feat: add bookmark scenario, province history, and design docs

Add "The End of an Empire" bookmark with event planning, bookmark
game data, province history, and localization. Include project
masterplan and design ideas documents.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-07 15:00:31 +01:00
co-authored by Claude Opus 4.6
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# MASTERPLAN — Lords of Ash
## Vision
A Crusader Kings III total conversion set in Brandon Sanderson's Mistborn: The
Final Empire. The player experiences the world of Scadrial through the "End of
an Empire" bookmark — playing as Kelsier leading his unlanded crew, or as Vin
navigating a world of noble intrigue and Allomantic power. A game rule toggle
lets players choose between Narrative Mode (curated story arcs following the
book's plot) and Sandbox Mode (play any character, acquire metallic arts via
decision). The mod is rich with Sanderson lore, features a custom Scadrial map,
full graphics, and deep event content.
**Done** means: Steam Workshop release quality. A player installs the mod, picks
the "End of an Empire" bookmark, chooses Kelsier or Vin, and plays through a
complete Mistborn: The Final Empire experience — from crew assembly through the
Fall of Kredik Shaw — on a custom Scadrial map with custom art, polished
balance, and clean error logs. Alternatively, they can flip to Sandbox Mode and
play any house lord with full metallic arts mechanics.
**DLC dependency:** Roads to Power (unlanded adventurer band system).
---
## Current State
Strong foundation, not yet playable.
**What exists:**
- 12 Misting traits + Mistborn + strength tiers + potentials
- Feruchemy (full Feruchemist + potential)
- Hemalurgy (5 spike types + Inquisitor creation)
- Compounding detection on yearly pulse
- Lord Ruler Attention system (0-100, 3-tier escalation events)
- 4 religions (Steel Ministry, Terris, Survivorism, Cult of Ruin), 5 holy sites
- 3 cultures (noble_scadrian, skaa, terris) with pillars and traditions
- 10 dynasties (Great Houses), 20+ placeholder characters
- 5 kingdoms, duchies, counties, baronies mapped to vanilla Swiss provinces
- 4 decisions (balls, snapping, kandra, hemalurgy)
- 8 event files (~2,700 lines, several are stubs)
- 4 men-at-arms types
- Full localization coverage (874 lines across 9 files)
- Bookmark definition (bm_end_of_an_empire) with 4 placeholder characters
**What's missing or broken:**
- Province history files are empty (mod may crash on load)
- `@#` comment syntax in several files (CK3 uses `#`)
- Characters are placeholders, not canonical Mistborn figures
- No custom map (using vanilla provinces)
- No graphics (trait icons, portraits, loading screens)
- No unlanded band system
- No custom name lists
- No vanilla content suppression (vanilla decisions bleed through)
- No game rule definitions
- No custom buildings, schemes, or casus belli
- Several event files are stubs (~20% content)
- Lord Ruler not implemented as a character
- `e_final_empire` has no holder
---
## Milestones
Each milestone is a **playtesting anchor** — the mod loads, the new features are
functional enough to test, and friends can give feedback. Rough edges and
placeholder content are acceptable. Steam-release polish happens in M8.
---
### M1: Foundation
*The mod loads and plays cleanly on the vanilla map.*
**Scope:**
- Fix province history — create `history/provinces/` files assigning culture,
religion, and holdings for all mapped provinces
- Fix `@#` comment syntax to `#` in all affected files
- Verify all modifier definitions exist and match their localization keys
- Fix scripted trigger issues:
- `is_feruchemist_trigger` should not match dormant potential
- `has_allomantic_potential_trigger` should distinguish active vs dormant
- Unify the dual Lord Ruler attention system (variable-based + modifier-based)
- Add `trait_knows_hemalurgy` (referenced by decision but undefined)
- Suppress vanilla decisions that break immersion — create empty replacement
files in `common/decisions/` for vanilla decision files
- Define game rule infrastructure in `common/game_rules/` (Narrative vs Sandbox
toggle, even if not yet meaningful)
- Boot test — load mod, verify error.log is clean, play 5 years
**Key files:**
- `history/provinces/` — new files (one per province or grouped by dominance)
- `common/scripted_triggers/mistborn_triggers.txt`
- `common/scripted_effects/mistborn_effects.txt`
- `common/modifiers/00_mistborn_modifiers.txt`
- `common/game_rules/` — new directory and file
- `common/decisions/` — vanilla suppression files
**Exit criteria:** Mod loads with no errors. No vanilla decisions visible. Game
rule appears in setup screen. Play a landed noble for 5 years without crashes.
---
### M2: The Metallic Arts
*All metallic arts systems are complete and tested.*
**Scope:**
- Validate and polish all Allomancy traits — inheritance chances, trait
interactions, icon references
- Complete the snapping event chain — all outcomes, edge cases, forced snapping
- Add Allomantic Training event chain (education-style, mentor teaches pupil,
choices influence specialization, grants `allomantic_strong` on completion)
- Validate Feruchemy system — ensure Terris-only inheritance, Keeper mechanics
- Validate Hemalurgy — spike application events, Inquisitor creation, Ruin
influence consequences
- Validate Compounding — yearly pulse detection, correct trait pair matching,
compounder modifier balanced
- Add savant consequences (negative effects for `trait_allomantic_savant`)
- Balance men-at-arms types (Hazekillers, Koloss, Mistborn Agents) — damage,
toughness, cost, terrain modifiers
- Polish existing event files — complete stub events in `hemalurgy_events.txt`,
`atium_events.txt`, `skaa_events.txt`, `skaa_allomancer_events.txt`
- Add Sandbox Mode decision: "Discover Your Metallic Arts" — lets any character
test for Allomantic/Feruchemical potential (only in Sandbox game rule)
- Localization for all new content
**Key files:**
- `common/traits/` — all 6 trait files
- `events/snapping_events.txt`
- `events/hemalurgy_events.txt`, `atium_events.txt`, `skaa_events.txt`,
`skaa_allomancer_events.txt`
- `common/on_action/mistborn_on_actions.txt`
- `common/decisions/00_mistborn_decisions.txt`
- `localization/english/mistborn_traits_l_english.yml`
- `localization/english/mistborn_events_l_english.yml`
**Exit criteria:** Snap a character into a Misting or Mistborn. Train an
Allomancer pupil. Create a Steel Inquisitor via Hemalurgy. Trigger Compounding.
