Kalyin’s Blessings upon you, I am Ditto, Forbidden Plains Lead, and today we are covering the additions to the humans of the Forbidden Plains region as part of the Forbidden Valley update.
Kalyin
“You have seen through the false division and returned all things to one, you thus know my truth. I am Everything, I am Kalyin. Go and share my truth.” -The Goddess to her Prophetess
The Kalyin Worshipper faith, emergent during the Era of Crises of the Lake Federation, now makes use of the Harmonization mechanic, for it is the fundamental Truth that all are but a reflection of Kalyin, and to know Kalyin is to know reality in totality.
In addition to this, any tag which adopts, or is made to adopt, this faith automatically harmonizes with their former religion, and should it be enforced by their overlord, the normal liberty desire malus is canceled out if the overlord has harmonized with their former religion.
This may sound awfully specific, so let us turn to the first, but now not only, tag of this faith.
Kalsyto
The unified Lake Federation, formerly known by rather extravagant names, has been recently renamed to Kalsyto, meaning “Federation of Kalyin”. But fear not, the delightfully divergent political stances this tag holds are not only still existent, they now feature a unique parliamentary system to show their internal politicking, for it is Kalyin’s will that reality be shaped by its inhabitants, and for your average triunic that begins at the ballot box.
Triunic Parliament
The six constitutions are now represented as Factions, however this excludes the one that forms the basis of your own government, as chosen before unification. While the strength of your government is static, the influence each of the remaining members holds is dependent on, well, their influence. ;)
Kalsyto’s parliament features numerous unique reforms, each tied to a specific constitution. Many from vanilla are simply beneath the grandeur of Halann’s Democracy, but those that are found here are nonetheless associated with a faction. In order for an issue to be available to you, it must be found in either your constitution, or the faction it is linked to must be the one in power.
When choosing an issue, the parliament seats that initially back it will be those from your own constitution, and those of the faction supporting the issue, the latter's quantity determined by the strength of its faction. Likewise, the bribes a seat will accept are determined by their faction.
When passing something from your own constitution, the two constitutions Adjacent to your own will each contribute half of their strength to your cause.
But what is “Adjacent”? For those familiar with the Constitution, it is created with a focus on one or two of the following: Industry, Trade, and Military. For a constitution with one focus, your adjacent factions are the two which partially include your focus, and for a constitution with two foci, your adjacencies are the two which focus on each of your halves. For example, if you are Kalsyto-Bhu, aka Industry-Military, the Industry and Military factions, Dazjal and Sojdal, will be Adjacent to you.
On the other end, the faction with no connection to yours shall be considered Opposed, and you can never pass a reform from them. In our case, it is Sovk, Trade focus, which disavows us entirely.
Some of you may have noticed that it is possible to acquire permanent modifiers from Kalsyto’s Parliament, and this is done primarily through what is called a Major Issue. These are distinct in that you can only acquire those native to your own constitution, and also in that the Bribes you must offer the other factions shall be far harsher in magnitude, but sway their entire faction in one fell swoop. For those wishing to be more Democratic, however, there are a handful of reforms, known as the Special Issues, are likewise a permanent benefit without the hassle of the Major Issues, but only number a single per faction, for a total of 5 including yourself but not your Opposed faction.
When recalling that the number of seats for a faction is determined by their Influence, a politically savvy player could allow a faction more seats to need fewer bribes to pass their Majors.
But hopefully not too many seats.
Bastion of Democracy
While the Parliament reflects the internal debates of Kalsyto, it is Kalyin’s will that ALL live in liberty, and it is Kalsyto’s divine duty to bring democracy to Halann in totality.
Your fundamental tool for accomplishing this is the creation of the Democratic state. A quite autonomous subject, for your mission is democracy, not subjugation. Drawing inspiration from the Court of Art and Culture seen in vanilla’s Persia recently, establishing this type of subject changes them to a republic such as yourself.
But while all common and good people yearn for liberty, the governments that enact tyranny upon them are not so easily convinced by your just creed. You will need to project Kalsyto’s Influence to see such tyrants fall.
The Bastion of Democracy reform carries with it a government mechanic, likewise paralleling Persia. While you may only find minor benefits from the Democratic States you create, your Influence will both enable you to make their strength your own in times of need, but also accumulate the sway needed to bring more stubborn opponents under your sway.
And as Democracy rolls across the world, it will become appropriate to organize these numerous republics. When an entire Superregion falls under your sway, a Democratic State which has embraced the Truth of Kalyin may be Consolidated, making it into a Grand Republic of equal caliber to yourself.
(the tags seen here are arbitrary, and can in fact be any of your choosing should they enter the fold!)
