This is awesome! Can't wait to see Romuli and Faust roster!
This is awesome! Can't wait to see Romuli and Faust roster!
Looks very interesting. Excellent work Boyar iasnie sokol
These viking warriors looks really cool! Can we have more screenshots with other factions?
GREAT POWERS OF BELLIKA
In the center of Thera stands the huge landmass of Bellika. Its central position, climates and resources had brought, along its history, many peoples and many cultures, that shaped the landmass. Bellika can be divided in four regions:
- Northern Bellika, a place where new ideas and technologies come to life, and learn to blend with old ideas such as: greed, power, fear, pleasure and freedom;
- Tushkan Desert, a vast barren wasteland that stands as a barrier between North and South, inhabited by hardy desert peoples and crossed by the most audacious or the most desperate traders;
- Southern Bellika, stretches along the entire southern coast of the landmass, and has the greatest cities in the world of Thera, inhabited by the local people who are realy numerous, but what makes their cities so big is the fact that in all of them, at least three quarters of the population is made up of slaves;
- Nabu Wilderness, a wild land inhabited by dark skinned peoples, rich in resources and desired by many powers;
[PART ONE]
Blessed Armada of Deliverance
status: playable faction
description: the Armada sent by the Grand Inquisitor to purge the piracy from the seas after the sack of Tarquesia and the failed corsairs expedition
capital: Sea Temple
culture: Chivalric
religion: Demiurgic Militant
House Otterbach
status: playable faction (within Holy Sword Order)
description: the traditionalist demiurgic power on Northern Bellika and the main ally of the Inquisition on the landmass
capital: Doburg
culture: Chivalric
religion: Demiurgic Militant
Golden Bank
status: playable faction
description: the greedy manipulators, bent on establishing their control over the old and the new world
capital: Povia
culture: Mercantilist
religion: Demiurgic Moderate
Unholy Purgers of Trisena
status: playable faction (within Golden Bank)
description: Militant Knights manipulated by the Golden Bank to redirect their Holy Purge from Syrianna to Trisena, a rival of the Bank
capital: Trisena-The Partitioned City
culture: Chivalric
religion: Demiurgic Militant
The Black Army
status: playable faction
description: the professional army created by Karl Faust to destroy his enemies, its stunning successes in recent battles against the forces of Otterbach and the Inquisition sent shockwaves on all Northern Bellika, the power of the old order starting to crumble
capital: Alstaad-City of Science
culture: Mercantilist
religion: Demiurgic Moderate
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Patricians of Sardova
status: rebels
description: revenues from the grain trade allowed the Patricians of Sardova to maintain powerful mercenary companies and defend their fertile plains
capital: Sardova-City of Grains
culture: Mercantilist
religion: Demiurgic Moderate
[IMG][/IMG]
Apellian Maritime Republic
status: rebels
description: the city is an important base for any great power who wants to dominate the seas, as the Apellians are the best ship builders and navigators in the world
capital: Apellia-City of Ships
culture: Mercantilist
religion: Demiurgic Moderate
Zuabii Caravaners
status: rebels
description: the trade between the southern and the northern peoples of Bellika is a dangerous affair, but the Zuabi Merchant Princes of the desert that divides the two cultures, adapted and grew rich and powerfull
capital: Zukarr-The Red Fortress
culture: Slaver
religion: Sun God
[IMG][/IMG]
Vashta Guilds
status: playable faction
description: coerced by the assassins of the Sect of Kali, the influent Vashta Guilds banded together, in order to create a power equal with their fellow League of Privateers and the Immortals
capital: Hydrapour
culture: Slaver
religion: Death Worshippers (Cult of Kali)
Guild of Corsairs
status: playable faction (within Vashta Guilds)
description: the Vashta Corsairs are the scourge of the southern seas, they are the main slave captors on Thera and their power and cruelty rises day by day
capital: Reisabad-City of Corsairs
culture: Slaver
religion: Death Worshippers (Cult of Kali)
The Tushkan