Use Sandbox decision to gain powers. All metallic arts events fire correctly.
---
### M3: The Final Empire
*Canonical characters populate the world. The Lord Ruler looms over everything.*
**Scope:**
- Design and implement the Lord Ruler as off-map religious head:
- Change Steel Ministry doctrine from `doctrine_no_head` to spiritual head
- Create Lord Ruler as immortal character (Compounder: Allomancy + Feruchemy +
atium bracers)
- Assign as `e_final_empire` holder and Steel Ministry religious head
- Make non-playable via scripted trigger or game rule
- Lord Ruler attention events now reference him directly
- Create canonical characters with appropriate traits:
- **Kelsier** — Mistborn, ambitious, brave, scarred (Pits survivor)
- **Vin** — Mistborn potential (pre-snap), paranoid, young
- **Sazed** — Feruchemist, Terris Keeper, scholarly
- **Breeze** — Soother, noble-born skaa
- **Ham** — Thug, philosophical
- **Clubs** — Smoker, gruff veteran
- **Dockson** — no Allomancy, organizer
- **Marsh** — Seeker, later Inquisitor
- **Yeden** — skaa rebel leader
- **OreSeur** — kandra (needs kandra trait)
- **Elend Venture** — heir to House Venture, bookish
- **Straff Venture** — head of House Venture, Tineye
- **Shan Elariel** — Mistborn, noble rival
- **Steel Inquisitors** — Hemalurgic super-soldiers
- Other Great House heads matching existing dynasties
- Keep or rework existing placeholder characters as minor nobles where they fit
- Create custom name lists for all 3 cultures in
`common/culture/name_lists/` — male, female, dynasty names drawn from
Mistborn lore
- Create special buildings in `common/buildings/`:
- **Kredik Shaw** (Luthadel) — unique palace, prestige and control bonuses,
holy site building
- **Pits of Hathsin** — atium generation, tyranny cost, built by Lord Ruler
- **Conventical of Seran** — Inquisitor base, dread and martial bonuses
- Polish religions:
- Steel Ministry: Lord Ruler as head, obligator hierarchy
- Terris Keepers: secret faith, forbidden knowledge mechanics
- Survivorism: hidden faith, rebellion bonuses
- Cult of Ruin: human sacrifice, Hemalurgy bonuses
- Add kandra trait and kandra Contract mechanics (kandra characters are
shapeshifters bound by Contracts)
**Key files:**
- `history/characters/00_mistborn_characters.txt` — major rewrite
- `history/titles/00_mistborn_titles.txt` — reassign to canonical characters
- `common/religion/religions/00_scadrial_religions.txt`
- `common/culture/name_lists/` — new directory
- `common/buildings/` — new directory
- `common/landed_titles/00_landed_titles.txt` — add special building slots
- `localization/english/` — significant new localization
**Exit criteria:** Start the game. Kelsier, Vin, Elend, and the Lord Ruler
exist in the world. Lord Ruler is religious head of Steel Ministry. Kredik Shaw
and Pits of Hathsin have special buildings. Names are Scadrial-appropriate.
---
### M4: Scadrial on the Map
*The vanilla map feels like Scadrial. The mod is shareable.*
**Scope:**
- Relabel all vanilla provinces with Scadrial names in localization (players see
"Luthadel" not "Bern")
- Set terrain types that evoke Scadrial:
- Mountains → Ashmounts
- Wasteland/desert → Ash plains
- Urban → Luthadel, major cities
- Hills → mining regions
- Add province modifiers:
- `ash_blight` on ashmount-adjacent provinces
- `mist_heavy` on certain provinces (Allomancer snapping bonus)
- `fertile_ashland` on the few productive regions
- Suppress remaining vanilla bleed-through:
- Empty replacement files for vanilla events that break immersion
- Suppress vanilla GUI text where possible via localization overrides
- Create custom casus belli in `common/casus_belli_types/`:
- House War (noble house vs noble house)
- Rebellion (skaa vs noble/Lord Ruler)
- Inquisition Purge (Steel Ministry vs heretics)
- Dominance Claim (claim a Dominance title)
- Create custom schemes in `common/schemes/`:
- Noble Infiltration (spy on a house via balls and agents)
- Raid House Vault (steal gold, reduce control)
- False Flag (hostile action that frames a third party)
- Full testing pass — error.log review, 20-year playthrough, verify no vanilla
anachronisms visible
**Key files:**
- `localization/english/mistborn_titles_l_english.yml` — province renames
- `common/casus_belli_types/` — new directory
- `common/schemes/` — new directory
- Province modifier definitions in `common/modifiers/`
- `localization/english/` — new localization for CB, schemes, provinces
**Exit criteria:** A friend can install the mod and play. The world feels like
Scadrial — Scadrial names, ash terrain, Mistborn mechanics, no vanilla
anachronisms. Custom wars and schemes work.
---
### M5: The Crew
*Play as Kelsier's unlanded band. The bookmark works.*
**Scope:**
- Research Roads to Power adventurer band mechanics — understand band creation,
member management, decisions, event scoping, interaction with landed system
- Implement Kelsier's crew as adventurer band:
- Kelsier as band leader
- Vin, Breeze, Ham, Clubs, Dockson, Marsh, Yeden, OreSeur as band members
- Vin playable as non-leader (investigate if CK3 supports this natively or if
events/decisions must simulate it)
- On Kelsier's death: Vin becomes band leader via event (martyrdom mechanic)
- Create/update the "End of an Empire" bookmark:
- Kelsier (unlanded crew, difficulty: medium)
- Vin (crew member, difficulty: hard) — if non-leader play is feasible;
otherwise Vin is Kelsier's heir and unlocks on death
- Optional: keep 1-2 landed starts for house play (Elend Venture, etc.)