I leave you with a view of the mission tree, noticeably no longer in the former format of two columns dedicated to a constitution, but instead only a handful translated here as dynamic missions, with many made into Major/Special Issues instead. The systems discussed are in the BitBucket for testing already, and with Kalyin’s blessing the missions should not be too far behind.
Let us now turn to other possibilities should the Lake Federation Splinter.
Sunijalla
Hello everyone! If you’ve been lurking around the Anbennar Discord the name ‘Hydro’ may be familiar to you, well that’s me! I have the absolute pleasure to announce that this patch I will be releasing not just one but TWO mission trees, one of which is for one of my favorite regions, with some of my favorite lore! Introducing the one true monarchy of the Triunic Lakes, Sunijalla! Formed from either the Metsamic or for the southern Khamgunai people who know the nation instead as Qarshtagak! Situated in the Brightmarches pictured below, they are in a pre-eminent position to revive and reinvent monarchy from the ashes of history and scrutiny, reforging their state into a truly modern, industrialized, and modernized Monarchy, capable of exerting its influence not just in the Lakes, but through the Plains (and beyond!).
Sunijalla joins Zabutodask as the second Splinter tag with a MT!
Monarchy has for two millennia been taboo, with every Lake Republic adopting democracy long ago (this is the Bastion of Democracy after all!). With the onset of the Splintering, wild and new ideas, identities, and of course, ideologies will have their day in the sun. With this the ancient ways appear more and more appealing, as each splinter seeks to forge their own path, Sunijalla is no exception! With their position owning the prosperous city of Qarshtuluu and their resurrection of a true Aristocracy, they seek to forge onwards to a brighter future for all their brothers and sisters! Perhaps someday the title of King or Queen will no longer suit their majesty…
Speaking of Majesty, I have been quite pleased with the lore and general story that the nation will tell, one of which includes the reinterpretation of Kalyin Worship, particularly because it is so heavily linked with democracy in the Lakes, I had quite a lot of fun re-imagining an alternative history where monarchy instead became the focal point of the rise of Kalyin Worship. With that, I'll leave you all with some images to hopefully get you more excited for Sunijalla and the Lakes as a whole! I hope you all enjoy it!
Ikögshaantus
Enuuk’s blessing may be upon you all, I’m SamX, a recent arrival to the Anbennar dev team, and Enuuk’s strongest soldier. I am proud to present you all with my first ever mission tree with the north-eastern Khamgunai Lake Federation Splinter tag, Ikögshaantus! The Consecrated Industrialists of Ikögshaantus will be joining the imperialist monarchs of Sunijalla and the Steppe-tamers of Zabutodask as the third ever Splintering mission tree for the Lake Federation!
Before delving into the nitty gritty of Ikögshaantus and it’s mission tree, let’s take a small lore tidbit about the people Ikögshaantus encompasses, the Triunic Khamgunai.
A Home Lost
The Khamgunai people of the lakes trace their origin back to the Khantaar city-states, a collection of urbanized polities that made Khaashalg their home. The Khamgunai expanded westwards towards a then empty Yarikhoi and founded the very first Lake city of Kovtalzar, and slowly urbanized the rich lands of Yarikhoi using their skills in city building. However, tragedy struck when the Day of Ashen Skies happened, causing a great deal of desertification of the Khantaar heartlands, demolishing the urban legacies of its people, and forcing a migration west towards the lakes and Nuzurbokh. The Ashen Migration caused a famine in the Khamgunai’s Yarikhoi lands, and further disaster occurred as the recently arrived centaurs outcompeted the Nuzurbokhi humans and slowly drove them out of Nuzurbokh over the following centuries.
Forging A New Path
Ikögshaantus as a nation has two major goals. The first, embody Enuuk, the goddess of forges, guilds, and artisans as best as they can. Second, restore Khamgunai control over Nuzurbokh and rebuild the Khantaar city-states in Khaashalg, no matter the cost. As Ikögshaantus, you will utilize the expertise of the various people of your lands and exploit its raw resources to combat the disaster caused by the DoAS and restore the glory of the old Khantaar cities!
Consecrated Industries
Not all works are made of equal quality, that much is known among Enuuk’s Followers. For a work of art, a building, a sword, or a piece of armor to be truly worth presenting to society and contribute to it it must pass certain criteria to be worthy in the eyes of Enuuk, but she isn’t physically present among the Khamgunai, nor are traditional clergy capable of judging quality of artisanship or such. Enter the Sanadazjal, meaning “Chosen Workers” in the Khamgunai tongue. The Sanadazjal are a congregation of retired guildmasters, artists, entrepreneurs, and such who are known and recognized by their incredible and influential works and their keen talents in their respective disciplines.