status: playable faction
description: the Tushkan desert warriors rose to prominence under the guidance of Tahar, when they stopped and isolated the forces of the Holy Purge sent by House Otterbach across the dunes of Bellika
capital: Taharabad
culture: Slaver
religion: Animalistic Deities (Camel and Elephant)
The Zankan
status: rebels
description: the Zankan desert folk are bitter rivals of the Tushkan and Yaikan, they constantly prey on Tushkan camps when the Tushkan men are gone to fight others and also the Nabu are among their favourite victims
capital: Zankesh
culture: Slaver
religion: Serpent Cult
The Yaikan
status: rebels
description: proud warriors who will give their lives to defend their rocks and sands
capital: Yaikesh
culture: Slaver
religion: Idolatry
The Nabu
status: rebels
description: inhabitants of the jungles of the southern Bellika, deemed wild and primitive by the surounding factions they are fierce warrios, ready to defend their people, their gold and their prised beasts
capital: Abedis-The Ivory City
culture: Slaver
religion: Death Worshippers (Cult of Bones)
Blackhat Privateers
status: playable faction (within League of Privateers)
description: Blackhat family is among the most powerfull Privateer Houses, along with Greystokes, Deathheads and Bulkonos, they control Lavera but recently lost control over Port Fradam with the arriving of the Blessed Armada
capital: Lavera
culture: Mercantilist
religion: Death Worshippers (Cult of Bones)
[PART TWO]
Labienzza's Condottieri
status: playable faction (within Golden Bank)
description: main mercenaries of The Golden Bank, they are used to intimidate debtor city-states and patricians, to start costly wars and to defend all the Bank's interests
capital: Castello Labienzza
culture: Mercantilist
religion: Demiurgic Moderate
Dardian Mountaineers
status: rebels
description: fierce warriors, very valuable mercenaries, they managed to resist in their mountains even in the face of the Great Torment
capital: Dardia
culture: Heroic
religion: Mythical Founders
Boravian Heretics
status: rebels
description: the Boravians tired of the many Holy Purges raised by the Otterbach, refused to participate in the last one and trowing the Otterbach nobles from the window, they were declared heretics by the Inquisition
capital: Hussow
culture: Mercantilist
religion: Heresy
Patricians of Vezzara
status: rebels
description: the fiercely independent patricians of Vezzara wont let anyone controll their beloved city without a good fight
capital: Vezzarra-City of Duels
culture: Mercantilist
religion: Demiurgic Moderate
Corellian Mercenary Companies
status: rebels
description: the Corellian men are probably the best mercenaries in Bellika and the women the best courtesans
capital: Corellia
culture: Mercantilist
religion: Demiurgic Moderate
City State of Trantos
status: playable faction
description: Trantos defied the orders of the Inquisition years before now as it engaged in the forbidden trade with the Zuabi, now with the recent setbacks of Inquisitorial-Otterbach power by the hands of Karl Faust, the Hedonistic City State openly denounced and abandoned all links with the old order, including the faith
capital: Trantos-City of Carnivals
culture: Mercantilist
religion: Cult of Pleasure (The Laughing God)
Guild of Bombardiers
status: rebels
description: the most independent and powerfull guild in Southern Bellika, they build and sell monstrous siege machines
capital: Darhabad Foundries
culture: Slaver
religion: Heresy
Klingon Remote Authority
status: playable faction
description: the alien descendants of a lost crew who crashed on Thera shortly after the Great Torment
capital: Klingon's Landing
culture: Bestial
religion: Mythical Founders (Cult of Kahless)
Looks wonderful! Done really well! Simply cam't wait for the submod to come out! When do you think the submod will be released? Just curious!
THIS IS SO GODDAMN COOL!!! You did undisputably great work Boyar!!!!
Nice ideas Boyar.
What about my beloved Translavia, I understand from your presentation that we have Vlagons (Dracules), Varia, Vikia (Norsemen?) and Vashta Slavers? ..and also what about the Rebels of Translavia? I've seen that you give importance to rebels and I like your approach on creating different, accurate, meaningfull and interesting rebels.