- Activate game rule toggle:
- Narrative Mode: Kelsier/Vin bookmark, curated events fire
- Sandbox Mode: any character, "Discover Your Metallic Arts" decision
available, narrative events suppressed
- Crew-specific decisions:
- Recruit a crew member (if starting with partial crew)
- Plan the next operation (menu decision branching to arcs)
- Lay low (reduce Lord Ruler attention at cost of momentum)
- Non-DLC fallback: if Roads to Power not detected, Kelsier starts as landed
minor lord of a Luthadel slum barony
**Key files:**
- `common/bookmarks/00_mistborn_bookmarks.txt` — major rewrite
- `common/decisions/` — crew decisions
- `common/game_rules/` — activate toggle
- `events/` — crew-specific events
- `localization/english/` — bookmark text, crew decisions
**Exit criteria:** Select "End of an Empire" bookmark. Play as Kelsier with
crew. Recruit members. Game rule toggle works. If Kelsier dies, Vin takes over.
---
### M6: The Plan
*The core story of Mistborn: The Final Empire is playable.*
**Scope:**
- **Crew Assembly arc** — recruit named crew members through skill checks and
events. Each recruitment has a cost (gold/prestige) and a narrative moment.
Completing the full crew grants a modifier and unlocks rebellion decisions.
- **Skaa Army arc** — decision to raise hidden levy in caves. Multi-year
building via events. Lord Ruler attention checks at each stage. Discovery =
army destroyed + attention spike. Success = war option unlocked.
- **Noble House Infiltration arc** — spy scheme targeting noble courts. Ball
events where player chooses which house to approach. Rumor-spreading. Failure
risks cover being blown. Success undermines house alliances.
- **Rebellion arc** — faction-style mechanic for skaa uprising. Builds over
time based on tyranny/crackdowns. Civil war trigger when conditions met.
Military confrontation with the Final Empire's forces.
- **Kelsier's Martyrdom** — if Kelsier dies during the rebellion, his death
creates a Survivorism religious event. The rebellion strengthens (not ends).
Vin inherits leadership. A new religious icon appears in the faith.
- All events gated by game rule (Narrative Mode only; Sandbox players get the
mechanical systems but not the scripted story beats)
- Each arc needs: events, decisions, scripted triggers, scripted effects,
localization, on_action hooks
**Key files:**
- `events/` — new event files per arc (or expand existing ones)
- `common/decisions/` — arc-triggering decisions
- `common/scripted_effects/mistborn_effects.txt`
- `common/scripted_triggers/mistborn_triggers.txt`
- `common/on_action/mistborn_on_actions.txt`
- `localization/english/mistborn_events_l_english.yml` — major expansion
**Exit criteria:** Play as Kelsier from bookmark. Assemble the crew. Train the
skaa army. Infiltrate noble society. Trigger the rebellion. Experience Kelsier's
martyrdom. Vin takes over as leader. The core plot of Book 1 plays out.
---
### M7: The Deepness
*All event arcs implemented. Deep Sanderson lore throughout.*
**Scope:**
- **Raids on Noble Houses** — hostile scheme/decision chain. Steal gold, reduce
county control, lower prestige. Escalating consequences if caught.
- **The Eleventh Metal** — rare event chain for Mistborn/Augur characters.
Discover malatium. Reveals hidden information about powerful characters.
Grants intrigue advantage.
- **Mistborn Duels in the Mists** — personal combat events. Metal-type specific
options (Coinshots get ranged, Thugs get endurance, Tineyes detect ambushes).
- **Ball Assassination** — variant ball event with assassination attempt. Vin vs
Shan Elariel fight. Reveals hidden Mistborn status. Major political fallout.
- **Political Intrigue** — false flag scheme (frame a third house). Atium
contract auction (houses bid prestige/gold). Obligator oversight events
(bribe/intimidate/accept). Skaa mistress scandal chain.
- **Atium Economy** — atium supply modifier. Pits of Hathsin generation. Atium
contract as decision. Atium trading events. Atium as strategic resource.
- **Fall of Kredik Shaw** — endgame event chain. Requires understanding of
Compounding. Must identify and remove Lord Ruler's atium bracers. Triggers
unique war where Lord Ruler becomes mortal. Victory collapses `e_final_empire`.
New era begins.
- **Atmosphere & Flavor:**
- Ash falls — province events, ash blight modifier, clearing decisions
- The Mists — yearly encounters, Allomancer empowerment, skaa fear, rare
snapping triggers
- The Flower — rare positive morale event (hope in the ash)
- Sazed's Knowledge — Feruchemist learning events about lost religions and
history, coppermind mechanics
- Kandra Contracts — deepen kandra mechanics, impersonation events, Contract
obligations
- Additional Sanderson lore events:
- Terris breeding program (Lord Ruler's suppression of Feruchemy)
- Obligator spy network flavor
- Skaa plantation life events
- Noble ball politics and gossip
- Koloss army events (uncontrollable berserkers)
- Steel Inquisitor encounters (terror events)
- Ashfall seasons affecting agriculture
- Deepness myths and Alendi's journal fragments
**Key files:**
- `events/` — many new event files
- `common/schemes/` — expand with new scheme types
- `common/decisions/` — atium decisions, endgame decisions
- `common/modifiers/` — atium supply, ash blight, mist modifiers
- `localization/english/` — massive expansion (hundreds of new keys)
**Exit criteria:** All 13+ event arcs from `events.md` are implemented plus
additional lore events. Play through the complete story including the Fall of
Kredik Shaw. Atmosphere events fire regularly. The world feels deeply Mistborn.
---
### M8: The Art of Metals
*Custom Scadrial map. Full graphics. Publication quality.*
**Scope:**
- **Custom Map:**
- Create `provinces.png` — Scadrial landmass with province borders matching
the Dominance structure. Central Dominance around Luthadel, Northern
(Urteau), Western (Fadrex), Eastern, Southern Dominances, Terris in the
north, Pits of Hathsin location.
