# Lords of Ash — Mistborn: The Final Empire CK3 Mod A Crusader Kings III total conversion mod set in Brandon Sanderson's Mistborn universe during the Final Empire era. CK3 version 1.18.*. ## Project Structure ``` lords_of_ash/ # The mod itself (CK3 mod directory) common/ # Game data definitions culture/ # Cultures: noble_scadrian, skaa, terris decisions/ # Player decisions (balls, snapping, breeding) dynasties/ # 10 Great Houses dynasty_houses/ landed_titles/ # Dominances and holdings men_at_arms_types/ # Hazekillers, Koloss, Mistborn Agents, etc. modifiers/ # Character and province modifiers on_action/ # Game hooks (birthday, yearly pulse, game start) religion/ # Steel Ministry, Terris, Survivorism, Cult of Ruin scripted_effects/ # Reusable effect blocks scripted_triggers/ # Reusable condition checks traits/ # Allomancy, Feruchemy, Hemalurgy traits events/ # Event chains (snapping, balls, Lord Ruler, etc.) history/ # Starting characters and title holders localization/english/ # All display strings (l_english.yml) lords-of-ash.mod # Outer mod descriptor (has path field) docs/ lore/ # Mistborn universe reference material bookmarks/ # Story arc planning (characters, scenarios) ck3-modding/ # CK3 modding reference ``` ## CK3 Modding Conventions ### File Naming - Prefix data files with `00_` for load order: `00_allomancy_traits.txt` - Event files use descriptive names: `snapping_events.txt`, `ball_events.txt` - Localization files: `mistborn__l_english.yml` ### Trait Naming Traits use the `trait_` prefix consistently: - Misting traits: `trait_misting_` (e.g., `trait_misting_coinshot`, `trait_misting_lurcher`) - Mistborn: `trait_mistborn` - Potential: `trait_allomantic_potential` - Feruchemy: `trait_feruchemist`, `trait_feruchemical_potential` - Hemalurgy: `trait_hemalurgist`, `trait_hemalurgic_spike_` - Strength: `trait_allomantic_strength_weak`, `_strong`, `_savant` ### Scripted Triggers/Effects Naming - Triggers end with `_trigger`: `is_allomancer_trigger`, `is_mistborn_trigger` - Effects end with `_effect`: `activate_allomancy_effect` ### Event Namespaces - `mistborn_snapping` — Allomantic awakening events - `mistborn_ball` — Noble ball social events - `mistborn_lord_ruler` — Lord Ruler attention/interaction - `mistborn_misc` — General events (kandra, misc) - `mistborn_hemalurgy` — Hemalurgy events - `mistborn_atium` — Atium economy events - `mistborn_skaa` — Skaa population events - `mistborn_skaa_allomancer` — Skaa Allomancer discovery/recruitment ### Localization - All keys must be in `l_english` files with BOM encoding - Key format: `_: "Display text"` - Every trait, event, decision, title, and modifier needs a localization entry ## Core Mod Systems ### Allomancy Genetic trait system. Characters carry `trait_allomantic_potential` (dormant) until "snapped" through trauma, which activates a specific Misting type or (rarely) full Mistborn. Inheritance chances are coded in trait definitions. ### Lord Ruler Attention Variable-based tracking system (0–100). Actions that defy the Lord Ruler increase attention; consequences escalate through tiers. ### Compounding When a character has both an Allomantic and Feruchemical trait for the same metal, compounding checks fire on the yearly pulse. ## Known Issues See `lords_of_ash/REVIEW_NOTES.txt` for the full review. Key issues: - Missing event files for several decisions (kandra, hemalurgy, atium, skaa) - Missing modifier definitions (lord_ruler_attention tiers, ruin_influence, etc.) - Missing traits for higher/Era 2 metals (chromium, aluminum, cadmium, bendalloy) - Missing custom name lists for cultures ## Committing Always use the `/commit` skill when committing changes. Never commit without invoking it — it enforces conventional commit format, logical grouping, and changelog maintenance. ## Skills Always create skills in project scope (`.claude/skills/`) for this project, not in user scope (`~/.claude/skills/`). ## Lore Reference `docs/lore/mistborn-universe.md` — High-level setting, metallic arts, cosmic forces, organizations, and themes. Consult this for lore accuracy when writing events or designing new mechanics.