The Sanadazjal are ascended to replace the clergy in Ikögshaantus’s mission tree and are granted a special privilege that lets them consecrate the local industries of a province. Consecrated local industries, once picked and chosen, are thus granted special rights in the form of additional autonomy to further bolster the quality of their operations. The “Consecrate Local Industries” decision starts with a two year cooldown and 100 crown cost to consecrate two provinces in the North Yarikhoi. The consecration process starts by giving the scopes provinces the “Consecration in Progress” debuff, which is later removed and replaced with the “Consecrated Industry” province modifier.
(The Local Goods Produced buffs exist for the sake of visibility on the Trade mapmode, it's how Dwarovar tunnels are made visible there too!)
Only agriculture (grains,fish,livestock), metalworks (copper,iron), and luxury goods (cloth,gems,silk,wine,glass) producing provinces in North Yarikhoi are eligible to become Consecrated Industries. However, throughout Ikögshaantus’s mission tree, you’ll be able to expand the Sanadazjal’s influence and abilities, upgrading the decision to have other regions like Nuzurbokh and Moduk become eligible for consecration, and have the decision apply to upwards of six provinces at once, albeit with a higher cost. You’ll also be able to access other industries later down in the tree.
Additionally, having a local “Consecrated Industry” signifies that the Sanadazjal believe that the guilds present in that province are trustworthy, and are prioritized when it comes to political matters in Ikögshaantus. This political privilege plays an important role in Ikögshaantus's premier mechanic...
The Assembly of Guilds
The Assembly of Guilds, Ikögshaantus’s unique tier 2 government reform, is a restructured government body composed of a congregation of industrialist representatives, a parliament, meant to provide those deemed worthy by the Sanadazjal a voice in the politics of Ikögshaantus and its policies.
For those of you who noticed, you’ll see that Ikögshaantus’s parliament disallows manually assigning parliament seats. When you first unlock the Assembly of Guilds government reform, all provinces with the “Consecrated Industry” modifier get added to parliament and are kept as such, and then assigning parliament seats is rolled into the Sanadazjal’s “Consecrate Local Industries” mechanic, which adds the parliament seat alongside the “Consecrated Industry” province modifier.
Now to the most important part of the Assembly of Guilds, the parliament issues. The Assembly of Guilds starts with three special and repeatable parliament issues, all of which concern the industries and industrialization of the nation. These parliament issues interact extensively with Consecrated provinces, heavily encouraging you as a player to engage with the Consecrate Industry mechanic and expand the parliament along with it.
As you progress through the mission tree you unlock medium industrialization and heavy industrialization parliament issues, which have stronger effects but also a few concerning aspects that may get your people… uppity
Not only will you get new debates, but you’ll also be able to modify your existing ones or upgrade them depending on your choices in certain missions!
Guess Who’s Back…
In the final stretch of Ikögshaantus’s mission tree, you’ll bring the limits of industrialization to its very ends. Breaking every rock, cutting down every tree, forcing every hand to work, all to bring forth the restoration of the Khantaar heartlands. Ikögshaantus’s mission tree will heavily feature Anbennar’s reworked regions of Khaashalg, home of the Khantaar, and Nomsyulhan, the fabled Valley, and utilize both their mystic resources and exotic people to further their own goals, creating the [REDACTED] industry and bolstering it for the sake of Khantaar.
And as a special feature for the brave of you, Ikogshaantus comes with a “Big Red Button”, should you decide to press it and brave the consequences of bringing industry to its absolute limit, you’ll be rewarded very handsomely throughout the mission tree.
If any of this seems exciting to you, then I’m happy to announce that Ikogshaantus will enter Anbennar’s bitbucket build for all testers very soon! If you’re interested in the development process of Ikogshaantus or contributing to mod’s (soon-to-become-not-cope) best region then join us on the discord in the Forbidden Plains channel! (We also have the best lead)
A Federative Facelift
While not quite ready for showcasing, smaller changes that are being made are an adjustment of trade nodes and areas to fix the notorious overlapping that has been present in the region, and there shall be starting rulers made for the Lake Federation tags alongside a brand new government reform made specifically for the Lake Federation’s leader!
(UI of the government reform still TBD)
Conclusion
That is all for today, but do not despair fans of the Forbidden, for there are things in motion for the non-Yarikhoi parts of the Forbidden Lands, but they are not quite ready to be displayed.
Elsewhere, developers are hard at work preparing the mod for the 1.37 vanilla update, which will reach steam alongside the Forbidden Valley update.