- Create `definitions.csv` — province ID to RGB mapping
- Create `heightmap.bmp` — terrain elevation (Ashmounts as peaks, Central
Dominance as plains, Terris mountains in the north)
- Create `rivers.png` — River Channerel and tributaries
- Define terrain types, geographic regions, climate zones
- Remap all `province = XXXX` references in `00_landed_titles.txt`
- Rewrite province history files for new province IDs
- Extensive map testing (broken rivers and province borders crash CK3)
- **Graphics:**
- Custom trait icons (`.dds` files) for all metallic arts traits — 12 Misting
types, Mistborn, Feruchemist, Hemalurgist, spike types, strength tiers,
potentials (~25-30 icons)
- Custom modifier icons for lord_ruler_attention, ruin_influence, ash_blight,
atium_supply, etc.
- Loading screen art (Luthadel skyline, mists, ashmounts)
- Bookmark art (Kelsier and Vin character portraits, the Final Empire backdrop)
- Decision icons for major decisions
- **Portraits:**
- Custom ethnicity definitions for Scadrial cultures (noble_scadrian pale
skin, skaa darker features, terris dark skin per lore)
- Portrait modifiers for Hemalurgic spikes (eye spikes for Inquisitors)
- Ash-stained clothing/accessories
- **Polish:**
- Balance pass on all mechanics — play multiple full campaigns
- Localization review — consistent tone, no typos, all keys present
- Error.log must be completely clean
- Performance check — no excessive event firing or script loops
- Community feedback integration (share with testers)
**Key files:**
- `map_data/` — new directory (provinces.png, heightmap.bmp, rivers.png,
definitions.csv, default.map, geographical_regions/)
- `gfx/` — new directory (interface/icons/traits/, interface/icons/modifiers/,
loadingscreens/, portraits/)
- `common/landed_titles/00_landed_titles.txt` — province remapping
- `history/provinces/` — rewrite for new province IDs
- All localization files — final review pass
**Exit criteria:** The mod is publication quality. Custom Scadrial map looks
good. All traits have custom icons. Loading screens show Mistborn art.
Characters look like Scadrians. No errors. Ready for Steam Workshop.
---
## Dependency Map
```
M1 Foundation
└─► M2 Metallic Arts
└─► M3 The Final Empire
├─► M4 Scadrial on the Map ──► (shareable v1)
└─► M5 The Crew
└─► M6 The Plan
└─► M7 The Deepness
└─► M8 The Art of Metals ──► (done)
```
M4 and M5 can run in parallel after M3. M6 depends on M5 (band system required
for narrative arcs). M7 depends on M6 (extended arcs build on core narrative).
M8 depends on M7 (all content must exist before final polish and map swap).
---
## Risks & Open Questions
### Technical Risks
1. **Lord Ruler as off-map entity.** CK3 does not have a clean off-map power
mechanic like EU4. Options: (a) immortal emperor holding `e_final_empire`,
made non-playable; (b) religious head via spiritual doctrine; (c) hidden
title + event-only interactions. The right approach affects the attention
system, rebellion arc, and endgame. Must be resolved in M3.
2. **Vin as non-leader band member.** Roads to Power may not support playing as
a non-leader in an adventurer band. If not natively supported, Vin's gameplay
must be simulated via events and decisions (Kelsier as event-driven NPC when
playing Vin). Must be researched in M5.
3. **Custom map stability.** Broken province borders or rivers crash CK3 hard.
Map work requires pixel-level accuracy and extensive testing. This is the
highest-risk single task in the project.
4. **Vanilla content bleed-through.** Every vanilla decision, event, and name
that isn't suppressed breaks immersion. Total conversion requires systematic
suppression via empty replacement files. This is tedious but critical.
5. **Roads to Power DLC dependency.** Friends without the DLC cannot play
Kelsier's crew. A non-DLC fallback (landed minor barony) must exist in M5.
### Design Questions
6. **Government type.** The Final Empire is not feudal — the Lord Ruler appoints
governors, Great Houses hold land by his grace. A custom government type in
`common/governments/` may be needed to restrict war declaration and modify
succession. Scope TBD in M3.
7. **Succession laws.** Titles should not freely inherit by partition. The Lord
Ruler controls title distribution. Custom succession laws or realm laws may
be needed.
8. **Era 2 metals.** The REVIEW_NOTES mention missing chromium, aluminum,
cadmium, and bendalloy traits. These are not known in the Final Empire era
per lore. Decision: omit them (lore-accurate) or include as ultra-rare
hidden knowledge.
9. **Kandra depth.** Kandra are shapeshifters bound by Contracts. How deep
should this system go? A full kandra trait with impersonation mechanics, or
flavor events only?
10. **Mod size and performance.** 13+ event arcs with hundreds of events, plus
atmosphere events on yearly pulses, could cause performance issues on slower
machines. Events should be gated efficiently.
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# Ideas Tracker
Random ideas for later integration. Not prioritized, not committed —
just captured so they don't get lost.
## Gameplay
- **Kelsier's crew as an unlanded start** — Play as a skaa thieving
crew leader with no titles. Gameplay revolves around schemes, heists,
and building a rebellion from nothing. Would need CK3 unlanded
character support or a workaround (minor barony, adventurer mechanic).
## Events
## Characters
## Mechanics
## Lore / Flavor
## Art / UI
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# The End of an Empire - Event Ideas
Events drawn from Mistborn: The Final Empire (Book 1). Organized by
theme and approximate narrative arc. Each entry notes the book moment
and how it could translate to CK3 mechanics.
## Kelsier's Crew & The Heist
### The Crew Assembly
Kelsier recruits a thieving crew to overthrow the Final Empire. Each
member is a specialist Misting.
- **CK3**: Event chain for assembling a "crew" — recruit courtiers with
specific Misting traits. Each recruitment has skill checks and costs.
Completing the full crew grants a modifier or unlocks the rebellion
decision.
### The Skaa Army
Kelsier and Yeden secretly train a skaa army in caves outside Luthadel.
The army is eventually discovered and slaughtered by koloss before it's
ready.
- **CK3**: Decision to raise a hidden levy. Building it takes years via
events. Risk of discovery increases over time (Lord Ruler attention
checks). If discovered early, the army is destroyed and attention
spikes. If it survives, unlocks a war option.