Also, if you don't mind my curiosity, are you a Vlagon Boyar and loyal servant of House Dracule and member of the Sovereign Order of the Dragon, or a Varia Boyar??
I am definitely a Vlagon Boyar your greatness.
On Translavia we have the Sovereign Order of the Dragon, led by great Vlagon House of Dracule, a chivalric militant order with autocratic rule. Also the Varia Boyars of the Most Noble Varia Covenant, a Union of powerful magnates with oligarchic rule. The rebels of Translavia are called Plague Horrors, they are humans turned monsters by a strange plague. On the north-east the former northern invaders/colonists called Vikia have joined Rothgaard's Pact in hope of surviving the Plague Horrors. And the forth playable faction belongs to Vashta Guilds, recently landed, in search of slaves. All the factions start without ports, as the Inquisition closed Translavia to contain the plague, living the locals to fend for themselves.
I don't know, honestly, when it will be ready, this summer, I hope.
I have to change the old descriptions for all imported units, and those changed to other factions or rebels and then buildings, new images, recruitment, placement on the map of factions, characters and resources, geography and climate, script, diplomatic situation between factions, new ancillaries, new stats for units, banners, captains, generals, leaders and heirs, new original names, new denominations for crusade and jihad, new missions, etc
And then I will give you all the new version.
Makes sense! I am just glad that everyone may be able to play this mod when it comes out. Keep up the good work!
Boyar, i have a question about romuli's 13 legions. Will they be represented as new units? Also, is there any possibility that romuli army will get more units in their roster?
Good question! I would like to know that too! Will the native american factions have more units in their roster or will you keep it the same? Just wondering!
Every Legion has it's own units, ten have units form the old roster and three have new units. The Romuli Hegemony can also get new units from the surrounding territories: hoplites from Hesperos, troops of their vassal Lacedora, also Uruks, Mondii, Davii, Sumari, etc.
Mesocalan factions have the possibility to recruit from their previous roster as they expand, but they start with their core units because the other troops are linked to the rebel groups like the Zacátec Raiders, Mammuc Hunters, Peyotá Confederacy, Jaguar People, Coyote Worshipers, Vucapec Giants and others. For example, the Paynal begin with the Eagle Warriors as they are associated to their Sun God and their western rebel jungle neighbors have Jaguar Warriors and animalistic religion. The Paynal have to subdue the Jaguar Lords, spread the sun god religion on the conquered lands and use the jaguar warriors in their armies.
The Warriors of Kukulqoatl have integrated into their faction a warlike tribe of Northern and Lenapan mixture called Voranian, with new units of male and female warriors.
Last edited by Boyar of Translavia; February 22, 2020 at 06:02 PM.
Can you please show us more screenshots Boyar? If you can, of course.
Gods, Men and Beasts of Hadea
In the south-lands across Hadea, the Gods are restless. God of the Underworld Hades raises the dead to fight for him, the Sun Gods Mithras and Elgabalus are determined to bring their light upon all, Callisto is tired to see her children oppressed and plots revenge, Serpent God Ophis is ready to defend his followers and God of War Areus inspires his true warriors to fight and conquer. And so, Humans and other species clash in titanic struggles to show their Gods that they are worthy of their blessings.
Legio VIII Scutum
status: playable faction (Legion of Romuli Hegemony)
description: Legio VIII "Scutum" was created to guard the frontiers and is specialized in defensive warfare. The Legion is still stationed in forts on Hadea Proxima, tasked with keeping at bay whatever horde comes from the dark lands of Hadea.
residence: Sarmium
culture: Classical
religion: Sun Gods (Mithras)
Legio XII Heracala
status: playable faction (Legion of Romuli Hegemony)
description: Legio XII "Heracala" is composed of Heracalans, a people forcibly assimilated by the Romuli Hegemony and colonized along the Heracalan Limes in the middle of Hadea.
