"
trait_misting_rioter_desc:0 "A Zinc Misting who can inflame the emotions of those nearby, stoking anger, passion, or terror to fever pitch. Where Soothers calm, Rioters ignite — turning a crowd into a mob, a hesitant ally into a zealot, or a composed enemy into a raging fool."
trait_misting_smoker:0 "Smoker"
trait_misting_smoker_desc:0 "A Copper Misting who generates an invisible cloud that hides all Allomantic pulses within it. Smokers are essential to any house that employs Allomancers — without a coppercloud, every burn of metal sends a beacon to enemy Seekers. A good Smoker is worth their weight in atium."
trait_misting_seeker:0 "Seeker"
trait_misting_seeker_desc:0 "A Bronze Misting who can detect the Allomantic pulses of others, identifying both the type and location of any burning metal nearby. Seekers are the hunters of the Allomantic world — in their presence, no Misting can hide their power. Only a Smoker's coppercloud can blind a Seeker."
# ========== MISTING TRAITS (Higher Metals) ==========
trait_misting_augur:0 "Augur"
trait_misting_augur_desc:0 "A Gold Misting who, when burning their metal, can see a ghostly image of the person they might have been — an alternate self shaped by different choices. It is a disturbing, deeply personal power. Most Augurs burn gold only rarely, for the visions can shake one's very sense of identity."
trait_misting_oracle:0 "Seer"
trait_misting_oracle_desc:0 "An Atium Misting — impossibly rare, for atium itself is the rarest of metals. When burning atium, a Seer can see a few moments into the future, perceiving ghostly shadows of where every person and object will move. In combat, they are virtually untouchable. Nations have gone to war over a single Seer."
trait_misting_duralumin:0 "Duralumin Gnat"
trait_misting_duralumin_desc:0 "A Duralumin Misting — an Allomancer whose power, on its own, is practically useless. Burning duralumin enhances the current burn of another metal, releasing all of its remaining power in a single explosive burst. Alone, a Duralumin Misting has nothing to enhance. But paired with a Mistborn..."
trait_misting_nicroburst:0 "Nicroburst"
trait_misting_nicroburst_desc:0 "A Nicrosil Misting who can enhance another Allomancer's burn by touch, causing their metals to flare with sudden, devastating power. A Nicroburst turns a Coinshot into a cannon and a Soother into an emotional tidal wave. They are force multipliers of the highest order."
# ========== MISTBORN ==========
trait_mistborn:0 "Mistborn"
trait_mistborn_desc:0 "A full Mistborn — one who can burn every Allomantic metal. In a world of Mistings who command a single power, a Mistborn commands them all: the steel-driven flight of a Coinshot, the raw fury of a Pewterarm, the emotional mastery of a Soother, and a dozen more besides. A single Mistborn can turn the tide of a war, topple a Great House, or hold a city in terror. They are the most coveted — and most dangerous — weapons in the Final Empire."
# ========== ALLOMANTIC STRENGTH ==========
trait_allomantic_weak:0 "Weak Allomancer"
trait_allomantic_weak_desc:0 "This Allomancer burns metals inefficiently, producing weaker effects than their peers. Their Pushes falter, their senses dim at the edges, their emotional influence barely ripples. In a world where Allomantic bloodlines are everything, weakness is a quiet shame."
trait_allomantic_strong:0 "Strong Allomancer"
trait_allomantic_strong_desc:0 "This Allomancer burns metals with unusual potency, producing effects that exceed the norm. Their Pushes strike harder, their coppercloud stretches wider, their emotional manipulation cuts deeper. The Great Houses breed carefully for such strength."
trait_allomantic_savant:0 "Allomantic Savant"
trait_allomantic_savant_desc:0 "Through years of constant, reckless burning, this Allomancer has become a savant — their power magnified to terrifying levels, but at a cost. The metal has woven itself into their body and mind. A Tin savant sees through walls but is blinded by candlelight. A Pewter savant could punch through stone but their body crumbles without a constant burn. The power owns them now."
# ========== ALLOMANTIC POTENTIAL ==========
trait_allomantic_potential:0 "Allomantic Potential"
trait_allomantic_potential_desc:0 "Something sleeps in this one's blood — a dormant seed of Allomantic power waiting to be awakened. The potential is there, written in the bloodline, but it will take a moment of extreme trauma to make it bloom. The noble houses call this awakening 'Snapping,' and the methods they use to trigger it are not gentle."
trait_mistborn_potential:0 "Mistborn Potential"
trait_mistborn_potential_desc:0 "The rarest of dormant gifts stirs in this one's veins. Should they survive the Snapping — should the trauma crack them open just right — they will awaken not as a mere Misting, but as a full Mistborn. The bloodline carries the seed of absolute Allomantic power, though only suffering can make it flower."
# ========== FERUCHEMY ==========
trait_feruchemist:0 "Feruchemist"
trait_feruchemist_desc:0 "A practitioner of Feruchemy, the ancient art of the Terris people. A Feruchemist stores attributes — strength, speed, health, memory, even youth — inside metalminds, then taps them later in times of need. The Steel Ministry has tried to stamp out Feruchemy for a thousand years. They have not succeeded."
trait_feruchemy_potential:0 "Feruchemical Potential"
trait_feruchemy_potential_desc:0 "The gift of the Terris people lies dormant in this one's blood. Under the right circumstances, they may awaken the ability to store and tap attributes in metalminds — an art the Lord Ruler has spent a millennium trying to eradicate."
# ========== HEMALURGY ==========
trait_hemalurgist:0 "Hemalurgist"
trait_hemalurgist_desc:0 "This individual practices Hemalurgy — the darkest of the three metallic arts. By driving a metal spike through the heart of one person and into the body of another, a Hemalurgist can steal Allomantic or Feruchemical abilities. The cost is always a life. The reward is stolen power. And with every spike, Ruin's whispers grow louder."
trait_hemalurgic_steel:0 "Steel Spike"
trait_hemalurgic_steel_desc:0 "A steel spike has been driven into this person's body, granting them a stolen fragment of Allomantic Steel — the ability to Push on metals. The spike burns coldly where it pierces the skin, and in quiet moments, there are whispers at the edge of hearing."
trait_hemalurgic_pewter:0 "Pewter Spike"
trait_hemalurgic_pewter_desc:0 "A pewter spike pierces this person's body, granting stolen strength and endurance ripped from another Allomancer. The power is real, but diminished — Hemalurgy always takes a portion of what it steals. And the whispers of Ruin seep through every spike like poison through a wound."
trait_hemalurgic_bronze:0 "Bronze Spike"
trait_hemalurgic_bronze_desc:0 "A bronze spike has been embedded in this person's flesh, granting a stolen ability to sense Allomantic pulses. The original Seeker who carried this power is dead — their gift torn from them in the moment of their murder. Every spike has a victim."
trait_hemalurgic_atium:0 "Atium Spike"
trait_hemalurgic_atium_desc:0 "An atium spike — rarest and most terrible of Hemalurgic instruments — pierces this person's body. Atium steals any Allomantic or Feruchemical power, and the abilities it grants are staggering. But atium spikes bind the bearer more tightly to Ruin than any other metal. The whispers become commands."
trait_knows_hemalurgy:0 "Knows Hemalurgy"
trait_knows_hemalurgy_desc:0 "This individual possesses forbidden knowledge of Hemalurgy — the dark metallic art that steals power through murder. Such knowledge is closely guarded by the Steel Inquisitors and a handful of desperate scholars. To know Hemalurgy is to know how to kill with purpose."