### Infiltrating the Noble Houses
Vin attends noble balls disguised as "Valette Renoux" to gather
intelligence and sow discord between Great Houses.
- **CK3**: Spy scheme targeting noble courts. Ball events where you
choose which house to approach, which rumors to spread, which
alliances to undermine. Success shifts house rivalries. Failure risks
your agent's cover being blown.
### Raids on Noble Houses
The crew stages raids on noble house assets — hitting warehouses, supply
lines, and atium caches to destabilize their power.
- **CK3**: Hostile scheme or decision chain targeting rival houses. Steal
gold, reduce their county control, lower their prestige. Escalating
consequences if caught.
### The Eleventh Metal
Kelsier discovers malatium (the eleventh metal) and tries to use it
against the Lord Ruler, seeing his past self as a common man.
- **CK3**: Rare event chain where a Mistborn/Augur character discovers a
new metal. Reveals hidden information about a powerful character
(secret traits, true origins). Doesn't grant combat power but gives
a major intrigue advantage.
## Allomantic Moments
### Vin's Snapping
Vin snaps during a brutal beating by Camon's crew, unknowingly using
Allomancy (Soothing) to survive. She doesn't understand her powers
until Kelsier finds her.
- **CK3**: Already partially implemented in snapping events. Could add
a variant where a skaa character snaps "in the wild" without noble
oversight — they become a hidden Allomancer, discovered later.
### Allomantic Training
Kelsier trains Vin in each metal one by one — steel/iron pushing and
pulling, tin senses, pewter strength, emotional Allomancy.
- **CK3**: Education-style event chain for characters with allomantic
potential. A Mistborn mentor teaches a young character, with choices
that influence which metal they're strongest with. Could grant the
allomantic_strong trait on completion.
### Mistborn Duels in the Mists
Kelsier and Vin fight Steel Inquisitors and each other in the mists,
using coins, metal pushing/pulling, pewter-enhanced acrobatics.
- **CK3**: Personal combat events for Mistborn characters. When two
Allomancers duel, special options based on their metal type. Coinshots
get ranged attacks, Thugs get endurance, Tineyes detect ambushes.
### Vin Kills Shan Elariel
Vin fights and kills Shan Elariel (a Mistborn) at a noble ball when
Shan's assassination attempt is revealed. The ballroom fight exposes
Vin's true power.
- **CK3**: Ball event variant — an assassination attempt during a ball.
If the target is a Mistborn, they can fight back. Dramatic outcome
reveals hidden Mistborn status to all attendees. Major political
fallout.
## Political Intrigue
### House Wars
Kelsier's plan hinges on the Great Houses turning on each other. He
orchestrates attacks that look like inter-house warfare, making Venture
blame Elariel and vice versa.
- **CK3**: "False flag" scheme — commit a hostile action against a house
but frame a different house. On success, the target and the framed
house start a feud. On failure, your involvement is exposed.
### The Atium Contract
The Great Houses compete for the Lord Ruler's atium contract — the
exclusive right to purchase atium from the Pits of Hathsin. It's the
ultimate prize in noble politics.
- **CK3**: Periodic event where the Lord Ruler (event character) offers
the atium contract. Houses bid prestige and gold. Winner gets massive
income and the atium_supply modifier. Losers gain rivalry opinions.
### Obligator Oversight
Steel Ministry obligators witness every noble contract, monitor inter-
house dealings, and report suspicious activity.
- **CK3**: Random events where an obligator notices something — a
suspicious transaction, a secret meeting, a skaa mistress. Player
chooses: bribe the obligator, intimidate, or accept the scrutiny.
Each choice affects lord_ruler_attention.
### Skaa Mistress Scandal
Noble men keep skaa mistresses but are required by law to kill them
afterward to prevent half-breed Allomancers. Some nobles secretly
keep their children alive.
- **CK3**: Event chain for noble characters. A skaa lover becomes
pregnant. Choice: follow the law (kill her, lose stress but gain
Lord Ruler favor) or hide the child (risk of discovery, but the
child may carry allomantic_potential). If discovered, massive
attention spike and disgrace.
## The Lord Ruler
### Lord Ruler Attention System (IMPLEMENTED)
A variable-based tracking system (0-100) already exists. Actions that
defy the Lord Ruler increase attention; consequences escalate through
three tiers. Attention decays naturally over time (-3/year, faster for
loyal Steel Ministry followers). Attention increases from: holding 3+
kingdoms (+10), harboring a Mistborn (+5), non-Steel Ministry faith
(+20), being a Compounder (+30).
The following tier events are implemented in `events/lord_ruler_events.txt`:
**Tier 1 — Obligator Warning** (attention 25-59)
`mistborn_lord_ruler.0001` — An obligator arrives to investigate your
growing influence. Three options:
- Submit: pay 200 gold + 100 prestige, attention -15 (stresses the
ambitious and arrogant)
- Deflect (requires diplomacy 12): attention -8, costs 25 prestige
- Defy: gain 50 prestige, attention +20, stress +30 (near-suicidal
but brave characters may prefer it)
Cooldown: 3 years.
**Tier 2 — Inquisition Visit** (attention 60-89)
`mistborn_lord_ruler.0010` — Steel Inquisitors come to your keep. A
random courtier is selected as a potential victim (weighted toward
Mistborn, those with allomantic potential, and close family). Options:
- Full submission: victim executed, lose 500 gold + 300 prestige +
a county title, attention reset to 20
- Plead innocence (requires diplomacy 16): duel check — success drops
attention by 20, failure kills the victim and costs 300 gold + 200
prestige and attention +10
- Resist: gain 200 prestige, attention +30, then a random outcome —
20% miraculous survival (wounded_3), 50% heavy casualties (wounded_3
+ courtiers killed), 30% death
Cooldown: 5 years.
**Tier 3 — The Lord Ruler's Wrath** (attention 90+)
`mistborn_lord_ruler.0020` — The Lord Ruler himself acts. Devastating
and nearly unavoidable. Single option (survive... barely):
- 60% chance each close family member dies
- 40% chance each courtier dies
- All titles except capital stripped
- Capital gets koloss_rampage modifier (10 years)
- Lose 1000 gold + 500 prestige, wounded_3, +100 stress
- 15% chance of outright death
- Attention reset to 0
Cooldown: 20 years.