residence: Heracalan Bastion
culture: Classical
religion: Sun Gods (Mithras)
Legio XI Oblita
status: playable faction (Legion of Romuli Hegemony)
description: Legio XI "Oblita" or "The Forgotten Legion" is a Legion sent to conquer the immensely rich Davii Mountains but it was abandoned by the Hegemony after the decisive defeat at Demosia and the destruction of two full legions.
residence: near Davithusa
culture: Classical
religion: Sun Gods (Mithras)
Lacedoran Enclave
status: rebels
description: Lacedora was a former Hesperosi colony on Hadea; before the Battle of Demosia it was a tributary to the Romuli Hegemony but since then, no tribute has arrived in Constantium. A Legion was sent to investigate.
capital: Lacedora
culture: Classical
religion: Gods of War (Areus)
Minotaurs
status: playable faction (supporters of Phobosian Tyranny)
description: the most powerful of all bestial races of Hadea, the Minotaurs became allies of the Tyrant of Phobosia who was very desperate and in need of help, in order to survive after the city-states of Hesperos united against him.
capital: Minosia
culture: Bestial
religion: Serpent Cults (Cult of Ophis)
Malekate of Padméa
status: playable faction (one of The Twin Malekates)
description: The legends from before the Great Torment tell that an ancient power from the island of Troylium sent an army to subjugate a peaceful city and a beautiful girl saved the city by seducing and then murdering the king of the invading army. The city took it's name from that heroic girl and became a mighty and prosperous city. With the Great Torment, the island of Troylium was swallowed by the seas but it's inhabitants escaped and founded the Romuli Hegemony and the conflict between the two old enemies will surely reignite.
capital: Padméa
culture: Slaver
religion: Sun Gods (Elgabalus)
Pirates of Seaspear
status: playable faction (members of the League of Privateers)
description: The small peninsula called The Hadean Horn became a pirate heaven, a staging point from witch pirate fleets prey upon the maritime trade networks of Padméa and Constantium.
capital: Seaspear-The Pirate Stronghold
culture: Slaver
religion: Death Worshipers
Priesthood of Hades
status: playable faction (within the Immortals)
description: powerful priests so well versed and initiated into the dark mysteries of Hades that they are able to raise thousands of skeletons to fight at their behest and also posses a devastating weapon called "the Breath of Hades".
capital: Kalobosia Temple City
culture: Bestial
religion: Death Worshipers
Reptarri
status: rebels
description: Reptarii are a race of creatures long abused by both Romuli and Hadean masters. Enslaved and forced to work in the mines of their human masters, they have suffered a long and cruel history.
capital: Nallaka
culture: Bestial
religion: Animalistic Deities
Freehold of Demosia
status: playable faction
description: The revolution of Slavos continues, he still rules over the Uruk Freehold of Demosia. The influence of the Freehold grows across Hadea and Avernus. The Liberators will send out armies to free all the slaves.
capital: Demosia-City of Freedom
culture: Bestial
religion: Animalistic Deities (goddess Callisto)
Mondii
status: rebels
description: Mondii were original inhabitants of Avernus forced by Romuli to migrate to Hadea, fearing the mighty Legions. After the Battle of Demosia, the influence and power that the Romuli once held beyond the Heacalan Bastion vanished. But in order to hold their independence, Mondii have to defend themselves from the Freehold and the Legions.
capital: Mondas
culture: Barbarian
religion: Animalistic Deities
Davii
status: rebels
description: The Davii are fearless warriors who will defend their mountains vigourosly. Their trademark weapon is the falx, a vicious blade capable of severing limbs and causing horrible wounds with a single, crushing blow.
capital: Davithusa
culture: Barbarian
religion: Animalistic Deities
Lykans
status: rebels
description: Legend has it that drunk Areus lay with a beautiful she wolf and the offspring was the first of the Lykans. Used in the gladiatorial games, they are fierce and fearless, with a taste for blood and battle.
capital: Lykanopolis
culture: Bestial
religion: Animalistic Deities
Last edited by Boyar of Translavia; February 29, 2020 at 08:29 AM.
Amazing, simply amazing, Boyar!
love it!