**Attention Decay** (hidden, yearly)
`mistborn_lord_ruler.0030` — Base -3/year decay. Extra -2 for loyal
Steel Ministry followers who aren't ambitious. Cannot drop below 0.
**Attention Gain Tracking** (hidden, yearly)
`mistborn_lord_ruler.0040` — Scans for attention-increasing behaviors
and applies them. Initializes the variable if not set. Capped at 100.
### Steel Inquisitor Investigation
Inquisitors arrive to investigate a character suspected of harboring
skaa Allomancers or plotting against the empire.
- **CK3**: The Tier 2 event covers the core of this. Could expand with
a specific Inquisitor event chain: they arrive, interrogate your
courtiers, search your keep. If you have hidden skaa Allomancers or
rebellion flags, you must pass checks or lose them.
### Audience with the Lord Ruler
Being summoned before the Lord Ruler. He can grant favor, strip titles,
or simply execute you on a whim.
- **CK3**: The Tier 3 event is the punitive version. Could add a
separate "summoned for favor" event at low attention — rewarding
loyalty with gold, titles, or the atium contract.
### The Lord Ruler's Immortality
The Lord Ruler uses Compounding (Allomancy + Feruchemy on the same
metal) to be effectively immortal. He's ruled for a thousand years.
- **CK3**: The Lord Ruler should be an immortal character with
compounder_modifier and massive stats. If anyone discovers the secret
of Compounding, it's a game-changing event.
## The Rebellion
### Skaa Uprising
Mass skaa revolt in Luthadel's streets. Normally crushed easily, but
Kelsier's preparation makes this one different.
- **CK3**: Faction-style mechanic. Skaa rebellion builds over time based
on tyranny, crackdowns, and hidden rebel cells. When it fires, it's
a civil war event — but unlike normal factions, it can be amplified
by hidden Allomancer support.
### Kelsier's Death
Kelsier fights the Lord Ruler publicly and is killed. His death becomes
a martyrdom that ignites the revolution — "I am hope." The skaa revolt
not despite his death but because of it.
- **CK3**: If a rebel leader with high prestige dies in a duel/execution
against the Lord Ruler or Inquisitors, instead of ending the
rebellion it strengthens it. The dead leader becomes a religious
figure (Survivorism). Massive opinion and faction power boost.
### The Fall of Kredik Shaw
Vin confronts the Lord Ruler, discovers he's a Feruchemist using
Compounding, and kills him by tearing out his atium bracers (removing
his ability to Compound). The Final Empire collapses.
- **CK3**: End-game event chain. If an attacker can identify and remove
the Lord Ruler's Compounding (requires a character who understands
both Allomancy and Feruchemy), they can strip his immortality. This
could trigger a unique war where the Lord Ruler becomes mortal and
killable. Victory collapses the empire title.
## Atmosphere & Flavor
### Ash Falls
Constant ashfall from the ashmounts, covering everything in grey.
Workers must clear the streets daily.
- **CK3**: Periodic province event. Ash blight modifier applied
randomly. Can be mitigated by spending gold (skaa labor to clear it).
Neglecting it tanks development.
### The Mists
Every night, thick mists roll in. Most people fear the mists. Mistborn
thrive in them. Occasionally the mists "snap" someone.
- **CK3**: Yearly pulse event. Characters traveling at night may
encounter the mists. Allomancers get a positive modifier (mist-born
confidence). Non-Allomancers may gain stress. Rarely, the mists
trigger a snapping event for someone with potential.
### The Pits of Hathsin
A horrific prison camp where skaa mine atium crystals from geodes in
underground caverns. Considered inescapable — until Kelsier broke out.
- **CK3**: Province modifier for Pits of Hathsin. Generates atium
income but at massive tyranny/opinion cost. Characters sent there
can rarely escape (event chain with very low odds). If they do,
they snap and become an Allomancer (like Kelsier).
### The Flower
Kelsier discovers a single flower growing in the ash — proof that
beauty can survive even in the Lord Ruler's world.
- **CK3**: Rare positive flavor event. Finding something beautiful in
the ash. Reduces stress, gives a small morale modifier. A quiet
moment of hope in a dark world.
### Sazed's Knowledge
Sazed the Terris Keeper carries hundreds of religions in his
copperminds, preserving them against the Lord Ruler's suppression.
- **CK3**: Feruchemist characters with coppermind access can trigger
learning events — discovering lost religions, forgotten history,
ancient techniques. Each discovery is a small reward (learning boost,
piety, or unlocking a decision).
@@ -0,0 +1,90 @@
############################################
# Mistborn: The Final Empire - Bookmarks
# Start date: 1020.1.1 (Year 1020 of the Final Empire)
############################################
bm_end_of_an_empire = {
start_date = "1020.1.1"
is_playable = yes
recommended = yes
weight = {
value = 100
}
# Devinshae Venture - Lord of Central Dominance
# The most powerful Great House, controlling the heart of the empire.
# A cunning Seeker who wields influence from the shadow of Kredik Shaw.
character = {
name = bm_end_of_empire_venture
history_id = 900001
dynasty = dynasty_venture
dynasty_splendor_level = 4
type = male
birth = "980.1.1"
title = k_central
government = feudal_government
culture = noble_scadrian
religion = steel_ministry
difficulty = "easy"
position = { 500 350 }
animation = personality_bold
}
# Jordren Hasting - Lord of Northern Dominance
# A fearsome Thug and military commander who rules the frozen north.
# His armies are the empire's first line of defense against koloss.
character = {
name = bm_end_of_empire_hasting
history_id = 900010
dynasty = dynasty_hasting
dynasty_splendor_level = 3
type = male
birth = "975.2.12"
title = k_northern
government = feudal_government
culture = noble_scadrian
religion = steel_ministry
difficulty = "medium"
position = { 500 150 }
animation = personality_bold
}
# Trentohn Elariel - Lord of House Elariel
# A master intriguer and Smoker who hides his house's darkest secret:
# his daughter Shanvere is a full Mistborn. Vassal to House Venture.
character = {
name = bm_end_of_empire_elariel
history_id = 900020
dynasty = dynasty_elariel
dynasty_splendor_level = 3
type = male
birth = "973.6.18"
title = d_valtroux
government = feudal_government
culture = noble_scadrian
religion = steel_ministry
difficulty = "hard"
position = { 600 350 }
animation = personality_cynical
}
# Brodren Lekal - Lord of Western Dominance
# An honest diplomat in a world of schemers. His Rioter abilities
# make him a natural mediator — but the Great Houses are circling.
character = {
name = bm_end_of_empire_lekal
history_id = 900040
dynasty = dynasty_lekal
dynasty_splendor_level = 3
type = male
birth = "977.8.4"
title = k_western
government = feudal_government
culture = noble_scadrian
religion = steel_ministry
difficulty = "medium"
position = { 300 350 }
animation = personality_diplomacy
}
}
@@ -0,0 +1,769 @@
############################################
# Mistborn: The Final Empire - Province History
# Culture, religion, and holdings for all 105 provinces
# Start date: 1020.1.1
############################################
# ============================================================
# CENTRAL DOMINANCE (Provinces 1-21)
# Heart of the Final Empire - Luthadel and surrounding lands
# ============================================================
# --- c_luthadel (d_luthadel) ---
1 = {
# Kredik Shaw - The Lord Ruler's palace complex
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
2 = {
# Luthadel City - Capital of the Final Empire
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
3 = {
# Luthadel Skaa Slums
culture = skaa
religion = steel_ministry
holding = city_holding
}
# --- c_fellise (d_luthadel) ---
4 = {
# Fellise - Noble retreat town
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
5 = {
# Fellise Estates
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_holstep (d_luthadel) ---
6 = {
# Holstep
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
7 = {
# Holstep Mines
culture = skaa
religion = steel_ministry
holding = city_holding
}
# --- c_valtroux (d_valtroux) ---
8 = {
# Valtroux
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
9 = {
# Valtroux Keep
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_tavring (d_valtroux) ---
10 = {
# Tavring
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
11 = {
# Tavring Fields
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_austrex (d_valtroux) ---
12 = {
# Austrex - Major trade city
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
13 = {
# Austrex Docks
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# --- c_haverfrex (d_haverfrex) ---
14 = {
# Haverfrex
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
15 = {
# Haverfrex Mills
culture = skaa
religion = steel_ministry
holding = city_holding
}
# --- c_kalling (d_haverfrex) ---
16 = {
# Kalling
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
17 = {
# Kalling Plantations
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_south_seran (d_south_seran) ---
18 = {
# South Seran
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
19 = {
# Conventical of Seran - Steel Ministry site
culture = noble_scadrian
religion = steel_ministry
holding = church_holding
}
# --- c_suisna (d_south_seran) ---
20 = {
# Suisna
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
21 = {
# Suisna Farms
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# ============================================================
# NORTHERN DOMINANCE (Provinces 22-39)
# Terris homeland and northern frontier
# ============================================================
# --- c_urteau (d_urteau) ---
22 = {
# Urteau - Northern capital
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
23 = {
# Urteau Canal District
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# --- c_terristown (d_urteau) ---
24 = {
# Terristown - Main Terris settlement
culture = terris
religion = steel_ministry
holding = castle_holding
}
25 = {
# Terris Synod
culture = terris
religion = steel_ministry
holding = church_holding
}
# --- c_erlnest (d_urteau) ---
26 = {
# Erlnest
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
27 = {
# Erlnest Steading
culture = terris
religion = steel_ministry
holding = castle_holding
}
# --- c_tathingdwen (d_tathingdwen) ---
28 = {
# Tathingdwen - Historical Terris capital
culture = terris
religion = steel_ministry
holding = castle_holding
}
29 = {
# Tathingdwen Library - Great Terris libraries
culture = terris
religion = steel_ministry
holding = church_holding
}
# --- c_bindal (d_tathingdwen) ---
30 = {
# Bindal
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
31 = {
# Bindal Pastures
culture = terris
religion = steel_ministry
holding = castle_holding
}
# --- c_vennsat (d_tathingdwen) ---
32 = {
# Vennsat
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
33 = {
# Vennsat Highlands
culture = terris
religion = steel_ministry
holding = castle_holding
}
# --- c_torinost (d_torinost) ---
34 = {
# Torinost
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
35 = {
# Torinost Fort
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_mantiz (d_torinost) ---
36 = {
# Mantiz
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
37 = {
# Mantiz Garrison
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_nordel (d_torinost) ---
38 = {
# Nordel
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
39 = {
# Nordel Mines
culture = skaa
religion = steel_ministry
holding = city_holding
}
# ============================================================
# EASTERN DOMINANCE (Provinces 40-57)
# Trade and commerce heartland
# ============================================================
# --- c_fadrex (d_fadrex) ---
40 = {
# Fadrex City - Major eastern city
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
41 = {
# Fadrex Garrison
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_vetitan (d_fadrex) ---
42 = {
# Vetitan
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
43 = {
# Vetitan Quarry
culture = skaa
religion = steel_ministry
holding = city_holding
}
# --- c_tremredare (d_fadrex) ---
44 = {
# Tremredare
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
45 = {
# Tremredare Walls
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_austrex_east (d_austrex_east) ---
46 = {
# Austrex East
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
47 = {
# Austrex East Port
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# --- c_doriel (d_austrex_east) ---
48 = {
# Doriel
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
49 = {
# Doriel Fields
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_salmont (d_austrex_east) ---
50 = {
# Salmont
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
51 = {
# Salmont Warehouses
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# --- c_statlin (d_statlin) ---
52 = {
# Statlin
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
53 = {
# Statlin Market
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# --- c_benton (d_statlin) ---
54 = {
# Benton
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
55 = {
# Benton Farms
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_elming (d_statlin) ---
56 = {
# Elming
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
57 = {
# Elming Forge
culture = skaa
religion = steel_ministry
holding = city_holding
}
# ============================================================
# WESTERN DOMINANCE (Provinces 58-73)
# Agricultural lands and vineyards
# ============================================================
# --- c_hassedel (d_hassedel) ---
58 = {
# Hassedel
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
59 = {
# Hassedel Keep
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_turenval (d_hassedel) ---
60 = {
# Turenval
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
61 = {
# Turenval Orchards
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_wesring (d_hassedel) ---
62 = {
# Wesring
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
63 = {
# Wesring Tower
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_longsfollow (d_longsfollow) ---
64 = {
# Longsfollow
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
65 = {
# Longsfollow Inn
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# --- c_kanton (d_longsfollow) ---
66 = {
# Kanton
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
67 = {
# Kanton Mills
culture = skaa
religion = steel_ministry
holding = city_holding
}
# --- c_brennin (d_longsfollow) ---
68 = {
# Brennin
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
69 = {
# Brennin Vineyards
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_charneost (d_charneost) ---
70 = {
# Charneost
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
71 = {
# Charneost Garrison
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_dalling (d_charneost) ---
72 = {
# Dalling
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
73 = {
# Dalling Stables
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# ============================================================
# SOUTHERN DOMINANCE (Provinces 74-89)
# Pits of Hathsin and southern territories
# ============================================================
# --- c_pits_of_hathsin (d_pits_of_hathsin) ---
74 = {
# The Pits of Hathsin - Atium mining prison
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
75 = {
# Pits Garrison
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_latten (d_pits_of_hathsin) ---
76 = {
# Latten
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
77 = {
# Latten Outpost
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_grenford (d_pits_of_hathsin) ---
78 = {
# Grenford
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
79 = {
# Grenford Walls
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_veldence (d_veldence) ---
80 = {
# Veldence
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
81 = {
# Veldence Estate
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_torining (d_veldence) ---
82 = {
# Torining
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
83 = {
# Torining Watch
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_balefire (d_veldence) ---
84 = {
# Balefire
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
85 = {
# Balefire Beacon
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_south_keep (d_south_keep) ---
86 = {
# South Keep
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
87 = {
# South Keep Barracks
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_darriston (d_south_keep) ---
88 = {
# Darriston
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
89 = {
# Darriston Harbor
culture = noble_scadrian
religion = steel_ministry
holding = city_holding
}
# ============================================================
# REMOTE DOMINANCE (Provinces 90-105)
# Frontier lands at the edge of the empire
# ============================================================
# --- c_remote_edge (d_remote_edge) ---
90 = {
# Remote Edge
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
91 = {
# Remote Edge Watchtower
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_ashfield (d_remote_edge) ---
92 = {
# Ashfield
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
93 = {
# Ashfield Settlement
culture = skaa
religion = steel_ministry
holding = castle_holding
}
# --- c_misthollow (d_remote_edge) ---
94 = {
# Misthollow
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
95 = {
# Misthollow Ruins
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_farmost (d_farmost) ---
96 = {
# Farmost
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
97 = {
# Farmost Outpost
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_koloss_range (d_farmost) ---
98 = {
# Koloss Range - Near koloss tribal territories
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
99 = {
# Koloss Range Fort
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_deepness_border (d_farmost) ---
100 = {
# Deepness Border - Edge of the known world
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
101 = {
# Deepness Watchtower
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_frontier (d_frontier) ---
102 = {
# Frontier
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
103 = {
# Frontier Garrison
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
# --- c_ashmount_view (d_frontier) ---
104 = {
# Ashmount View - Settlement near an ashmount
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
105 = {
# Ashmount View Shelter
culture = noble_scadrian
religion = steel_ministry
holding = castle_holding
}
@@ -0,0 +1,23 @@
l_english:
# ========== BOOKMARK: THE END OF AN EMPIRE ==========
bm_end_of_an_empire:0 "The End of an Empire"
bm_end_of_an_empire_desc:0 "Year 1020 of the Final Empire. The Lord Ruler's iron grip has held for a millennium, but cracks are forming. The Great Houses scheme against each other for power, the skaa masses suffer in silence, and somewhere in the mists, Allomancers burn their metals. The ashfall grows heavier. The mists grow bolder. Something is coming."
# ========== BOOKMARK CHARACTERS ==========
# House Venture
bm_end_of_empire_venture:0 "Devinshae Venture"
bm_end_of_empire_venture_desc:0 "Lord of the Central Dominance and patriarch of House Venture — the most powerful Great House in the Final Empire. A cunning Seeker who can detect other Allomancers, Devinshae has built his dynasty through ruthless political maneuvering and strategic marriages. From his seat near Luthadel, he sits closer to the Lord Ruler's throne than any other noble. But proximity to power is a double-edged sword."
# House Hasting
bm_end_of_empire_hasting:0 "Jordren Hasting"
bm_end_of_empire_hasting_desc:0 "Lord of the Northern Dominance and the empire's greatest military commander. A Pewterarm of fearsome reputation, Jordren's strength is matched only by his temper. His armies guard the empire's northern frontier against koloss incursions, but his wrathful nature and his son's ambitions threaten to drag House Hasting into a war on two fronts — against the beasts beyond the border and the houses within it."
# House Elariel
bm_end_of_empire_elariel:0 "Trentohn Elariel"
bm_end_of_empire_elariel_desc:0 "Head of House Elariel, a mid-tier house with ambitions that far exceed its station. A patient Smoker who can hide Allomantic activity from Seekers, Trentohn's true power lies in what he conceals: his daughter Shanvere is a full Mistborn — one of the rarest and most dangerous beings in the empire. As a vassal to House Venture, Trentohn must navigate a web of rivals while protecting his house's most explosive secret."
# House Lekal
bm_end_of_empire_lekal:0 "Brodren Lekal"
bm_end_of_empire_lekal_desc:0 "Lord of the Western Dominance and the Final Empire's most respected diplomat. A Rioter who can inflame the emotions of others, Brodren nevertheless prefers honest negotiation to manipulation. His gregarious nature and sense of fairness have earned him allies across the Dominances — but in a world where the Lord Ruler demands obedience and the Great Houses demand ruthlessness, how long can an honest man survive?"